forked from bartvdbraak/blender
Brecht Van Lommel
006025ead0
This is not yet fully supported by automatic volume bounds but works fine in most cases that will have mostly matching bounds. Ref T73201
53 lines
1.7 KiB
C
53 lines
1.7 KiB
C
/*
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* Copyright 2011-2015 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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CCL_NAMESPACE_BEGIN
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/* TODO(sergey): Think of making it more generic volume-type attribute
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* sampler.
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*/
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ccl_device void svm_node_tex_voxel(
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KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, int *offset)
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{
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uint co_offset, density_out_offset, color_out_offset, space;
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svm_unpack_node_uchar4(node.z, &co_offset, &density_out_offset, &color_out_offset, &space);
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#ifdef __VOLUME__
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int id = node.y;
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float3 co = stack_load_float3(stack, co_offset);
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if (space == NODE_TEX_VOXEL_SPACE_OBJECT) {
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co = volume_normalized_position(kg, sd, co);
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}
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else {
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kernel_assert(space == NODE_TEX_VOXEL_SPACE_WORLD);
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Transform tfm;
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tfm.x = read_node_float(kg, offset);
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tfm.y = read_node_float(kg, offset);
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tfm.z = read_node_float(kg, offset);
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co = transform_point(&tfm, co);
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}
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float4 r = kernel_tex_image_interp_3d(kg, id, co, INTERPOLATION_NONE);
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#else
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float4 r = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
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#endif
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if (stack_valid(density_out_offset))
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stack_store_float(stack, density_out_offset, r.w);
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if (stack_valid(color_out_offset))
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stack_store_float3(stack, color_out_offset, make_float3(r.x, r.y, r.z));
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}
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CCL_NAMESPACE_END
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