Files
blender/intern/cycles/kernel/svm/svm_gradient.h
Patrick Mours 2b999c6a68 Cycles: change svm node decoding for more efficient code generation on GPU
These functions no longer accept NULL. They were renamed for clarity and to
avoid hidden merge issues.

Ref D5363
2019-08-26 10:26:53 +02:00

81 lines
2.1 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.
*/
CCL_NAMESPACE_BEGIN
/* Gradient */
ccl_device float svm_gradient(float3 p, NodeGradientType type)
{
float x, y, z;
x = p.x;
y = p.y;
z = p.z;
if (type == NODE_BLEND_LINEAR) {
return x;
}
else if (type == NODE_BLEND_QUADRATIC) {
float r = fmaxf(x, 0.0f);
return r * r;
}
else if (type == NODE_BLEND_EASING) {
float r = fminf(fmaxf(x, 0.0f), 1.0f);
float t = r * r;
return (3.0f * t - 2.0f * t * r);
}
else if (type == NODE_BLEND_DIAGONAL) {
return (x + y) * 0.5f;
}
else if (type == NODE_BLEND_RADIAL) {
return atan2f(y, x) / M_2PI_F + 0.5f;
}
else {
/* Bias a little bit for the case where p is a unit length vector,
* to get exactly zero instead of a small random value depending
* on float precision. */
float r = fmaxf(0.999999f - sqrtf(x * x + y * y + z * z), 0.0f);
if (type == NODE_BLEND_QUADRATIC_SPHERE)
return r * r;
else if (type == NODE_BLEND_SPHERICAL)
return r;
}
return 0.0f;
}
ccl_device void svm_node_tex_gradient(ShaderData *sd, float *stack, uint4 node)
{
uint type, co_offset, color_offset, fac_offset;
svm_unpack_node_uchar4(node.y, &type, &co_offset, &fac_offset, &color_offset);
float3 co = stack_load_float3(stack, co_offset);
float f = svm_gradient(co, (NodeGradientType)type);
f = saturate(f);
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));
}
CCL_NAMESPACE_END