forked from bartvdbraak/blender
ee36e75b85
This was already mixed a bit, but the dot belongs there.
58 lines
1.8 KiB
C
58 lines
1.8 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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/* Checker */
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ccl_device_noinline float svm_checker(float3 p)
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{
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/* avoid precision issues on unit coordinates */
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p.x = (p.x + 0.000001f)*0.999999f;
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p.y = (p.y + 0.000001f)*0.999999f;
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p.z = (p.z + 0.000001f)*0.999999f;
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int xi = float_to_int(fabsf(floorf(p.x)));
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int yi = float_to_int(fabsf(floorf(p.y)));
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int zi = float_to_int(fabsf(floorf(p.z)));
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return ((xi % 2 == yi % 2) == (zi % 2))? 1.0f: 0.0f;
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}
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ccl_device void svm_node_tex_checker(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node)
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{
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uint co_offset, color1_offset, color2_offset, scale_offset;
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uint color_offset, fac_offset;
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decode_node_uchar4(node.y, &co_offset, &color1_offset, &color2_offset, &scale_offset);
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decode_node_uchar4(node.z, &color_offset, &fac_offset, NULL, NULL);
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float3 co = stack_load_float3(stack, co_offset);
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float3 color1 = stack_load_float3(stack, color1_offset);
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float3 color2 = stack_load_float3(stack, color2_offset);
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float scale = stack_load_float_default(stack, scale_offset, node.w);
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float f = svm_checker(co*scale);
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if(stack_valid(color_offset))
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stack_store_float3(stack, color_offset, (f == 1.0f)? color1: color2);
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if(stack_valid(fac_offset))
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stack_store_float(stack, fac_offset, f);
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}
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CCL_NAMESPACE_END
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