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blender-archive/intern/cycles/kernel/svm/svm_math_util.h
Charlie Jolly 30bffb5a3a Nodes: add sqrt, ceil, floor and fract to math nodes.
This works for Cycles, Eevee, texture nodes and compositing. It helps to
reduce the number of math nodes required in various node setups.

Differential Revision: https://developer.blender.org/D3537
2018-07-13 11:00:10 +02:00

191 lines
5.7 KiB
C++

/*
* Copyright 2011-2014 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
CCL_NAMESPACE_BEGIN
ccl_device float average_fac(float3 v)
{
return (fabsf(v.x) + fabsf(v.y) + fabsf(v.z))/3.0f;
}
ccl_device void svm_vector_math(float *Fac, float3 *Vector, NodeVectorMath type, float3 Vector1, float3 Vector2)
{
if(type == NODE_VECTOR_MATH_ADD) {
*Vector = Vector1 + Vector2;
*Fac = average_fac(*Vector);
}
else if(type == NODE_VECTOR_MATH_SUBTRACT) {
*Vector = Vector1 - Vector2;
*Fac = average_fac(*Vector);
}
else if(type == NODE_VECTOR_MATH_AVERAGE) {
*Vector = safe_normalize_len(Vector1 + Vector2, Fac);
}
else if(type == NODE_VECTOR_MATH_DOT_PRODUCT) {
*Fac = dot(Vector1, Vector2);
*Vector = make_float3(0.0f, 0.0f, 0.0f);
}
else if(type == NODE_VECTOR_MATH_CROSS_PRODUCT) {
*Vector = safe_normalize_len(cross(Vector1, Vector2), Fac);
}
else if(type == NODE_VECTOR_MATH_NORMALIZE) {
*Vector = safe_normalize_len(Vector1, Fac);
}
else {
*Fac = 0.0f;
*Vector = make_float3(0.0f, 0.0f, 0.0f);
}
}
ccl_device float svm_math(NodeMath type, float Fac1, float Fac2)
{
float Fac;
if(type == NODE_MATH_ADD)
Fac = Fac1 + Fac2;
else if(type == NODE_MATH_SUBTRACT)
Fac = Fac1 - Fac2;
else if(type == NODE_MATH_MULTIPLY)
Fac = Fac1*Fac2;
else if(type == NODE_MATH_DIVIDE)
Fac = safe_divide(Fac1, Fac2);
else if(type == NODE_MATH_SINE)
Fac = sinf(Fac1);
else if(type == NODE_MATH_COSINE)
Fac = cosf(Fac1);
else if(type == NODE_MATH_TANGENT)
Fac = tanf(Fac1);
else if(type == NODE_MATH_ARCSINE)
Fac = safe_asinf(Fac1);
else if(type == NODE_MATH_ARCCOSINE)
Fac = safe_acosf(Fac1);
else if(type == NODE_MATH_ARCTANGENT)
Fac = atanf(Fac1);
else if(type == NODE_MATH_POWER)
Fac = safe_powf(Fac1, Fac2);
else if(type == NODE_MATH_LOGARITHM)
Fac = safe_logf(Fac1, Fac2);
else if(type == NODE_MATH_MINIMUM)
Fac = fminf(Fac1, Fac2);
else if(type == NODE_MATH_MAXIMUM)
Fac = fmaxf(Fac1, Fac2);
else if(type == NODE_MATH_ROUND)
Fac = floorf(Fac1 + 0.5f);
else if(type == NODE_MATH_LESS_THAN)
Fac = Fac1 < Fac2;
else if(type == NODE_MATH_GREATER_THAN)
Fac = Fac1 > Fac2;
else if(type == NODE_MATH_MODULO)
Fac = safe_modulo(Fac1, Fac2);
else if(type == NODE_MATH_ABSOLUTE)
Fac = fabsf(Fac1);
else if(type == NODE_MATH_ARCTAN2)
Fac = atan2f(Fac1, Fac2);
else if (type == NODE_MATH_FLOOR)
Fac = floorf(Fac1);
else if (type == NODE_MATH_CEIL)
Fac = ceilf(Fac1);
else if (type == NODE_MATH_FRACT)
Fac = Fac1 - floorf(Fac1);
else if (type == NODE_MATH_SQRT)
Fac = safe_sqrtf(Fac1);
else if(type == NODE_MATH_CLAMP)
Fac = saturate(Fac1);
else
Fac = 0.0f;
return Fac;
}
/* Calculate color in range 800..12000 using an approximation
* a/x+bx+c for R and G and ((at + b)t + c)t + d) for B
* Max absolute error for RGB is (0.00095, 0.00077, 0.00057),
* which is enough to get the same 8 bit/channel color.
*/
ccl_static_constant float blackbody_table_r[6][3] = {
{ 2.52432244e+03f, -1.06185848e-03f, 3.11067539e+00f },
{ 3.37763626e+03f, -4.34581697e-04f, 1.64843306e+00f },
{ 4.10671449e+03f, -8.61949938e-05f, 6.41423749e-01f },
{ 4.66849800e+03f, 2.85655028e-05f, 1.29075375e-01f },
{ 4.60124770e+03f, 2.89727618e-05f, 1.48001316e-01f },
{ 3.78765709e+03f, 9.36026367e-06f, 3.98995841e-01f },
};
ccl_static_constant float blackbody_table_g[6][3] = {
{ -7.50343014e+02f, 3.15679613e-04f, 4.73464526e-01f },
{ -1.00402363e+03f, 1.29189794e-04f, 9.08181524e-01f },
{ -1.22075471e+03f, 2.56245413e-05f, 1.20753416e+00f },
{ -1.42546105e+03f, -4.01730887e-05f, 1.44002695e+00f },
{ -1.18134453e+03f, -2.18913373e-05f, 1.30656109e+00f },
{ -5.00279505e+02f, -4.59745390e-06f, 1.09090465e+00f },
};
ccl_static_constant float blackbody_table_b[6][4] = {
{ 0.0f, 0.0f, 0.0f, 0.0f }, /* zeros should be optimized by compiler */
{ 0.0f, 0.0f, 0.0f, 0.0f },
{ 0.0f, 0.0f, 0.0f, 0.0f },
{ -2.02524603e-11f, 1.79435860e-07f, -2.60561875e-04f, -1.41761141e-02f },
{ -2.22463426e-13f, -1.55078698e-08f, 3.81675160e-04f, -7.30646033e-01f },
{ 6.72595954e-13f, -2.73059993e-08f, 4.24068546e-04f, -7.52204323e-01f },
};
ccl_device float3 svm_math_blackbody_color(float t)
{
/* TODO(lukas): Reimplement in XYZ. */
if(t >= 12000.0f) {
return make_float3(0.826270103f, 0.994478524f, 1.56626022f);
}
else if(t < 965.0f) {
/* For 800 <= t < 965 color does not change in OSL implementation, so keep color the same */
return make_float3(4.70366907f, 0.0f, 0.0f);
}
int i = (t >= 6365.0f)? 5:
(t >= 3315.0f)? 4:
(t >= 1902.0f)? 3:
(t >= 1449.0f)? 2:
(t >= 1167.0f)? 1: 0;
ccl_constant float *r = blackbody_table_r[i];
ccl_constant float *g = blackbody_table_g[i];
ccl_constant float *b = blackbody_table_b[i];
const float t_inv = 1.0f / t;
return make_float3(r[0] * t_inv + r[1] * t + r[2],
g[0] * t_inv + g[1] * t + g[2],
((b[0] * t + b[1]) * t + b[2]) * t + b[3]);
}
ccl_device_inline float3 svm_math_gamma_color(float3 color, float gamma)
{
if(gamma == 0.0f)
return make_float3(1.0f, 1.0f, 1.0f);
if(color.x > 0.0f)
color.x = powf(color.x, gamma);
if(color.y > 0.0f)
color.y = powf(color.y, gamma);
if(color.z > 0.0f)
color.z = powf(color.z, gamma);
return color;
}
CCL_NAMESPACE_END