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
171 lines
4.3 KiB
C
171 lines
4.3 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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/* Texture Coordinate Node */
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__device float3 svm_background_offset(KernelGlobals *kg)
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{
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Transform cameratoworld = kernel_data.cam.cameratoworld;
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return make_float3(cameratoworld.x.w, cameratoworld.y.w, cameratoworld.z.w);
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}
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__device void svm_node_tex_coord(KernelGlobals *kg, ShaderData *sd, float *stack, uint type, uint out_offset)
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{
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float3 data;
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switch(type) {
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case NODE_TEXCO_OBJECT: {
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if(sd->object != ~0) {
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Transform tfm = object_fetch_transform(kg, sd->object, OBJECT_INVERSE_TRANSFORM);
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data = transform(&tfm, sd->P);
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}
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else
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data = sd->P;
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break;
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}
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case NODE_TEXCO_CAMERA: {
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Transform tfm = kernel_data.cam.worldtocamera;
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if(sd->object != ~0)
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data = transform(&tfm, sd->P);
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else
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data = transform(&tfm, sd->P + svm_background_offset(kg));
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break;
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}
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case NODE_TEXCO_WINDOW: {
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Transform tfm = kernel_data.cam.worldtondc;
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if(sd->object != ~0)
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data = transform(&tfm, sd->P);
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else
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data = transform(&tfm, sd->P + svm_background_offset(kg));
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break;
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}
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case NODE_TEXCO_REFLECTION: {
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if(sd->object != ~0)
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data = sd->I - 2.0f*dot(sd->N, sd->I)*sd->N;
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else
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data = sd->I;
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break;
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}
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}
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stack_store_float3(stack, out_offset, data);
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}
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__device void svm_node_tex_coord_bump_dx(KernelGlobals *kg, ShaderData *sd, float *stack, uint type, uint out_offset)
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{
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#ifdef __RAY_DIFFERENTIALS__
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float3 data;
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switch(type) {
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case NODE_TEXCO_OBJECT: {
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if(sd->object != ~0) {
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Transform tfm = object_fetch_transform(kg, sd->object, OBJECT_INVERSE_TRANSFORM);
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data = transform(&tfm, sd->P + sd->dP.dx);
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}
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else
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data = sd->P + sd->dP.dx;
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break;
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}
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case NODE_TEXCO_CAMERA: {
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Transform tfm = kernel_data.cam.worldtocamera;
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if(sd->object != ~0)
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data = transform(&tfm, sd->P + sd->dP.dx);
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else
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data = transform(&tfm, sd->P + sd->dP.dx + svm_background_offset(kg));
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break;
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}
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case NODE_TEXCO_WINDOW: {
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Transform tfm = kernel_data.cam.worldtondc;
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if(sd->object != ~0)
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data = transform(&tfm, sd->P + sd->dP.dx);
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else
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data = transform(&tfm, sd->P + sd->dP.dx + svm_background_offset(kg));
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break;
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}
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case NODE_TEXCO_REFLECTION: {
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if(sd->object != ~0)
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data = sd->I - 2.0f*dot(sd->N, sd->I)*sd->N;
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else
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data = sd->I;
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break;
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}
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}
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stack_store_float3(stack, out_offset, data);
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#else
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svm_node_tex_coord(kg, sd, stack, type, out_offset);
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#endif
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}
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__device void svm_node_tex_coord_bump_dy(KernelGlobals *kg, ShaderData *sd, float *stack, uint type, uint out_offset)
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{
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#ifdef __RAY_DIFFERENTIALS__
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float3 data;
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switch(type) {
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case NODE_TEXCO_OBJECT: {
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if(sd->object != ~0) {
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Transform tfm = object_fetch_transform(kg, sd->object, OBJECT_INVERSE_TRANSFORM);
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data = transform(&tfm, sd->P + sd->dP.dy);
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}
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else
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data = sd->P + sd->dP.dy;
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break;
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}
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case NODE_TEXCO_CAMERA: {
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Transform tfm = kernel_data.cam.worldtocamera;
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if(sd->object != ~0)
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data = transform(&tfm, sd->P + sd->dP.dy);
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else
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data = transform(&tfm, sd->P + sd->dP.dy + svm_background_offset(kg));
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break;
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}
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case NODE_TEXCO_WINDOW: {
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Transform tfm = kernel_data.cam.worldtondc;
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if(sd->object != ~0)
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data = transform(&tfm, sd->P + sd->dP.dy);
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else
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data = transform(&tfm, sd->P + sd->dP.dy + svm_background_offset(kg));
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break;
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}
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case NODE_TEXCO_REFLECTION: {
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if(sd->object != ~0)
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data = sd->I - 2.0f*dot(sd->N, sd->I)*sd->N;
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else
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data = sd->I;
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break;
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}
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}
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stack_store_float3(stack, out_offset, data);
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#else
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svm_node_tex_coord(kg, sd, stack, type, out_offset);
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#endif
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}
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CCL_NAMESPACE_END
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