2011-12-02 20:36:13 +00:00
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/*
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2013-08-18 14:16:15 +00:00
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* Copyright 2011-2013 Blender Foundation
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2011-12-02 20:36:13 +00:00
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*
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2013-08-18 14:16:15 +00:00
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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2011-12-02 20:36:13 +00:00
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*
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2013-08-18 14:16:15 +00:00
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* http://www.apache.org/licenses/LICENSE-2.0
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2011-12-02 20:36:13 +00:00
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*
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2013-08-18 14:16:15 +00:00
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License
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2011-12-02 20:36:13 +00:00
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*/
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CCL_NAMESPACE_BEGIN
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2013-11-15 23:17:10 +00:00
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ccl_device void svm_node_camera(KernelGlobals *kg, ShaderData *sd, float *stack, uint out_vector, uint out_zdepth, uint out_distance)
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2011-12-02 20:36:13 +00:00
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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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2013-06-04 17:20:00 +00:00
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distance = len(vector);
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2011-12-02 20:36:13 +00:00
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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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