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/*
* 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
#ifdef __KERNEL_OPENCL__
/* For OpenCL all images are packed in a single array, and we do manual lookup
* and interpolation. */
__device_inline float4 svm_image_texture_read(KernelGlobals *kg, int offset)
{
uchar4 r = kernel_tex_fetch(__tex_image_packed, offset);
float f = 1.0f/255.0f;
return make_float4(r.x*f, r.y*f, r.z*f, r.w*f);
}
__device_inline int svm_image_texture_wrap_periodic(int x, int width)
{
x %= width;
if(x < 0)
x += width;
return x;
}
__device_inline int svm_image_texture_wrap_clamp(int x, int width)
{
return clamp(x, 0, width-1);
}
__device_inline float svm_image_texture_frac(float x, int *ix)
{
int i = (int)x - ((x < 0.0f)? 1: 0);
*ix = i;
return x - (float)i;
}
__device float4 svm_image_texture(KernelGlobals *kg, int id, float x, float y, uint srgb)
{
/* first slots are used by float textures, which are not supported here */
if(id < TEX_NUM_FLOAT_IMAGES)
return make_float4(1.0f, 0.0f, 1.0f, 1.0f);
id -= TEX_NUM_FLOAT_IMAGES;
uint4 info = kernel_tex_fetch(__tex_image_packed_info, id);
uint width = info.x;
uint height = info.y;
uint offset = info.z;
uint periodic = info.w;
int ix, iy, nix, niy;
float tx = svm_image_texture_frac(x*width, &ix);
float ty = svm_image_texture_frac(y*height, &iy);
if(periodic) {
ix = svm_image_texture_wrap_periodic(ix, width);
iy = svm_image_texture_wrap_periodic(iy, height);
nix = svm_image_texture_wrap_periodic(ix+1, width);
niy = svm_image_texture_wrap_periodic(iy+1, height);
}
else {
ix = svm_image_texture_wrap_clamp(ix, width);
iy = svm_image_texture_wrap_clamp(iy, height);
nix = svm_image_texture_wrap_clamp(ix+1, width);
niy = svm_image_texture_wrap_clamp(iy+1, height);
}
float4 r = (1.0f - ty)*(1.0f - tx)*svm_image_texture_read(kg, offset + ix + iy*width);
r += (1.0f - ty)*tx*svm_image_texture_read(kg, offset + nix + iy*width);
r += ty*(1.0f - tx)*svm_image_texture_read(kg, offset + ix + niy*width);
r += ty*tx*svm_image_texture_read(kg, offset + nix + niy*width);
if(srgb) {
r.x = color_srgb_to_scene_linear(r.x);
r.y = color_srgb_to_scene_linear(r.y);
r.z = color_srgb_to_scene_linear(r.z);
}
return r;
}
#else
__device float4 svm_image_texture(KernelGlobals *kg, int id, float x, float y, uint srgb)
{
float4 r;
#ifdef __KERNEL_CPU__
r = kernel_tex_image_interp(id, x, y);
#else
/* not particularly proud of this massive switch, what are the
* alternatives?
* - use a single big 1D texture, and do our own lookup/filtering
* - group by size and use a 3d texture, performance impact
* - group into larger texture with some padding for correct lerp
*
* also note that cuda has 128 textures limit, we use 100 now, since
* we still need some for other storage */
switch(id) {
case 0: r = kernel_tex_image_interp(__tex_image_float_000, x, y); break;
case 1: r = kernel_tex_image_interp(__tex_image_float_001, x, y); break;
case 2: r = kernel_tex_image_interp(__tex_image_float_002, x, y); break;
case 3: r = kernel_tex_image_interp(__tex_image_float_003, x, y); break;
case 4: r = kernel_tex_image_interp(__tex_image_float_004, x, y); break;
case 5: r = kernel_tex_image_interp(__tex_image_005, x, y); break;
case 6: r = kernel_tex_image_interp(__tex_image_006, x, y); break;
case 7: r = kernel_tex_image_interp(__tex_image_007, x, y); break;
case 8: r = kernel_tex_image_interp(__tex_image_008, x, y); break;
case 9: r = kernel_tex_image_interp(__tex_image_009, x, y); break;
case 10: r = kernel_tex_image_interp(__tex_image_010, x, y); break;
case 11: r = kernel_tex_image_interp(__tex_image_011, x, y); break;
case 12: r = kernel_tex_image_interp(__tex_image_012, x, y); break;
case 13: r = kernel_tex_image_interp(__tex_image_013, x, y); break;
case 14: r = kernel_tex_image_interp(__tex_image_014, x, y); break;
case 15: r = kernel_tex_image_interp(__tex_image_015, x, y); break;
case 16: r = kernel_tex_image_interp(__tex_image_016, x, y); break;
case 17: r = kernel_tex_image_interp(__tex_image_017, x, y); break;
case 18: r = kernel_tex_image_interp(__tex_image_018, x, y); break;
case 19: r = kernel_tex_image_interp(__tex_image_019, x, y); break;
case 20: r = kernel_tex_image_interp(__tex_image_020, x, y); break;
case 21: r = kernel_tex_image_interp(__tex_image_021, x, y); break;
case 22: r = kernel_tex_image_interp(__tex_image_022, x, y); break;
case 23: r = kernel_tex_image_interp(__tex_image_023, x, y); break;
case 24: r = kernel_tex_image_interp(__tex_image_024, x, y); break;
case 25: r = kernel_tex_image_interp(__tex_image_025, x, y); break;
case 26: r = kernel_tex_image_interp(__tex_image_026, x, y); break;
case 27: r = kernel_tex_image_interp(__tex_image_027, x, y); break;
case 28: r = kernel_tex_image_interp(__tex_image_028, x, y); break;
case 29: r = kernel_tex_image_interp(__tex_image_029, x, y); break;
case 30: r = kernel_tex_image_interp(__tex_image_030, x, y); break;
case 31: r = kernel_tex_image_interp(__tex_image_031, x, y); break;
case 32: r = kernel_tex_image_interp(__tex_image_032, x, y); break;
case 33: r = kernel_tex_image_interp(__tex_image_033, x, y); break;
case 34: r = kernel_tex_image_interp(__tex_image_034, x, y); break;
case 35: r = kernel_tex_image_interp(__tex_image_035, x, y); break;
case 36: r = kernel_tex_image_interp(__tex_image_036, x, y); break;
case 37: r = kernel_tex_image_interp(__tex_image_037, x, y); break;
case 38: r = kernel_tex_image_interp(__tex_image_038, x, y); break;
case 39: r = kernel_tex_image_interp(__tex_image_039, x, y); break;
case 40: r = kernel_tex_image_interp(__tex_image_040, x, y); break;
case 41: r = kernel_tex_image_interp(__tex_image_041, x, y); break;
case 42: r = kernel_tex_image_interp(__tex_image_042, x, y); break;
case 43: r = kernel_tex_image_interp(__tex_image_043, x, y); break;
case 44: r = kernel_tex_image_interp(__tex_image_044, x, y); break;
case 45: r = kernel_tex_image_interp(__tex_image_045, x, y); break;
case 46: r = kernel_tex_image_interp(__tex_image_046, x, y); break;
case 47: r = kernel_tex_image_interp(__tex_image_047, x, y); break;
case 48: r = kernel_tex_image_interp(__tex_image_048, x, y); break;
case 49: r = kernel_tex_image_interp(__tex_image_049, x, y); break;
case 50: r = kernel_tex_image_interp(__tex_image_050, x, y); break;
case 51: r = kernel_tex_image_interp(__tex_image_051, x, y); break;
case 52: r = kernel_tex_image_interp(__tex_image_052, x, y); break;
case 53: r = kernel_tex_image_interp(__tex_image_053, x, y); break;
case 54: r = kernel_tex_image_interp(__tex_image_054, x, y); break;
case 55: r = kernel_tex_image_interp(__tex_image_055, x, y); break;
case 56: r = kernel_tex_image_interp(__tex_image_056, x, y); break;
case 57: r = kernel_tex_image_interp(__tex_image_057, x, y); break;
case 58: r = kernel_tex_image_interp(__tex_image_058, x, y); break;
case 59: r = kernel_tex_image_interp(__tex_image_059, x, y); break;
case 60: r = kernel_tex_image_interp(__tex_image_060, x, y); break;
case 61: r = kernel_tex_image_interp(__tex_image_061, x, y); break;
case 62: r = kernel_tex_image_interp(__tex_image_062, x, y); break;
case 63: r = kernel_tex_image_interp(__tex_image_063, x, y); break;
case 64: r = kernel_tex_image_interp(__tex_image_064, x, y); break;
case 65: r = kernel_tex_image_interp(__tex_image_065, x, y); break;
case 66: r = kernel_tex_image_interp(__tex_image_066, x, y); break;
case 67: r = kernel_tex_image_interp(__tex_image_067, x, y); break;
case 68: r = kernel_tex_image_interp(__tex_image_068, x, y); break;
case 69: r = kernel_tex_image_interp(__tex_image_069, x, y); break;
case 70: r = kernel_tex_image_interp(__tex_image_070, x, y); break;
case 71: r = kernel_tex_image_interp(__tex_image_071, x, y); break;
case 72: r = kernel_tex_image_interp(__tex_image_072, x, y); break;
case 73: r = kernel_tex_image_interp(__tex_image_073, x, y); break;
case 74: r = kernel_tex_image_interp(__tex_image_074, x, y); break;
case 75: r = kernel_tex_image_interp(__tex_image_075, x, y); break;
case 76: r = kernel_tex_image_interp(__tex_image_076, x, y); break;
case 77: r = kernel_tex_image_interp(__tex_image_077, x, y); break;
case 78: r = kernel_tex_image_interp(__tex_image_078, x, y); break;
case 79: r = kernel_tex_image_interp(__tex_image_079, x, y); break;
case 80: r = kernel_tex_image_interp(__tex_image_080, x, y); break;
case 81: r = kernel_tex_image_interp(__tex_image_081, x, y); break;
case 82: r = kernel_tex_image_interp(__tex_image_082, x, y); break;
case 83: r = kernel_tex_image_interp(__tex_image_083, x, y); break;
case 84: r = kernel_tex_image_interp(__tex_image_084, x, y); break;
case 85: r = kernel_tex_image_interp(__tex_image_085, x, y); break;
case 86: r = kernel_tex_image_interp(__tex_image_086, x, y); break;
case 87: r = kernel_tex_image_interp(__tex_image_087, x, y); break;
case 88: r = kernel_tex_image_interp(__tex_image_088, x, y); break;
case 89: r = kernel_tex_image_interp(__tex_image_089, x, y); break;
case 90: r = kernel_tex_image_interp(__tex_image_090, x, y); break;
case 91: r = kernel_tex_image_interp(__tex_image_091, x, y); break;
case 92: r = kernel_tex_image_interp(__tex_image_092, x, y); break;
case 93: r = kernel_tex_image_interp(__tex_image_093, x, y); break;
case 94: r = kernel_tex_image_interp(__tex_image_094, x, y); break;
case 95: r = kernel_tex_image_interp(__tex_image_095, x, y); break;
case 96: r = kernel_tex_image_interp(__tex_image_096, x, y); break;
case 97: r = kernel_tex_image_interp(__tex_image_097, x, y); break;
case 98: r = kernel_tex_image_interp(__tex_image_098, x, y); break;
case 99: r = kernel_tex_image_interp(__tex_image_099, x, y); break;
default:
kernel_assert(0);
return make_float4(0.0f, 0.0f, 0.0f, 0.0f);
}
#endif
if(srgb) {
r.x = color_srgb_to_scene_linear(r.x);
r.y = color_srgb_to_scene_linear(r.y);
r.z = color_srgb_to_scene_linear(r.z);
}
return r;
}
#endif
__device void svm_node_tex_image(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node)
{
uint id = node.y;
uint co_offset, out_offset, alpha_offset, srgb;
decode_node_uchar4(node.z, &co_offset, &out_offset, &alpha_offset, &srgb);
float3 co = stack_load_float3(stack, co_offset);
float4 f = svm_image_texture(kg, id, co.x, co.y, srgb);
if(stack_valid(out_offset))
stack_store_float3(stack, out_offset, make_float3(f.x, f.y, f.z));
if(stack_valid(alpha_offset))
stack_store_float(stack, alpha_offset, f.w);
}
__device void svm_node_tex_image_box(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node)
{
/* get object space normal */
float3 N = sd->N;
N = sd->N;
if(sd->object != ~0)
object_inverse_normal_transform(kg, sd, &N);
/* project from direction vector to barycentric coordinates in triangles */
N.x = fabsf(N.x);
N.y = fabsf(N.y);
N.z = fabsf(N.z);
N /= (N.x + N.y + N.z);
/* basic idea is to think of this as a triangle, each corner representing
* one of the 3 faces of the cube. in the corners we have single textures,
* in between we blend between two textures, and in the middle we a blend
* between three textures.
*
* the Nxyz values are the barycentric coordinates in an equilateral
* triangle, which in case of blending, in the middle has a smaller
* equilateral triangle where 3 textures blend. this divides things into
* 7 zones, with an if() test for each zone */
float3 weight = make_float3(0.0f, 0.0f, 0.0f);
float blend = __int_as_float(node.w);
float limit = 0.5f*(1.0f + blend);
/* first test for corners with single texture */
if(N.x > limit*(N.x + N.y) && N.x > limit*(N.x + N.z)) {
weight.x = 1.0f;
}
else if(N.y > limit*(N.x + N.y) && N.y > limit*(N.y + N.z)) {
weight.y = 1.0f;
}
else if(N.z > limit*(N.x + N.z) && N.z > limit*(N.y + N.z)) {
weight.z = 1.0f;
}
else if(blend > 0.0f) {
/* in case of blending, test for mixes between two textures */
if(N.z < (1.0f - limit)*(N.y + N.x)) {
weight.x = N.x/(N.x + N.y);
weight.x = clamp((weight.x - 0.5f*(1.0f - blend))/blend, 0.0f, 1.0f);
weight.y = 1.0f - weight.x;
}
else if(N.x < (1.0f - limit)*(N.y + N.z)) {
weight.y = N.y/(N.y + N.z);
weight.y = clamp((weight.y - 0.5f*(1.0f - blend))/blend, 0.0f, 1.0f);
weight.z = 1.0f - weight.y;
}
else if(N.y < (1.0f - limit)*(N.x + N.z)) {
weight.x = N.x/(N.x + N.z);
weight.x = clamp((weight.x - 0.5f*(1.0f - blend))/blend, 0.0f, 1.0f);
weight.z = 1.0f - weight.x;
}
else {
/* last case, we have a mix between three */
weight.x = ((2.0f - limit)*N.x + (limit - 1.0f))/(2.0f*limit - 1.0f);
weight.y = ((2.0f - limit)*N.y + (limit - 1.0f))/(2.0f*limit - 1.0f);
weight.z = ((2.0f - limit)*N.z + (limit - 1.0f))/(2.0f*limit - 1.0f);
}
}
/* now fetch textures */
uint co_offset, out_offset, alpha_offset, srgb;
decode_node_uchar4(node.z, &co_offset, &out_offset, &alpha_offset, &srgb);
float3 co = stack_load_float3(stack, co_offset);
uint id = node.y;
float4 f = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
if(weight.x > 0.0f)
f += weight.x*svm_image_texture(kg, id, co.y, co.z, srgb);
if(weight.y > 0.0f)
f += weight.y*svm_image_texture(kg, id, co.x, co.z, srgb);
if(weight.z > 0.0f)
f += weight.z*svm_image_texture(kg, id, co.y, co.x, srgb);
if(stack_valid(out_offset))
stack_store_float3(stack, out_offset, make_float3(f.x, f.y, f.z));
if(stack_valid(alpha_offset))
stack_store_float(stack, alpha_offset, f.w);
}
__device void svm_node_tex_environment(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node)
{
uint id = node.y;
uint co_offset, out_offset, alpha_offset, srgb;
uint projection = node.w;
decode_node_uchar4(node.z, &co_offset, &out_offset, &alpha_offset, &srgb);
float3 co = stack_load_float3(stack, co_offset);
float2 uv;
co = normalize(co);
if(projection == 0)
uv = direction_to_equirectangular(co);
else
uv = direction_to_mirrorball(co);
float4 f = svm_image_texture(kg, id, uv.x, uv.y, srgb);
if(stack_valid(out_offset))
stack_store_float3(stack, out_offset, make_float3(f.x, f.y, f.z));
if(stack_valid(alpha_offset))
stack_store_float(stack, alpha_offset, f.w);
}
CCL_NAMESPACE_END
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