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blender-archive/intern/cycles/kernel/svm/wave.h
Brecht Van Lommel fd25e883e2 Cycles: remove prefix from source code file names
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.
2021-10-26 15:37:04 +02:00

134 lines
4.5 KiB
C++

/*
* 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.
*/
#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