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/* SPDX-License-Identifier: Apache-2.0
* Copyright 2011-2022 Blender Foundation */
#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
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