2014-10-26 14:40:04 +00:00
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/*
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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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2014-12-25 01:50:24 +00:00
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* limitations under the License.
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2014-10-26 14:40:04 +00:00
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*/
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CCL_NAMESPACE_BEGIN
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2014-12-24 21:45:08 +00:00
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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(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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2016-08-09 10:20:08 +00:00
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*Vector = safe_normalize_len(Vector1 + Vector2, Fac);
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2014-12-24 21:45:08 +00:00
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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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2016-08-09 10:20:08 +00:00
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*Vector = safe_normalize_len(cross(Vector1, Vector2), Fac);
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2014-12-24 21:45:08 +00:00
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}
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else if(type == NODE_VECTOR_MATH_NORMALIZE) {
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2016-08-09 10:20:08 +00:00
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*Vector = safe_normalize_len(Vector1, Fac);
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2014-12-24 21:45:08 +00:00
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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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2014-10-26 14:40:04 +00:00
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ccl_device float svm_math(NodeMath type, float Fac1, float Fac2)
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{
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float Fac;
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if(type == NODE_MATH_ADD)
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Fac = Fac1 + Fac2;
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else if(type == NODE_MATH_SUBTRACT)
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Fac = Fac1 - Fac2;
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else if(type == NODE_MATH_MULTIPLY)
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Fac = Fac1*Fac2;
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else if(type == NODE_MATH_DIVIDE)
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Fac = safe_divide(Fac1, Fac2);
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else if(type == NODE_MATH_SINE)
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Fac = sinf(Fac1);
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else if(type == NODE_MATH_COSINE)
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Fac = cosf(Fac1);
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else if(type == NODE_MATH_TANGENT)
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Fac = tanf(Fac1);
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else if(type == NODE_MATH_ARCSINE)
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Fac = safe_asinf(Fac1);
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else if(type == NODE_MATH_ARCCOSINE)
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Fac = safe_acosf(Fac1);
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else if(type == NODE_MATH_ARCTANGENT)
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Fac = atanf(Fac1);
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else if(type == NODE_MATH_POWER)
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Fac = safe_powf(Fac1, Fac2);
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else if(type == NODE_MATH_LOGARITHM)
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Fac = safe_logf(Fac1, Fac2);
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else if(type == NODE_MATH_MINIMUM)
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Fac = fminf(Fac1, Fac2);
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else if(type == NODE_MATH_MAXIMUM)
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Fac = fmaxf(Fac1, Fac2);
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else if(type == NODE_MATH_ROUND)
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Fac = floorf(Fac1 + 0.5f);
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else if(type == NODE_MATH_LESS_THAN)
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Fac = Fac1 < Fac2;
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else if(type == NODE_MATH_GREATER_THAN)
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Fac = Fac1 > Fac2;
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else if(type == NODE_MATH_MODULO)
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Fac = safe_modulo(Fac1, Fac2);
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else if(type == NODE_MATH_ABSOLUTE)
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Fac = fabsf(Fac1);
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else if(type == NODE_MATH_CLAMP)
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2015-04-27 19:13:03 +00:00
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Fac = saturate(Fac1);
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2014-10-26 14:40:04 +00:00
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else
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Fac = 0.0f;
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return Fac;
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}
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2015-05-05 06:11:54 +00:00
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ccl_device float3 svm_math_blackbody_color(float t) {
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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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const float rc[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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const float gc[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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const float bc[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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2017-02-07 12:05:19 +00:00
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if(t >= 12000.0f) {
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2015-05-05 06:11:54 +00:00
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return make_float3(0.826270103f, 0.994478524f, 1.56626022f);
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2017-02-07 12:05:19 +00:00
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}
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2017-10-04 18:45:20 +00:00
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else if(t < 965.0f) {
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2017-02-07 12:05:19 +00:00
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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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2015-05-05 06:11:54 +00:00
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2017-10-04 18:45:20 +00:00
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int i = (t >= 6365.0f)? 5:
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(t >= 3315.0f)? 4:
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(t >= 1902.0f)? 3:
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(t >= 1449.0f)? 2:
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(t >= 1167.0f)? 1: 0;
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2017-02-07 12:05:19 +00:00
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const float t_inv = 1.0f / t;
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return make_float3(rc[i][0] * t_inv + rc[i][1] * t + rc[i][2],
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gc[i][0] * t_inv + gc[i][1] * t + gc[i][2],
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((bc[i][0] * t + bc[i][1]) * t + bc[i][2]) * t + bc[i][3]);
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2015-05-05 06:11:54 +00:00
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}
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2015-12-22 12:53:13 +00:00
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ccl_device_inline float3 svm_math_gamma_color(float3 color, float gamma)
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{
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2016-09-28 21:35:53 +00:00
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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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2015-12-22 12:53:13 +00:00
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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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2014-10-26 14:40:04 +00:00
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CCL_NAMESPACE_END
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