ClangFormat: apply to source, most of intern
Apply clang format as proposed in T53211. For details on usage and instructions for migrating branches without conflicts, see: https://wiki.blender.org/wiki/Tools/ClangFormat
This commit is contained in:
@@ -16,190 +16,192 @@
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CCL_NAMESPACE_BEGIN
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ccl_device float4 svm_image_texture(KernelGlobals *kg, int id, float x, float y, uint srgb, uint use_alpha)
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ccl_device float4
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svm_image_texture(KernelGlobals *kg, int id, float x, float y, uint srgb, uint use_alpha)
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{
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float4 r = kernel_tex_image_interp(kg, id, x, y);
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const float alpha = r.w;
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float4 r = kernel_tex_image_interp(kg, id, x, y);
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const float alpha = r.w;
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if(use_alpha && alpha != 1.0f && alpha != 0.0f) {
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r /= alpha;
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const int texture_type = kernel_tex_type(id);
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if(texture_type == IMAGE_DATA_TYPE_BYTE4 ||
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texture_type == IMAGE_DATA_TYPE_BYTE)
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{
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r = min(r, make_float4(1.0f, 1.0f, 1.0f, 1.0f));
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}
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r.w = alpha;
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}
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if (use_alpha && alpha != 1.0f && alpha != 0.0f) {
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r /= alpha;
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const int texture_type = kernel_tex_type(id);
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if (texture_type == IMAGE_DATA_TYPE_BYTE4 || texture_type == IMAGE_DATA_TYPE_BYTE) {
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r = min(r, make_float4(1.0f, 1.0f, 1.0f, 1.0f));
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}
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r.w = alpha;
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}
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if(srgb) {
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/* TODO(lukas): Implement proper conversion for image textures. */
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r = color_srgb_to_linear_v4(r);
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}
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if (srgb) {
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/* TODO(lukas): Implement proper conversion for image textures. */
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r = color_srgb_to_linear_v4(r);
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}
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return r;
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return r;
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}
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/* Remap coordnate from 0..1 box to -1..-1 */
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ccl_device_inline float3 texco_remap_square(float3 co)
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{
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return (co - make_float3(0.5f, 0.5f, 0.5f)) * 2.0f;
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return (co - make_float3(0.5f, 0.5f, 0.5f)) * 2.0f;
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}
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ccl_device void svm_node_tex_image(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node)
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{
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uint id = node.y;
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uint co_offset, out_offset, alpha_offset, srgb;
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uint id = node.y;
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uint co_offset, out_offset, alpha_offset, srgb;
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decode_node_uchar4(node.z, &co_offset, &out_offset, &alpha_offset, &srgb);
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decode_node_uchar4(node.z, &co_offset, &out_offset, &alpha_offset, &srgb);
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float3 co = stack_load_float3(stack, co_offset);
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float2 tex_co;
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uint use_alpha = stack_valid(alpha_offset);
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if(node.w == NODE_IMAGE_PROJ_SPHERE) {
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co = texco_remap_square(co);
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tex_co = map_to_sphere(co);
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}
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else if(node.w == NODE_IMAGE_PROJ_TUBE) {
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co = texco_remap_square(co);
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tex_co = map_to_tube(co);
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}
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else {
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tex_co = make_float2(co.x, co.y);
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}
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float4 f = svm_image_texture(kg, id, tex_co.x, tex_co.y, srgb, use_alpha);
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float3 co = stack_load_float3(stack, co_offset);
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float2 tex_co;
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uint use_alpha = stack_valid(alpha_offset);
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if (node.w == NODE_IMAGE_PROJ_SPHERE) {
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co = texco_remap_square(co);
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tex_co = map_to_sphere(co);
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}
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else if (node.w == NODE_IMAGE_PROJ_TUBE) {
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co = texco_remap_square(co);
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tex_co = map_to_tube(co);
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}
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else {
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tex_co = make_float2(co.x, co.y);
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}
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float4 f = svm_image_texture(kg, id, tex_co.x, tex_co.y, srgb, use_alpha);
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if(stack_valid(out_offset))
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stack_store_float3(stack, out_offset, make_float3(f.x, f.y, f.z));
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if(stack_valid(alpha_offset))
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stack_store_float(stack, alpha_offset, f.w);
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if (stack_valid(out_offset))
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stack_store_float3(stack, out_offset, make_float3(f.x, f.y, f.z));
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if (stack_valid(alpha_offset))
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stack_store_float(stack, alpha_offset, f.w);
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}
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ccl_device void svm_node_tex_image_box(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node)
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{
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/* get object space normal */
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float3 N = sd->N;
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/* get object space normal */
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float3 N = sd->N;
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N = sd->N;
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object_inverse_normal_transform(kg, sd, &N);
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N = sd->N;
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object_inverse_normal_transform(kg, sd, &N);
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/* project from direction vector to barycentric coordinates in triangles */
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float3 signed_N = N;
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/* project from direction vector to barycentric coordinates in triangles */
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float3 signed_N = N;
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N.x = fabsf(N.x);
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N.y = fabsf(N.y);
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N.z = fabsf(N.z);
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N.x = fabsf(N.x);
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N.y = fabsf(N.y);
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N.z = fabsf(N.z);
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N /= (N.x + N.y + N.z);
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N /= (N.x + N.y + N.z);
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/* basic idea is to think of this as a triangle, each corner representing
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* one of the 3 faces of the cube. in the corners we have single textures,
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* in between we blend between two textures, and in the middle we a blend
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* between three textures.
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*
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* the Nxyz values are the barycentric coordinates in an equilateral
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* triangle, which in case of blending, in the middle has a smaller
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* equilateral triangle where 3 textures blend. this divides things into
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* 7 zones, with an if() test for each zone */
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/* basic idea is to think of this as a triangle, each corner representing
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* one of the 3 faces of the cube. in the corners we have single textures,
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* in between we blend between two textures, and in the middle we a blend
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* between three textures.
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*
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* the Nxyz values are the barycentric coordinates in an equilateral
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* triangle, which in case of blending, in the middle has a smaller
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* equilateral triangle where 3 textures blend. this divides things into
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* 7 zones, with an if() test for each zone */
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float3 weight = make_float3(0.0f, 0.0f, 0.0f);
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float blend = __int_as_float(node.w);
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float limit = 0.5f*(1.0f + blend);
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float3 weight = make_float3(0.0f, 0.0f, 0.0f);
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float blend = __int_as_float(node.w);
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float limit = 0.5f * (1.0f + blend);
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/* first test for corners with single texture */
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if(N.x > limit*(N.x + N.y) && N.x > limit*(N.x + N.z)) {
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weight.x = 1.0f;
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}
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else if(N.y > limit*(N.x + N.y) && N.y > limit*(N.y + N.z)) {
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weight.y = 1.0f;
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}
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else if(N.z > limit*(N.x + N.z) && N.z > limit*(N.y + N.z)) {
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weight.z = 1.0f;
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}
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else if(blend > 0.0f) {
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/* in case of blending, test for mixes between two textures */
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if(N.z < (1.0f - limit)*(N.y + N.x)) {
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weight.x = N.x/(N.x + N.y);
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weight.x = saturate((weight.x - 0.5f*(1.0f - blend))/blend);
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weight.y = 1.0f - weight.x;
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}
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else if(N.x < (1.0f - limit)*(N.y + N.z)) {
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weight.y = N.y/(N.y + N.z);
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weight.y = saturate((weight.y - 0.5f*(1.0f - blend))/blend);
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weight.z = 1.0f - weight.y;
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}
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else if(N.y < (1.0f - limit)*(N.x + N.z)) {
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weight.x = N.x/(N.x + N.z);
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weight.x = saturate((weight.x - 0.5f*(1.0f - blend))/blend);
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weight.z = 1.0f - weight.x;
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}
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else {
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/* last case, we have a mix between three */
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weight.x = ((2.0f - limit)*N.x + (limit - 1.0f))/(2.0f*limit - 1.0f);
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weight.y = ((2.0f - limit)*N.y + (limit - 1.0f))/(2.0f*limit - 1.0f);
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weight.z = ((2.0f - limit)*N.z + (limit - 1.0f))/(2.0f*limit - 1.0f);
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}
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}
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else {
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/* Desperate mode, no valid choice anyway, fallback to one side.*/
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weight.x = 1.0f;
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}
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/* first test for corners with single texture */
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if (N.x > limit * (N.x + N.y) && N.x > limit * (N.x + N.z)) {
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weight.x = 1.0f;
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}
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else if (N.y > limit * (N.x + N.y) && N.y > limit * (N.y + N.z)) {
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weight.y = 1.0f;
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}
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else if (N.z > limit * (N.x + N.z) && N.z > limit * (N.y + N.z)) {
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weight.z = 1.0f;
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}
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else if (blend > 0.0f) {
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/* in case of blending, test for mixes between two textures */
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if (N.z < (1.0f - limit) * (N.y + N.x)) {
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weight.x = N.x / (N.x + N.y);
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weight.x = saturate((weight.x - 0.5f * (1.0f - blend)) / blend);
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weight.y = 1.0f - weight.x;
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}
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else if (N.x < (1.0f - limit) * (N.y + N.z)) {
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weight.y = N.y / (N.y + N.z);
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weight.y = saturate((weight.y - 0.5f * (1.0f - blend)) / blend);
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weight.z = 1.0f - weight.y;
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}
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else if (N.y < (1.0f - limit) * (N.x + N.z)) {
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weight.x = N.x / (N.x + N.z);
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weight.x = saturate((weight.x - 0.5f * (1.0f - blend)) / blend);
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weight.z = 1.0f - weight.x;
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}
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else {
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/* last case, we have a mix between three */
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weight.x = ((2.0f - limit) * N.x + (limit - 1.0f)) / (2.0f * limit - 1.0f);
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weight.y = ((2.0f - limit) * N.y + (limit - 1.0f)) / (2.0f * limit - 1.0f);
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weight.z = ((2.0f - limit) * N.z + (limit - 1.0f)) / (2.0f * limit - 1.0f);
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}
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}
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else {
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/* Desperate mode, no valid choice anyway, fallback to one side.*/
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weight.x = 1.0f;
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}
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/* now fetch textures */
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uint co_offset, out_offset, alpha_offset, srgb;
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decode_node_uchar4(node.z, &co_offset, &out_offset, &alpha_offset, &srgb);
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/* now fetch textures */
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uint co_offset, out_offset, alpha_offset, srgb;
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decode_node_uchar4(node.z, &co_offset, &out_offset, &alpha_offset, &srgb);
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float3 co = stack_load_float3(stack, co_offset);
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uint id = node.y;
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float3 co = stack_load_float3(stack, co_offset);
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uint id = node.y;
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float4 f = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
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uint use_alpha = stack_valid(alpha_offset);
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float4 f = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
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uint use_alpha = stack_valid(alpha_offset);
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/* Map so that no textures are flipped, rotation is somewhat arbitrary. */
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if(weight.x > 0.0f) {
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float2 uv = make_float2((signed_N.x < 0.0f)? 1.0f - co.y: co.y, co.z);
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f += weight.x*svm_image_texture(kg, id, uv.x, uv.y, srgb, use_alpha);
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}
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if(weight.y > 0.0f) {
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float2 uv = make_float2((signed_N.y > 0.0f)? 1.0f - co.x: co.x, co.z);
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f += weight.y*svm_image_texture(kg, id, uv.x, uv.y, srgb, use_alpha);
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}
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if(weight.z > 0.0f) {
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float2 uv = make_float2((signed_N.z > 0.0f)? 1.0f - co.y: co.y, co.x);
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f += weight.z*svm_image_texture(kg, id, uv.x, uv.y, srgb, use_alpha);
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}
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/* Map so that no textures are flipped, rotation is somewhat arbitrary. */
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if (weight.x > 0.0f) {
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float2 uv = make_float2((signed_N.x < 0.0f) ? 1.0f - co.y : co.y, co.z);
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f += weight.x * svm_image_texture(kg, id, uv.x, uv.y, srgb, use_alpha);
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}
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if (weight.y > 0.0f) {
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float2 uv = make_float2((signed_N.y > 0.0f) ? 1.0f - co.x : co.x, co.z);
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f += weight.y * svm_image_texture(kg, id, uv.x, uv.y, srgb, use_alpha);
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}
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if (weight.z > 0.0f) {
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float2 uv = make_float2((signed_N.z > 0.0f) ? 1.0f - co.y : co.y, co.x);
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f += weight.z * svm_image_texture(kg, id, uv.x, uv.y, srgb, use_alpha);
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}
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if(stack_valid(out_offset))
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stack_store_float3(stack, out_offset, make_float3(f.x, f.y, f.z));
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if(stack_valid(alpha_offset))
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stack_store_float(stack, alpha_offset, f.w);
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if (stack_valid(out_offset))
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stack_store_float3(stack, out_offset, make_float3(f.x, f.y, f.z));
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if (stack_valid(alpha_offset))
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stack_store_float(stack, alpha_offset, f.w);
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}
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ccl_device void svm_node_tex_environment(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node)
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ccl_device void svm_node_tex_environment(KernelGlobals *kg,
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ShaderData *sd,
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float *stack,
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uint4 node)
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{
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uint id = node.y;
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uint co_offset, out_offset, alpha_offset, srgb;
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uint projection = node.w;
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uint id = node.y;
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uint co_offset, out_offset, alpha_offset, srgb;
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uint projection = node.w;
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decode_node_uchar4(node.z, &co_offset, &out_offset, &alpha_offset, &srgb);
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decode_node_uchar4(node.z, &co_offset, &out_offset, &alpha_offset, &srgb);
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float3 co = stack_load_float3(stack, co_offset);
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float2 uv;
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float3 co = stack_load_float3(stack, co_offset);
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float2 uv;
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co = safe_normalize(co);
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co = safe_normalize(co);
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if(projection == 0)
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uv = direction_to_equirectangular(co);
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else
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uv = direction_to_mirrorball(co);
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if (projection == 0)
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uv = direction_to_equirectangular(co);
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else
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uv = direction_to_mirrorball(co);
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uint use_alpha = stack_valid(alpha_offset);
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float4 f = svm_image_texture(kg, id, uv.x, uv.y, srgb, use_alpha);
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uint use_alpha = stack_valid(alpha_offset);
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float4 f = svm_image_texture(kg, id, uv.x, uv.y, srgb, use_alpha);
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if(stack_valid(out_offset))
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stack_store_float3(stack, out_offset, make_float3(f.x, f.y, f.z));
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if(stack_valid(alpha_offset))
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stack_store_float(stack, alpha_offset, f.w);
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if (stack_valid(out_offset))
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stack_store_float3(stack, out_offset, make_float3(f.x, f.y, f.z));
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if (stack_valid(alpha_offset))
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stack_store_float(stack, alpha_offset, f.w);
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}
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CCL_NAMESPACE_END
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