* Rename struct KernelGlobals to struct KernelGlobalsCPU * Add KernelGlobals, IntegratorState and ConstIntegratorState typedefs that every device can define in its own way. * Remove INTEGRATOR_STATE_ARGS and INTEGRATOR_STATE_PASS macros and replace with these new typedefs. * Add explicit state argument to INTEGRATOR_STATE and similar macros In preparation for decoupling main and shadow paths. Differential Revision: https://developer.blender.org/D12888
46 lines
1.6 KiB
C
46 lines
1.6 KiB
C
/*
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* Copyright 2011-2013 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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CCL_NAMESPACE_BEGIN
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ccl_device_noinline int svm_node_normal(KernelGlobals kg,
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ccl_private ShaderData *sd,
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ccl_private float *stack,
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uint in_normal_offset,
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uint out_normal_offset,
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uint out_dot_offset,
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int offset)
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{
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/* read extra data */
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uint4 node1 = read_node(kg, &offset);
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float3 normal = stack_load_float3(stack, in_normal_offset);
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float3 direction;
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direction.x = __int_as_float(node1.x);
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direction.y = __int_as_float(node1.y);
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direction.z = __int_as_float(node1.z);
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direction = normalize(direction);
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if (stack_valid(out_normal_offset))
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stack_store_float3(stack, out_normal_offset, direction);
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if (stack_valid(out_dot_offset))
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stack_store_float(stack, out_dot_offset, dot(direction, normalize(normal)));
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return offset;
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}
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CCL_NAMESPACE_END
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