blender/intern/cycles/kernel/svm/svm_magic.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

113 lines
2.6 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
/* Magic */
ccl_device_noinline float3 svm_magic(float3 p, int n, float distortion)
{
float x = sinf((p.x + p.y + p.z)*5.0f);
float y = cosf((-p.x + p.y - p.z)*5.0f);
float z = -cosf((-p.x - p.y + p.z)*5.0f);
if(n > 0) {
x *= distortion;
y *= distortion;
z *= distortion;
y = -cosf(x-y+z);
y *= distortion;
if(n > 1) {
x = cosf(x-y-z);
x *= distortion;
if(n > 2) {
z = sinf(-x-y-z);
z *= distortion;
if(n > 3) {
x = -cosf(-x+y-z);
x *= distortion;
if(n > 4) {
y = -sinf(-x+y+z);
y *= distortion;
if(n > 5) {
y = -cosf(-x+y+z);
y *= distortion;
if(n > 6) {
x = cosf(x+y+z);
x *= distortion;
if(n > 7) {
z = sinf(x+y-z);
z *= distortion;
if(n > 8) {
x = -cosf(-x-y+z);
x *= distortion;
if(n > 9) {
y = -sinf(x-y+z);
y *= distortion;
}
}
}
}
}
}
}
}
}
}
if(distortion != 0.0f) {
distortion *= 2.0f;
x /= distortion;
y /= distortion;
z /= distortion;
}
return make_float3(0.5f - x, 0.5f - y, 0.5f - z);
}
ccl_device void svm_node_tex_magic(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, int *offset)
{
uint depth;
uint scale_offset, distortion_offset, co_offset, fac_offset, color_offset;
decode_node_uchar4(node.y, &depth, &color_offset, &fac_offset, NULL);
decode_node_uchar4(node.z, &co_offset, &scale_offset, &distortion_offset, NULL);
uint4 node2 = read_node(kg, offset);
float3 co = stack_load_float3(stack, co_offset);
float scale = stack_load_float_default(stack, scale_offset, node2.x);
float distortion = stack_load_float_default(stack, distortion_offset, node2.y);
float3 color = svm_magic(co*scale, depth, distortion);
if(stack_valid(fac_offset))
stack_store_float(stack, fac_offset, average(color));
if(stack_valid(color_offset))
stack_store_float3(stack, color_offset, color);
}
CCL_NAMESPACE_END