/* * Copyright 2011, Blender Foundation. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ CCL_NAMESPACE_BEGIN __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_CLAMP) Fac = clamp(Fac1, 0.0f, 1.0f); else Fac = 0.0f; return Fac; } __device float average_fac(float3 v) { return (fabsf(v.x) + fabsf(v.y) + fabsf(v.z))/3.0f; } __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) { *Fac = len(Vector1 + Vector2); *Vector = normalize(Vector1 + Vector2); } 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) { float3 c = cross(Vector1, Vector2); *Fac = len(c); *Vector = normalize(c); } else if(type == NODE_VECTOR_MATH_NORMALIZE) { *Fac = len(Vector1); *Vector = normalize(Vector1); } else { *Fac = 0.0f; *Vector = make_float3(0.0f, 0.0f, 0.0f); } } /* Nodes */ __device void svm_node_math(KernelGlobals *kg, ShaderData *sd, float *stack, uint itype, uint f1_offset, uint f2_offset, int *offset) { NodeMath type = (NodeMath)itype; float f1 = stack_load_float(stack, f1_offset); float f2 = stack_load_float(stack, f2_offset); float f = svm_math(type, f1, f2); uint4 node1 = read_node(kg, offset); stack_store_float(stack, node1.y, f); } __device void svm_node_vector_math(KernelGlobals *kg, ShaderData *sd, float *stack, uint itype, uint v1_offset, uint v2_offset, int *offset) { NodeVectorMath type = (NodeVectorMath)itype; float3 v1 = stack_load_float3(stack, v1_offset); float3 v2 = stack_load_float3(stack, v2_offset); float f; float3 v; svm_vector_math(&f, &v, type, v1, v2); uint4 node1 = read_node(kg, offset); if(stack_valid(node1.y)) stack_store_float(stack, node1.y, f); if(stack_valid(node1.z)) stack_store_float3(stack, node1.z, v); } CCL_NAMESPACE_END