- Implement dynamic inputs. The second input is now unavailable in single operand math operators. - Reimplemenet the clamp option using graph expansion for Cycles. - Clean up code and unify naming between Blender and Cycles. - Remove unused code. Reviewers: brecht Differential Revision: https://developer.blender.org/D5481
186 lines
5.6 KiB
C++
186 lines
5.6 KiB
C++
/*
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* Copyright 2011-2014 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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CCL_NAMESPACE_BEGIN
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ccl_device float average_fac(float3 v)
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{
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return (fabsf(v.x) + fabsf(v.y) + fabsf(v.z)) / 3.0f;
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}
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ccl_device void svm_vector_math(
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float *Fac, float3 *Vector, NodeVectorMath type, float3 Vector1, float3 Vector2)
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{
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if (type == NODE_VECTOR_MATH_ADD) {
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*Vector = Vector1 + Vector2;
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*Fac = average_fac(*Vector);
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}
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else if (type == NODE_VECTOR_MATH_SUBTRACT) {
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*Vector = Vector1 - Vector2;
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*Fac = average_fac(*Vector);
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}
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else if (type == NODE_VECTOR_MATH_AVERAGE) {
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*Vector = safe_normalize_len(Vector1 + Vector2, Fac);
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}
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else if (type == NODE_VECTOR_MATH_DOT_PRODUCT) {
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*Fac = dot(Vector1, Vector2);
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*Vector = make_float3(0.0f, 0.0f, 0.0f);
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}
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else if (type == NODE_VECTOR_MATH_CROSS_PRODUCT) {
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*Vector = safe_normalize_len(cross(Vector1, Vector2), Fac);
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}
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else if (type == NODE_VECTOR_MATH_NORMALIZE) {
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*Vector = safe_normalize_len(Vector1, Fac);
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}
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else {
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*Fac = 0.0f;
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*Vector = make_float3(0.0f, 0.0f, 0.0f);
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}
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}
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ccl_device float svm_math(NodeMathType type, float a, float b)
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{
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switch (type) {
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case NODE_MATH_ADD:
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return a + b;
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case NODE_MATH_SUBTRACT:
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return a - b;
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case NODE_MATH_MULTIPLY:
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return a * b;
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case NODE_MATH_DIVIDE:
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return safe_divide(a, b);
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case NODE_MATH_POWER:
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return safe_powf(a, b);
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case NODE_MATH_LOGARITHM:
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return safe_logf(a, b);
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case NODE_MATH_SQRT:
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return safe_sqrtf(a);
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case NODE_MATH_ABSOLUTE:
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return fabsf(a);
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case NODE_MATH_MINIMUM:
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return fminf(a, b);
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case NODE_MATH_MAXIMUM:
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return fmaxf(a, b);
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case NODE_MATH_LESS_THAN:
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return a < b;
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case NODE_MATH_GREATER_THAN:
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return a > b;
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case NODE_MATH_ROUND:
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return floorf(a + 0.5f);
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case NODE_MATH_FLOOR:
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return floorf(a);
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case NODE_MATH_CEIL:
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return ceilf(a);
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case NODE_MATH_FRACTION:
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return a - floorf(a);
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case NODE_MATH_MODULO:
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return safe_modulo(a, b);
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case NODE_MATH_SINE:
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return sinf(a);
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case NODE_MATH_COSINE:
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return cosf(a);
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case NODE_MATH_TANGENT:
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return tanf(a);
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case NODE_MATH_ARCSINE:
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return safe_asinf(a);
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case NODE_MATH_ARCCOSINE:
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return safe_acosf(a);
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case NODE_MATH_ARCTANGENT:
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return atanf(a);
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case NODE_MATH_ARCTAN2:
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return atan2f(a, b);
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default:
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return 0.0f;
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}
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}
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/* Calculate color in range 800..12000 using an approximation
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* a/x+bx+c for R and G and ((at + b)t + c)t + d) for B
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* Max absolute error for RGB is (0.00095, 0.00077, 0.00057),
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* which is enough to get the same 8 bit/channel color.
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*/
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ccl_static_constant float blackbody_table_r[6][3] = {
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{2.52432244e+03f, -1.06185848e-03f, 3.11067539e+00f},
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{3.37763626e+03f, -4.34581697e-04f, 1.64843306e+00f},
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{4.10671449e+03f, -8.61949938e-05f, 6.41423749e-01f},
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{4.66849800e+03f, 2.85655028e-05f, 1.29075375e-01f},
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{4.60124770e+03f, 2.89727618e-05f, 1.48001316e-01f},
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{3.78765709e+03f, 9.36026367e-06f, 3.98995841e-01f},
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};
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ccl_static_constant float blackbody_table_g[6][3] = {
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{-7.50343014e+02f, 3.15679613e-04f, 4.73464526e-01f},
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{-1.00402363e+03f, 1.29189794e-04f, 9.08181524e-01f},
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{-1.22075471e+03f, 2.56245413e-05f, 1.20753416e+00f},
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{-1.42546105e+03f, -4.01730887e-05f, 1.44002695e+00f},
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{-1.18134453e+03f, -2.18913373e-05f, 1.30656109e+00f},
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{-5.00279505e+02f, -4.59745390e-06f, 1.09090465e+00f},
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};
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ccl_static_constant float blackbody_table_b[6][4] = {
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{0.0f, 0.0f, 0.0f, 0.0f}, /* zeros should be optimized by compiler */
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{0.0f, 0.0f, 0.0f, 0.0f},
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{0.0f, 0.0f, 0.0f, 0.0f},
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{-2.02524603e-11f, 1.79435860e-07f, -2.60561875e-04f, -1.41761141e-02f},
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{-2.22463426e-13f, -1.55078698e-08f, 3.81675160e-04f, -7.30646033e-01f},
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{6.72595954e-13f, -2.73059993e-08f, 4.24068546e-04f, -7.52204323e-01f},
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};
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ccl_device float3 svm_math_blackbody_color(float t)
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{
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/* TODO(lukas): Reimplement in XYZ. */
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if (t >= 12000.0f) {
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return make_float3(0.826270103f, 0.994478524f, 1.56626022f);
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}
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else if (t < 965.0f) {
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/* For 800 <= t < 965 color does not change in OSL implementation, so keep color the same */
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return make_float3(4.70366907f, 0.0f, 0.0f);
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}
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int i = (t >= 6365.0f) ?
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5 :
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(t >= 3315.0f) ? 4 :
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(t >= 1902.0f) ? 3 : (t >= 1449.0f) ? 2 : (t >= 1167.0f) ? 1 : 0;
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ccl_constant float *r = blackbody_table_r[i];
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ccl_constant float *g = blackbody_table_g[i];
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ccl_constant float *b = blackbody_table_b[i];
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const float t_inv = 1.0f / t;
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return make_float3(r[0] * t_inv + r[1] * t + r[2],
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g[0] * t_inv + g[1] * t + g[2],
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((b[0] * t + b[1]) * t + b[2]) * t + b[3]);
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}
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ccl_device_inline float3 svm_math_gamma_color(float3 color, float gamma)
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{
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if (gamma == 0.0f)
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return make_float3(1.0f, 1.0f, 1.0f);
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if (color.x > 0.0f)
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color.x = powf(color.x, gamma);
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if (color.y > 0.0f)
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color.y = powf(color.y, gamma);
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if (color.z > 0.0f)
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color.z = powf(color.z, gamma);
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return color;
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}
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CCL_NAMESPACE_END
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