
saturate is depricated in favour of __saturatef this replaces saturate with __saturatef on CUDA by createing a saturatef function which replaces all instances of saturate and are hooked up to the correct function on all platforms. Reviewed By: brecht Differential Revision: https://developer.blender.org/D13010
254 lines
7.9 KiB
C
254 lines
7.9 KiB
C
/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#pragma once
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CCL_NAMESPACE_BEGIN
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ccl_device float4 svm_image_texture(KernelGlobals kg, int id, float x, float y, uint flags)
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{
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if (id == -1) {
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return make_float4(
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TEX_IMAGE_MISSING_R, TEX_IMAGE_MISSING_G, TEX_IMAGE_MISSING_B, TEX_IMAGE_MISSING_A);
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}
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float4 r = kernel_tex_image_interp(kg, id, x, y);
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const float alpha = r.w;
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if ((flags & NODE_IMAGE_ALPHA_UNASSOCIATE) && alpha != 1.0f && alpha != 0.0f) {
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r /= alpha;
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r.w = alpha;
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}
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if (flags & NODE_IMAGE_COMPRESS_AS_SRGB) {
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r = color_srgb_to_linear_v4(r);
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}
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return r;
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}
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/* Remap coordinate from 0..1 box to -1..-1 */
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ccl_device_inline float3 texco_remap_square(float3 co)
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{
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return (co - make_float3(0.5f, 0.5f, 0.5f)) * 2.0f;
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}
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ccl_device_noinline int svm_node_tex_image(
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KernelGlobals kg, ccl_private ShaderData *sd, ccl_private float *stack, uint4 node, int offset)
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{
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uint co_offset, out_offset, alpha_offset, flags;
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svm_unpack_node_uchar4(node.z, &co_offset, &out_offset, &alpha_offset, &flags);
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float3 co = stack_load_float3(stack, co_offset);
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float2 tex_co;
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if (node.w == NODE_IMAGE_PROJ_SPHERE) {
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co = texco_remap_square(co);
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tex_co = map_to_sphere(co);
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}
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else if (node.w == NODE_IMAGE_PROJ_TUBE) {
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co = texco_remap_square(co);
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tex_co = map_to_tube(co);
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}
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else {
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tex_co = make_float2(co.x, co.y);
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}
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/* TODO(lukas): Consider moving tile information out of the SVM node.
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* TextureInfo seems a reasonable candidate. */
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int id = -1;
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int num_nodes = (int)node.y;
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if (num_nodes > 0) {
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/* Remember the offset of the node following the tile nodes. */
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int next_offset = offset + num_nodes;
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/* Find the tile that the UV lies in. */
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int tx = (int)tex_co.x;
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int ty = (int)tex_co.y;
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/* Check that we're within a legitimate tile. */
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if (tx >= 0 && ty >= 0 && tx < 10) {
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int tile = 1001 + 10 * ty + tx;
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/* Find the index of the tile. */
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for (int i = 0; i < num_nodes; i++) {
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uint4 tile_node = read_node(kg, &offset);
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if (tile_node.x == tile) {
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id = tile_node.y;
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break;
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}
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if (tile_node.z == tile) {
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id = tile_node.w;
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break;
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}
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}
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/* If we found the tile, offset the UVs to be relative to it. */
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if (id != -1) {
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tex_co.x -= tx;
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tex_co.y -= ty;
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}
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}
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/* Skip over the remaining nodes. */
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offset = next_offset;
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}
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else {
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id = -num_nodes;
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}
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float4 f = svm_image_texture(kg, id, tex_co.x, tex_co.y, flags);
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if (stack_valid(out_offset))
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stack_store_float3(stack, out_offset, make_float3(f.x, f.y, f.z));
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if (stack_valid(alpha_offset))
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stack_store_float(stack, alpha_offset, f.w);
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return offset;
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}
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ccl_device_noinline void svm_node_tex_image_box(KernelGlobals kg,
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ccl_private ShaderData *sd,
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ccl_private float *stack,
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uint4 node)
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{
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/* get object space normal */
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float3 N = sd->N;
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N = sd->N;
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object_inverse_normal_transform(kg, sd, &N);
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/* project from direction vector to barycentric coordinates in triangles */
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float3 signed_N = N;
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N.x = fabsf(N.x);
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N.y = fabsf(N.y);
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N.z = fabsf(N.z);
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N /= (N.x + N.y + N.z);
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/* basic idea is to think of this as a triangle, each corner representing
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* one of the 3 faces of the cube. in the corners we have single textures,
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* in between we blend between two textures, and in the middle we a blend
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* between three textures.
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*
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* The `Nxyz` values are the barycentric coordinates in an equilateral
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* triangle, which in case of blending, in the middle has a smaller
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* equilateral triangle where 3 textures blend. this divides things into
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* 7 zones, with an if() test for each zone. */
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float3 weight = make_float3(0.0f, 0.0f, 0.0f);
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float blend = __int_as_float(node.w);
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float limit = 0.5f * (1.0f + blend);
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/* first test for corners with single texture */
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if (N.x > limit * (N.x + N.y) && N.x > limit * (N.x + N.z)) {
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weight.x = 1.0f;
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}
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else if (N.y > limit * (N.x + N.y) && N.y > limit * (N.y + N.z)) {
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weight.y = 1.0f;
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}
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else if (N.z > limit * (N.x + N.z) && N.z > limit * (N.y + N.z)) {
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weight.z = 1.0f;
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}
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else if (blend > 0.0f) {
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/* in case of blending, test for mixes between two textures */
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if (N.z < (1.0f - limit) * (N.y + N.x)) {
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weight.x = N.x / (N.x + N.y);
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weight.x = saturatef((weight.x - 0.5f * (1.0f - blend)) / blend);
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weight.y = 1.0f - weight.x;
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}
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else if (N.x < (1.0f - limit) * (N.y + N.z)) {
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weight.y = N.y / (N.y + N.z);
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weight.y = saturatef((weight.y - 0.5f * (1.0f - blend)) / blend);
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weight.z = 1.0f - weight.y;
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}
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else if (N.y < (1.0f - limit) * (N.x + N.z)) {
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weight.x = N.x / (N.x + N.z);
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weight.x = saturatef((weight.x - 0.5f * (1.0f - blend)) / blend);
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weight.z = 1.0f - weight.x;
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}
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else {
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/* last case, we have a mix between three */
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weight.x = ((2.0f - limit) * N.x + (limit - 1.0f)) / (2.0f * limit - 1.0f);
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weight.y = ((2.0f - limit) * N.y + (limit - 1.0f)) / (2.0f * limit - 1.0f);
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weight.z = ((2.0f - limit) * N.z + (limit - 1.0f)) / (2.0f * limit - 1.0f);
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}
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}
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else {
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/* Desperate mode, no valid choice anyway, fallback to one side. */
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weight.x = 1.0f;
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}
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/* now fetch textures */
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uint co_offset, out_offset, alpha_offset, flags;
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svm_unpack_node_uchar4(node.z, &co_offset, &out_offset, &alpha_offset, &flags);
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float3 co = stack_load_float3(stack, co_offset);
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uint id = node.y;
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float4 f = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
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/* Map so that no textures are flipped, rotation is somewhat arbitrary. */
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if (weight.x > 0.0f) {
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float2 uv = make_float2((signed_N.x < 0.0f) ? 1.0f - co.y : co.y, co.z);
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f += weight.x * svm_image_texture(kg, id, uv.x, uv.y, flags);
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}
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if (weight.y > 0.0f) {
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float2 uv = make_float2((signed_N.y > 0.0f) ? 1.0f - co.x : co.x, co.z);
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f += weight.y * svm_image_texture(kg, id, uv.x, uv.y, flags);
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}
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if (weight.z > 0.0f) {
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float2 uv = make_float2((signed_N.z > 0.0f) ? 1.0f - co.y : co.y, co.x);
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f += weight.z * svm_image_texture(kg, id, uv.x, uv.y, flags);
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}
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if (stack_valid(out_offset))
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stack_store_float3(stack, out_offset, make_float3(f.x, f.y, f.z));
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if (stack_valid(alpha_offset))
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stack_store_float(stack, alpha_offset, f.w);
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}
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ccl_device_noinline void svm_node_tex_environment(KernelGlobals kg,
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ccl_private ShaderData *sd,
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ccl_private float *stack,
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uint4 node)
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{
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uint id = node.y;
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uint co_offset, out_offset, alpha_offset, flags;
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uint projection = node.w;
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svm_unpack_node_uchar4(node.z, &co_offset, &out_offset, &alpha_offset, &flags);
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float3 co = stack_load_float3(stack, co_offset);
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float2 uv;
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co = safe_normalize(co);
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if (projection == 0)
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uv = direction_to_equirectangular(co);
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else
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uv = direction_to_mirrorball(co);
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float4 f = svm_image_texture(kg, id, uv.x, uv.y, flags);
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if (stack_valid(out_offset))
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stack_store_float3(stack, out_offset, make_float3(f.x, f.y, f.z));
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if (stack_valid(alpha_offset))
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stack_store_float(stack, alpha_offset, f.w);
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}
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CCL_NAMESPACE_END
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