blender/intern/cycles/kernel/svm/mapping.h
Brecht Van Lommel 9cfc7967dd Cycles: use SPDX license headers
* Replace license text in headers with SPDX identifiers.
* Remove specific license info from outdated readme.txt, instead leave details
  to the source files.
* Add list of SPDX license identifiers used, and corresponding license texts.
* Update copyright dates while we're at it.

Ref D14069, T95597
2022-02-11 17:47:34 +01:00

74 lines
2.6 KiB
C

/* SPDX-License-Identifier: Apache-2.0
* Copyright 2011-2022 Blender Foundation */
#pragma once
#include "kernel/svm/mapping_util.h"
CCL_NAMESPACE_BEGIN
/* Mapping Node */
ccl_device_noinline void svm_node_mapping(KernelGlobals kg,
ccl_private ShaderData *sd,
ccl_private float *stack,
uint type,
uint inputs_stack_offsets,
uint result_stack_offset)
{
uint vector_stack_offset, location_stack_offset, rotation_stack_offset, scale_stack_offset;
svm_unpack_node_uchar4(inputs_stack_offsets,
&vector_stack_offset,
&location_stack_offset,
&rotation_stack_offset,
&scale_stack_offset);
float3 vector = stack_load_float3(stack, vector_stack_offset);
float3 location = stack_load_float3(stack, location_stack_offset);
float3 rotation = stack_load_float3(stack, rotation_stack_offset);
float3 scale = stack_load_float3(stack, scale_stack_offset);
float3 result = svm_mapping((NodeMappingType)type, vector, location, rotation, scale);
stack_store_float3(stack, result_stack_offset, result);
}
/* Texture Mapping */
ccl_device_noinline int svm_node_texture_mapping(KernelGlobals kg,
ccl_private ShaderData *sd,
ccl_private float *stack,
uint vec_offset,
uint out_offset,
int offset)
{
float3 v = stack_load_float3(stack, vec_offset);
Transform tfm;
tfm.x = read_node_float(kg, &offset);
tfm.y = read_node_float(kg, &offset);
tfm.z = read_node_float(kg, &offset);
float3 r = transform_point(&tfm, v);
stack_store_float3(stack, out_offset, r);
return offset;
}
ccl_device_noinline int svm_node_min_max(KernelGlobals kg,
ccl_private ShaderData *sd,
ccl_private float *stack,
uint vec_offset,
uint out_offset,
int offset)
{
float3 v = stack_load_float3(stack, vec_offset);
float3 mn = float4_to_float3(read_node_float(kg, &offset));
float3 mx = float4_to_float3(read_node_float(kg, &offset));
float3 r = min(max(mn, v), mx);
stack_store_float3(stack, out_offset, r);
return offset;
}
CCL_NAMESPACE_END