text: /*
   * Copyright 2011-2014 Blender Foundation
   *
   * Licensed under the Apache License, Version 2.0 (the "License");
   * you may not use this file except in compliance with the License.
   * You may obtain a copy of the License at
   *
   * http://www.apache.org/licenses/LICENSE-2.0
   *
   * Unless required by applicable law or agreed to in writing, software
   * distributed under the License is distributed on an "AS IS" BASIS,
   * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
   * See the License for the specific language governing permissions and
   * limitations under the License.
   */
  
  CCL_NAMESPACE_BEGIN
  
  ccl_device void svm_vector_math(float *value,
                                  float3 *vector,
                                  NodeVectorMathType type,
                                  float3 a,
                                  float3 b,
                                  float3 c,
                                  float scale)
  {
    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_float3_float3(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_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 * scale;
        break;
      case NODE_VECTOR_MATH_NORMALIZE:
        *vector = safe_normalize(a);
        break;
      case NODE_VECTOR_MATH_SNAP:
        *vector = floor(safe_divide_float3_float3(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 = make_float3(0.0f, 0.0f, 0.0f);
        *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_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;
    }
  }
  
  /* 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
   * Max absolute error for RGB is (0.00095, 0.00077, 0.00057),
   * which is enough to get the same 8 bit/channel color.
   */
  
  ccl_static_constant float blackbody_table_r[6][3] = {
      {2.52432244e+03f, -1.06185848e-03f, 3.11067539e+00f},
      {3.37763626e+03f, -4.34581697e-04f, 1.64843306e+00f},
      {4.10671449e+03f, -8.61949938e-05f, 6.41423749e-01f},
      {4.66849800e+03f, 2.85655028e-05f, 1.29075375e-01f},
      {4.60124770e+03f, 2.89727618e-05f, 1.48001316e-01f},
      {3.78765709e+03f, 9.36026367e-06f, 3.98995841e-01f},
  };
  
  ccl_static_constant float blackbody_table_g[6][3] = {
      {-7.50343014e+02f, 3.15679613e-04f, 4.73464526e-01f},
      {-1.00402363e+03f, 1.29189794e-04f, 9.08181524e-01f},
      {-1.22075471e+03f, 2.56245413e-05f, 1.20753416e+00f},
      {-1.42546105e+03f, -4.01730887e-05f, 1.44002695e+00f},
      {-1.18134453e+03f, -2.18913373e-05f, 1.30656109e+00f},
      {-5.00279505e+02f, -4.59745390e-06f, 1.09090465e+00f},
  };
  
  ccl_static_constant float blackbody_table_b[6][4] = {
      {0.0f, 0.0f, 0.0f, 0.0f}, /* zeros should be optimized by compiler */
      {0.0f, 0.0f, 0.0f, 0.0f},
      {0.0f, 0.0f, 0.0f, 0.0f},
      {-2.02524603e-11f, 1.79435860e-07f, -2.60561875e-04f, -1.41761141e-02f},
      {-2.22463426e-13f, -1.55078698e-08f, 3.81675160e-04f, -7.30646033e-01f},
      {6.72595954e-13f, -2.73059993e-08f, 4.24068546e-04f, -7.52204323e-01f},
  };
  
  ccl_device float3 svm_math_blackbody_color(float t)
  {
    /* TODO(lukas): Reimplement in XYZ. */
  
    if (t >= 12000.0f) {
      return make_float3(0.826270103f, 0.994478524f, 1.56626022f);
    }
    else if (t < 965.0f) {
      /* For 800 <= t < 965 color does not change in OSL implementation, so keep color the same */
      return make_float3(4.70366907f, 0.0f, 0.0f);
    }
  
    int i = (t >= 6365.0f) ?
                5 :
                (t >= 3315.0f) ? 4 :
                                 (t >= 1902.0f) ? 3 : (t >= 1449.0f) ? 2 : (t >= 1167.0f) ? 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
  