Blender V2.61 - r43446

svm_magic.h

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00001 /*
00002  * Copyright 2011, Blender Foundation.
00003  *
00004  * This program is free software; you can redistribute it and/or
00005  * modify it under the terms of the GNU General Public License
00006  * as published by the Free Software Foundation; either version 2
00007  * of the License, or (at your option) any later version.
00008  *
00009  * This program is distributed in the hope that it will be useful,
00010  * but WITHOUT ANY WARRANTY; without even the implied warranty of
00011  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
00012  * GNU General Public License for more details.
00013  *
00014  * You should have received a copy of the GNU General Public License
00015  * along with this program; if not, write to the Free Software Foundation,
00016  * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
00017  */
00018 
00019 CCL_NAMESPACE_BEGIN
00020 
00021 /* Magic */
00022 
00023 __device_noinline float3 svm_magic(float3 p, int n, float distortion)
00024 {
00025     float x = sinf((p.x + p.y + p.z)*5.0f);
00026     float y = cosf((-p.x + p.y - p.z)*5.0f);
00027     float z = -cosf((-p.x - p.y + p.z)*5.0f);
00028 
00029     if(n > 0) {
00030         x *= distortion;
00031         y *= distortion;
00032         z *= distortion;
00033         y = -cosf(x-y+z);
00034         y *= distortion;
00035 
00036         if(n > 1) {
00037             x= cosf(x-y-z);
00038             x *= distortion;
00039 
00040             if(n > 2) {
00041                 z= sinf(-x-y-z);
00042                 z *= distortion;
00043 
00044                 if(n > 3) {
00045                     x= -cosf(-x+y-z);
00046                     x *= distortion;
00047 
00048                     if(n > 4) {
00049                         y= -sinf(-x+y+z);
00050                         y *= distortion;
00051 
00052                         if(n > 5) {
00053                             y= -cosf(-x+y+z);
00054                             y *= distortion;
00055 
00056                             if(n > 6) {
00057                                 x= cosf(x+y+z);
00058                                 x *= distortion;
00059 
00060                                 if(n > 7) {
00061                                     z= sinf(x+y-z);
00062                                     z *= distortion;
00063 
00064                                     if(n > 8) {
00065                                         x= -cosf(-x-y+z);
00066                                         x *= distortion;
00067 
00068                                         if(n > 9) {
00069                                             y= -sinf(x-y+z);
00070                                             y *= distortion;
00071                                         }
00072                                     }
00073                                 }
00074                             }
00075                         }
00076                     }
00077                 }
00078             }
00079         }
00080     }
00081 
00082     if(distortion != 0.0f) {
00083         distortion *= 2.0f;
00084         x /= distortion;
00085         y /= distortion;
00086         z /= distortion;
00087     }
00088 
00089     return make_float3(0.5f - x, 0.5f - y, 0.5f - z);
00090 }
00091 
00092 __device void svm_node_tex_magic(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, int *offset)
00093 {
00094     uint depth;
00095     uint scale_offset, distortion_offset, co_offset, fac_offset, color_offset;
00096 
00097     decode_node_uchar4(node.y, &depth, &color_offset, &fac_offset, NULL);
00098     decode_node_uchar4(node.z, &co_offset, &scale_offset, &distortion_offset, NULL);
00099 
00100     uint4 node2 = read_node(kg, offset);
00101     float3 co = stack_load_float3(stack, co_offset);
00102     float scale = stack_load_float_default(stack, scale_offset, node2.x);
00103     float distortion = stack_load_float_default(stack, distortion_offset, node2.y);
00104 
00105     float3 color = svm_magic(co*scale, depth, distortion);
00106 
00107     if(stack_valid(fac_offset))
00108         stack_store_float(stack, fac_offset, average(color));
00109     if(stack_valid(color_offset))
00110         stack_store_float3(stack, color_offset, color);
00111 }
00112 
00113 CCL_NAMESPACE_END
00114