blender/intern/cycles/kernel/kernel_displace.h
Brecht Van Lommel 6915394a3b Attempts to fix CUDA issues on sm 2.0 cards, still no luck getting motion blur
working, but this should make it not crash.

Also fix for wrong shutter time, should have been shorter.
2012-10-17 22:48:29 +00:00

77 lines
2.1 KiB
C

/*
* 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
__device void kernel_shader_evaluate(KernelGlobals *kg, uint4 *input, float4 *output, ShaderEvalType type, int i)
{
ShaderData sd;
uint4 in = input[i];
float3 out;
if(type == SHADER_EVAL_DISPLACE) {
/* setup shader data */
int object = in.x;
int prim = in.y;
float u = __int_as_float(in.z);
float v = __int_as_float(in.w);
shader_setup_from_displace(kg, &sd, object, prim, u, v);
/* evaluate */
float3 P = sd.P;
shader_eval_displacement(kg, &sd);
out = sd.P - P;
}
else { // SHADER_EVAL_BACKGROUND
/* setup ray */
Ray ray;
float u = __int_as_float(in.x);
float v = __int_as_float(in.y);
ray.P = make_float3(0.0f, 0.0f, 0.0f);
ray.D = equirectangular_to_direction(u, v);
ray.t = 0.0f;
#ifdef __CAMERA_MOTION__
ray.time = 0.5f;
#endif
#ifdef __RAY_DIFFERENTIALS__
ray.dD.dx = make_float3(0.0f, 0.0f, 0.0f);
ray.dD.dy = make_float3(0.0f, 0.0f, 0.0f);
ray.dP.dx = make_float3(0.0f, 0.0f, 0.0f);
ray.dP.dy = make_float3(0.0f, 0.0f, 0.0f);
#endif
/* setup shader data */
shader_setup_from_background(kg, &sd, &ray);
/* evaluate */
int flag = 0; /* we can't know which type of BSDF this is for */
out = shader_eval_background(kg, &sd, flag);
}
shader_release(kg, &sd);
/* write output */
output[i] = make_float4(out.x, out.y, out.z, 0.0f);
}
CCL_NAMESPACE_END