blender/intern/cycles/kernel/svm/svm_math.h
Brecht Van Lommel c18712e868 Cycles: change __device and similar qualifiers to ccl_device in kernel code.
This to avoids build conflicts with libc++ on FreeBSD, these __ prefixed values
are reserved for compilers. I apologize to anyone who has patches or branches
and has to go through the pain of merging this change, it may be easiest to do
these same replacements in your code and then apply/merge the patch.

Ref T37477.
2013-11-18 08:48:15 +01:00

137 lines
3.7 KiB
C

/*
* Copyright 2011-2013 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License
*/
CCL_NAMESPACE_BEGIN
ccl_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_MODULO)
Fac = safe_modulo(Fac1, Fac2);
else if(type == NODE_MATH_CLAMP)
Fac = clamp(Fac1, 0.0f, 1.0f);
else
Fac = 0.0f;
return Fac;
}
ccl_device float average_fac(float3 v)
{
return (fabsf(v.x) + fabsf(v.y) + fabsf(v.z))/3.0f;
}
ccl_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 */
ccl_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);
}
ccl_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