forked from bartvdbraak/blender
Brecht Van Lommel
0df9b2c715
It is basically brute force volume scattering within the mesh, but part of the SSS code for faster performance. The main difference with actual volume scattering is that we assume the boundaries are diffuse and that all lighting is coming through this boundary from outside the volume. This gives much more accurate results for thin features and low density. Some challenges remain however: * Significantly more noisy than BSSRDF. Adding Dwivedi sampling may help here, but it's unclear still how much it helps in real world cases. * Due to this being a volumetric method, geometry like eyes or mouth can darken the skin on the outside. We may be able to reduce this effect, or users can compensate for it by reducing the scattering radius in such areas. * Sharp corners are quite bright. This matches actual volume rendering and results in some other renderers, but maybe not so much real world objects. Differential Revision: https://developer.blender.org/D3054
386 lines
9.8 KiB
C
386 lines
9.8 KiB
C
/*
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* Copyright 2011-2017 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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#ifndef __UTIL_MATH_FLOAT3_H__
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#define __UTIL_MATH_FLOAT3_H__
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#ifndef __UTIL_MATH_H__
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# error "Do not include this file directly, include util_types.h instead."
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#endif
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CCL_NAMESPACE_BEGIN
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/*******************************************************************************
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* Declaration.
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*/
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#ifndef __KERNEL_OPENCL__
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ccl_device_inline float3 operator-(const float3& a);
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ccl_device_inline float3 operator*(const float3& a, const float3& b);
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ccl_device_inline float3 operator*(const float3& a, const float f);
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ccl_device_inline float3 operator*(const float f, const float3& a);
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ccl_device_inline float3 operator/(const float f, const float3& a);
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ccl_device_inline float3 operator/(const float3& a, const float f);
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ccl_device_inline float3 operator/(const float3& a, const float3& b);
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ccl_device_inline float3 operator+(const float3& a, const float3& b);
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ccl_device_inline float3 operator-(const float3& a, const float3& b);
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ccl_device_inline float3 operator+=(float3& a, const float3& b);
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ccl_device_inline float3 operator-=(float3& a, const float3& b);
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ccl_device_inline float3 operator*=(float3& a, const float3& b);
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ccl_device_inline float3 operator*=(float3& a, float f);
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ccl_device_inline float3 operator/=(float3& a, const float3& b);
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ccl_device_inline float3 operator/=(float3& a, float f);
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ccl_device_inline bool operator==(const float3& a, const float3& b);
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ccl_device_inline bool operator!=(const float3& a, const float3& b);
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ccl_device_inline float dot(const float3& a, const float3& b);
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ccl_device_inline float dot_xy(const float3& a, const float3& b);
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ccl_device_inline float3 cross(const float3& a, const float3& b);
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ccl_device_inline float3 normalize(const float3& a);
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ccl_device_inline float3 min(const float3& a, const float3& b);
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ccl_device_inline float3 max(const float3& a, const float3& b);
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ccl_device_inline float3 clamp(const float3& a, const float3& mn, const float3& mx);
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ccl_device_inline float3 fabs(const float3& a);
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ccl_device_inline float3 mix(const float3& a, const float3& b, float t);
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ccl_device_inline float3 rcp(const float3& a);
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#endif /* !__KERNEL_OPENCL__ */
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ccl_device_inline float min3(float3 a);
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ccl_device_inline float max3(float3 a);
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ccl_device_inline float len(const float3 a);
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ccl_device_inline float len_squared(const float3 a);
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ccl_device_inline float3 saturate3(float3 a);
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ccl_device_inline float3 safe_normalize(const float3 a);
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ccl_device_inline float3 normalize_len(const float3 a, float *t);;
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ccl_device_inline float3 safe_normalize_len(const float3 a, float *t);
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ccl_device_inline float3 interp(float3 a, float3 b, float t);
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ccl_device_inline bool is_zero(const float3 a);
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ccl_device_inline float reduce_add(const float3 a);
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ccl_device_inline float average(const float3 a);
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ccl_device_inline bool isequal_float3(const float3 a, const float3 b);
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/*******************************************************************************
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* Definition.
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*/
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#ifndef __KERNEL_OPENCL__
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ccl_device_inline float3 operator-(const float3& a)
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{
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#ifdef __KERNEL_SSE__
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return float3(_mm_xor_ps(a.m128, _mm_castsi128_ps(_mm_set1_epi32(0x80000000))));
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#else
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return make_float3(-a.x, -a.y, -a.z);
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#endif
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}
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ccl_device_inline float3 operator*(const float3& a, const float3& b)
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{
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#ifdef __KERNEL_SSE__
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return float3(_mm_mul_ps(a.m128,b.m128));
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#else
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return make_float3(a.x*b.x, a.y*b.y, a.z*b.z);
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#endif
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}
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ccl_device_inline float3 operator*(const float3& a, const float f)
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{
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#ifdef __KERNEL_SSE__
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return float3(_mm_mul_ps(a.m128,_mm_set1_ps(f)));
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#else
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return make_float3(a.x*f, a.y*f, a.z*f);
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#endif
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}
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ccl_device_inline float3 operator*(const float f, const float3& a)
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{
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#if defined(__KERNEL_SSE__)
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return float3(_mm_mul_ps(_mm_set1_ps(f), a.m128));
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#else
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return make_float3(a.x*f, a.y*f, a.z*f);
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#endif
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}
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ccl_device_inline float3 operator/(const float f, const float3& a)
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{
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#if defined(__KERNEL_SSE__)
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return float3(_mm_div_ps(_mm_set1_ps(f), a.m128));
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#else
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return make_float3(f / a.x, f / a.y, f / a.z);
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#endif
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}
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ccl_device_inline float3 operator/(const float3& a, const float f)
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{
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float invf = 1.0f/f;
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return a * invf;
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}
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ccl_device_inline float3 operator/(const float3& a, const float3& b)
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{
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#if defined(__KERNEL_SSE__)
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return float3(_mm_div_ps(a.m128, b.m128));
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#else
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return make_float3(a.x / b.x, a.y / b.y, a.z / b.z);
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#endif
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}
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ccl_device_inline float3 operator+(const float3& a, const float3& b)
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{
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#ifdef __KERNEL_SSE__
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return float3(_mm_add_ps(a.m128, b.m128));
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#else
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return make_float3(a.x + b.x, a.y + b.y, a.z + b.z);
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#endif
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}
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ccl_device_inline float3 operator-(const float3& a, const float3& b)
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{
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#ifdef __KERNEL_SSE__
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return float3(_mm_sub_ps(a.m128, b.m128));
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#else
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return make_float3(a.x - b.x, a.y - b.y, a.z - b.z);
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#endif
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}
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ccl_device_inline float3 operator+=(float3& a, const float3& b)
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{
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return a = a + b;
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}
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ccl_device_inline float3 operator-=(float3& a, const float3& b)
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{
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return a = a - b;
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}
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ccl_device_inline float3 operator*=(float3& a, const float3& b)
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{
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return a = a * b;
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}
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ccl_device_inline float3 operator*=(float3& a, float f)
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{
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return a = a * f;
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}
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ccl_device_inline float3 operator/=(float3& a, const float3& b)
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{
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return a = a / b;
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}
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ccl_device_inline float3 operator/=(float3& a, float f)
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{
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float invf = 1.0f/f;
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return a = a * invf;
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}
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ccl_device_inline bool operator==(const float3& a, const float3& b)
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{
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#ifdef __KERNEL_SSE__
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return (_mm_movemask_ps(_mm_cmpeq_ps(a.m128, b.m128)) & 7) == 7;
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#else
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return (a.x == b.x && a.y == b.y && a.z == b.z);
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#endif
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}
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ccl_device_inline bool operator!=(const float3& a, const float3& b)
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{
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return !(a == b);
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}
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ccl_device_inline float dot(const float3& a, const float3& b)
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{
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#if defined(__KERNEL_SSE41__) && defined(__KERNEL_SSE__)
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return _mm_cvtss_f32(_mm_dp_ps(a, b, 0x7F));
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#else
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return a.x*b.x + a.y*b.y + a.z*b.z;
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#endif
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}
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ccl_device_inline float dot_xy(const float3& a, const float3& b)
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{
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#if defined(__KERNEL_SSE41__) && defined(__KERNEL_SSE__)
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return _mm_cvtss_f32(_mm_hadd_ps(_mm_mul_ps(a,b),b));
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#else
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return a.x*b.x + a.y*b.y;
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#endif
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}
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ccl_device_inline float3 cross(const float3& a, const float3& b)
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{
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float3 r = make_float3(a.y*b.z - a.z*b.y, a.z*b.x - a.x*b.z, a.x*b.y - a.y*b.x);
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return r;
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}
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ccl_device_inline float3 normalize(const float3& a)
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{
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#if defined(__KERNEL_SSE41__) && defined(__KERNEL_SSE__)
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__m128 norm = _mm_sqrt_ps(_mm_dp_ps(a.m128, a.m128, 0x7F));
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return float3(_mm_div_ps(a.m128, norm));
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#else
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return a/len(a);
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#endif
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}
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ccl_device_inline float3 min(const float3& a, const float3& b)
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{
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#ifdef __KERNEL_SSE__
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return float3(_mm_min_ps(a.m128, b.m128));
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#else
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return make_float3(min(a.x, b.x), min(a.y, b.y), min(a.z, b.z));
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#endif
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}
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ccl_device_inline float3 max(const float3& a, const float3& b)
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{
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#ifdef __KERNEL_SSE__
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return float3(_mm_max_ps(a.m128, b.m128));
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#else
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return make_float3(max(a.x, b.x), max(a.y, b.y), max(a.z, b.z));
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#endif
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}
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ccl_device_inline float3 clamp(const float3& a, const float3& mn, const float3& mx)
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{
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return min(max(a, mn), mx);
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}
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ccl_device_inline float3 fabs(const float3& a)
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{
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#ifdef __KERNEL_SSE__
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__m128 mask = _mm_castsi128_ps(_mm_set1_epi32(0x7fffffff));
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return float3(_mm_and_ps(a.m128, mask));
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#else
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return make_float3(fabsf(a.x), fabsf(a.y), fabsf(a.z));
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#endif
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}
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ccl_device_inline float3 mix(const float3& a, const float3& b, float t)
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{
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return a + t*(b - a);
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}
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ccl_device_inline float3 rcp(const float3& a)
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{
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#ifdef __KERNEL_SSE__
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/* Don't use _mm_rcp_ps due to poor precision. */
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return float3(_mm_div_ps(_mm_set_ps1(1.0f), a.m128));
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#else
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return make_float3(1.0f/a.x, 1.0f/a.y, 1.0f/a.z);
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#endif
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}
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#endif /* !__KERNEL_OPENCL__ */
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ccl_device_inline float min3(float3 a)
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{
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return min(min(a.x, a.y), a.z);
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}
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ccl_device_inline float max3(float3 a)
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{
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return max(max(a.x, a.y), a.z);
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}
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ccl_device_inline float len(const float3 a)
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{
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#if defined(__KERNEL_SSE41__) && defined(__KERNEL_SSE__)
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return _mm_cvtss_f32(_mm_sqrt_ss(_mm_dp_ps(a.m128, a.m128, 0x7F)));
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#else
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return sqrtf(dot(a, a));
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#endif
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}
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ccl_device_inline float len_squared(const float3 a)
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{
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return dot(a, a);
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}
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ccl_device_inline float3 saturate3(float3 a)
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{
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return make_float3(saturate(a.x), saturate(a.y), saturate(a.z));
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}
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ccl_device_inline float3 normalize_len(const float3 a, float *t)
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{
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*t = len(a);
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float x = 1.0f / *t;
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return a*x;
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}
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ccl_device_inline float3 safe_normalize(const float3 a)
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{
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float t = len(a);
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return (t != 0.0f)? a * (1.0f/t) : a;
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}
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ccl_device_inline float3 safe_normalize_len(const float3 a, float *t)
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{
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*t = len(a);
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return (*t != 0.0f)? a/(*t): a;
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}
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ccl_device_inline float3 interp(float3 a, float3 b, float t)
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{
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return a + t*(b - a);
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}
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ccl_device_inline bool is_zero(const float3 a)
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{
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#ifdef __KERNEL_SSE__
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return a == make_float3(0.0f);
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#else
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return (a.x == 0.0f && a.y == 0.0f && a.z == 0.0f);
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#endif
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}
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ccl_device_inline float reduce_add(const float3 a)
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{
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return (a.x + a.y + a.z);
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}
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ccl_device_inline float average(const float3 a)
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{
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return reduce_add(a)*(1.0f/3.0f);
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}
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ccl_device_inline bool isequal_float3(const float3 a, const float3 b)
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{
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#ifdef __KERNEL_OPENCL__
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return all(a == b);
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#else
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return a == b;
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#endif
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}
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ccl_device_inline bool isfinite3_safe(float3 v)
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{
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return isfinite_safe(v.x) && isfinite_safe(v.y) && isfinite_safe(v.z);
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}
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ccl_device_inline float3 ensure_finite3(float3 v)
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{
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if(!isfinite_safe(v.x)) v.x = 0.0f;
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if(!isfinite_safe(v.y)) v.y = 0.0f;
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if(!isfinite_safe(v.z)) v.z = 0.0f;
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return v;
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}
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CCL_NAMESPACE_END
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#endif /* __UTIL_MATH_FLOAT3_H__ */
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