21#ifdef __OBJECT_MOTION__
23 sd->ob_tfm_motion = object_fetch_transform_motion(kg, sd->object, time);
43 sd->ray_length = isect->t;
44 sd->type = isect->type;
45 sd->object = isect->object;
47 sd->prim = isect->prim;
54#ifdef __OBJECT_MOTION__
64 curve_shader_setup(kg, sd, ray->P, ray->D, isect->t, isect->prim);
72 point_shader_setup(kg, sd, isect, ray);
100 bool backfacing = (
dot(sd->Ng, sd->wi) < 0.0f);
107 sd->dPdu = -sd->dPdu;
108 sd->dPdv = -sd->dPdv;
112#ifdef __RAY_DIFFERENTIALS__
168#ifdef __OBJECT_MOTION__
219 bool backfacing = (
dot(sd->Ng, sd->wi) < 0.0f);
226 sd->dPdu = -sd->dPdu;
227 sd->dPdv = -sd->dPdv;
232#ifdef __RAY_DIFFERENTIALS__
291 sd->ray_length = 0.0f;
300# ifdef __OBJECT_MOTION__
342# ifdef __RAY_DIFFERENTIALS__
357 const float ray_time)
367 sd->shader =
kernel_data.background.surface_shader;
371 sd->ray_length = 0.0f;
386#ifdef __RAY_DIFFERENTIALS__
405 sd->P = ray->P + ray->D * ray->tmin;
412 sd->time = ray->time;
413 sd->ray_length = 0.0f;
430# ifdef __RAY_DIFFERENTIALS__
ATTR_WARN_UNUSED_RESULT const BMVert * v
additional_info("compositor_sum_squared_difference_float_shared") .push_constant(Type output_img float dot(value.rgb, luminance_coefficients)") .define("LOAD(value)"
const KernelGlobalsCPU *ccl_restrict KernelGlobals
#define kernel_data_fetch(name, index)
#define ccl_device_inline
#define CCL_NAMESPACE_END
ccl_device_forceinline float differential_transfer_compact(const float ray_dP, const float3, const float ray_dD, const float ray_t)
ccl_device_forceinline float differential_incoming_compact(const float dD)
ccl_device differential differential_zero()
ccl_device void differential_dudv_compact(ccl_private differential *du, ccl_private differential *dv, float3 dPdu, float3 dPdv, float dP, float3 Ng)
ccl_device_forceinline float differential_zero_compact()
ccl_device_inline float3 triangle_smooth_normal(KernelGlobals kg, float3 Ng, int prim, float u, float v)
ccl_device_inline void triangle_point_normal(KernelGlobals kg, int object, int prim, float u, float v, ccl_private float3 *P, ccl_private float3 *Ng, ccl_private int *shader)
ccl_device_inline void triangle_dPdudv(KernelGlobals kg, int prim, ccl_private float3 *dPdu, ccl_private float3 *dPdv)
#define object_normal_transform_auto
#define object_position_transform_auto
#define object_dir_transform_auto
#define PRIMITIVE_PACK_SEGMENT(type, segment)
#define PRIMITIVE_UNPACK_SEGMENT(type)
@ SD_OBJECT_TRANSFORM_APPLIED
CCL_NAMESPACE_BEGIN ccl_device_inline float3 zero_float3()
CCL_NAMESPACE_BEGIN ccl_device_noinline void motion_triangle_shader_setup(KernelGlobals kg, ccl_private ShaderData *sd)
VecBase< float, 4 > float4
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_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_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_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 triangle_shader_setup(KernelGlobals kg, ccl_private ShaderData *sd)
ccl_device_inline float3 float4_to_float3(const float4 a)