
* Replace license text in headers with SPDX identifiers. * Remove specific license info from outdated readme.txt, instead leave details to the source files. * Add list of SPDX license identifiers used, and corresponding license texts. * Update copyright dates while we're at it. Ref D14069, T95597
72 lines
1.7 KiB
C
72 lines
1.7 KiB
C
/* SPDX-License-Identifier: Apache-2.0
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* Copyright 2011-2022 Blender Foundation */
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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 = saturatef(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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