120 lines
3.2 KiB
C
120 lines
3.2 KiB
C
/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
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*
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* SPDX-License-Identifier: Apache-2.0 */
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#pragma once
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#include "kernel/svm/node_types.h"
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#include "kernel/svm/util.h"
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CCL_NAMESPACE_BEGIN
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/* Magic */
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ccl_device_noinline_cpu float3 svm_magic(const float3 p,
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const float scale,
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const int n,
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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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const float px = fmodf(p.x * scale, M_2PI_F);
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const float py = fmodf(p.y * scale, M_2PI_F);
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const float pz = fmodf(p.z * scale, M_2PI_F);
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float x = sinf((px + py + pz) * 5.0f);
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float y = cosf((-px + py - pz) * 5.0f);
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float z = -cosf((-px - py + pz) * 5.0f);
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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 void svm_node_tex_magic(ccl_private float *ccl_restrict stack,
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const ccl_global SVMNodeTexMagic &ccl_restrict node)
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{
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const float3 co = stack_load_float3(stack, node.co);
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const float scale = stack_load(stack, node.scale);
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const float distortion = stack_load(stack, node.distortion);
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const float3 color = svm_magic(co, scale, node.depth, distortion);
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if (stack_valid(node.fac_offset)) {
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stack_store_float(stack, node.fac_offset, average(color));
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}
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if (stack_valid(node.color_offset)) {
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stack_store_float3(stack, node.color_offset, color);
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}
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}
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CCL_NAMESPACE_END
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