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/*
* 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;
svm_unpack_node_uchar4(node.y, &type, &color_offset, &fac_offset, &dscale_offset);
svm_unpack_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
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