/* * 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 /* Wave */ __device_noinline float svm_wave(NodeWaveType type, float3 p, float scale, float detail, float distortion, float dscale) { float w, n; p *= scale; if(type == NODE_WAVE_BANDS) n = (p.x + p.y + p.z) * 10.0f; else /* if(type == NODE_WAVE_RINGS) */ n = len(p) * 20.0f; if(distortion != 0.0f) n += distortion * noise_turbulence(p*dscale, NODE_NOISE_PERLIN, detail, 0); w = noise_wave(NODE_WAVE_SINE, n); return w; } __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, 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