forked from bartvdbraak/blender
da376e0237
Cycles uses code from some great open source projects, many thanks them: * BVH building and traversal code from NVidia's "Understanding the Efficiency of Ray Traversal on GPUs": http://code.google.com/p/understanding-the-efficiency-of-ray-traversal-on-gpus/ * Open Shading Language for a large part of the shading system: http://code.google.com/p/openshadinglanguage/ * Blender for procedural textures and a few other nodes. * Approximate Catmull Clark subdivision from NVidia Mesh tools: http://code.google.com/p/nvidia-mesh-tools/ * Sobol direction vectors from: http://web.maths.unsw.edu.au/~fkuo/sobol/ * Film response functions from: http://www.cs.columbia.edu/CAVE/software/softlib/dorf.php
155 lines
4.6 KiB
C
155 lines
4.6 KiB
C
/*
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* Copyright 2011, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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CCL_NAMESPACE_BEGIN
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/* Attribute Node */
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__device void svm_node_attr_init(KernelGlobals *kg, ShaderData *sd,
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uint4 node, NodeAttributeType *type,
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NodeAttributeType *mesh_type, AttributeElement *elem, uint *offset, uint *out_offset)
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{
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if(sd->object != ~0) {
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/* find attribute by unique id */
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uint id = node.y;
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uint attr_offset = sd->object*kernel_data.bvh.attributes_map_stride;
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uint4 attr_map = kernel_tex_fetch(__attributes_map, attr_offset);
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while(attr_map.x != id)
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attr_map = kernel_tex_fetch(__attributes_map, ++attr_offset);
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/* return result */
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*elem = (AttributeElement)attr_map.y;
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*offset = attr_map.z;
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*mesh_type = (NodeAttributeType)attr_map.w;
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}
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else {
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/* background */
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*elem = ATTR_ELEMENT_NONE;
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*offset = 0;
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*mesh_type = (NodeAttributeType)node.w;
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}
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*out_offset = node.z;
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*type = (NodeAttributeType)node.w;
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}
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__device void svm_node_attr(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node)
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{
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NodeAttributeType type, mesh_type;
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AttributeElement elem;
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uint offset, out_offset;
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svm_node_attr_init(kg, sd, node, &type, &mesh_type, &elem, &offset, &out_offset);
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/* fetch and store attribute */
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if(type == NODE_ATTR_FLOAT) {
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if(mesh_type == NODE_ATTR_FLOAT) {
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float f = triangle_attribute_float(kg, sd, elem, offset, NULL, NULL);
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stack_store_float(stack, out_offset, f);
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}
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else {
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float3 f = triangle_attribute_float3(kg, sd, elem, offset, NULL, NULL);
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stack_store_float(stack, out_offset, average(f));
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}
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}
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else {
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if(mesh_type == NODE_ATTR_FLOAT3) {
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float3 f = triangle_attribute_float3(kg, sd, elem, offset, NULL, NULL);
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stack_store_float3(stack, out_offset, f);
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}
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else {
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float f = triangle_attribute_float(kg, sd, elem, offset, NULL, NULL);
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stack_store_float3(stack, out_offset, make_float3(f, f, f));
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}
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}
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}
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__device void svm_node_attr_bump_dx(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node)
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{
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NodeAttributeType type, mesh_type;
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AttributeElement elem;
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uint offset, out_offset;
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svm_node_attr_init(kg, sd, node, &type, &mesh_type, &elem, &offset, &out_offset);
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/* fetch and store attribute */
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if(type == NODE_ATTR_FLOAT) {
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if(mesh_type == NODE_ATTR_FLOAT) {
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float dx;
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float f = triangle_attribute_float(kg, sd, elem, offset, &dx, NULL);
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stack_store_float(stack, out_offset, f+dx);
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}
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else {
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float3 dx;
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float3 f = triangle_attribute_float3(kg, sd, elem, offset, &dx, NULL);
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stack_store_float(stack, out_offset, average(f+dx));
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}
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}
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else {
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if(mesh_type == NODE_ATTR_FLOAT3) {
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float3 dx;
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float3 f = triangle_attribute_float3(kg, sd, elem, offset, &dx, NULL);
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stack_store_float3(stack, out_offset, f+dx);
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}
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else {
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float dx;
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float f = triangle_attribute_float(kg, sd, elem, offset, &dx, NULL);
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stack_store_float3(stack, out_offset, make_float3(f+dx, f+dx, f+dx));
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}
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}
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}
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__device void svm_node_attr_bump_dy(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node)
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{
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NodeAttributeType type, mesh_type;
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AttributeElement elem;
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uint offset, out_offset;
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svm_node_attr_init(kg, sd, node, &type, &mesh_type, &elem, &offset, &out_offset);
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/* fetch and store attribute */
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if(type == NODE_ATTR_FLOAT) {
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if(mesh_type == NODE_ATTR_FLOAT) {
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float dy;
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float f = triangle_attribute_float(kg, sd, elem, offset, NULL, &dy);
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stack_store_float(stack, out_offset, f+dy);
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}
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else {
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float3 dy;
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float3 f = triangle_attribute_float3(kg, sd, elem, offset, NULL, &dy);
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stack_store_float(stack, out_offset, average(f+dy));
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}
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}
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else {
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if(mesh_type == NODE_ATTR_FLOAT3) {
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float3 dy;
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float3 f = triangle_attribute_float3(kg, sd, elem, offset, NULL, &dy);
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stack_store_float3(stack, out_offset, f+dy);
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}
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else {
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float dy;
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float f = triangle_attribute_float(kg, sd, elem, offset, NULL, &dy);
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stack_store_float3(stack, out_offset, make_float3(f+dy, f+dy, f+dy));
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}
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}
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}
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CCL_NAMESPACE_END
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