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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
__device float safe_asinf(float a)
{
if(a <= -1.0f)
return -M_PI_2_F;
else if(a >= 1.0f)
return M_PI_2_F;
return asinf(a);
}
__device float safe_acosf(float a)
{
if(a <= -1.0f)
return M_PI_F;
else if(a >= 1.0f)
return 0.0f;
return acosf(a);
}
__device float safe_powf(float a, float b)
{
if(b == 0.0f)
return 1.0f;
if(a == 0.0f)
return 0.0f;
if(a < 0.0f && b != (int)b)
return 0.0f;
return powf(a, b);
}
__device float safe_logf(float a, float b)
{
if(a < 0.0f || b < 0.0f)
return 0.0f;
return logf(a)/logf(b);
}
__device float safe_divide(float a, float b)
{
float result;
if(b == 0.0f)
result = 0.0f;
else
result = a/b;
return result;
}
__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_CLAMP)
Fac = clamp(Fac1, 0.0f, 1.0f);
else
Fac = 0.0f;
return Fac;
}
__device float average_fac(float3 v)
{
return (fabsf(v.x) + fabsf(v.y) + fabsf(v.z))/3.0f;
}
__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) {
*Fac = len(Vector1 + Vector2);
*Vector = normalize(Vector1 + Vector2);
}
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) {
float3 c = cross(Vector1, Vector2);
*Fac = len(c);
*Vector = normalize(c);
}
else if(type == NODE_VECTOR_MATH_NORMALIZE) {
*Fac = len(Vector1);
*Vector = normalize(Vector1);
}
else {
*Fac = 0.0f;
*Vector = make_float3(0.0f, 0.0f, 0.0f);
}
}
/* Nodes */
__device void svm_node_math(KernelGlobals *kg, ShaderData *sd, float *stack, uint itype, uint f1_offset, uint f2_offset, int *offset)
{
NodeMath type = (NodeMath)itype;
float f1 = stack_load_float(stack, f1_offset);
float f2 = stack_load_float(stack, f2_offset);
float f = svm_math(type, f1, f2);
uint4 node1 = read_node(kg, offset);
stack_store_float(stack, node1.y, f);
}
__device void svm_node_vector_math(KernelGlobals *kg, ShaderData *sd, float *stack, uint itype, uint v1_offset, uint v2_offset, int *offset)
{
NodeVectorMath type = (NodeVectorMath)itype;
float3 v1 = stack_load_float3(stack, v1_offset);
float3 v2 = stack_load_float3(stack, v2_offset);
float f;
float3 v;
svm_vector_math(&f, &v, type, v1, v2);
uint4 node1 = read_node(kg, offset);
if(stack_valid(node1.y)) stack_store_float(stack, node1.y, f);
if(stack_valid(node1.z)) stack_store_float3(stack, node1.z, v);
}
CCL_NAMESPACE_END
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