Avoid calling powf with integer exponent in more places
Move powX functions from particle code into math library and use them.
This commit is contained in:
@@ -1048,7 +1048,7 @@ struct ImBuf *BKE_brush_gen_radial_control_imbuf(Brush *br, bool secondary)
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for (i = 0; i < side; ++i) {
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for (j = 0; j < side; ++j) {
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float magn = sqrtf(powf(i - half, 2) + powf(j - half, 2));
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float magn = sqrtf(pow2f(i - half) + pow2f(j - half));
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im->rect_float[i * side + j] = BKE_brush_curve_strength_clamp(br, magn, half);
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}
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}
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@@ -789,7 +789,7 @@ static void cloth_apply_vgroup ( ClothModifierData *clmd, DerivedMesh *dm )
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// Kicking goal factor to simplify things...who uses that anyway?
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// ABS ( clmd->sim_parms->maxgoal - clmd->sim_parms->mingoal );
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verts->goal = powf(verts->goal, 4.0f);
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verts->goal = pow4f(verts->goal);
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if ( verts->goal >= SOFTGOALSNAP )
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verts->flags |= CLOTH_VERT_FLAG_PINNED;
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}
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@@ -2764,24 +2764,6 @@ static void sph_force_cb(void *sphdata_v, ParticleKey *state, float *force, floa
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sphdata->pass++;
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}
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/* powf is really slow for raising to integer powers. */
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MINLINE float pow2(float x)
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{
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return x * x;
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}
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MINLINE float pow3(float x)
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{
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return pow2(x) * x;
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}
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MINLINE float pow4(float x)
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{
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return pow2(pow2(x));
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}
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MINLINE float pow7(float x)
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{
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return pow2(pow3(x)) * x;
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}
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static void sphclassical_density_accum_cb(void *userdata, int index, float UNUSED(squared_dist))
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{
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SPHRangeData *pfr = (SPHRangeData *)userdata;
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@@ -2803,7 +2785,7 @@ static void sphclassical_density_accum_cb(void *userdata, int index, float UNUSE
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/* Smoothing factor. Utilise the Wendland kernel. gnuplot:
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* q1(x) = (2.0 - x)**4 * ( 1.0 + 2.0 * x)
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* plot [0:2] q1(x) */
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q = qfac / pow3(pfr->h) * pow4(2.0f - rij_h) * ( 1.0f + 2.0f * rij_h);
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q = qfac / pow3f(pfr->h) * pow4f(2.0f - rij_h) * ( 1.0f + 2.0f * rij_h);
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q *= pfr->npsys->part->mass;
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if (pfr->use_size)
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@@ -2857,7 +2839,7 @@ static void sphclassical_force_cb(void *sphdata_v, ParticleKey *state, float *fo
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float rest_density = fluid->rest_density * (fluid->flag & SPH_FAC_DENSITY ? 4.77f : 1.0f);
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// Use speed of sound squared
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float stiffness = pow2(fluid->stiffness_k);
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float stiffness = pow2f(fluid->stiffness_k);
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ParticleData *npa;
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float vec[3];
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@@ -2878,10 +2860,10 @@ static void sphclassical_force_cb(void *sphdata_v, ParticleKey *state, float *fo
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pfr.pa = pa;
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sph_evaluate_func(NULL, psys, state->co, &pfr, interaction_radius, sphclassical_neighbour_accum_cb);
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pressure = stiffness * (pow7(pa->sphdensity / rest_density) - 1.0f);
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pressure = stiffness * (pow7f(pa->sphdensity / rest_density) - 1.0f);
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/* multiply by mass so that we return a force, not accel */
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qfac2 *= sphdata->mass / pow3(pfr.h);
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qfac2 *= sphdata->mass / pow3f(pfr.h);
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pfn = pfr.neighbors;
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for (i = 0; i < pfr.tot_neighbors; i++, pfn++) {
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@@ -2902,19 +2884,19 @@ static void sphclassical_force_cb(void *sphdata_v, ParticleKey *state, float *fo
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if (rij_h > 2.0f)
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continue;
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npressure = stiffness * (pow7(npa->sphdensity / rest_density) - 1.0f);
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npressure = stiffness * (pow7f(npa->sphdensity / rest_density) - 1.0f);
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/* First derivative of smoothing factor. Utilise the Wendland kernel.
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* gnuplot:
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* q2(x) = 2.0 * (2.0 - x)**4 - 4.0 * (2.0 - x)**3 * (1.0 + 2.0 * x)
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* plot [0:2] q2(x)
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* Particles > 2h away are excluded above. */
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dq = qfac2 * (2.0f * pow4(2.0f - rij_h) - 4.0f * pow3(2.0f - rij_h) * (1.0f + 2.0f * rij_h) );
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dq = qfac2 * (2.0f * pow4f(2.0f - rij_h) - 4.0f * pow3f(2.0f - rij_h) * (1.0f + 2.0f * rij_h) );
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if (pfn->psys->part->flag & PART_SIZEMASS)
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dq *= npa->size;
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pressureTerm = pressure / pow2(pa->sphdensity) + npressure / pow2(npa->sphdensity);
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pressureTerm = pressure / pow2f(pa->sphdensity) + npressure / pow2f(npa->sphdensity);
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/* Note that 'minus' is removed, because vec = vecBA, not vecAB.
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* This applies to the viscosity calculation below, too. */
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@@ -2020,7 +2020,7 @@ BLI_INLINE void apply_inflow_fields(SmokeFlowSettings *sfs, float emission_value
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if (fuel && fuel[index] > FLT_EPSILON) {
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/* instead of using 1.0 for all new fuel add slight falloff
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* to reduce flow blockiness */
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float value = 1.0f - powf(1.0f - emission_value, 2.0f);
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float value = 1.0f - pow2f(1.0f - emission_value);
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if (value > react[index]) {
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float f = fuel_flow / fuel[index];
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@@ -157,6 +157,11 @@ static const int NAN_INT = 0x7FC00000;
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/******************************* Float ******************************/
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MINLINE float pow2f(float x);
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MINLINE float pow3f(float x);
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MINLINE float pow4f(float x);
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MINLINE float pow7f(float x);
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MINLINE float sqrt3f(float f);
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MINLINE double sqrt3d(double d);
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@@ -44,6 +44,24 @@
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# define UNLIKELY(x) (x)
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#endif
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/* powf is really slow for raising to integer powers. */
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MINLINE float pow2f(float x)
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{
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return x * x;
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}
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MINLINE float pow3f(float x)
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{
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return pow2f(x) * x;
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}
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MINLINE float pow4f(float x)
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{
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return pow2f(pow2f(x));
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}
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MINLINE float pow7f(float x)
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{
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return pow2f(pow3f(x)) * x;
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}
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MINLINE float sqrt3f(float f)
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{
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if (UNLIKELY(f == 0.0f)) return 0.0f;
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@@ -5381,7 +5381,7 @@ static bool ui_numedit_but_HISTOGRAM(uiBut *but, uiHandleButtonData *data, int m
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float dy = my - data->draglasty;
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/* scale histogram values (dy / 10 for better control) */
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const float yfac = min_ff(powf(hist->ymax, 2.0f), 1.0f) * 0.5f;
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const float yfac = min_ff(pow2f(hist->ymax), 1.0f) * 0.5f;
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hist->ymax += (dy * 0.1f) * yfac;
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/* 0.1 allows us to see HDR colors up to 10 */
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@@ -2119,7 +2119,7 @@ void ui_hsvcircle_pos_from_vals(uiBut *but, const rcti *rect, float *hsv, float
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ang = 2.0f * (float)M_PI * hsv[0] + 0.5f * (float)M_PI;
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if ((but->flag & UI_BUT_COLOR_CUBIC) && (U.color_picker_type == USER_CP_CIRCLE_HSV))
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radius_t = (1.0f - powf(1.0f - hsv[1], 3.0f));
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radius_t = (1.0f - pow3f(1.0f - hsv[1]));
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else
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radius_t = hsv[1];
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@@ -1331,7 +1331,7 @@ static void drawlamp(View3D *v3d, RegionView3D *rv3d, Base *base,
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/* draw the circle/square representing spotbl */
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if (la->type == LA_SPOT) {
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float spotblcirc = fabsf(z) * (1.0f - powf(la->spotblend, 2));
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float spotblcirc = fabsf(z) * (1.0f - pow2f(la->spotblend));
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/* hide line if it is zero size or overlaps with outer border,
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* previously it adjusted to always to show it but that seems
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* confusing because it doesn't show the actual blend size */
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@@ -325,7 +325,7 @@ static void draw_uvs_stretch(SpaceImage *sima, Scene *scene, BMEditMesh *em, MTe
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BM_ITER_ELEM_INDEX (l, &liter, efa, BM_LOOPS_OF_FACE, i) {
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luv = BM_ELEM_CD_GET_VOID_P(l, cd_loop_uv_offset);
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a = fabsf(uvang[i] - ang[i]) / (float)M_PI;
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weight_to_rgb(col, 1.0f - powf((1.0f - a), 2.0f));
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weight_to_rgb(col, 1.0f - pow2f(1.0f - a));
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glColor3fv(col);
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glVertex2fv(luv->uv);
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}
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@@ -1299,7 +1299,7 @@ static void trace_refract(float col[4], ShadeInput *shi, ShadeResult *shr)
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float v_refract[3], v_refract_new[3];
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float sampcol[4], colsq[4];
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float blur = powf(1.0f - shi->mat->gloss_tra, 3);
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float blur = pow3f(1.0f - shi->mat->gloss_tra);
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short max_samples = shi->mat->samp_gloss_tra;
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float adapt_thresh = shi->mat->adapt_thresh_tra;
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@@ -1400,7 +1400,7 @@ static void trace_reflect(float col[3], ShadeInput *shi, ShadeResult *shr, float
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float v_nor_new[3], v_reflect[3];
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float sampcol[4], colsq[4];
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float blur = powf(1.0f - shi->mat->gloss_mir, 3);
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float blur = pow3f(1.0f - shi->mat->gloss_mir);
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short max_samples = shi->mat->samp_gloss_mir;
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float adapt_thresh = shi->mat->adapt_thresh_mir;
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float aniso = 1.0f - shi->mat->aniso_gloss_mir;
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