2011-04-27 11:58:34 +00:00
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/*
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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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CCL_NAMESPACE_BEGIN
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__device float safe_asinf(float a)
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{
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if(a <= -1.0f)
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2011-08-10 14:26:51 +00:00
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return -M_PI_2_F;
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2011-04-27 11:58:34 +00:00
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else if(a >= 1.0f)
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return M_PI_2_F;
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return asinf(a);
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}
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__device float safe_acosf(float a)
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{
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if(a <= -1.0f)
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return M_PI_F;
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else if(a >= 1.0f)
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return 0.0f;
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return acosf(a);
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}
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__device float safe_powf(float a, float b)
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{
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if(b == 0.0f)
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return 1.0f;
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if(a == 0.0f)
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return 0.0f;
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if(a < 0.0f && b != (int)b)
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return 0.0f;
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return powf(a, b);
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}
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__device float safe_logf(float a, float b)
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{
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if(a < 0.0f || b < 0.0f)
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return 0.0f;
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return logf(a)/logf(b);
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}
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__device float safe_divide(float a, float b)
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{
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float result;
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if(b == 0.0f)
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result = 0.0f;
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else
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result = a/b;
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return result;
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}
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__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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2012-08-29 17:30:14 +00:00
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else if(type == NODE_MATH_CLAMP)
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Fac = clamp(Fac1, 0.0f, 1.0f);
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2011-04-27 11:58:34 +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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2011-08-10 14:26:51 +00:00
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__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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2011-04-27 11:58:34 +00:00
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__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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2011-08-10 14:26:51 +00:00
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*Fac = average_fac(*Vector);
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2011-04-27 11:58:34 +00:00
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}
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else if(type == NODE_VECTOR_MATH_SUBTRACT) {
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2011-05-16 08:08:37 +00:00
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*Vector = Vector1 - Vector2;
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2011-08-10 14:26:51 +00:00
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*Fac = average_fac(*Vector);
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2011-04-27 11:58:34 +00:00
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}
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else if(type == NODE_VECTOR_MATH_AVERAGE) {
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*Fac = len(Vector1 + Vector2);
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*Vector = normalize(Vector1 + Vector2);
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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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float3 c = cross(Vector1, Vector2);
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*Fac = len(c);
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*Vector = normalize(c);
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}
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else if(type == NODE_VECTOR_MATH_NORMALIZE) {
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*Fac = len(Vector1);
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*Vector = normalize(Vector1);
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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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/* Nodes */
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__device void svm_node_math(KernelGlobals *kg, ShaderData *sd, float *stack, uint itype, uint f1_offset, uint f2_offset, int *offset)
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{
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NodeMath type = (NodeMath)itype;
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float f1 = stack_load_float(stack, f1_offset);
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float f2 = stack_load_float(stack, f2_offset);
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float f = svm_math(type, f1, f2);
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uint4 node1 = read_node(kg, offset);
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stack_store_float(stack, node1.y, f);
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}
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__device void svm_node_vector_math(KernelGlobals *kg, ShaderData *sd, float *stack, uint itype, uint v1_offset, uint v2_offset, int *offset)
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{
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NodeVectorMath type = (NodeVectorMath)itype;
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float3 v1 = stack_load_float3(stack, v1_offset);
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float3 v2 = stack_load_float3(stack, v2_offset);
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float f;
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float3 v;
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svm_vector_math(&f, &v, type, v1, v2);
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uint4 node1 = read_node(kg, offset);
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if(stack_valid(node1.y)) stack_store_float(stack, node1.y, f);
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if(stack_valid(node1.z)) stack_store_float3(stack, node1.z, v);
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}
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CCL_NAMESPACE_END
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