From da376e0237517543aa21740ee2363234ee1c20ae Mon Sep 17 00:00:00 2001 From: Ton Roosendaal Date: Wed, 27 Apr 2011 11:58:34 +0000 Subject: 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 --- intern/cycles/kernel/svm/svm_math.h | 181 ++++++++++++++++++++++++++++++++++++ 1 file changed, 181 insertions(+) create mode 100644 intern/cycles/kernel/svm/svm_math.h (limited to 'intern/cycles/kernel/svm/svm_math.h') diff --git a/intern/cycles/kernel/svm/svm_math.h b/intern/cycles/kernel/svm/svm_math.h new file mode 100644 index 00000000000..6650a10a4d9 --- /dev/null +++ b/intern/cycles/kernel/svm/svm_math.h @@ -0,0 +1,181 @@ +/* + * 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 + -- cgit v1.2.3