/* * Copyright 2011-2013 Blender Foundation * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ CCL_NAMESPACE_BEGIN /* Checker */ ccl_device_noinline float svm_checker(float3 p) { /* avoid precision issues on unit coordinates */ p.x = (p.x + 0.000001f)*0.999999f; p.y = (p.y + 0.000001f)*0.999999f; p.z = (p.z + 0.000001f)*0.999999f; int xi = abs(float_to_int(floorf(p.x))); int yi = abs(float_to_int(floorf(p.y))); int zi = abs(float_to_int(floorf(p.z))); return ((xi % 2 == yi % 2) == (zi % 2))? 1.0f: 0.0f; } ccl_device void svm_node_tex_checker(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node) { uint co_offset, color1_offset, color2_offset, scale_offset; uint color_offset, fac_offset; decode_node_uchar4(node.y, &co_offset, &color1_offset, &color2_offset, &scale_offset); decode_node_uchar4(node.z, &color_offset, &fac_offset, NULL, NULL); float3 co = stack_load_float3(stack, co_offset); float3 color1 = stack_load_float3(stack, color1_offset); float3 color2 = stack_load_float3(stack, color2_offset); float scale = stack_load_float_default(stack, scale_offset, node.w); float f = svm_checker(co*scale); if(stack_valid(color_offset)) stack_store_float3(stack, color_offset, (f == 1.0f)? color1: color2); if(stack_valid(fac_offset)) stack_store_float(stack, fac_offset, f); } CCL_NAMESPACE_END