/* SPDX-License-Identifier: Apache-2.0 * Copyright 2011-2022 Blender Foundation */ #pragma once CCL_NAMESPACE_BEGIN /* Wave */ ccl_device_noinline_cpu float svm_wave(NodeWaveType type, NodeWaveBandsDirection bands_dir, NodeWaveRingsDirection rings_dir, NodeWaveProfile profile, float3 p, float distortion, float detail, float dscale, float droughness, float phase) { /* Prevent precision issues on unit coordinates. */ p = (p + 0.000001f) * 0.999999f; float n; if (type == NODE_WAVE_BANDS) { if (bands_dir == NODE_WAVE_BANDS_DIRECTION_X) { n = p.x * 20.0f; } else if (bands_dir == NODE_WAVE_BANDS_DIRECTION_Y) { n = p.y * 20.0f; } else if (bands_dir == NODE_WAVE_BANDS_DIRECTION_Z) { n = p.z * 20.0f; } else { /* NODE_WAVE_BANDS_DIRECTION_DIAGONAL */ n = (p.x + p.y + p.z) * 10.0f; } } else { /* NODE_WAVE_RINGS */ float3 rp = p; if (rings_dir == NODE_WAVE_RINGS_DIRECTION_X) { rp *= make_float3(0.0f, 1.0f, 1.0f); } else if (rings_dir == NODE_WAVE_RINGS_DIRECTION_Y) { rp *= make_float3(1.0f, 0.0f, 1.0f); } else if (rings_dir == NODE_WAVE_RINGS_DIRECTION_Z) { rp *= make_float3(1.0f, 1.0f, 0.0f); } /* else: NODE_WAVE_RINGS_DIRECTION_SPHERICAL */ n = len(rp) * 20.0f; } n += phase; if (distortion != 0.0f) n += distortion * (fractal_noise_3d(p * dscale, detail, droughness) * 2.0f - 1.0f); if (profile == NODE_WAVE_PROFILE_SIN) { return 0.5f + 0.5f * sinf(n - M_PI_2_F); } else if (profile == NODE_WAVE_PROFILE_SAW) { n /= M_2PI_F; return n - floorf(n); } else { /* NODE_WAVE_PROFILE_TRI */ n /= M_2PI_F; return fabsf(n - floorf(n + 0.5f)) * 2.0f; } } ccl_device_noinline int svm_node_tex_wave( KernelGlobals kg, ccl_private ShaderData *sd, ccl_private float *stack, uint4 node, int offset) { uint4 node2 = read_node(kg, &offset); uint4 node3 = read_node(kg, &offset); /* RNA properties */ uint type_offset, bands_dir_offset, rings_dir_offset, profile_offset; /* Inputs, Outputs */ uint co_offset, scale_offset, distortion_offset, detail_offset, dscale_offset, droughness_offset, phase_offset; uint color_offset, fac_offset; svm_unpack_node_uchar4( node.y, &type_offset, &bands_dir_offset, &rings_dir_offset, &profile_offset); svm_unpack_node_uchar3(node.z, &co_offset, &scale_offset, &distortion_offset); svm_unpack_node_uchar4( node.w, &detail_offset, &dscale_offset, &droughness_offset, &phase_offset); svm_unpack_node_uchar2(node2.x, &color_offset, &fac_offset); float3 co = stack_load_float3(stack, co_offset); float scale = stack_load_float_default(stack, scale_offset, node2.y); float distortion = stack_load_float_default(stack, distortion_offset, node2.z); float detail = stack_load_float_default(stack, detail_offset, node2.w); float dscale = stack_load_float_default(stack, dscale_offset, node3.x); float droughness = stack_load_float_default(stack, droughness_offset, node3.y); float phase = stack_load_float_default(stack, phase_offset, node3.z); float f = svm_wave((NodeWaveType)type_offset, (NodeWaveBandsDirection)bands_dir_offset, (NodeWaveRingsDirection)rings_dir_offset, (NodeWaveProfile)profile_offset, co * scale, distortion, detail, dscale, droughness, phase); 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)); return offset; } CCL_NAMESPACE_END