/* * 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 /* Wood */ __device_noinline float svm_wood(float3 p, float size, NodeWoodType type, NodeWaveType wave, NodeNoiseBasis basis, uint hard, float turb) { float x = p.x; float y = p.y; float z = p.z; if(type == NODE_WOOD_BANDS) { return noise_wave(wave, (x + y + z)*10.0f); } else if(type == NODE_WOOD_RINGS) { return noise_wave(wave, sqrt(x*x + y*y + z*z)*20.0f); } else if (type == NODE_WOOD_BAND_NOISE) { float wi = turb*noise_basis_hard(p/size, basis, hard); return noise_wave(wave, (x + y + z)*10.0f + wi); } else if (type == NODE_WOOD_RING_NOISE) { float wi = turb*noise_basis_hard(p/size, basis, hard); return noise_wave(wave, sqrt(x*x + y*y + z*z)*20.0f + wi); } return 0.0f; } __device void svm_node_tex_wood(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, int *offset) { uint4 node2 = read_node(kg, offset); uint type, wave, basis, hard; uint co_offset, size_offset, turbulence_offset, fac_offset; decode_node_uchar4(node.y, &type, &wave, &basis, &hard); decode_node_uchar4(node.z, &co_offset, &size_offset, &turbulence_offset, &fac_offset); float3 co = stack_load_float3(stack, co_offset); float size = stack_load_float_default(stack, size_offset, node2.y); float turbulence = stack_load_float_default(stack, turbulence_offset, node2.z); size = nonzerof(size, 1e-5f); float f = svm_wood(co, size, (NodeWoodType)type, (NodeWaveType)wave, (NodeNoiseBasis)basis, hard, turbulence); stack_store_float(stack, fac_offset, f); } CCL_NAMESPACE_END