blender/intern/cycles/kernel/geom/geom_volume.h

122 lines
4.1 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.
*/
/* Volume Primitive
*
* Volumes are just regions inside meshes with the mesh surface as boundaries.
* There isn't as much data to access as for surfaces, there is only a position
* to do lookups in 3D voxel or procedural textures.
*
* 3D voxel textures can be assigned as attributes per mesh, which means the
* same shader can be used for volume objects with different densities, etc. */
CCL_NAMESPACE_BEGIN
#ifdef __VOLUME__
/* Return position normalized to 0..1 in mesh bounds */
#if defined(__KERNEL_CUDA__) && __CUDA_ARCH__ < 300
ccl_device float4 volume_image_texture_3d(int id, float x, float y, float z)
{
float4 r;
switch(id) {
case 0: r = kernel_tex_image_interp_3d(__tex_image_float4_3d_000, x, y, z); break;
case 8: r = kernel_tex_image_interp_3d(__tex_image_float4_3d_008, x, y, z); break;
case 16: r = kernel_tex_image_interp_3d(__tex_image_float4_3d_016, x, y, z); break;
case 24: r = kernel_tex_image_interp_3d(__tex_image_float4_3d_024, x, y, z); break;
case 32: r = kernel_tex_image_interp_3d(__tex_image_float4_3d_032, x, y, z); break;
}
return r;
}
#endif /* __KERNEL_CUDA__ */
ccl_device_inline float3 volume_normalized_position(KernelGlobals *kg,
const ShaderData *sd,
float3 P)
{
/* todo: optimize this so it's just a single matrix multiplication when
* possible (not motion blur), or perhaps even just translation + scale */
const AttributeDescriptor desc = find_attribute(kg, sd, ATTR_STD_GENERATED_TRANSFORM);
object_inverse_position_transform(kg, sd, &P);
if(desc.offset != ATTR_STD_NOT_FOUND) {
Transform tfm = primitive_attribute_matrix(kg, sd, desc);
P = transform_point(&tfm, P);
}
return P;
}
ccl_device float volume_attribute_float(KernelGlobals *kg, const ShaderData *sd, const AttributeDescriptor desc, float *dx, float *dy)
{
float3 P = volume_normalized_position(kg, sd, sd->P);
#ifdef __KERNEL_CUDA__
# if __CUDA_ARCH__ >= 300
CUtexObject tex = kernel_tex_fetch(__bindless_mapping, desc.offset);
float f = kernel_tex_image_interp_3d_float(tex, P.x, P.y, P.z);
float4 r = make_float4(f, f, f, 1.0f);
# else
float4 r = volume_image_texture_3d(desc.offset, P.x, P.y, P.z);
# endif
#elif defined(__KERNEL_OPENCL__)
float4 r = kernel_tex_image_interp_3d(kg, desc.offset, P.x, P.y, P.z);
#else
float4 r;
if(sd->flag & SD_VOLUME_CUBIC)
r = kernel_tex_image_interp_3d_ex(desc.offset, P.x, P.y, P.z, INTERPOLATION_CUBIC);
else
r = kernel_tex_image_interp_3d(desc.offset, P.x, P.y, P.z);
#endif
if(dx) *dx = 0.0f;
if(dy) *dy = 0.0f;
return average(float4_to_float3(r));
}
ccl_device float3 volume_attribute_float3(KernelGlobals *kg, const ShaderData *sd, const AttributeDescriptor desc, float3 *dx, float3 *dy)
{
float3 P = volume_normalized_position(kg, sd, sd->P);
#ifdef __KERNEL_CUDA__
# if __CUDA_ARCH__ >= 300
CUtexObject tex = kernel_tex_fetch(__bindless_mapping, desc.offset);
float4 r = kernel_tex_image_interp_3d_float4(tex, P.x, P.y, P.z);
# else
float4 r = volume_image_texture_3d(desc.offset, P.x, P.y, P.z);
# endif
#elif defined(__KERNEL_OPENCL__)
float4 r = kernel_tex_image_interp_3d(kg, desc.offset, P.x, P.y, P.z);
#else
float4 r;
if(sd->flag & SD_VOLUME_CUBIC)
r = kernel_tex_image_interp_3d_ex(desc.offset, P.x, P.y, P.z, INTERPOLATION_CUBIC);
else
r = kernel_tex_image_interp_3d(desc.offset, P.x, P.y, P.z);
#endif
if(dx) *dx = make_float3(0.0f, 0.0f, 0.0f);
if(dy) *dy = make_float3(0.0f, 0.0f, 0.0f);
return float4_to_float3(r);
}
#endif
CCL_NAMESPACE_END