forked from bartvdbraak/blender
2a2e12772c
It is now handled via texture extension type.
56 lines
1.9 KiB
C
56 lines
1.9 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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#if !defined(__KERNEL_GPU__)
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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(KernelGlobals *kg,
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ShaderData *sd,
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float *stack,
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uint4 node,
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int *offset)
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{
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uint co_offset, density_out_offset, color_out_offset, space;
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decode_node_uchar4(node.z, &co_offset, &density_out_offset, &color_out_offset, &space);
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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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tfm.w = 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(id, co.x, co.y, co.z);
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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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#endif /* !defined(__KERNEL_GPU__) */
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CCL_NAMESPACE_END
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