Files
test/intern/cycles/kernel/svm/gradient.h

83 lines
1.8 KiB
C

/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
*
* SPDX-License-Identifier: Apache-2.0 */
#pragma once
#include "kernel/svm/util.h"
CCL_NAMESPACE_BEGIN
/* Gradient */
ccl_device float svm_gradient(const float3 p, NodeGradientType type)
{
float x;
float y;
float z;
x = p.x;
y = p.y;
z = p.z;
if (type == NODE_BLEND_LINEAR) {
return x;
}
if (type == NODE_BLEND_QUADRATIC) {
const float r = fmaxf(x, 0.0f);
return r * r;
}
if (type == NODE_BLEND_EASING) {
const float r = fminf(fmaxf(x, 0.0f), 1.0f);
const float t = r * r;
return (3.0f * t - 2.0f * t * r);
}
if (type == NODE_BLEND_DIAGONAL) {
return (x + y) * 0.5f;
}
if (type == NODE_BLEND_RADIAL) {
return atan2f(y, x) / M_2PI_F + 0.5f;
}
/* 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. */
const float r = fmaxf(0.999999f - sqrtf(x * x + y * y + z * z), 0.0f);
if (type == NODE_BLEND_QUADRATIC_SPHERE) {
return r * r;
}
if (type == NODE_BLEND_SPHERICAL) {
return r;
}
return 0.0f;
}
ccl_device_noinline void svm_node_tex_gradient(ccl_private ShaderData *sd,
ccl_private float *stack,
const uint4 node)
{
uint type;
uint co_offset;
uint color_offset;
uint fac_offset;
svm_unpack_node_uchar4(node.y, &type, &co_offset, &fac_offset, &color_offset);
const float3 co = stack_load_float3(stack, co_offset);
float f = svm_gradient(co, (NodeGradientType)type);
f = saturatef(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