/* * 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. */ #pragma once CCL_NAMESPACE_BEGIN /* Magic */ ccl_device_noinline_cpu float3 svm_magic(float3 p, float scale, int n, float distortion) { /* * Prevent NaNs due to input p * Sin and Cosine are periodic about [0 2*PI) so the following * will yield a more accurate result. As it stops the input values * going out of range for floats which caused a NaN. The * calculation of (px + py + pz)*5 can cause an Inf when one or more * values are very large the cos or sin of this results in a NaN * It also addresses the case where one dimension is large relative * to another which caused banding due to the loss of precision in the * smaller value. This is due to the value in the -2*PI to 2*PI range * effectively being lost due to floating point precision. */ float px = fmodf(p.x, M_2PI_F); float py = fmodf(p.y, M_2PI_F); float pz = fmodf(p.z, M_2PI_F); float x = sinf((px + py + pz) * 5.0f * scale); float y = cosf((-px + py - pz) * 5.0f * scale); float z = -cosf((-px - py + pz) * 5.0f * scale); 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_noinline int svm_node_tex_magic( KernelGlobals kg, ccl_private ShaderData *sd, ccl_private float *stack, uint4 node, int offset) { uint depth; uint scale_offset, distortion_offset, co_offset, fac_offset, color_offset; svm_unpack_node_uchar3(node.y, &depth, &color_offset, &fac_offset); svm_unpack_node_uchar3(node.z, &co_offset, &scale_offset, &distortion_offset); 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); return offset; } CCL_NAMESPACE_END