/* SPDX-License-Identifier: Apache-2.0 * Copyright 2011-2022 Blender Foundation */ #pragma once CCL_NAMESPACE_BEGIN ccl_device void svm_vector_math(ccl_private float *value, ccl_private float3 *vector, NodeVectorMathType type, float3 a, float3 b, float3 c, float param1) { switch (type) { case NODE_VECTOR_MATH_ADD: *vector = a + b; break; case NODE_VECTOR_MATH_SUBTRACT: *vector = a - b; break; case NODE_VECTOR_MATH_MULTIPLY: *vector = a * b; break; case NODE_VECTOR_MATH_DIVIDE: *vector = safe_divide(a, b); break; case NODE_VECTOR_MATH_CROSS_PRODUCT: *vector = cross(a, b); break; case NODE_VECTOR_MATH_PROJECT: *vector = project(a, b); break; case NODE_VECTOR_MATH_REFLECT: *vector = reflect(a, b); break; case NODE_VECTOR_MATH_REFRACT: *vector = refract(a, normalize(b), param1); break; case NODE_VECTOR_MATH_FACEFORWARD: *vector = faceforward(a, b, c); break; case NODE_VECTOR_MATH_MULTIPLY_ADD: *vector = a * b + c; break; case NODE_VECTOR_MATH_DOT_PRODUCT: *value = dot(a, b); break; case NODE_VECTOR_MATH_DISTANCE: *value = distance(a, b); break; case NODE_VECTOR_MATH_LENGTH: *value = len(a); break; case NODE_VECTOR_MATH_SCALE: *vector = a * param1; break; case NODE_VECTOR_MATH_NORMALIZE: *vector = safe_normalize(a); break; case NODE_VECTOR_MATH_SNAP: *vector = floor(safe_divide(a, b)) * b; break; case NODE_VECTOR_MATH_FLOOR: *vector = floor(a); break; case NODE_VECTOR_MATH_CEIL: *vector = ceil(a); break; case NODE_VECTOR_MATH_MODULO: *vector = make_float3(safe_modulo(a.x, b.x), safe_modulo(a.y, b.y), safe_modulo(a.z, b.z)); break; case NODE_VECTOR_MATH_WRAP: *vector = make_float3(wrapf(a.x, b.x, c.x), wrapf(a.y, b.y, c.y), wrapf(a.z, b.z, c.z)); break; case NODE_VECTOR_MATH_FRACTION: *vector = a - floor(a); break; case NODE_VECTOR_MATH_ABSOLUTE: *vector = fabs(a); break; case NODE_VECTOR_MATH_MINIMUM: *vector = min(a, b); break; case NODE_VECTOR_MATH_MAXIMUM: *vector = max(a, b); break; case NODE_VECTOR_MATH_SINE: *vector = make_float3(sinf(a.x), sinf(a.y), sinf(a.z)); break; case NODE_VECTOR_MATH_COSINE: *vector = make_float3(cosf(a.x), cosf(a.y), cosf(a.z)); break; case NODE_VECTOR_MATH_TANGENT: *vector = make_float3(tanf(a.x), tanf(a.y), tanf(a.z)); break; default: *vector = zero_float3(); *value = 0.0f; } } ccl_device float svm_math(NodeMathType type, float a, float b, float c) { switch (type) { case NODE_MATH_ADD: return a + b; case NODE_MATH_SUBTRACT: return a - b; case NODE_MATH_MULTIPLY: return a * b; case NODE_MATH_DIVIDE: return safe_divide(a, b); case NODE_MATH_POWER: return safe_powf(a, b); case NODE_MATH_LOGARITHM: return safe_logf(a, b); case NODE_MATH_SQRT: return safe_sqrtf(a); case NODE_MATH_INV_SQRT: return inversesqrtf(a); case NODE_MATH_ABSOLUTE: return fabsf(a); case NODE_MATH_RADIANS: return a * (M_PI_F / 180.0f); case NODE_MATH_DEGREES: return a * (180.0f / M_PI_F); case NODE_MATH_MINIMUM: return fminf(a, b); case NODE_MATH_MAXIMUM: return fmaxf(a, b); case NODE_MATH_LESS_THAN: return a < b; case NODE_MATH_GREATER_THAN: return a > b; case NODE_MATH_ROUND: return floorf(a + 0.5f); case NODE_MATH_FLOOR: return floorf(a); case NODE_MATH_CEIL: return ceilf(a); case NODE_MATH_FRACTION: return a - floorf(a); case NODE_MATH_MODULO: return safe_modulo(a, b); case NODE_MATH_TRUNC: return a >= 0.0f ? floorf(a) : ceilf(a); case NODE_MATH_SNAP: return floorf(safe_divide(a, b)) * b; case NODE_MATH_WRAP: return wrapf(a, b, c); case NODE_MATH_PINGPONG: return pingpongf(a, b); case NODE_MATH_SINE: return sinf(a); case NODE_MATH_COSINE: return cosf(a); case NODE_MATH_TANGENT: return tanf(a); case NODE_MATH_SINH: return sinhf(a); case NODE_MATH_COSH: return coshf(a); case NODE_MATH_TANH: return tanhf(a); case NODE_MATH_ARCSINE: return safe_asinf(a); case NODE_MATH_ARCCOSINE: return safe_acosf(a); case NODE_MATH_ARCTANGENT: return atanf(a); case NODE_MATH_ARCTAN2: return atan2f(a, b); case NODE_MATH_SIGN: return compatible_signf(a); case NODE_MATH_EXPONENT: return expf(a); case NODE_MATH_COMPARE: return ((a == b) || (fabsf(a - b) <= fmaxf(c, FLT_EPSILON))) ? 1.0f : 0.0f; case NODE_MATH_MULTIPLY_ADD: return a * b + c; case NODE_MATH_SMOOTH_MIN: return smoothminf(a, b, c); case NODE_MATH_SMOOTH_MAX: return -smoothminf(-a, -b, c); default: return 0.0f; } } ccl_device float3 svm_math_blackbody_color_rec709(float t) { /* Calculate color in range 800..12000 using an approximation * a/x+bx+c for R and G and ((at + b)t + c)t + d) for B. * * The result of this can be negative to support gamut wider than * than rec.709, just needs to be clamped. */ if (t >= 12000.0f) { return make_float3(0.8262954810464208f, 0.9945080501520986f, 1.566307710274283f); } else if (t < 800.0f) { /* Arbitrary lower limit where light is very dim, matching OSL. */ return make_float3(5.413294490189271f, -0.20319390035873933f, -0.0822535242887164f); } int i = (t >= 6365.0f) ? 6 : (t >= 3315.0f) ? 5 : (t >= 1902.0f) ? 4 : (t >= 1449.0f) ? 3 : (t >= 1167.0f) ? 2 : (t >= 965.0f) ? 1 : 0; ccl_constant float *r = blackbody_table_r[i]; ccl_constant float *g = blackbody_table_g[i]; ccl_constant float *b = blackbody_table_b[i]; const float t_inv = 1.0f / t; return make_float3(r[0] * t_inv + r[1] * t + r[2], g[0] * t_inv + g[1] * t + g[2], ((b[0] * t + b[1]) * t + b[2]) * t + b[3]); } ccl_device_inline float3 svm_math_gamma_color(float3 color, float gamma) { if (gamma == 0.0f) return make_float3(1.0f, 1.0f, 1.0f); if (color.x > 0.0f) color.x = powf(color.x, gamma); if (color.y > 0.0f) color.y = powf(color.y, gamma); if (color.z > 0.0f) color.z = powf(color.z, gamma); return color; } CCL_NAMESPACE_END