Files
test2/intern/cycles/kernel/geom/volume.h
Brecht Van Lommel dd51c8660b Refactor: Cycles: Add const keyword where possible, using clang-tidy
Check was misc-const-correctness, combined with readability-isolate-declaration
as suggested by the docs.

Temporarily clang-format "QualifierAlignment: Left" was used to get consistency
with the prevailing order of keywords.

Pull Request: https://projects.blender.org/blender/blender/pulls/132361
2025-01-03 10:23:20 +01:00

88 lines
2.8 KiB
C

/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
*
* SPDX-License-Identifier: Apache-2.0 */
/* Volume Primitive
*
* Volumes are just regions inside meshes with the mesh surface as boundaries.
* There isn't as much data to access as for surfaces, there is only a position
* to do lookups in 3D voxel or procedural textures.
*
* 3D voxel textures can be assigned as attributes per mesh, which means the
* same shader can be used for volume objects with different densities, etc. */
#pragma once
#include "kernel/globals.h"
#include "kernel/image.h"
#include "kernel/geom/attribute.h"
#include "kernel/geom/object.h"
CCL_NAMESPACE_BEGIN
#ifdef __VOLUME__
/* Return position normalized to 0..1 in mesh bounds */
ccl_device_inline float3 volume_normalized_position(KernelGlobals kg,
const ccl_private ShaderData *sd,
float3 P)
{
/* todo: optimize this so it's just a single matrix multiplication when
* possible (not motion blur), or perhaps even just translation + scale */
const AttributeDescriptor desc = find_attribute(kg, sd, ATTR_STD_GENERATED_TRANSFORM);
object_inverse_position_transform(kg, sd, &P);
if (desc.offset != ATTR_STD_NOT_FOUND) {
const Transform tfm = primitive_attribute_matrix(kg, desc);
P = transform_point(&tfm, P);
}
return P;
}
ccl_device float volume_attribute_value_to_float(const float4 value)
{
return average(make_float3(value));
}
ccl_device float volume_attribute_value_to_alpha(const float4 value)
{
return value.w;
}
ccl_device float3 volume_attribute_value_to_float3(const float4 value)
{
if (value.w > 1e-6f && value.w != 1.0f) {
/* For RGBA colors, unpremultiply after interpolation. */
return make_float3(value) / value.w;
}
return make_float3(value);
}
ccl_device float4 volume_attribute_float4(KernelGlobals kg,
const ccl_private ShaderData *sd,
const AttributeDescriptor desc)
{
if (desc.element & (ATTR_ELEMENT_OBJECT | ATTR_ELEMENT_MESH)) {
return kernel_data_fetch(attributes_float4, desc.offset);
}
if (desc.element == ATTR_ELEMENT_VOXEL) {
/* todo: optimize this so we don't have to transform both here and in
* kernel_tex_image_interp_3d when possible. Also could optimize for the
* common case where transform is translation/scale only. */
float3 P = sd->P;
object_inverse_position_transform(kg, sd, &P);
const InterpolationType interp = (sd->flag & SD_VOLUME_CUBIC) ? INTERPOLATION_CUBIC :
INTERPOLATION_NONE;
return kernel_tex_image_interp_3d(kg, desc.offset, P, interp);
}
return zero_float4();
}
#endif
CCL_NAMESPACE_END