blender/intern/cycles/kernel/kernel_object.h
Lukas Toenne 9e3fa15d4b Added a bunch of additional particle state attributes to the Cycles particle info node:
* 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.
2012-08-31 19:38:59 +00:00

233 lines
6.6 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
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_inline uint object_particle_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 __float_as_int(f.w);
}
__device int shader_pass_id(KernelGlobals *kg, ShaderData *sd)
{
return kernel_tex_fetch(__shader_flag, (sd->shader & SHADER_MASK)*2 + 1);
}
__device_inline float particle_index(KernelGlobals *kg, int particle)
{
int offset = particle*PARTICLE_SIZE;
float4 f = kernel_tex_fetch(__particles, offset + 0);
return f.x;
}
__device float particle_age(KernelGlobals *kg, int particle)
{
int offset = particle*PARTICLE_SIZE;
float4 f = kernel_tex_fetch(__particles, offset + 0);
return f.y;
}
__device float particle_lifetime(KernelGlobals *kg, int particle)
{
int offset = particle*PARTICLE_SIZE;
float4 f = kernel_tex_fetch(__particles, offset + 0);
return f.z;
}
__device float particle_size(KernelGlobals *kg, int particle)
{
int offset = particle*PARTICLE_SIZE;
float4 f = kernel_tex_fetch(__particles, offset + 0);
return f.w;
}
__device float4 particle_rotation(KernelGlobals *kg, int particle)
{
int offset = particle*PARTICLE_SIZE;
float4 f = kernel_tex_fetch(__particles, offset + 1);
return f;
}
__device float3 particle_location(KernelGlobals *kg, int particle)
{
int offset = particle*PARTICLE_SIZE;
float4 f = kernel_tex_fetch(__particles, offset + 2);
return make_float3(f.x, f.y, f.z);
}
__device float3 particle_velocity(KernelGlobals *kg, int particle)
{
int offset = particle*PARTICLE_SIZE;
float4 f2 = kernel_tex_fetch(__particles, offset + 2);
float4 f3 = kernel_tex_fetch(__particles, offset + 3);
return make_float3(f2.w, f3.x, f3.y);
}
__device float3 particle_angular_velocity(KernelGlobals *kg, int particle)
{
int offset = particle*PARTICLE_SIZE;
float4 f3 = kernel_tex_fetch(__particles, offset + 3);
float4 f4 = kernel_tex_fetch(__particles, offset + 4);
return make_float3(f3.z, f3.w, f4.x);
}
CCL_NAMESPACE_END