/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation * * SPDX-License-Identifier: Apache-2.0 */ #pragma once #include "kernel/svm/node_types.h" #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 float *ccl_restrict stack, const ccl_global SVMNodeTexGradient &ccl_restrict node) { const float3 co = stack_load_float3(stack, node.co); float f = svm_gradient(co, node.gradient_type); f = saturatef(f); if (stack_valid(node.fac_offset)) { stack_store_float(stack, node.fac_offset, f); } if (stack_valid(node.color_offset)) { stack_store_float3(stack, node.color_offset, make_float3(f, f, f)); } } CCL_NAMESPACE_END