Files
blender/intern/cycles/kernel/svm/svm_image.h
Patrick Mours 2b999c6a68 Cycles: change svm node decoding for more efficient code generation on GPU
These functions no longer accept NULL. They were renamed for clarity and to
avoid hidden merge issues.

Ref D5363
2019-08-26 10:26:53 +02:00

207 lines
6.6 KiB
C

/*
* Copyright 2011-2013 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
CCL_NAMESPACE_BEGIN
#ifdef __TEXTURES__
ccl_device float4 svm_image_texture(KernelGlobals *kg, int id, float x, float y, uint flags)
{
float4 r = kernel_tex_image_interp(kg, id, x, y);
const float alpha = r.w;
if ((flags & NODE_IMAGE_ALPHA_UNASSOCIATE) && alpha != 1.0f && alpha != 0.0f) {
r /= alpha;
const int texture_type = kernel_tex_type(id);
if (texture_type == IMAGE_DATA_TYPE_BYTE4 || texture_type == IMAGE_DATA_TYPE_BYTE) {
r = min(r, make_float4(1.0f, 1.0f, 1.0f, 1.0f));
}
r.w = alpha;
}
if (flags & NODE_IMAGE_COMPRESS_AS_SRGB) {
r = color_srgb_to_linear_v4(r);
}
return r;
}
/* Remap coordnate from 0..1 box to -1..-1 */
ccl_device_inline float3 texco_remap_square(float3 co)
{
return (co - make_float3(0.5f, 0.5f, 0.5f)) * 2.0f;
}
ccl_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, flags;
svm_unpack_node_uchar4(node.z, &co_offset, &out_offset, &alpha_offset, &flags);
float3 co = stack_load_float3(stack, co_offset);
float2 tex_co;
if (node.w == NODE_IMAGE_PROJ_SPHERE) {
co = texco_remap_square(co);
tex_co = map_to_sphere(co);
}
else if (node.w == NODE_IMAGE_PROJ_TUBE) {
co = texco_remap_square(co);
tex_co = map_to_tube(co);
}
else {
tex_co = make_float2(co.x, co.y);
}
float4 f = svm_image_texture(kg, id, tex_co.x, tex_co.y, flags);
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_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;
object_inverse_normal_transform(kg, sd, &N);
/* project from direction vector to barycentric coordinates in triangles */
float3 signed_N = N;
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 = saturate((weight.x - 0.5f * (1.0f - blend)) / blend);
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 = saturate((weight.y - 0.5f * (1.0f - blend)) / blend);
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 = saturate((weight.x - 0.5f * (1.0f - blend)) / blend);
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);
}
}
else {
/* Desperate mode, no valid choice anyway, fallback to one side.*/
weight.x = 1.0f;
}
/* now fetch textures */
uint co_offset, out_offset, alpha_offset, flags;
svm_unpack_node_uchar4(node.z, &co_offset, &out_offset, &alpha_offset, &flags);
float3 co = stack_load_float3(stack, co_offset);
uint id = node.y;
float4 f = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
/* Map so that no textures are flipped, rotation is somewhat arbitrary. */
if (weight.x > 0.0f) {
float2 uv = make_float2((signed_N.x < 0.0f) ? 1.0f - co.y : co.y, co.z);
f += weight.x * svm_image_texture(kg, id, uv.x, uv.y, flags);
}
if (weight.y > 0.0f) {
float2 uv = make_float2((signed_N.y > 0.0f) ? 1.0f - co.x : co.x, co.z);
f += weight.y * svm_image_texture(kg, id, uv.x, uv.y, flags);
}
if (weight.z > 0.0f) {
float2 uv = make_float2((signed_N.z > 0.0f) ? 1.0f - co.y : co.y, co.x);
f += weight.z * svm_image_texture(kg, id, uv.x, uv.y, flags);
}
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_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, flags;
uint projection = node.w;
svm_unpack_node_uchar4(node.z, &co_offset, &out_offset, &alpha_offset, &flags);
float3 co = stack_load_float3(stack, co_offset);
float2 uv;
co = safe_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, flags);
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);
}
#endif /* __TEXTURES__ */
CCL_NAMESPACE_END