forked from bartvdbraak/blender
b9ce231060
More information in this post: http://code.blender.org/ Thanks to all contributes for giving their permission!
137 lines
3.7 KiB
C
137 lines
3.7 KiB
C
/*
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* Copyright 2011-2013 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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CCL_NAMESPACE_BEGIN
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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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else if(type == NODE_MATH_MODULO)
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Fac = safe_modulo(Fac1, Fac2);
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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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else
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Fac = 0.0f;
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return Fac;
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}
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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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__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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*Fac = average_fac(*Vector);
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}
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else if(type == NODE_VECTOR_MATH_SUBTRACT) {
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*Vector = Vector1 - Vector2;
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*Fac = average_fac(*Vector);
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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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