forked from bartvdbraak/blender
Brecht Van Lommel
c18712e868
This to avoids build conflicts with libc++ on FreeBSD, these __ prefixed values are reserved for compilers. I apologize to anyone who has patches or branches and has to go through the pain of merging this change, it may be easiest to do these same replacements in your code and then apply/merge the patch. Ref T37477.
71 lines
1.8 KiB
C
71 lines
1.8 KiB
C
/*
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* Copyright 2011-2013 Blender Foundation
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*
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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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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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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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*/
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CCL_NAMESPACE_BEGIN
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ccl_device void kernel_shader_evaluate(KernelGlobals *kg, ccl_global uint4 *input, ccl_global float4 *output, ShaderEvalType type, int i)
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{
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ShaderData sd;
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uint4 in = input[i];
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float3 out;
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if(type == SHADER_EVAL_DISPLACE) {
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/* setup shader data */
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int object = in.x;
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int prim = in.y;
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float u = __uint_as_float(in.z);
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float v = __uint_as_float(in.w);
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shader_setup_from_displace(kg, &sd, object, prim, u, v);
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/* evaluate */
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float3 P = sd.P;
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shader_eval_displacement(kg, &sd, SHADER_CONTEXT_MAIN);
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out = sd.P - P;
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}
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else { // SHADER_EVAL_BACKGROUND
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/* setup ray */
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Ray ray;
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float u = __uint_as_float(in.x);
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float v = __uint_as_float(in.y);
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ray.P = make_float3(0.0f, 0.0f, 0.0f);
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ray.D = equirectangular_to_direction(u, v);
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ray.t = 0.0f;
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#ifdef __CAMERA_MOTION__
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ray.time = 0.5f;
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#endif
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#ifdef __RAY_DIFFERENTIALS__
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ray.dD = differential3_zero();
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ray.dP = differential3_zero();
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#endif
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/* setup shader data */
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shader_setup_from_background(kg, &sd, &ray, 0);
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/* evaluate */
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int flag = 0; /* we can't know which type of BSDF this is for */
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out = shader_eval_background(kg, &sd, flag, SHADER_CONTEXT_MAIN);
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}
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/* write output */
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output[i] = make_float4(out.x, out.y, out.z, 0.0f);
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}
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CCL_NAMESPACE_END
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