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authorTon Roosendaal <ton@blender.org>2011-04-27 15:58:34 +0400
committerTon Roosendaal <ton@blender.org>2011-04-27 15:58:34 +0400
commitda376e0237517543aa21740ee2363234ee1c20ae (patch)
tree014a513ed8d0eccc5e54fef42347781e85bae56a /intern/cycles/kernel/svm/svm_math.h
parent693780074388111e7b9ef1c3825e462f398dc6c4 (diff)
Cycles render engine, initial commit. This is the engine itself, blender modifications and build instructions will follow later.
Cycles uses code from some great open source projects, many thanks them: * BVH building and traversal code from NVidia's "Understanding the Efficiency of Ray Traversal on GPUs": http://code.google.com/p/understanding-the-efficiency-of-ray-traversal-on-gpus/ * Open Shading Language for a large part of the shading system: http://code.google.com/p/openshadinglanguage/ * Blender for procedural textures and a few other nodes. * Approximate Catmull Clark subdivision from NVidia Mesh tools: http://code.google.com/p/nvidia-mesh-tools/ * Sobol direction vectors from: http://web.maths.unsw.edu.au/~fkuo/sobol/ * Film response functions from: http://www.cs.columbia.edu/CAVE/software/softlib/dorf.php
Diffstat (limited to 'intern/cycles/kernel/svm/svm_math.h')
-rw-r--r--intern/cycles/kernel/svm/svm_math.h181
1 files changed, 181 insertions, 0 deletions
diff --git a/intern/cycles/kernel/svm/svm_math.h b/intern/cycles/kernel/svm/svm_math.h
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+++ b/intern/cycles/kernel/svm/svm_math.h
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+/*
+ * Copyright 2011, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ */
+
+CCL_NAMESPACE_BEGIN
+
+__device float safe_asinf(float a)
+{
+ if(a <= -1.0f)
+ return -M_PI_2;
+ else if(a >= 1.0f)
+ return M_PI_2_F;
+
+ return asinf(a);
+}
+
+__device float safe_acosf(float a)
+{
+ if(a <= -1.0f)
+ return M_PI_F;
+ else if(a >= 1.0f)
+ return 0.0f;
+
+ return acosf(a);
+}
+
+__device float safe_powf(float a, float b)
+{
+ if(b == 0.0f)
+ return 1.0f;
+ if(a == 0.0f)
+ return 0.0f;
+ if(a < 0.0f && b != (int)b)
+ return 0.0f;
+
+ return powf(a, b);
+}
+
+__device float safe_logf(float a, float b)
+{
+ if(a < 0.0f || b < 0.0f)
+ return 0.0f;
+
+ return logf(a)/logf(b);
+}
+
+__device float safe_divide(float a, float b)
+{
+ float result;
+
+ if(b == 0.0f)
+ result = 0.0f;
+ else
+ result = a/b;
+
+ return result;
+}
+
+__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
+ Fac = 0.0f;
+
+ return Fac;
+}
+
+__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 = (fabsf(Vector->x) + fabsf(Vector->y) + fabsf(Vector->z))/3.0f;
+ }
+ else if(type == NODE_VECTOR_MATH_SUBTRACT) {
+ *Vector = Vector1 + Vector2;
+ *Fac = (fabsf(Vector->x) + fabsf(Vector->y) + fabsf(Vector->z))/3.0f;
+ }
+ 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 */
+
+__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);
+}
+
+__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
+