
* Replace license text in headers with SPDX identifiers. * Remove specific license info from outdated readme.txt, instead leave details to the source files. * Add list of SPDX license identifiers used, and corresponding license texts. * Update copyright dates while we're at it. Ref D14069, T95597
119 lines
3.2 KiB
C
119 lines
3.2 KiB
C
/* SPDX-License-Identifier: Apache-2.0
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* Copyright 2011-2022 Blender Foundation */
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#pragma once
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CCL_NAMESPACE_BEGIN
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/* Magic */
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ccl_device_noinline_cpu float3 svm_magic(float3 p, float scale, int n, float distortion)
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{
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/*
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* Prevent NaNs due to input p
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* Sin and Cosine are periodic about [0 2*PI) so the following
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* will yield a more accurate result. As it stops the input values
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* going out of range for floats which caused a NaN. The
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* calculation of (px + py + pz)*5 can cause an Inf when one or more
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* values are very large the cos or sin of this results in a NaN
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* It also addresses the case where one dimension is large relative
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* to another which caused banding due to the loss of precision in the
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* smaller value. This is due to the value in the -2*PI to 2*PI range
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* effectively being lost due to floating point precision.
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*/
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float px = fmodf(p.x, M_2PI_F);
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float py = fmodf(p.y, M_2PI_F);
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float pz = fmodf(p.z, M_2PI_F);
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float x = sinf((px + py + pz) * 5.0f * scale);
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float y = cosf((-px + py - pz) * 5.0f * scale);
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float z = -cosf((-px - py + pz) * 5.0f * scale);
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if (n > 0) {
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x *= distortion;
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y *= distortion;
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z *= distortion;
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y = -cosf(x - y + z);
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y *= distortion;
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if (n > 1) {
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x = cosf(x - y - z);
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x *= distortion;
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if (n > 2) {
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z = sinf(-x - y - z);
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z *= distortion;
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if (n > 3) {
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x = -cosf(-x + y - z);
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x *= distortion;
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if (n > 4) {
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y = -sinf(-x + y + z);
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y *= distortion;
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if (n > 5) {
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y = -cosf(-x + y + z);
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y *= distortion;
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if (n > 6) {
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x = cosf(x + y + z);
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x *= distortion;
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if (n > 7) {
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z = sinf(x + y - z);
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z *= distortion;
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if (n > 8) {
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x = -cosf(-x - y + z);
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x *= distortion;
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if (n > 9) {
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y = -sinf(x - y + z);
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y *= distortion;
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}
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}
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}
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}
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}
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}
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}
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}
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}
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}
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if (distortion != 0.0f) {
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distortion *= 2.0f;
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x /= distortion;
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y /= distortion;
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z /= distortion;
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}
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return make_float3(0.5f - x, 0.5f - y, 0.5f - z);
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}
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ccl_device_noinline int svm_node_tex_magic(
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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 depth;
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uint scale_offset, distortion_offset, co_offset, fac_offset, color_offset;
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svm_unpack_node_uchar3(node.y, &depth, &color_offset, &fac_offset);
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svm_unpack_node_uchar3(node.z, &co_offset, &scale_offset, &distortion_offset);
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uint4 node2 = read_node(kg, &offset);
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float3 co = stack_load_float3(stack, co_offset);
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float scale = stack_load_float_default(stack, scale_offset, node2.x);
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float distortion = stack_load_float_default(stack, distortion_offset, node2.y);
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float3 color = svm_magic(co, scale, depth, distortion);
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if (stack_valid(fac_offset))
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stack_store_float(stack, fac_offset, average(color));
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if (stack_valid(color_offset))
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stack_store_float3(stack, color_offset, color);
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return offset;
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}
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CCL_NAMESPACE_END
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