/* * Copyright 2011-2014 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. */ CCL_NAMESPACE_BEGIN ccl_device float average_fac(float3 v) { return (fabsf(v.x) + fabsf(v.y) + fabsf(v.z))/3.0f; } ccl_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 = average_fac(*Vector); } else if(type == NODE_VECTOR_MATH_SUBTRACT) { *Vector = Vector1 - Vector2; *Fac = average_fac(*Vector); } else if(type == NODE_VECTOR_MATH_AVERAGE) { *Vector = safe_normalize_len(Vector1 + Vector2, Fac); } 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) { *Vector = safe_normalize_len(cross(Vector1, Vector2), Fac); } else if(type == NODE_VECTOR_MATH_NORMALIZE) { *Vector = safe_normalize_len(Vector1, Fac); } else { *Fac = 0.0f; *Vector = make_float3(0.0f, 0.0f, 0.0f); } } ccl_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 if(type == NODE_MATH_MODULO) Fac = safe_modulo(Fac1, Fac2); else if(type == NODE_MATH_ABSOLUTE) Fac = fabsf(Fac1); else if(type == NODE_MATH_ARCTAN2) Fac = atan2f(Fac1, Fac2); else if(type == NODE_MATH_FLOOR) Fac = floorf(Fac1); else if(type == NODE_MATH_CEIL) Fac = ceilf(Fac1); else if(type == NODE_MATH_FRACT) Fac = Fac1 - floorf(Fac1); else if(type == NODE_MATH_SQRT) Fac = safe_sqrtf(Fac1); else if(type == NODE_MATH_CLAMP) Fac = saturate(Fac1); else Fac = 0.0f; return Fac; } /* 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 * Max absolute error for RGB is (0.00095, 0.00077, 0.00057), * which is enough to get the same 8 bit/channel color. */ ccl_static_constant float blackbody_table_r[6][3] = { { 2.52432244e+03f, -1.06185848e-03f, 3.11067539e+00f }, { 3.37763626e+03f, -4.34581697e-04f, 1.64843306e+00f }, { 4.10671449e+03f, -8.61949938e-05f, 6.41423749e-01f }, { 4.66849800e+03f, 2.85655028e-05f, 1.29075375e-01f }, { 4.60124770e+03f, 2.89727618e-05f, 1.48001316e-01f }, { 3.78765709e+03f, 9.36026367e-06f, 3.98995841e-01f }, }; ccl_static_constant float blackbody_table_g[6][3] = { { -7.50343014e+02f, 3.15679613e-04f, 4.73464526e-01f }, { -1.00402363e+03f, 1.29189794e-04f, 9.08181524e-01f }, { -1.22075471e+03f, 2.56245413e-05f, 1.20753416e+00f }, { -1.42546105e+03f, -4.01730887e-05f, 1.44002695e+00f }, { -1.18134453e+03f, -2.18913373e-05f, 1.30656109e+00f }, { -5.00279505e+02f, -4.59745390e-06f, 1.09090465e+00f }, }; ccl_static_constant float blackbody_table_b[6][4] = { { 0.0f, 0.0f, 0.0f, 0.0f }, /* zeros should be optimized by compiler */ { 0.0f, 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f, 0.0f }, { -2.02524603e-11f, 1.79435860e-07f, -2.60561875e-04f, -1.41761141e-02f }, { -2.22463426e-13f, -1.55078698e-08f, 3.81675160e-04f, -7.30646033e-01f }, { 6.72595954e-13f, -2.73059993e-08f, 4.24068546e-04f, -7.52204323e-01f }, }; ccl_device float3 svm_math_blackbody_color(float t) { /* TODO(lukas): Reimplement in XYZ. */ if(t >= 12000.0f) { return make_float3(0.826270103f, 0.994478524f, 1.56626022f); } else if(t < 965.0f) { /* For 800 <= t < 965 color does not change in OSL implementation, so keep color the same */ return make_float3(4.70366907f, 0.0f, 0.0f); } int i = (t >= 6365.0f)? 5: (t >= 3315.0f)? 4: (t >= 1902.0f)? 3: (t >= 1449.0f)? 2: (t >= 1167.0f)? 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