Files
test2/intern/cycles/kernel/svm/math_util.h
Hoshinova b880485492 Nodes: add Floored Modulo mode to Math nodes
Both the `Math` node and the `Vector Math` currently only explicitly
support modulo using truncated division which is oftentimes not the
type of modulo desired as it behaves differently for negative numbers
and positive numbers.

Floored Modulo can be created by either using the `Wrap` operation or
a combination of multiple `Math` nodes. However both methods obfuscate
the actual intend of the artist and the math operation that is actually
used.

This patch adds modulo using floored division to the scalar `Math` node,
explicitly stating the intended math operation and renames the already
existing `"Modulo"` operation to `"Truncated Modulo"` to avoid confusion.
Only the ui name is changed, so this should not break compatibility.

Pull Request: https://projects.blender.org/blender/blender/pulls/110728
2023-08-08 12:13:00 +02:00

245 lines
6.8 KiB
C

/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
*
* SPDX-License-Identifier: Apache-2.0 */
#pragma once
CCL_NAMESPACE_BEGIN
ccl_device void svm_vector_math(ccl_private float *value,
ccl_private float3 *vector,
NodeVectorMathType type,
float3 a,
float3 b,
float3 c,
float param1)
{
switch (type) {
case NODE_VECTOR_MATH_ADD:
*vector = a + b;
break;
case NODE_VECTOR_MATH_SUBTRACT:
*vector = a - b;
break;
case NODE_VECTOR_MATH_MULTIPLY:
*vector = a * b;
break;
case NODE_VECTOR_MATH_DIVIDE:
*vector = safe_divide(a, b);
break;
case NODE_VECTOR_MATH_CROSS_PRODUCT:
*vector = cross(a, b);
break;
case NODE_VECTOR_MATH_PROJECT:
*vector = project(a, b);
break;
case NODE_VECTOR_MATH_REFLECT:
*vector = reflect(a, b);
break;
case NODE_VECTOR_MATH_REFRACT:
*vector = refract(a, normalize(b), param1);
break;
case NODE_VECTOR_MATH_FACEFORWARD:
*vector = faceforward(a, b, c);
break;
case NODE_VECTOR_MATH_MULTIPLY_ADD:
*vector = a * b + c;
break;
case NODE_VECTOR_MATH_DOT_PRODUCT:
*value = dot(a, b);
break;
case NODE_VECTOR_MATH_DISTANCE:
*value = distance(a, b);
break;
case NODE_VECTOR_MATH_LENGTH:
*value = len(a);
break;
case NODE_VECTOR_MATH_SCALE:
*vector = a * param1;
break;
case NODE_VECTOR_MATH_NORMALIZE:
*vector = safe_normalize(a);
break;
case NODE_VECTOR_MATH_SNAP:
*vector = floor(safe_divide(a, b)) * b;
break;
case NODE_VECTOR_MATH_FLOOR:
*vector = floor(a);
break;
case NODE_VECTOR_MATH_CEIL:
*vector = ceil(a);
break;
case NODE_VECTOR_MATH_MODULO:
*vector = make_float3(safe_modulo(a.x, b.x), safe_modulo(a.y, b.y), safe_modulo(a.z, b.z));
break;
case NODE_VECTOR_MATH_WRAP:
*vector = make_float3(wrapf(a.x, b.x, c.x), wrapf(a.y, b.y, c.y), wrapf(a.z, b.z, c.z));
break;
case NODE_VECTOR_MATH_FRACTION:
*vector = a - floor(a);
break;
case NODE_VECTOR_MATH_ABSOLUTE:
*vector = fabs(a);
break;
case NODE_VECTOR_MATH_MINIMUM:
*vector = min(a, b);
break;
case NODE_VECTOR_MATH_MAXIMUM:
*vector = max(a, b);
break;
case NODE_VECTOR_MATH_SINE:
*vector = make_float3(sinf(a.x), sinf(a.y), sinf(a.z));
break;
case NODE_VECTOR_MATH_COSINE:
*vector = make_float3(cosf(a.x), cosf(a.y), cosf(a.z));
break;
case NODE_VECTOR_MATH_TANGENT:
*vector = make_float3(tanf(a.x), tanf(a.y), tanf(a.z));
break;
default:
*vector = zero_float3();
*value = 0.0f;
}
}
ccl_device float svm_math(NodeMathType type, float a, float b, float c)
{
switch (type) {
case NODE_MATH_ADD:
return a + b;
case NODE_MATH_SUBTRACT:
return a - b;
case NODE_MATH_MULTIPLY:
return a * b;
case NODE_MATH_DIVIDE:
return safe_divide(a, b);
case NODE_MATH_POWER:
return safe_powf(a, b);
case NODE_MATH_LOGARITHM:
return safe_logf(a, b);
case NODE_MATH_SQRT:
return safe_sqrtf(a);
case NODE_MATH_INV_SQRT:
return inversesqrtf(a);
case NODE_MATH_ABSOLUTE:
return fabsf(a);
case NODE_MATH_RADIANS:
return a * (M_PI_F / 180.0f);
case NODE_MATH_DEGREES:
return a * (180.0f / M_PI_F);
case NODE_MATH_MINIMUM:
return fminf(a, b);
case NODE_MATH_MAXIMUM:
return fmaxf(a, b);
case NODE_MATH_LESS_THAN:
return a < b;
case NODE_MATH_GREATER_THAN:
return a > b;
case NODE_MATH_ROUND:
return floorf(a + 0.5f);
case NODE_MATH_FLOOR:
return floorf(a);
case NODE_MATH_CEIL:
return ceilf(a);
case NODE_MATH_FRACTION:
return a - floorf(a);
case NODE_MATH_MODULO:
return safe_modulo(a, b);
case NODE_MATH_FLOORED_MODULO:
return safe_floored_modulo(a, b);
case NODE_MATH_TRUNC:
return a >= 0.0f ? floorf(a) : ceilf(a);
case NODE_MATH_SNAP:
return floorf(safe_divide(a, b)) * b;
case NODE_MATH_WRAP:
return wrapf(a, b, c);
case NODE_MATH_PINGPONG:
return pingpongf(a, b);
case NODE_MATH_SINE:
return sinf(a);
case NODE_MATH_COSINE:
return cosf(a);
case NODE_MATH_TANGENT:
return tanf(a);
case NODE_MATH_SINH:
return sinhf(a);
case NODE_MATH_COSH:
return coshf(a);
case NODE_MATH_TANH:
return tanhf(a);
case NODE_MATH_ARCSINE:
return safe_asinf(a);
case NODE_MATH_ARCCOSINE:
return safe_acosf(a);
case NODE_MATH_ARCTANGENT:
return atanf(a);
case NODE_MATH_ARCTAN2:
return atan2f(a, b);
case NODE_MATH_SIGN:
return compatible_signf(a);
case NODE_MATH_EXPONENT:
return expf(a);
case NODE_MATH_COMPARE:
return ((a == b) || (fabsf(a - b) <= fmaxf(c, FLT_EPSILON))) ? 1.0f : 0.0f;
case NODE_MATH_MULTIPLY_ADD:
return a * b + c;
case NODE_MATH_SMOOTH_MIN:
return smoothminf(a, b, c);
case NODE_MATH_SMOOTH_MAX:
return -smoothminf(-a, -b, c);
default:
return 0.0f;
}
}
ccl_device float3 svm_math_blackbody_color_rec709(float t)
{
/* Calculate color in range 800..12000 using an approximation
* a/x+bx+c for R and G and ((at + b)t + c)t + d) for B.
*
* The result of this can be negative to support gamut wider than
* than rec.709, just needs to be clamped. */
if (t >= 12000.0f) {
return make_float3(0.8262954810464208f, 0.9945080501520986f, 1.566307710274283f);
}
else if (t < 800.0f) {
/* Arbitrary lower limit where light is very dim, matching OSL. */
return make_float3(5.413294490189271f, -0.20319390035873933f, -0.0822535242887164f);
}
int i = (t >= 6365.0f) ? 6 :
(t >= 3315.0f) ? 5 :
(t >= 1902.0f) ? 4 :
(t >= 1449.0f) ? 3 :
(t >= 1167.0f) ? 2 :
(t >= 965.0f) ? 1 :
0;
ccl_constant float *r = blackbody_table_r[i];
ccl_constant float *g = blackbody_table_g[i];
ccl_constant float *b = blackbody_table_b[i];
const float t_inv = 1.0f / t;
return make_float3(r[0] * t_inv + r[1] * t + r[2],
g[0] * t_inv + g[1] * t + g[2],
((b[0] * t + b[1]) * t + b[2]) * t + b[3]);
}
ccl_device_inline float3 svm_math_gamma_color(float3 color, float gamma)
{
if (gamma == 0.0f)
return make_float3(1.0f, 1.0f, 1.0f);
if (color.x > 0.0f)
color.x = powf(color.x, gamma);
if (color.y > 0.0f)
color.y = powf(color.y, gamma);
if (color.z > 0.0f)
color.z = powf(color.z, gamma);
return color;
}
CCL_NAMESPACE_END