Blender V4.3
voxel.h
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1/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
2 *
3 * SPDX-License-Identifier: Apache-2.0 */
4
5#pragma once
6
8
9/* TODO(sergey): Think of making it more generic volume-type attribute
10 * sampler.
11 */
12template<uint node_feature_mask>
14 KernelGlobals kg, ccl_private ShaderData *sd, ccl_private float *stack, uint4 node, int offset)
15{
16 uint co_offset, density_out_offset, color_out_offset, space;
17 svm_unpack_node_uchar4(node.z, &co_offset, &density_out_offset, &color_out_offset, &space);
18
19 float4 r = zero_float4();
20
21#ifdef __VOLUME__
23 {
24 int id = node.y;
25 float3 co = stack_load_float3(stack, co_offset);
26 if (space == NODE_TEX_VOXEL_SPACE_OBJECT) {
27 co = volume_normalized_position(kg, sd, co);
28 }
29 else {
31 Transform tfm;
32 tfm.x = read_node_float(kg, &offset);
33 tfm.y = read_node_float(kg, &offset);
34 tfm.z = read_node_float(kg, &offset);
35 co = transform_point(&tfm, co);
36 }
37
39 }
40 else
41#endif /* __VOLUME__ */
42 if (space != NODE_TEX_VOXEL_SPACE_OBJECT)
43 {
44 read_node_float(kg, &offset);
45 read_node_float(kg, &offset);
46 read_node_float(kg, &offset);
47 }
48
49 if (stack_valid(density_out_offset)) {
50 stack_store_float(stack, density_out_offset, r.w);
51 }
52 if (stack_valid(color_out_offset)) {
53 stack_store_float3(stack, color_out_offset, make_float3(r.x, r.y, r.z));
54 }
55 return offset;
56}
57
unsigned int uint
ccl_device float4 kernel_tex_image_interp_3d(KernelGlobals kg, int id, float3 P, InterpolationType interp)
#define kernel_assert(cond)
const KernelGlobalsCPU *ccl_restrict KernelGlobals
#define ccl_private
#define ccl_device_noinline
#define CCL_NAMESPACE_END
ccl_device_forceinline float3 make_float3(const float x, const float y, const float z)
ccl_device_inline float4 read_node_float(KernelGlobals kg, ccl_private int *offset)
ccl_device_inline void stack_store_float3(ccl_private float *stack, uint a, float3 f)
CCL_NAMESPACE_BEGIN ccl_device_inline float3 stack_load_float3(ccl_private float *stack, uint a)
ccl_device_inline void stack_store_float(ccl_private float *stack, uint a, float f)
ccl_device_forceinline void svm_unpack_node_uchar4(uint i, ccl_private uint *x, ccl_private uint *y, ccl_private uint *z, ccl_private uint *w)
ccl_device_inline bool stack_valid(uint a)
@ NODE_TEX_VOXEL_SPACE_WORLD
@ NODE_TEX_VOXEL_SPACE_OBJECT
#define IF_KERNEL_NODES_FEATURE(feature)
ShaderData
CCL_NAMESPACE_BEGIN ccl_device_inline float4 zero_float4()
Definition math_float4.h:15
float4 y
Definition transform.h:24
float4 x
Definition transform.h:24
float4 z
Definition transform.h:24
CCL_NAMESPACE_END CCL_NAMESPACE_BEGIN ccl_device_inline float3 transform_point(ccl_private const Transform *t, const float3 a)
Definition transform.h:63
@ INTERPOLATION_NONE
CCL_NAMESPACE_BEGIN ccl_device_noinline int svm_node_tex_voxel(KernelGlobals kg, ccl_private ShaderData *sd, ccl_private float *stack, uint4 node, int offset)
Definition voxel.h:13