forked from bartvdbraak/blender
335ffb0ff3
Contrast helps to adjust IBL (HDR images used for background lighting). Note: In the UI we are caling it Bright instead of Brightness. This copy what Blender composite is doing. Note2: the algorithm we are using produces pure black when contrast is 100. I'm not a fan of that, but it's a division by zero. I would like to look at other algorithms (what gimp does for example). But that would be only after 2.62.
348 lines
9.7 KiB
C
348 lines
9.7 KiB
C
/*
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* Copyright 2011, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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#ifndef __SVM_H__
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#define __SVM_H__
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/* Shader Virtual Machine
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*
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* A shader is a list of nodes to be executed. These are simply read one after
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* the other and executed, using an node counter. Each node and it's associated
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* data is encoded as one or more uint4's in a 1D texture. If the data is larger
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* than an uint4, the node can increase the node counter to compensate for this.
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* Floats are encoded as int and then converted to float again.
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*
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* Nodes write their output into a stack. All stack data in the stack is
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* floats, since it's all factors, colors and vectors. The stack will be stored
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* in local memory on the GPU, as it would take too many register and indexes in
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* ways not known at compile time. This seems the only solution even though it
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* may be slow, with two positive factors. If the same shader is being executed,
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* memory access will be coalesced, and on fermi cards, memory will actually be
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* cached.
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*
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* The result of shader execution will be a single closure. This means the
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* closure type, associated label, data and weight. Sampling from multiple
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* closures is supported through the mix closure node, the logic for that is
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* mostly taken care of in the SVM compiler.
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*/
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#include "svm_types.h"
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CCL_NAMESPACE_BEGIN
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/* Stack */
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__device_inline float3 stack_load_float3(float *stack, uint a)
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{
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kernel_assert(a+2 < SVM_STACK_SIZE);
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return make_float3(stack[a+0], stack[a+1], stack[a+2]);
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}
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__device_inline void stack_store_float3(float *stack, uint a, float3 f)
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{
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kernel_assert(a+2 < SVM_STACK_SIZE);
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stack[a+0] = f.x;
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stack[a+1] = f.y;
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stack[a+2] = f.z;
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}
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__device_inline float stack_load_float(float *stack, uint a)
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{
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kernel_assert(a < SVM_STACK_SIZE);
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return stack[a];
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}
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__device_inline float stack_load_float_default(float *stack, uint a, uint value)
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{
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return (a == (uint)SVM_STACK_INVALID)? __int_as_float(value): stack_load_float(stack, a);
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}
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__device_inline void stack_store_float(float *stack, uint a, float f)
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{
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kernel_assert(a < SVM_STACK_SIZE);
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stack[a] = f;
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}
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__device_inline bool stack_valid(uint a)
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{
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return a != (uint)SVM_STACK_INVALID;
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}
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/* Reading Nodes */
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__device_inline uint4 read_node(KernelGlobals *kg, int *offset)
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{
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uint4 node = kernel_tex_fetch(__svm_nodes, *offset);
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(*offset)++;
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return node;
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}
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__device_inline float4 read_node_float(KernelGlobals *kg, int *offset)
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{
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uint4 node = kernel_tex_fetch(__svm_nodes, *offset);
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float4 f = make_float4(__int_as_float(node.x), __int_as_float(node.y), __int_as_float(node.z), __int_as_float(node.w));
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(*offset)++;
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return f;
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}
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__device_inline void decode_node_uchar4(uint i, uint *x, uint *y, uint *z, uint *w)
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{
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if(x) *x = (i & 0xFF);
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if(y) *y = ((i >> 8) & 0xFF);
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if(z) *z = ((i >> 16) & 0xFF);
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if(w) *w = ((i >> 24) & 0xFF);
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}
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CCL_NAMESPACE_END
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/* Nodes */
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#include "svm_noise.h"
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#include "svm_texture.h"
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#include "svm_attribute.h"
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#include "svm_gradient.h"
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#include "svm_closure.h"
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#include "svm_noisetex.h"
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#include "svm_convert.h"
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#include "svm_displace.h"
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#include "svm_fresnel.h"
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#include "svm_camera.h"
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#include "svm_geometry.h"
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#include "svm_hsv.h"
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#include "svm_image.h"
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#include "svm_gamma.h"
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#include "svm_brightness.h"
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#include "svm_invert.h"
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#include "svm_light_path.h"
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#include "svm_magic.h"
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#include "svm_mapping.h"
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#include "svm_normal.h"
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#include "svm_wave.h"
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#include "svm_math.h"
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#include "svm_mix.h"
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#include "svm_sepcomb_rgb.h"
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#include "svm_musgrave.h"
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#include "svm_sky.h"
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#include "svm_tex_coord.h"
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#include "svm_value.h"
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#include "svm_voronoi.h"
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#include "svm_checker.h"
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CCL_NAMESPACE_BEGIN
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/* Main Interpreter Loop */
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__device_noinline void svm_eval_nodes(KernelGlobals *kg, ShaderData *sd, ShaderType type, float randb, int path_flag)
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{
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float stack[SVM_STACK_SIZE];
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float closure_weight = 1.0f;
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int offset = sd->shader & SHADER_MASK;
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#ifdef __MULTI_CLOSURE__
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sd->num_closure = 0;
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sd->randb_closure = randb;
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#else
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sd->closure.type = NBUILTIN_CLOSURES;
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#endif
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while(1) {
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uint4 node = read_node(kg, &offset);
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switch(node.x) {
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case NODE_SHADER_JUMP: {
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if(type == SHADER_TYPE_SURFACE) offset = node.y;
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else if(type == SHADER_TYPE_VOLUME) offset = node.z;
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else if(type == SHADER_TYPE_DISPLACEMENT) offset = node.w;
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else return;
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break;
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}
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case NODE_CLOSURE_BSDF:
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svm_node_closure_bsdf(kg, sd, stack, node, randb, path_flag);
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break;
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case NODE_CLOSURE_EMISSION:
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svm_node_closure_emission(sd, stack, node);
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break;
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case NODE_CLOSURE_BACKGROUND:
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svm_node_closure_background(sd, stack, node);
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break;
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case NODE_CLOSURE_HOLDOUT:
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svm_node_closure_holdout(sd, stack, node);
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break;
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case NODE_CLOSURE_VOLUME:
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svm_node_closure_volume(kg, sd, stack, node, path_flag);
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break;
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case NODE_CLOSURE_SET_WEIGHT:
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svm_node_closure_set_weight(sd, node.y, node.z, node.w);
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break;
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case NODE_CLOSURE_WEIGHT:
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svm_node_closure_weight(sd, stack, node.y);
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break;
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case NODE_EMISSION_WEIGHT:
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svm_node_emission_weight(kg, sd, stack, node);
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break;
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case NODE_MIX_CLOSURE:
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svm_node_mix_closure(sd, stack, node, &offset, &randb);
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break;
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case NODE_ADD_CLOSURE:
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svm_node_add_closure(sd, stack, node.y, node.z, &offset, &randb, &closure_weight);
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break;
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case NODE_JUMP:
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offset = node.y;
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break;
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#ifdef __TEXTURES__
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case NODE_TEX_IMAGE:
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svm_node_tex_image(kg, sd, stack, node);
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break;
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case NODE_TEX_ENVIRONMENT:
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svm_node_tex_environment(kg, sd, stack, node);
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break;
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case NODE_TEX_SKY:
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svm_node_tex_sky(kg, sd, stack, node.y, node.z);
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break;
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case NODE_TEX_GRADIENT:
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svm_node_tex_gradient(sd, stack, node);
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break;
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case NODE_TEX_NOISE:
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svm_node_tex_noise(kg, sd, stack, node, &offset);
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break;
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case NODE_TEX_VORONOI:
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svm_node_tex_voronoi(kg, sd, stack, node, &offset);
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break;
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case NODE_TEX_MUSGRAVE:
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svm_node_tex_musgrave(kg, sd, stack, node, &offset);
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break;
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case NODE_TEX_WAVE:
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svm_node_tex_wave(kg, sd, stack, node, &offset);
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break;
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case NODE_TEX_MAGIC:
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svm_node_tex_magic(kg, sd, stack, node, &offset);
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break;
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case NODE_TEX_CHECKER:
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svm_node_tex_checker(kg, sd, stack, node, &offset);
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break;
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#endif
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case NODE_CAMERA:
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svm_node_camera(kg, sd, stack, node.y, node.z, node.w);
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break;
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case NODE_GEOMETRY:
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svm_node_geometry(sd, stack, node.y, node.z);
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break;
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case NODE_GEOMETRY_BUMP_DX:
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svm_node_geometry_bump_dx(sd, stack, node.y, node.z);
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break;
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case NODE_GEOMETRY_BUMP_DY:
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svm_node_geometry_bump_dy(sd, stack, node.y, node.z);
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break;
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case NODE_LIGHT_PATH:
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svm_node_light_path(sd, stack, node.y, node.z, path_flag);
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break;
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case NODE_CONVERT:
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svm_node_convert(sd, stack, node.y, node.z, node.w);
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break;
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case NODE_VALUE_F:
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svm_node_value_f(kg, sd, stack, node.y, node.z);
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break;
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case NODE_VALUE_V:
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svm_node_value_v(kg, sd, stack, node.y, &offset);
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break;
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case NODE_INVERT:
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svm_node_invert(sd, stack, node.y, node.z, node.w);
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break;
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case NODE_GAMMA:
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svm_node_gamma(sd, stack, node.y, node.z, node.w);
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break;
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case NODE_BRIGHTCONTRAST:
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svm_node_brightness(sd, stack, node.y, node.z, node.w);
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break;
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case NODE_MIX:
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svm_node_mix(kg, sd, stack, node.y, node.z, node.w, &offset);
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break;
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case NODE_SEPARATE_RGB:
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svm_node_separate_rgb(sd, stack, node.y, node.z, node.w);
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break;
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case NODE_COMBINE_RGB:
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svm_node_combine_rgb(sd, stack, node.y, node.z, node.w);
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break;
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case NODE_HSV:
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svm_node_hsv(kg, sd, stack, node.y, node.z, node.w, &offset);
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break;
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case NODE_ATTR:
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svm_node_attr(kg, sd, stack, node);
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break;
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case NODE_ATTR_BUMP_DX:
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svm_node_attr_bump_dx(kg, sd, stack, node);
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break;
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case NODE_ATTR_BUMP_DY:
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svm_node_attr_bump_dy(kg, sd, stack, node);
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break;
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case NODE_FRESNEL:
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svm_node_fresnel(sd, stack, node.y, node.z, node.w);
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break;
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case NODE_LAYER_WEIGHT:
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svm_node_layer_weight(sd, stack, node);
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break;
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case NODE_SET_DISPLACEMENT:
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svm_node_set_displacement(sd, stack, node.y);
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break;
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case NODE_SET_BUMP:
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svm_node_set_bump(sd, stack, node.y, node.z, node.w);
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break;
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case NODE_MATH:
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svm_node_math(kg, sd, stack, node.y, node.z, node.w, &offset);
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break;
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case NODE_VECTOR_MATH:
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svm_node_vector_math(kg, sd, stack, node.y, node.z, node.w, &offset);
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break;
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case NODE_NORMAL:
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svm_node_normal(kg, sd, stack, node.y, node.z, node.w, &offset);
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break;
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case NODE_MAPPING:
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svm_node_mapping(kg, sd, stack, node.y, node.z, &offset);
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break;
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case NODE_TEX_COORD:
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svm_node_tex_coord(kg, sd, stack, node.y, node.z);
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break;
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case NODE_TEX_COORD_BUMP_DX:
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svm_node_tex_coord_bump_dx(kg, sd, stack, node.y, node.z);
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break;
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case NODE_TEX_COORD_BUMP_DY:
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svm_node_tex_coord_bump_dy(kg, sd, stack, node.y, node.z);
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break;
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case NODE_EMISSION_SET_WEIGHT_TOTAL:
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svm_node_emission_set_weight_total(kg, sd, node.y, node.z, node.w);
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break;
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case NODE_END:
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default:
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#ifndef __MULTI_CLOSURE__
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sd->closure.weight *= closure_weight;
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#endif
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return;
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}
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}
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}
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CCL_NAMESPACE_END
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#endif /* __SVM_H__ */
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