/* * 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 /* Magic */ ccl_device_noinline_cpu 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); } ccl_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; svm_unpack_node_uchar3(node.y, &depth, &color_offset, &fac_offset); svm_unpack_node_uchar3(node.z, &co_offset, &scale_offset, &distortion_offset); 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