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/* 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
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