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Blender V4.3
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#include "kernel/util/differential.h"Go to the source code of this file.
Functions | |
| CCL_NAMESPACE_BEGIN ccl_device void | shader_setup_object_transforms (KernelGlobals kg, ccl_private ShaderData *ccl_restrict sd, float time) |
| ccl_device_inline void | shader_setup_from_ray (KernelGlobals kg, ccl_private ShaderData *ccl_restrict sd, ccl_private const Ray *ccl_restrict ray, ccl_private const Intersection *ccl_restrict isect) |
| ccl_device_inline void | shader_setup_from_sample (KernelGlobals kg, ccl_private ShaderData *ccl_restrict sd, const float3 P, const float3 Ng, const float3 I, int shader, int object, int prim, float u, float v, float t, float time, bool object_space, int lamp) |
| ccl_device void | shader_setup_from_displace (KernelGlobals kg, ccl_private ShaderData *ccl_restrict sd, int object, int prim, float u, float v) |
| ccl_device_inline void | shader_setup_from_background (KernelGlobals kg, ccl_private ShaderData *ccl_restrict sd, const float3 ray_P, const float3 ray_D, const float ray_time) |
| ccl_device_inline void shader_setup_from_background | ( | KernelGlobals | kg, |
| ccl_private ShaderData *ccl_restrict | sd, | ||
| const float3 | ray_P, | ||
| const float3 | ray_D, | ||
| const float | ray_time ) |
Definition at line 353 of file shader_data.h.
References differential_zero(), differential_zero_compact(), kernel_data, kernel_data_fetch, LAMP_NONE, OBJECT_NONE, PRIM_NONE, PRIMITIVE_NONE, SHADER_MASK, and zero_float3().
Referenced by integrator_eval_background_shader(), kernel_background_evaluate(), and light_sample_shader_eval().
| ccl_device void shader_setup_from_displace | ( | KernelGlobals | kg, |
| ccl_private ShaderData *ccl_restrict | sd, | ||
| int | object, | ||
| int | prim, | ||
| float | u, | ||
| float | v ) |
Definition at line 243 of file shader_data.h.
References I, kernel_data_fetch, LAMP_NONE, P, SD_OBJECT_TRANSFORM_APPLIED, shader_setup_from_sample(), SHADER_SMOOTH_NORMAL, triangle_point_normal(), v, and zero_float3().
Referenced by kernel_displace_evaluate().
| ccl_device_inline void shader_setup_from_ray | ( | KernelGlobals | kg, |
| ccl_private ShaderData *ccl_restrict | sd, | ||
| ccl_private const Ray *ccl_restrict | ray, | ||
| ccl_private const Intersection *ccl_restrict | isect ) |
Definition at line 31 of file shader_data.h.
References differential_dudv_compact(), differential_incoming_compact(), differential_transfer_compact(), dot(), kernel_data_fetch, LAMP_NONE, motion_triangle_shader_setup(), object_dir_transform_auto, object_normal_transform_auto, PRIMITIVE_CURVE, PRIMITIVE_POINT, PRIMITIVE_TRIANGLE, SD_BACKFACING, SD_OBJECT_TRANSFORM_APPLIED, SHADER_MASK, shader_setup_object_transforms(), and triangle_shader_setup().
Referenced by OSLRenderServices::getmessage(), integrate_surface_shader_setup(), and integrator_volume_stack_update_for_subsurface().
| ccl_device_inline void shader_setup_from_sample | ( | KernelGlobals | kg, |
| ccl_private ShaderData *ccl_restrict | sd, | ||
| const float3 | P, | ||
| const float3 | Ng, | ||
| const float3 | I, | ||
| int | shader, | ||
| int | object, | ||
| int | prim, | ||
| float | u, | ||
| float | v, | ||
| float | t, | ||
| float | time, | ||
| bool | object_space, | ||
| int | lamp ) |
Definition at line 122 of file shader_data.h.
References differential_zero(), differential_zero_compact(), dot(), I, kernel_data_fetch, lamp, LAMP_NONE, object_dir_transform_auto, OBJECT_NONE, object_normal_transform_auto, object_position_transform_auto, P, PRIM_NONE, PRIMITIVE_LAMP, PRIMITIVE_NONE, PRIMITIVE_TRIANGLE, SD_BACKFACING, SD_OBJECT_TRANSFORM_APPLIED, SHADER_MASK, shader_setup_object_transforms(), SHADER_SMOOTH_NORMAL, time, triangle_dPdudv(), triangle_smooth_normal(), v, and zero_float3().
Referenced by light_sample_shader_eval(), and shader_setup_from_displace().
| CCL_NAMESPACE_BEGIN ccl_device void shader_setup_object_transforms | ( | KernelGlobals | kg, |
| ccl_private ShaderData *ccl_restrict | sd, | ||
| float | time ) |
Definition at line 17 of file shader_data.h.
References SD_OBJECT_MOTION, and transform_inverse().
Referenced by shader_setup_from_ray(), and shader_setup_from_sample().