blender/intern/cycles/kernel/geom/geom_attribute.h
Brecht Van Lommel b66efbecf4 Code refactor: make Transform always affine, dropping last row.
This save a little memory and copying in the kernel by storing only a 4x3
matrix instead of a 4x4 matrix. We already did this in a few places, and
those don't need to be special exceptions anymore now.
2018-03-10 04:54:05 +01:00

112 lines
3.2 KiB
C

/*
* Copyright 2011-2013 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
CCL_NAMESPACE_BEGIN
/* Attributes
*
* We support an arbitrary number of attributes on various mesh elements.
* On vertices, triangles, curve keys, curves, meshes and volume grids.
* Most of the code for attribute reading is in the primitive files.
*
* Lookup of attributes is different between OSL and SVM, as OSL is ustring
* based while for SVM we use integer ids. */
ccl_device_inline uint subd_triangle_patch(KernelGlobals *kg, const ShaderData *sd);
ccl_device_inline uint attribute_primitive_type(KernelGlobals *kg, const ShaderData *sd)
{
#ifdef __HAIR__
if(sd->type & PRIMITIVE_ALL_CURVE) {
return ATTR_PRIM_CURVE;
}
else
#endif
if(subd_triangle_patch(kg, sd) != ~0) {
return ATTR_PRIM_SUBD;
}
else {
return ATTR_PRIM_TRIANGLE;
}
}
ccl_device_inline AttributeDescriptor attribute_not_found()
{
const AttributeDescriptor desc = {ATTR_ELEMENT_NONE, (NodeAttributeType)0, 0, ATTR_STD_NOT_FOUND};
return desc;
}
/* Find attribute based on ID */
ccl_device_inline uint object_attribute_map_offset(KernelGlobals *kg, int object)
{
return kernel_tex_fetch(__objects, object).attribute_map_offset;
}
ccl_device_inline AttributeDescriptor find_attribute(KernelGlobals *kg, const ShaderData *sd, uint id)
{
if(sd->object == OBJECT_NONE) {
return attribute_not_found();
}
/* for SVM, find attribute by unique id */
uint attr_offset = object_attribute_map_offset(kg, sd->object);
attr_offset += attribute_primitive_type(kg, sd);
uint4 attr_map = kernel_tex_fetch(__attributes_map, attr_offset);
while(attr_map.x != id) {
if(UNLIKELY(attr_map.x == ATTR_STD_NONE)) {
return attribute_not_found();
}
attr_offset += ATTR_PRIM_TYPES;
attr_map = kernel_tex_fetch(__attributes_map, attr_offset);
}
AttributeDescriptor desc;
desc.element = (AttributeElement)attr_map.y;
if(sd->prim == PRIM_NONE &&
desc.element != ATTR_ELEMENT_MESH &&
desc.element != ATTR_ELEMENT_VOXEL &&
desc.element != ATTR_ELEMENT_OBJECT)
{
return attribute_not_found();
}
/* return result */
desc.offset = (attr_map.y == ATTR_ELEMENT_NONE) ? (int)ATTR_STD_NOT_FOUND : (int)attr_map.z;
desc.type = (NodeAttributeType)(attr_map.w & 0xff);
desc.flags = (AttributeFlag)(attr_map.w >> 8);
return desc;
}
/* Transform matrix attribute on meshes */
ccl_device Transform primitive_attribute_matrix(KernelGlobals *kg, const ShaderData *sd, const AttributeDescriptor desc)
{
Transform tfm;
tfm.x = kernel_tex_fetch(__attributes_float3, desc.offset + 0);
tfm.y = kernel_tex_fetch(__attributes_float3, desc.offset + 1);
tfm.z = kernel_tex_fetch(__attributes_float3, desc.offset + 2);
return tfm;
}
CCL_NAMESPACE_END