forked from bartvdbraak/blender
9e3fa15d4b
* Location: Basically the same as the location from Object Info node for object instances on particles, but in principle there could be additional offsets for dupli objects, so included for completeness. * Size: Single float scale of the particle. Also directly translates to object scale for current dupli objects, but handy to have as a single float to start with instead of a scale vector (currently not even exposed in Object Info). * Rotation: This is a quaternion, which are not yet supported by Cycles nodes. The float4 is copied to internal Cycles data and stored in the particles texture data, but the node doesn't have a socket for it yet and the data is not yet written to the stack. Code is just commented out so could be enabled quickly if/when rotation support is added to cycles. * Velocity: Linear velocity vector of particles. * Angular Velocity: Angular velocity around principle axes. The texture data is currently packed tightly into the particles texture, which saves a few bytes, but requires an additional texture lookup for some vector attributes which spread over two float4s. Could also add another float4 to particle size to avoid this.
233 lines
6.6 KiB
C
233 lines
6.6 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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enum ObjectTransform {
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OBJECT_TRANSFORM = 0,
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OBJECT_INVERSE_TRANSFORM = 3,
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OBJECT_PROPERTIES = 6,
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OBJECT_TRANSFORM_MOTION_PRE = 8,
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OBJECT_TRANSFORM_MOTION_POST = 12
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};
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__device_inline Transform object_fetch_transform(KernelGlobals *kg, int object, float time, enum ObjectTransform type)
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{
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Transform tfm;
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#ifdef __MOTION__
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/* if we do motion blur */
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if(sd->flag & SD_OBJECT_MOTION) {
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/* fetch motion transforms */
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MotionTransform motion;
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motion.pre.x = have_motion;
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motion.pre.y = kernel_tex_fetch(__objects, offset + 1);
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motion.pre.z = kernel_tex_fetch(__objects, offset + 2);
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motion.pre.w = kernel_tex_fetch(__objects, offset + 3);
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motion.post.x = kernel_tex_fetch(__objects, offset + 4);
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motion.post.y = kernel_tex_fetch(__objects, offset + 5);
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motion.post.z = kernel_tex_fetch(__objects, offset + 6);
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motion.post.w = kernel_tex_fetch(__objects, offset + 7);
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/* interpolate (todo: do only once per object) */
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transform_motion_interpolate(&tfm, &motion, time);
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/* invert */
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if(type == OBJECT_INVERSE_TRANSFORM)
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tfm = transform_quick_inverse(tfm);
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return tfm;
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}
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#endif
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int offset = object*OBJECT_SIZE + (int)type;
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tfm.x = kernel_tex_fetch(__objects, offset + 0);
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tfm.y = kernel_tex_fetch(__objects, offset + 1);
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tfm.z = kernel_tex_fetch(__objects, offset + 2);
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tfm.w = make_float4(0.0f, 0.0f, 0.0f, 1.0f);
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return tfm;
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}
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__device_inline void object_position_transform(KernelGlobals *kg, ShaderData *sd, float3 *P)
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{
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#ifdef __MOTION__
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*P = transform_point(&sd->ob_tfm, *P);
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#else
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Transform tfm = object_fetch_transform(kg, sd->object, TIME_INVALID, OBJECT_TRANSFORM);
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*P = transform_point(&tfm, *P);
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#endif
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}
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__device_inline void object_inverse_position_transform(KernelGlobals *kg, ShaderData *sd, float3 *P)
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{
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#ifdef __MOTION__
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*P = transform_point(&sd->ob_itfm, *P);
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#else
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Transform tfm = object_fetch_transform(kg, sd->object, TIME_INVALID, OBJECT_INVERSE_TRANSFORM);
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*P = transform_point(&tfm, *P);
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#endif
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}
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__device_inline void object_inverse_normal_transform(KernelGlobals *kg, ShaderData *sd, float3 *N)
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{
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#ifdef __MOTION__
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*N = normalize(transform_direction_transposed(&sd->ob_tfm, *N));
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#else
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Transform tfm = object_fetch_transform(kg, sd->object, TIME_INVALID, OBJECT_TRANSFORM);
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*N = normalize(transform_direction_transposed(&tfm, *N));
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#endif
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}
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__device_inline void object_normal_transform(KernelGlobals *kg, ShaderData *sd, float3 *N)
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{
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#ifdef __MOTION__
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*N = normalize(transform_direction_transposed(&sd->ob_itfm, *N));
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#else
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Transform tfm = object_fetch_transform(kg, sd->object, TIME_INVALID, OBJECT_INVERSE_TRANSFORM);
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*N = normalize(transform_direction_transposed(&tfm, *N));
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#endif
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}
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__device_inline void object_dir_transform(KernelGlobals *kg, ShaderData *sd, float3 *D)
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{
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#ifdef __MOTION__
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*D = transform_direction(&sd->ob_tfm, *D);
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#else
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Transform tfm = object_fetch_transform(kg, sd->object, 0.0f, OBJECT_TRANSFORM);
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*D = transform_direction(&tfm, *D);
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#endif
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}
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__device_inline float3 object_location(KernelGlobals *kg, ShaderData *sd)
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{
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#ifdef __MOTION__
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return make_float3(sd->ob_tfm.x.w, sd->ob_tfm.y.w, sd->ob_tfm.z.w);
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#else
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Transform tfm = object_fetch_transform(kg, sd->object, 0.0f, OBJECT_TRANSFORM);
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return make_float3(tfm.x.w, tfm.y.w, tfm.z.w);
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#endif
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}
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__device_inline float object_surface_area(KernelGlobals *kg, int object)
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{
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int offset = object*OBJECT_SIZE + OBJECT_PROPERTIES;
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float4 f = kernel_tex_fetch(__objects, offset);
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return f.x;
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}
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__device_inline float object_pass_id(KernelGlobals *kg, int object)
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{
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if(object == ~0)
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return 0.0f;
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int offset = object*OBJECT_SIZE + OBJECT_PROPERTIES;
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float4 f = kernel_tex_fetch(__objects, offset);
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return f.y;
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}
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__device_inline float object_random_number(KernelGlobals *kg, int object)
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{
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if(object == ~0)
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return 0.0f;
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int offset = object*OBJECT_SIZE + OBJECT_PROPERTIES;
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float4 f = kernel_tex_fetch(__objects, offset);
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return f.z;
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}
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__device_inline uint object_particle_id(KernelGlobals *kg, int object)
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{
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if(object == ~0)
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return 0.0f;
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int offset = object*OBJECT_SIZE + OBJECT_PROPERTIES;
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float4 f = kernel_tex_fetch(__objects, offset);
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return __float_as_int(f.w);
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}
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__device int shader_pass_id(KernelGlobals *kg, ShaderData *sd)
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{
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return kernel_tex_fetch(__shader_flag, (sd->shader & SHADER_MASK)*2 + 1);
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}
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__device_inline float particle_index(KernelGlobals *kg, int particle)
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{
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int offset = particle*PARTICLE_SIZE;
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float4 f = kernel_tex_fetch(__particles, offset + 0);
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return f.x;
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}
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__device float particle_age(KernelGlobals *kg, int particle)
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{
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int offset = particle*PARTICLE_SIZE;
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float4 f = kernel_tex_fetch(__particles, offset + 0);
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return f.y;
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}
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__device float particle_lifetime(KernelGlobals *kg, int particle)
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{
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int offset = particle*PARTICLE_SIZE;
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float4 f = kernel_tex_fetch(__particles, offset + 0);
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return f.z;
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}
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__device float particle_size(KernelGlobals *kg, int particle)
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{
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int offset = particle*PARTICLE_SIZE;
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float4 f = kernel_tex_fetch(__particles, offset + 0);
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return f.w;
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}
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__device float4 particle_rotation(KernelGlobals *kg, int particle)
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{
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int offset = particle*PARTICLE_SIZE;
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float4 f = kernel_tex_fetch(__particles, offset + 1);
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return f;
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}
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__device float3 particle_location(KernelGlobals *kg, int particle)
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{
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int offset = particle*PARTICLE_SIZE;
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float4 f = kernel_tex_fetch(__particles, offset + 2);
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return make_float3(f.x, f.y, f.z);
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}
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__device float3 particle_velocity(KernelGlobals *kg, int particle)
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{
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int offset = particle*PARTICLE_SIZE;
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float4 f2 = kernel_tex_fetch(__particles, offset + 2);
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float4 f3 = kernel_tex_fetch(__particles, offset + 3);
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return make_float3(f2.w, f3.x, f3.y);
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}
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__device float3 particle_angular_velocity(KernelGlobals *kg, int particle)
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{
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int offset = particle*PARTICLE_SIZE;
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float4 f3 = kernel_tex_fetch(__particles, offset + 3);
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float4 f4 = kernel_tex_fetch(__particles, offset + 4);
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return make_float3(f3.z, f3.w, f4.x);
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}
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CCL_NAMESPACE_END
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