/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation * * SPDX-License-Identifier: Apache-2.0 */ #pragma once #include "kernel/svm/node_types.h" #include "kernel/svm/util.h" CCL_NAMESPACE_BEGIN /* Magic */ ccl_device_noinline_cpu float3 svm_magic(const float3 p, const float scale, const int n, float distortion) { /* * Prevent NaNs due to input p * Sin and Cosine are periodic about [0 2*PI) so the following * will yield a more accurate result. As it stops the input values * going out of range for floats which caused a NaN. The * calculation of (px + py + pz)*5 can cause an Inf when one or more * values are very large the cos or sin of this results in a NaN * It also addresses the case where one dimension is large relative * to another which caused banding due to the loss of precision in the * smaller value. This is due to the value in the -2*PI to 2*PI range * effectively being lost due to floating point precision. */ const float px = fmodf(p.x * scale, M_2PI_F); const float py = fmodf(p.y * scale, M_2PI_F); const float pz = fmodf(p.z * scale, M_2PI_F); float x = sinf((px + py + pz) * 5.0f); float y = cosf((-px + py - pz) * 5.0f); float z = -cosf((-px - py + pz) * 5.0f); if (n > 0) { x *= distortion; y *= distortion; z *= distortion; y = -cosf(x - y + z); y *= distortion; if (n > 1) { x = cosf(x - y - z); x *= distortion; if (n > 2) { z = sinf(-x - y - z); z *= distortion; if (n > 3) { x = -cosf(-x + y - z); x *= distortion; if (n > 4) { y = -sinf(-x + y + z); y *= distortion; if (n > 5) { y = -cosf(-x + y + z); y *= distortion; if (n > 6) { x = cosf(x + y + z); x *= distortion; if (n > 7) { z = sinf(x + y - z); z *= distortion; if (n > 8) { x = -cosf(-x - y + z); x *= distortion; if (n > 9) { y = -sinf(x - y + z); y *= distortion; } } } } } } } } } } if (distortion != 0.0f) { distortion *= 2.0f; x /= distortion; y /= distortion; z /= distortion; } return make_float3(0.5f - x, 0.5f - y, 0.5f - z); } ccl_device_noinline void svm_node_tex_magic(ccl_private float *ccl_restrict stack, const ccl_global SVMNodeTexMagic &ccl_restrict node) { const float3 co = stack_load_float3(stack, node.co); const float scale = stack_load(stack, node.scale); const float distortion = stack_load(stack, node.distortion); const float3 color = svm_magic(co, scale, node.depth, distortion); if (stack_valid(node.fac_offset)) { stack_store_float(stack, node.fac_offset, average(color)); } if (stack_valid(node.color_offset)) { stack_store_float3(stack, node.color_offset, color); } } CCL_NAMESPACE_END