Cycles: procedural texture nodes reorganization. This will break existing files
using them, but rather do it now that I have the chance still. Highlights: * Wood and Marble merged into a single Wave texture * Clouds + Distorted Noise merged into new Noise node * Blend renamed to Gradient * Stucci removed, was mostly useful for old bump * Noise removed, will come back later, didn't actually work yet * Depth setting is now Detail socket, which accepts float values * Scale socket instead of Size socket http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Textures
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65
intern/cycles/kernel/svm/svm_wave.h
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65
intern/cycles/kernel/svm/svm_wave.h
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/*
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* Copyright 2011, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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CCL_NAMESPACE_BEGIN
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/* Marble */
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__device_noinline float svm_wave(NodeWoodType type, float3 p, float scale, float detail, float distortion, float dscale)
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{
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float w, n;
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p *= scale;
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if(type == NODE_WAVE_BANDS)
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n= (p.x + p.x + p.z)*10.0f;
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else /* if(type == NODE_WAVE_RINGS) */
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n= len(p)*20.0f;
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if(distortion != 0.0f)
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n += distortion * noise_turbulence(p*dscale, NODE_NOISE_PERLIN, detail, 0);
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w = noise_wave(NODE_WAVE_SINE, n);
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return w;
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}
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__device void svm_node_tex_wave(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, int *offset)
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{
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uint4 node2 = read_node(kg, offset);
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uint type;
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uint co_offset, scale_offset, detail_offset, dscale_offset, distortion_offset, color_offset, fac_offset;
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decode_node_uchar4(node.y, &type, &color_offset, &fac_offset, &dscale_offset);
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decode_node_uchar4(node.z, &co_offset, &scale_offset, &detail_offset, &distortion_offset);
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float3 co = stack_load_float3(stack, co_offset);
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float scale = stack_load_float_default(stack, scale_offset, node2.x);
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float detail = stack_load_float_default(stack, detail_offset, node2.y);
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float distortion = stack_load_float_default(stack, distortion_offset, node2.z);
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float dscale = stack_load_float_default(stack, dscale_offset, node2.w);
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float f = svm_wave((NodeWoodType)type, co, scale, detail, distortion, dscale);
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if(stack_valid(fac_offset)) stack_store_float(stack, fac_offset, f);
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if(stack_valid(color_offset)) 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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