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Blender V2.61 - r43446
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00001 /* 00002 * Copyright 2011, Blender Foundation. 00003 * 00004 * This program is free software; you can redistribute it and/or 00005 * modify it under the terms of the GNU General Public License 00006 * as published by the Free Software Foundation; either version 2 00007 * of the License, or (at your option) any later version. 00008 * 00009 * This program is distributed in the hope that it will be useful, 00010 * but WITHOUT ANY WARRANTY; without even the implied warranty of 00011 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 00012 * GNU General Public License for more details. 00013 * 00014 * You should have received a copy of the GNU General Public License 00015 * along with this program; if not, write to the Free Software Foundation, 00016 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. 00017 */ 00018 00019 CCL_NAMESPACE_BEGIN 00020 00021 /* Marble */ 00022 00023 __device_noinline float svm_wave(NodeWoodType type, float3 p, float scale, float detail, float distortion, float dscale) 00024 { 00025 float w, n; 00026 00027 p *= scale; 00028 00029 if(type == NODE_WAVE_BANDS) 00030 n= (p.x + p.x + p.z)*10.0f; 00031 else /* if(type == NODE_WAVE_RINGS) */ 00032 n= len(p)*20.0f; 00033 00034 if(distortion != 0.0f) 00035 n += distortion * noise_turbulence(p*dscale, NODE_NOISE_PERLIN, detail, 0); 00036 00037 w = noise_wave(NODE_WAVE_SINE, n); 00038 00039 return w; 00040 } 00041 00042 __device void svm_node_tex_wave(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, int *offset) 00043 { 00044 uint4 node2 = read_node(kg, offset); 00045 00046 uint type; 00047 uint co_offset, scale_offset, detail_offset, dscale_offset, distortion_offset, color_offset, fac_offset; 00048 00049 decode_node_uchar4(node.y, &type, &color_offset, &fac_offset, &dscale_offset); 00050 decode_node_uchar4(node.z, &co_offset, &scale_offset, &detail_offset, &distortion_offset); 00051 00052 float3 co = stack_load_float3(stack, co_offset); 00053 float scale = stack_load_float_default(stack, scale_offset, node2.x); 00054 float detail = stack_load_float_default(stack, detail_offset, node2.y); 00055 float distortion = stack_load_float_default(stack, distortion_offset, node2.z); 00056 float dscale = stack_load_float_default(stack, dscale_offset, node2.w); 00057 00058 float f = svm_wave((NodeWoodType)type, co, scale, detail, distortion, dscale); 00059 00060 if(stack_valid(fac_offset)) stack_store_float(stack, fac_offset, f); 00061 if(stack_valid(color_offset)) stack_store_float3(stack, color_offset, make_float3(f, f, f)); 00062 } 00063 00064 CCL_NAMESPACE_END 00065