forked from bartvdbraak/blender
b9ce231060
More information in this post: http://code.blender.org/ Thanks to all contributes for giving their permission!
48 lines
1.4 KiB
C
48 lines
1.4 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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/* Mapping Node */
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__device void svm_node_mapping(KernelGlobals *kg, ShaderData *sd, float *stack, uint vec_offset, uint out_offset, int *offset)
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{
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float3 v = stack_load_float3(stack, vec_offset);
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Transform tfm;
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tfm.x = read_node_float(kg, offset);
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tfm.y = read_node_float(kg, offset);
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tfm.z = read_node_float(kg, offset);
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tfm.w = read_node_float(kg, offset);
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float3 r = transform_point(&tfm, v);
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stack_store_float3(stack, out_offset, r);
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}
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__device void svm_node_min_max(KernelGlobals *kg, ShaderData *sd, float *stack, uint vec_offset, uint out_offset, int *offset)
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{
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float3 v = stack_load_float3(stack, vec_offset);
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float3 mn = float4_to_float3(read_node_float(kg, offset));
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float3 mx = float4_to_float3(read_node_float(kg, offset));
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float3 r = min(max(mn, v), mx);
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stack_store_float3(stack, out_offset, r);
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}
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CCL_NAMESPACE_END
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