blender/intern/cycles/kernel/kernel_object.h

164 lines
4.8 KiB
C
Raw Normal View History

/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
CCL_NAMESPACE_BEGIN
enum ObjectTransform {
OBJECT_TRANSFORM = 0,
OBJECT_INVERSE_TRANSFORM = 3,
OBJECT_PROPERTIES = 6,
OBJECT_TRANSFORM_MOTION_PRE = 8,
OBJECT_TRANSFORM_MOTION_POST = 12
};
__device_inline Transform object_fetch_transform(KernelGlobals *kg, int object, float time, enum ObjectTransform type)
{
Transform tfm;
#ifdef __MOTION__
/* if we do motion blur */
if(sd->flag & SD_OBJECT_MOTION) {
/* fetch motion transforms */
MotionTransform motion;
motion.pre.x = have_motion;
motion.pre.y = kernel_tex_fetch(__objects, offset + 1);
motion.pre.z = kernel_tex_fetch(__objects, offset + 2);
motion.pre.w = kernel_tex_fetch(__objects, offset + 3);
motion.post.x = kernel_tex_fetch(__objects, offset + 4);
motion.post.y = kernel_tex_fetch(__objects, offset + 5);
motion.post.z = kernel_tex_fetch(__objects, offset + 6);
motion.post.w = kernel_tex_fetch(__objects, offset + 7);
/* interpolate (todo: do only once per object) */
transform_motion_interpolate(&tfm, &motion, time);
/* invert */
if(type == OBJECT_INVERSE_TRANSFORM)
tfm = transform_quick_inverse(tfm);
return tfm;
}
#endif
int offset = object*OBJECT_SIZE + (int)type;
tfm.x = kernel_tex_fetch(__objects, offset + 0);
tfm.y = kernel_tex_fetch(__objects, offset + 1);
tfm.z = kernel_tex_fetch(__objects, offset + 2);
tfm.w = make_float4(0.0f, 0.0f, 0.0f, 1.0f);
return tfm;
}
__device_inline void object_position_transform(KernelGlobals *kg, ShaderData *sd, float3 *P)
{
#ifdef __MOTION__
*P = transform_point(&sd->ob_tfm, *P);
#else
Transform tfm = object_fetch_transform(kg, sd->object, TIME_INVALID, OBJECT_TRANSFORM);
*P = transform_point(&tfm, *P);
#endif
}
__device_inline void object_inverse_position_transform(KernelGlobals *kg, ShaderData *sd, float3 *P)
{
#ifdef __MOTION__
*P = transform_point(&sd->ob_itfm, *P);
#else
Transform tfm = object_fetch_transform(kg, sd->object, TIME_INVALID, OBJECT_INVERSE_TRANSFORM);
*P = transform_point(&tfm, *P);
#endif
}
__device_inline void object_inverse_normal_transform(KernelGlobals *kg, ShaderData *sd, float3 *N)
{
#ifdef __MOTION__
*N = normalize(transform_direction_transposed(&sd->ob_tfm, *N));
#else
Transform tfm = object_fetch_transform(kg, sd->object, TIME_INVALID, OBJECT_TRANSFORM);
*N = normalize(transform_direction_transposed(&tfm, *N));
#endif
}
__device_inline void object_normal_transform(KernelGlobals *kg, ShaderData *sd, float3 *N)
{
#ifdef __MOTION__
*N = normalize(transform_direction_transposed(&sd->ob_itfm, *N));
#else
Transform tfm = object_fetch_transform(kg, sd->object, TIME_INVALID, OBJECT_INVERSE_TRANSFORM);
*N = normalize(transform_direction_transposed(&tfm, *N));
#endif
}
__device_inline void object_dir_transform(KernelGlobals *kg, ShaderData *sd, float3 *D)
{
#ifdef __MOTION__
*D = transform_direction(&sd->ob_tfm, *D);
#else
Transform tfm = object_fetch_transform(kg, sd->object, 0.0f, OBJECT_TRANSFORM);
*D = transform_direction(&tfm, *D);
#endif
}
__device_inline float3 object_location(KernelGlobals *kg, ShaderData *sd)
{
#ifdef __MOTION__
return make_float3(sd->ob_tfm.x.w, sd->ob_tfm.y.w, sd->ob_tfm.z.w);
#else
Transform tfm = object_fetch_transform(kg, sd->object, 0.0f, OBJECT_TRANSFORM);
return make_float3(tfm.x.w, tfm.y.w, tfm.z.w);
#endif
}
__device_inline float object_surface_area(KernelGlobals *kg, int object)
{
int offset = object*OBJECT_SIZE + OBJECT_PROPERTIES;
float4 f = kernel_tex_fetch(__objects, offset);
return f.x;
}
__device_inline float object_pass_id(KernelGlobals *kg, int object)
{
if(object == ~0)
return 0.0f;
int offset = object*OBJECT_SIZE + OBJECT_PROPERTIES;
float4 f = kernel_tex_fetch(__objects, offset);
return f.y;
}
__device_inline float object_random_number(KernelGlobals *kg, int object)
{
if(object == ~0)
return 0.0f;
int offset = object*OBJECT_SIZE + OBJECT_PROPERTIES;
float4 f = kernel_tex_fetch(__objects, offset);
return f.z;
}
__device int shader_pass_id(KernelGlobals *kg, ShaderData *sd)
{
return kernel_tex_fetch(__shader_flag, (sd->shader & SHADER_MASK)*2 + 1);
}
CCL_NAMESPACE_END