208 lines
6.7 KiB
C++
208 lines
6.7 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/globals.h"
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#include "kernel/image.h"
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#include "kernel/camera/projection.h"
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#include "kernel/geom/object.h"
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#include "kernel/svm/node_types.h"
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#include "kernel/svm/util.h"
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#include "util/color.h"
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#include "util/types_image.h"
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CCL_NAMESPACE_BEGIN
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ccl_device float4 svm_image_texture(
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KernelGlobals kg, ccl_private ShaderData *sd, const int id, const dual2 uv, const uint flags)
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{
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float4 r = kernel_image_interp_with_udim(kg, sd, id, uv);
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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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template<class Float3Type> ccl_device_inline Float3Type texco_remap_square(const Float3Type 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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template<class Float3Type>
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ccl_device_inline auto svm_node_tex_image_mapping(const Float3Type co, const uint proj)
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{
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if (proj == NODE_IMAGE_PROJ_SPHERE) {
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return map_to_sphere(texco_remap_square(co));
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}
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if (proj == NODE_IMAGE_PROJ_TUBE) {
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return map_to_tube(texco_remap_square(co));
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}
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return make_float2(co);
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}
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template<class Float3Type>
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ccl_device_noinline void svm_node_tex_image(KernelGlobals kg,
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ccl_private ShaderData *sd,
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ccl_private float *ccl_restrict stack,
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const ccl_global SVMNodeTexImage &ccl_restrict node)
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{
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const Float3Type co = stack_load<Float3Type>(stack, node.co);
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const dual2 tex_co(svm_node_tex_image_mapping(co, node.projection));
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const float4 f = svm_image_texture(kg, sd, node.id, tex_co, node.flags);
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if (stack_valid(node.out_offset)) {
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stack_store_float3(stack, node.out_offset, make_float3(f));
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}
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if (stack_valid(node.alpha_offset)) {
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stack_store_float(stack, node.alpha_offset, f.w);
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}
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}
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template<class Float3Type>
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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 *ccl_restrict stack,
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const ccl_global SVMNodeTexImageBox &ccl_restrict
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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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object_inverse_normal_transform(kg, sd, &N);
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/* project from direction vector to barycentric coordinates in triangles */
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const float3 signed_N = N;
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N = fabs(N);
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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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const float blend = node.blend;
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const 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, fall back 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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float4 f = zero_float4();
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const dual3 co = dual3(stack_load<Float3Type>(stack, node.co));
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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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const dual2 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, sd, node.id, uv, node.flags);
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}
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if (weight.y > 0.0f) {
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const dual2 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, sd, node.id, uv, node.flags);
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}
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if (weight.z > 0.0f) {
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const dual2 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, sd, node.id, uv, node.flags);
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}
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if (stack_valid(node.out_offset)) {
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stack_store_float3(stack, node.out_offset, make_float3(f.x, f.y, f.z));
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}
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if (stack_valid(node.alpha_offset)) {
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stack_store_float(stack, node.alpha_offset, f.w);
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}
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}
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template<class Float3Type>
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ccl_device_inline auto svm_node_tex_environment_projection(Float3Type co, const uint proj)
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{
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co = safe_normalize(co);
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if (proj == 0) {
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return direction_to_equirectangular(co);
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}
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return direction_to_mirrorball(co);
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}
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template<class Float3Type>
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ccl_device_noinline void svm_node_tex_environment(
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KernelGlobals kg,
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ccl_private ShaderData *sd,
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ccl_private float *ccl_restrict stack,
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const ccl_global SVMNodeTexEnvironment &ccl_restrict node)
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{
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const Float3Type co = stack_load<Float3Type>(stack, node.co);
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const dual2 uv(svm_node_tex_environment_projection(co, node.projection));
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const float4 f = svm_image_texture(kg, sd, node.id, uv, node.flags);
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if (stack_valid(node.out_offset)) {
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stack_store_float3(stack, node.out_offset, make_float3(f.x, f.y, f.z));
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}
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if (stack_valid(node.alpha_offset)) {
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stack_store_float(stack, node.alpha_offset, f.w);
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}
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}
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CCL_NAMESPACE_END
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