/* * Copyright 2011, Blender Foundation. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ CCL_NAMESPACE_BEGIN /* Magic */ __device_noinline float3 svm_magic(float3 p, int n, float distortion) { float x = sinf((p.x + p.y + p.z)*5.0f); float y = cosf((-p.x + p.y - p.z)*5.0f); float z = -cosf((-p.x - p.y + p.z)*5.0f); if(n > 0) { x *= distortion; y *= distortion; z *= distortion; y = -cosf(x-y+z); y *= distortion; if(n > 1) { x = cosf(x-y-z); x *= distortion; if(n > 2) { z = sinf(-x-y-z); z *= distortion; if(n > 3) { x = -cosf(-x+y-z); x *= distortion; if(n > 4) { y = -sinf(-x+y+z); y *= distortion; if(n > 5) { y = -cosf(-x+y+z); y *= distortion; if(n > 6) { x = cosf(x+y+z); x *= distortion; if(n > 7) { z = sinf(x+y-z); z *= distortion; if(n > 8) { x = -cosf(-x-y+z); x *= distortion; if(n > 9) { y = -sinf(x-y+z); y *= distortion; } } } } } } } } } } if(distortion != 0.0f) { distortion *= 2.0f; x /= distortion; y /= distortion; z /= distortion; } return make_float3(0.5f - x, 0.5f - y, 0.5f - z); } __device void svm_node_tex_magic(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, int *offset) { uint depth; uint scale_offset, distortion_offset, co_offset, fac_offset, color_offset; decode_node_uchar4(node.y, &depth, &color_offset, &fac_offset, NULL); decode_node_uchar4(node.z, &co_offset, &scale_offset, &distortion_offset, NULL); uint4 node2 = read_node(kg, offset); float3 co = stack_load_float3(stack, co_offset); float scale = stack_load_float_default(stack, scale_offset, node2.x); float distortion = stack_load_float_default(stack, distortion_offset, node2.y); float3 color = svm_magic(co*scale, depth, distortion); if(stack_valid(fac_offset)) stack_store_float(stack, fac_offset, average(color)); if(stack_valid(color_offset)) stack_store_float3(stack, color_offset, color); } CCL_NAMESPACE_END