164 lines
4.6 KiB
C
164 lines
4.6 KiB
C
/* SPDX-License-Identifier: Apache-2.0
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* Licensed under the Apache License, Version 2.0 (the "License"); */
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CCL_NAMESPACE_BEGIN
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/* Point Primitive
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*
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* Point primitive for rendering point clouds.
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*/
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#ifdef __POINTCLOUD__
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/* Reading attributes on various point elements */
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ccl_device float point_attribute_float(KernelGlobals kg,
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ccl_private const ShaderData *sd,
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const AttributeDescriptor desc,
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ccl_private float *dx,
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ccl_private float *dy)
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{
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# ifdef __RAY_DIFFERENTIALS__
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if (dx)
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*dx = 0.0f;
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if (dy)
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*dy = 0.0f;
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# endif
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if (desc.element == ATTR_ELEMENT_VERTEX) {
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return kernel_tex_fetch(__attributes_float, desc.offset + sd->prim);
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}
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else {
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return 0.0f;
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}
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}
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ccl_device float2 point_attribute_float2(KernelGlobals kg,
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ccl_private const ShaderData *sd,
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const AttributeDescriptor desc,
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ccl_private float2 *dx,
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ccl_private float2 *dy)
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{
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# ifdef __RAY_DIFFERENTIALS__
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if (dx)
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*dx = make_float2(0.0f, 0.0f);
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if (dy)
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*dy = make_float2(0.0f, 0.0f);
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# endif
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if (desc.element == ATTR_ELEMENT_VERTEX) {
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return kernel_tex_fetch(__attributes_float2, desc.offset + sd->prim);
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}
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else {
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return make_float2(0.0f, 0.0f);
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}
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}
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ccl_device float3 point_attribute_float3(KernelGlobals kg,
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ccl_private const ShaderData *sd,
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const AttributeDescriptor desc,
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ccl_private float3 *dx,
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ccl_private float3 *dy)
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{
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# ifdef __RAY_DIFFERENTIALS__
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if (dx)
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*dx = make_float3(0.0f, 0.0f, 0.0f);
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if (dy)
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*dy = make_float3(0.0f, 0.0f, 0.0f);
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# endif
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if (desc.element == ATTR_ELEMENT_VERTEX) {
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return kernel_tex_fetch(__attributes_float3, desc.offset + sd->prim);
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}
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else {
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return make_float3(0.0f, 0.0f, 0.0f);
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}
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}
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ccl_device float4 point_attribute_float4(KernelGlobals kg,
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ccl_private const ShaderData *sd,
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const AttributeDescriptor desc,
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ccl_private float4 *dx,
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ccl_private float4 *dy)
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{
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# ifdef __RAY_DIFFERENTIALS__
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if (dx)
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*dx = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
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if (dy)
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*dy = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
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# endif
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if (desc.element == ATTR_ELEMENT_VERTEX) {
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return kernel_tex_fetch(__attributes_float4, desc.offset + sd->prim);
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}
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else {
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return make_float4(0.0f, 0.0f, 0.0f, 0.0f);
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}
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}
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/* Point position */
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ccl_device float3 point_position(KernelGlobals kg, ccl_private const ShaderData *sd)
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{
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if (sd->type & PRIMITIVE_POINT) {
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/* World space center. */
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float3 P = (sd->type & PRIMITIVE_MOTION) ?
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float4_to_float3(motion_point(kg, sd->object, sd->prim, sd->time)) :
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float4_to_float3(kernel_tex_fetch(__points, sd->prim));
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if (!(sd->object_flag & SD_OBJECT_TRANSFORM_APPLIED)) {
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object_position_transform(kg, sd, &P);
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}
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return P;
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}
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return zero_float3();
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}
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/* Point radius */
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ccl_device float point_radius(KernelGlobals kg, ccl_private const ShaderData *sd)
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{
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if (sd->type & PRIMITIVE_POINT) {
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/* World space radius. */
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const float r = kernel_tex_fetch(__points, sd->prim).w;
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if (sd->object_flag & SD_OBJECT_TRANSFORM_APPLIED) {
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return r;
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}
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else {
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const float normalized_r = r * (1.0f / M_SQRT3_F);
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float3 dir = make_float3(normalized_r, normalized_r, normalized_r);
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object_dir_transform(kg, sd, &dir);
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return len(dir);
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}
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}
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return 0.0f;
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}
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/* Point random */
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ccl_device float point_random(KernelGlobals kg, ccl_private const ShaderData *sd)
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{
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if (sd->type & PRIMITIVE_POINT) {
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const AttributeDescriptor desc = find_attribute(kg, sd, ATTR_STD_POINT_RANDOM);
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return (desc.offset != ATTR_STD_NOT_FOUND) ? point_attribute_float(kg, sd, desc, NULL, NULL) :
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0.0f;
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}
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return 0.0f;
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}
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/* Point location for motion pass, linear interpolation between keys and
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* ignoring radius because we do the same for the motion keys */
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ccl_device float3 point_motion_center_location(KernelGlobals kg, ccl_private const ShaderData *sd)
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{
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return float4_to_float3(kernel_tex_fetch(__points, sd->prim));
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}
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#endif /* __POINTCLOUD__ */
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CCL_NAMESPACE_END
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