This includes much improved GPU rendering performance, viewport interactivity, new shadow catcher, revamped sampling settings, subsurface scattering anisotropy, new GPU volume sampling, improved PMJ sampling pattern, and more. Some features have also been removed or changed, breaking backwards compatibility. Including the removal of the OpenCL backend, for which alternatives are under development. Release notes and code docs: https://wiki.blender.org/wiki/Reference/Release_Notes/3.0/Cycles https://wiki.blender.org/wiki/Source/Render/Cycles Credits: * Sergey Sharybin * Brecht Van Lommel * Patrick Mours (OptiX backend) * Christophe Hery (subsurface scattering anisotropy) * William Leeson (PMJ sampling pattern) * Alaska (various fixes and tweaks) * Thomas Dinges (various fixes) For the full commit history, see the cycles-x branch. This squashes together all the changes since intermediate changes would often fail building or tests. Ref T87839, T87837, T87836 Fixes T90734, T89353, T80267, T80267, T77185, T69800
270 lines
7.0 KiB
C
270 lines
7.0 KiB
C
/*
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* Copyright 2011-2017 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifndef __UTIL_MATH_FLOAT2_H__
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#define __UTIL_MATH_FLOAT2_H__
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#ifndef __UTIL_MATH_H__
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# error "Do not include this file directly, include util_types.h instead."
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#endif
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CCL_NAMESPACE_BEGIN
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/*******************************************************************************
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* Declaration.
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*/
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ccl_device_inline float2 operator-(const float2 &a);
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ccl_device_inline float2 operator*(const float2 &a, const float2 &b);
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ccl_device_inline float2 operator*(const float2 &a, float f);
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ccl_device_inline float2 operator*(float f, const float2 &a);
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ccl_device_inline float2 operator/(float f, const float2 &a);
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ccl_device_inline float2 operator/(const float2 &a, float f);
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ccl_device_inline float2 operator/(const float2 &a, const float2 &b);
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ccl_device_inline float2 operator+(const float2 &a, const float f);
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ccl_device_inline float2 operator+(const float2 &a, const float2 &b);
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ccl_device_inline float2 operator-(const float2 &a, const float f);
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ccl_device_inline float2 operator-(const float2 &a, const float2 &b);
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ccl_device_inline float2 operator+=(float2 &a, const float2 &b);
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ccl_device_inline float2 operator*=(float2 &a, const float2 &b);
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ccl_device_inline float2 operator*=(float2 &a, float f);
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ccl_device_inline float2 operator/=(float2 &a, const float2 &b);
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ccl_device_inline float2 operator/=(float2 &a, float f);
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ccl_device_inline bool operator==(const float2 &a, const float2 &b);
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ccl_device_inline bool operator!=(const float2 &a, const float2 &b);
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ccl_device_inline bool is_zero(const float2 &a);
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ccl_device_inline float average(const float2 &a);
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ccl_device_inline float distance(const float2 &a, const float2 &b);
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ccl_device_inline float dot(const float2 &a, const float2 &b);
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ccl_device_inline float cross(const float2 &a, const float2 &b);
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ccl_device_inline float len(const float2 &a);
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ccl_device_inline float2 normalize(const float2 &a);
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ccl_device_inline float2 normalize_len(const float2 &a, float *t);
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ccl_device_inline float2 safe_normalize(const float2 &a);
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ccl_device_inline float2 min(const float2 &a, const float2 &b);
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ccl_device_inline float2 max(const float2 &a, const float2 &b);
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ccl_device_inline float2 clamp(const float2 &a, const float2 &mn, const float2 &mx);
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ccl_device_inline float2 fabs(const float2 &a);
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ccl_device_inline float2 as_float2(const float4 &a);
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ccl_device_inline float2 interp(const float2 &a, const float2 &b, float t);
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ccl_device_inline float2 floor(const float2 &a);
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ccl_device_inline float2 safe_divide_float2_float(const float2 a, const float b);
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/*******************************************************************************
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* Definition.
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*/
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ccl_device_inline float2 zero_float2()
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{
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return make_float2(0.0f, 0.0f);
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}
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ccl_device_inline float2 one_float2()
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{
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return make_float2(1.0f, 1.0f);
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}
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ccl_device_inline float2 operator-(const float2 &a)
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{
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return make_float2(-a.x, -a.y);
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}
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ccl_device_inline float2 operator*(const float2 &a, const float2 &b)
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{
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return make_float2(a.x * b.x, a.y * b.y);
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}
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ccl_device_inline float2 operator*(const float2 &a, float f)
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{
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return make_float2(a.x * f, a.y * f);
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}
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ccl_device_inline float2 operator*(float f, const float2 &a)
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{
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return make_float2(a.x * f, a.y * f);
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}
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ccl_device_inline float2 operator/(float f, const float2 &a)
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{
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return make_float2(f / a.x, f / a.y);
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}
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ccl_device_inline float2 operator/(const float2 &a, float f)
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{
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float invf = 1.0f / f;
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return make_float2(a.x * invf, a.y * invf);
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}
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ccl_device_inline float2 operator/(const float2 &a, const float2 &b)
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{
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return make_float2(a.x / b.x, a.y / b.y);
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}
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ccl_device_inline float2 operator+(const float2 &a, const float f)
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{
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return a + make_float2(f, f);
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}
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ccl_device_inline float2 operator+(const float2 &a, const float2 &b)
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{
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return make_float2(a.x + b.x, a.y + b.y);
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}
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ccl_device_inline float2 operator-(const float2 &a, const float f)
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{
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return a - make_float2(f, f);
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}
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ccl_device_inline float2 operator-(const float2 &a, const float2 &b)
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{
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return make_float2(a.x - b.x, a.y - b.y);
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}
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ccl_device_inline float2 operator+=(float2 &a, const float2 &b)
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{
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return a = a + b;
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}
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ccl_device_inline float2 operator*=(float2 &a, const float2 &b)
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{
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return a = a * b;
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}
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ccl_device_inline float2 operator*=(float2 &a, float f)
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{
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return a = a * f;
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}
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ccl_device_inline float2 operator/=(float2 &a, const float2 &b)
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{
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return a = a / b;
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}
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ccl_device_inline float2 operator/=(float2 &a, float f)
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{
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float invf = 1.0f / f;
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return a = a * invf;
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}
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ccl_device_inline bool operator==(const float2 &a, const float2 &b)
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{
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return (a.x == b.x && a.y == b.y);
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}
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ccl_device_inline bool operator!=(const float2 &a, const float2 &b)
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{
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return !(a == b);
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}
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ccl_device_inline bool is_zero(const float2 &a)
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{
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return (a.x == 0.0f && a.y == 0.0f);
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}
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ccl_device_inline float average(const float2 &a)
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{
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return (a.x + a.y) * (1.0f / 2.0f);
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}
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ccl_device_inline float distance(const float2 &a, const float2 &b)
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{
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return len(a - b);
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}
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ccl_device_inline float dot(const float2 &a, const float2 &b)
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{
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return a.x * b.x + a.y * b.y;
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}
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ccl_device_inline float cross(const float2 &a, const float2 &b)
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{
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return (a.x * b.y - a.y * b.x);
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}
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ccl_device_inline float len(const float2 &a)
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{
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return sqrtf(dot(a, a));
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}
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ccl_device_inline float2 normalize(const float2 &a)
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{
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return a / len(a);
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}
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ccl_device_inline float2 normalize_len(const float2 &a, float *t)
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{
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*t = len(a);
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return a / (*t);
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}
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ccl_device_inline float2 safe_normalize(const float2 &a)
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{
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float t = len(a);
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return (t != 0.0f) ? a / t : a;
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}
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ccl_device_inline float2 min(const float2 &a, const float2 &b)
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{
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return make_float2(min(a.x, b.x), min(a.y, b.y));
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}
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ccl_device_inline float2 max(const float2 &a, const float2 &b)
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{
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return make_float2(max(a.x, b.x), max(a.y, b.y));
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}
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ccl_device_inline float2 clamp(const float2 &a, const float2 &mn, const float2 &mx)
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{
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return min(max(a, mn), mx);
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}
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ccl_device_inline float2 fabs(const float2 &a)
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{
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return make_float2(fabsf(a.x), fabsf(a.y));
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}
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ccl_device_inline float2 as_float2(const float4 &a)
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{
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return make_float2(a.x, a.y);
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}
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ccl_device_inline float2 interp(const float2 &a, const float2 &b, float t)
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{
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return a + t * (b - a);
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}
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ccl_device_inline float2 mix(const float2 &a, const float2 &b, float t)
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{
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return a + t * (b - a);
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}
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ccl_device_inline float2 floor(const float2 &a)
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{
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return make_float2(floorf(a.x), floorf(a.y));
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}
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ccl_device_inline float2 safe_divide_float2_float(const float2 a, const float b)
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{
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return (b != 0.0f) ? a / b : zero_float2();
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}
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CCL_NAMESPACE_END
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#endif /* __UTIL_MATH_FLOAT2_H__ */
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