2011-12-02 20:36:13 +00:00
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/*
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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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__device void svm_node_camera(KernelGlobals *kg, ShaderData *sd, float *stack, uint out_vector, uint out_zdepth, uint out_distance)
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{
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float distance;
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float zdepth;
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float3 vector;
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Transform tfm = kernel_data.cam.worldtocamera;
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2012-04-16 08:35:21 +00:00
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vector = transform_point(&tfm, sd->P);
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2011-12-02 20:36:13 +00:00
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zdepth = vector.z;
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distance = len(vector);
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if (stack_valid(out_vector))
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stack_store_float3(stack, out_vector, normalize(vector));
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if (stack_valid(out_zdepth))
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stack_store_float(stack, out_zdepth, zdepth);
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if (stack_valid(out_distance))
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stack_store_float(stack, out_distance, distance);
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}
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CCL_NAMESPACE_END
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