Remove prefix of filenames that is the same as the folder name. This used to help when #includes were using individual files, but now they are always relative to the cycles root directory and so the prefixes are redundant. For patches and branches, git merge and rebase should be able to detect the renames and move over code to the right file.
85 lines
2.2 KiB
C++
85 lines
2.2 KiB
C++
/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#pragma once
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CCL_NAMESPACE_BEGIN
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/* Gradient */
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ccl_device float svm_gradient(float3 p, NodeGradientType type)
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{
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float x, y, z;
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x = p.x;
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y = p.y;
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z = p.z;
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if (type == NODE_BLEND_LINEAR) {
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return x;
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}
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else if (type == NODE_BLEND_QUADRATIC) {
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float r = fmaxf(x, 0.0f);
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return r * r;
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}
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else if (type == NODE_BLEND_EASING) {
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float r = fminf(fmaxf(x, 0.0f), 1.0f);
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float t = r * r;
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return (3.0f * t - 2.0f * t * r);
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}
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else if (type == NODE_BLEND_DIAGONAL) {
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return (x + y) * 0.5f;
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}
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else if (type == NODE_BLEND_RADIAL) {
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return atan2f(y, x) / M_2PI_F + 0.5f;
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}
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else {
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/* Bias a little bit for the case where p is a unit length vector,
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* to get exactly zero instead of a small random value depending
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* on float precision. */
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float r = fmaxf(0.999999f - sqrtf(x * x + y * y + z * z), 0.0f);
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if (type == NODE_BLEND_QUADRATIC_SPHERE)
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return r * r;
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else if (type == NODE_BLEND_SPHERICAL)
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return r;
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}
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return 0.0f;
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}
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ccl_device_noinline void svm_node_tex_gradient(ccl_private ShaderData *sd,
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ccl_private float *stack,
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uint4 node)
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{
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uint type, co_offset, color_offset, fac_offset;
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svm_unpack_node_uchar4(node.y, &type, &co_offset, &fac_offset, &color_offset);
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float3 co = stack_load_float3(stack, co_offset);
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float f = svm_gradient(co, (NodeGradientType)type);
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f = saturate(f);
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if (stack_valid(fac_offset))
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stack_store_float(stack, fac_offset, f);
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if (stack_valid(color_offset))
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stack_store_float3(stack, color_offset, make_float3(f, f, f));
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}
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CCL_NAMESPACE_END
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