/* * 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 /* Gradient */ ccl_device float svm_gradient(float3 p, NodeGradientType type) { float x, y, z; x = p.x; y = p.y; z = p.z; if (type == NODE_BLEND_LINEAR) { return x; } else if (type == NODE_BLEND_QUADRATIC) { float r = fmaxf(x, 0.0f); return r * r; } else if (type == NODE_BLEND_EASING) { float r = fminf(fmaxf(x, 0.0f), 1.0f); float t = r * r; return (3.0f * t - 2.0f * t * r); } else if (type == NODE_BLEND_DIAGONAL) { return (x + y) * 0.5f; } else if (type == NODE_BLEND_RADIAL) { return atan2f(y, x) / M_2PI_F + 0.5f; } else { /* Bias a little bit for the case where p is a unit length vector, * to get exactly zero instead of a small random value depending * on float precision. */ float r = fmaxf(0.999999f - sqrtf(x * x + y * y + z * z), 0.0f); if (type == NODE_BLEND_QUADRATIC_SPHERE) return r * r; else if (type == NODE_BLEND_SPHERICAL) return r; } return 0.0f; } ccl_device_noinline void svm_node_tex_gradient(ccl_private ShaderData *sd, ccl_private float *stack, uint4 node) { uint type, co_offset, color_offset, fac_offset; svm_unpack_node_uchar4(node.y, &type, &co_offset, &fac_offset, &color_offset); float3 co = stack_load_float3(stack, co_offset); float f = svm_gradient(co, (NodeGradientType)type); f = saturate(f); if (stack_valid(fac_offset)) stack_store_float(stack, fac_offset, f); if (stack_valid(color_offset)) stack_store_float3(stack, color_offset, make_float3(f, f, f)); } CCL_NAMESPACE_END