Blender V2.61 - r43446

svm_gradient.h

Go to the documentation of this file.
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 /* Gradient */
00022 
00023 __device float svm_gradient(float3 p, NodeBlendType type)
00024 {
00025     float x, y, z;
00026 
00027     x= p.x;
00028     y= p.y;
00029     z= p.z;
00030 
00031     if(type == NODE_BLEND_LINEAR) {
00032         return x;
00033     }
00034     else if(type == NODE_BLEND_QUADRATIC) {
00035         float r = fmaxf(x, 0.0f);
00036         return r*r;
00037     }
00038     else if(type == NODE_BLEND_EASING) {
00039         float r = fminf(fmaxf(x, 0.0f), 1.0f);
00040         float t = r*r;
00041         
00042         return (3.0f*t - 2.0f*t*r);
00043     }
00044     else if(type == NODE_BLEND_DIAGONAL) {
00045         return (x + y)/2.0f;
00046     }
00047     else if(type == NODE_BLEND_RADIAL) {
00048         return atan2(y, x)/(2.0f*M_PI_F) + 0.5f;
00049     }
00050     else {
00051         float r = fmaxf(1.0f - sqrtf(x*x + y*y + z*z), 0.0f);
00052 
00053         if(type == NODE_BLEND_QUADRATIC_SPHERE)
00054             return r*r;
00055         else if(type == NODE_BLEND_SPHERICAL)
00056             return r;
00057     }
00058 
00059     return 0.0f;
00060 }
00061 
00062 __device void svm_node_tex_gradient(ShaderData *sd, float *stack, uint4 node)
00063 {
00064     uint type, co_offset, color_offset, fac_offset;
00065 
00066     decode_node_uchar4(node.y, &type, &co_offset, &fac_offset, &color_offset);
00067 
00068     float3 co = stack_load_float3(stack, co_offset);
00069 
00070     float f = svm_gradient(co, (NodeBlendType)type);
00071     f = clamp(f, 0.0f, 1.0f);
00072 
00073     if(stack_valid(fac_offset))
00074         stack_store_float(stack, fac_offset, f);
00075     if(stack_valid(color_offset))
00076         stack_store_float3(stack, color_offset, make_float3(f, f, f));
00077 }
00078 
00079 CCL_NAMESPACE_END
00080