/* * 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 /* Wave */ ccl_device_noinline float svm_wave(NodeWaveType type, NodeWaveProfile profile, float3 p, float detail, float distortion, float dscale) { float n; if(type == NODE_WAVE_BANDS) n = (p.x + p.y + p.z) * 10.0f; else /* NODE_WAVE_RINGS */ n = len(p) * 20.0f; if(distortion != 0.0f) n += distortion * noise_turbulence(p*dscale, detail, 0); if(profile == NODE_WAVE_PROFILE_SIN) { return 0.5f + 0.5f * sinf(n); } else { /* NODE_WAVE_PROFILE_SAW */ n /= M_2PI_F; n -= (int) n; return (n < 0.0f)? n + 1.0f: n; } } ccl_device void svm_node_tex_wave(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, int *offset) { uint4 node2 = read_node(kg, offset); uint type; uint co_offset, scale_offset, detail_offset, dscale_offset, distortion_offset, color_offset, fac_offset; decode_node_uchar4(node.y, &type, &color_offset, &fac_offset, &dscale_offset); decode_node_uchar4(node.z, &co_offset, &scale_offset, &detail_offset, &distortion_offset); float3 co = stack_load_float3(stack, co_offset); float scale = stack_load_float_default(stack, scale_offset, node2.x); float detail = stack_load_float_default(stack, detail_offset, node2.y); float distortion = stack_load_float_default(stack, distortion_offset, node2.z); float dscale = stack_load_float_default(stack, dscale_offset, node2.w); float f = svm_wave((NodeWaveType)type, (NodeWaveProfile)node.w, co*scale, detail, distortion, dscale); 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