Files
test/intern/cycles/kernel/svm/voxel.h
Brecht Van Lommel fd25e883e2 Cycles: remove prefix from source code file names
Remove prefix of filenames that is the same as the folder name. This used
to help when #includes were using individual files, but now they are always
relative to the cycles root directory and so the prefixes are redundant.

For patches and branches, git merge and rebase should be able to detect the
renames and move over code to the right file.
2021-10-26 15:37:04 +02:00

56 lines
1.8 KiB
C

/*
* Copyright 2011-2015 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.
*/
#pragma once
CCL_NAMESPACE_BEGIN
/* TODO(sergey): Think of making it more generic volume-type attribute
* sampler.
*/
ccl_device_noinline int svm_node_tex_voxel(
KernelGlobals kg, ccl_private ShaderData *sd, ccl_private float *stack, uint4 node, int offset)
{
uint co_offset, density_out_offset, color_out_offset, space;
svm_unpack_node_uchar4(node.z, &co_offset, &density_out_offset, &color_out_offset, &space);
#ifdef __VOLUME__
int id = node.y;
float3 co = stack_load_float3(stack, co_offset);
if (space == NODE_TEX_VOXEL_SPACE_OBJECT) {
co = volume_normalized_position(kg, sd, co);
}
else {
kernel_assert(space == NODE_TEX_VOXEL_SPACE_WORLD);
Transform tfm;
tfm.x = read_node_float(kg, &offset);
tfm.y = read_node_float(kg, &offset);
tfm.z = read_node_float(kg, &offset);
co = transform_point(&tfm, co);
}
float4 r = kernel_tex_image_interp_3d(kg, id, co, INTERPOLATION_NONE);
#else
float4 r = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
#endif
if (stack_valid(density_out_offset))
stack_store_float(stack, density_out_offset, r.w);
if (stack_valid(color_out_offset))
stack_store_float3(stack, color_out_offset, make_float3(r.x, r.y, r.z));
return offset;
}
CCL_NAMESPACE_END