forked from bartvdbraak/blender
Brecht Van Lommel
9cd2b19999
This does not support staying fixed while the surface deforms, but for static meshes it should match up with the surface texture coordinates. Implemented as a matrix transform from objects space to mesh texture space. Making this work for deforming surfaces would be quite complicated, you might need something like harmonic coordinates as used in the mesh deform modifier, probably will not be possible anytime soon.
356 lines
9.8 KiB
C
356 lines
9.8 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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/* Texture Coordinate Node */
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ccl_device void svm_node_tex_coord(KernelGlobals *kg, ShaderData *sd, int path_flag, float *stack, uint type, uint out_offset)
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{
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float3 data;
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switch(type) {
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case NODE_TEXCO_OBJECT: {
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data = sd->P;
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if(sd->object != ~0)
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object_inverse_position_transform(kg, sd, &data);
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break;
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}
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case NODE_TEXCO_NORMAL: {
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data = sd->N;
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if(sd->object != ~0)
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object_inverse_normal_transform(kg, sd, &data);
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break;
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}
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case NODE_TEXCO_CAMERA: {
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Transform tfm = kernel_data.cam.worldtocamera;
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if(sd->object != ~0)
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data = transform_point(&tfm, sd->P);
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else
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data = transform_point(&tfm, sd->P + camera_position(kg));
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break;
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}
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case NODE_TEXCO_WINDOW: {
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if((path_flag & PATH_RAY_CAMERA) && sd->object == ~0 && kernel_data.cam.type == CAMERA_ORTHOGRAPHIC)
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data = camera_world_to_ndc(kg, sd, sd->ray_P);
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else
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data = camera_world_to_ndc(kg, sd, sd->P);
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data.z = 0.0f;
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break;
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}
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case NODE_TEXCO_REFLECTION: {
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if(sd->object != ~0)
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data = 2.0f*dot(sd->N, sd->I)*sd->N - sd->I;
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else
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data = sd->I;
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break;
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}
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case NODE_TEXCO_DUPLI_GENERATED: {
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data = object_dupli_generated(kg, sd->object);
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break;
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}
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case NODE_TEXCO_DUPLI_UV: {
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data = object_dupli_uv(kg, sd->object);
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break;
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}
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case NODE_TEXCO_VOLUME_GENERATED: {
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data = sd->P;
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if(sd->object != ~0) {
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AttributeElement attr_elem;
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int attr_offset = find_attribute(kg, sd, ATTR_STD_GENERATED_TRANSFORM, &attr_elem);
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object_inverse_position_transform(kg, sd, &data);
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if(attr_offset != ATTR_STD_NOT_FOUND) {
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Transform tfm = primitive_attribute_matrix(kg, sd, attr_offset);
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data = transform_point(&tfm, data);
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}
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}
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break;
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}
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}
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stack_store_float3(stack, out_offset, data);
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}
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ccl_device void svm_node_tex_coord_bump_dx(KernelGlobals *kg, ShaderData *sd, int path_flag, float *stack, uint type, uint out_offset)
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{
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#ifdef __RAY_DIFFERENTIALS__
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float3 data;
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switch(type) {
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case NODE_TEXCO_OBJECT: {
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data = sd->P + sd->dP.dx;
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if(sd->object != ~0)
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object_inverse_position_transform(kg, sd, &data);
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break;
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}
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case NODE_TEXCO_NORMAL: {
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data = sd->N;
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if(sd->object != ~0)
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object_inverse_normal_transform(kg, sd, &data);
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break;
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}
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case NODE_TEXCO_CAMERA: {
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Transform tfm = kernel_data.cam.worldtocamera;
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if(sd->object != ~0)
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data = transform_point(&tfm, sd->P + sd->dP.dx);
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else
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data = transform_point(&tfm, sd->P + sd->dP.dx + camera_position(kg));
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break;
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}
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case NODE_TEXCO_WINDOW: {
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if((path_flag & PATH_RAY_CAMERA) && sd->object == ~0 && kernel_data.cam.type == CAMERA_ORTHOGRAPHIC)
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data = camera_world_to_ndc(kg, sd, sd->ray_P + sd->ray_dP.dx);
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else
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data = camera_world_to_ndc(kg, sd, sd->P + sd->dP.dx);
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data.z = 0.0f;
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break;
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}
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case NODE_TEXCO_REFLECTION: {
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if(sd->object != ~0)
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data = 2.0f*dot(sd->N, sd->I)*sd->N - sd->I;
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else
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data = sd->I;
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break;
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}
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case NODE_TEXCO_DUPLI_GENERATED: {
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data = object_dupli_generated(kg, sd->object);
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break;
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}
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case NODE_TEXCO_DUPLI_UV: {
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data = object_dupli_uv(kg, sd->object);
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break;
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}
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case NODE_TEXCO_VOLUME_GENERATED: {
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data = sd->P + sd->dP.dx;
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if(sd->object != ~0) {
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AttributeElement attr_elem;
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int attr_offset = find_attribute(kg, sd, ATTR_STD_GENERATED_TRANSFORM, &attr_elem);
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object_inverse_position_transform(kg, sd, &data);
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if(attr_offset != ATTR_STD_NOT_FOUND) {
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Transform tfm = primitive_attribute_matrix(kg, sd, attr_offset);
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data = transform_point(&tfm, data);
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}
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}
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break;
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}
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}
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stack_store_float3(stack, out_offset, data);
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#else
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svm_node_tex_coord(kg, sd, stack, type, out_offset);
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#endif
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}
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ccl_device void svm_node_tex_coord_bump_dy(KernelGlobals *kg, ShaderData *sd, int path_flag, float *stack, uint type, uint out_offset)
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{
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#ifdef __RAY_DIFFERENTIALS__
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float3 data;
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switch(type) {
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case NODE_TEXCO_OBJECT: {
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data = sd->P + sd->dP.dy;
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if(sd->object != ~0)
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object_inverse_position_transform(kg, sd, &data);
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break;
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}
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case NODE_TEXCO_NORMAL: {
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data = sd->N;
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if(sd->object != ~0)
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object_inverse_normal_transform(kg, sd, &data);
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break;
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}
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case NODE_TEXCO_CAMERA: {
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Transform tfm = kernel_data.cam.worldtocamera;
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if(sd->object != ~0)
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data = transform_point(&tfm, sd->P + sd->dP.dy);
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else
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data = transform_point(&tfm, sd->P + sd->dP.dy + camera_position(kg));
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break;
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}
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case NODE_TEXCO_WINDOW: {
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if((path_flag & PATH_RAY_CAMERA) && sd->object == ~0 && kernel_data.cam.type == CAMERA_ORTHOGRAPHIC)
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data = camera_world_to_ndc(kg, sd, sd->ray_P + sd->ray_dP.dy);
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else
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data = camera_world_to_ndc(kg, sd, sd->P + sd->dP.dy);
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data.z = 0.0f;
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break;
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}
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case NODE_TEXCO_REFLECTION: {
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if(sd->object != ~0)
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data = 2.0f*dot(sd->N, sd->I)*sd->N - sd->I;
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else
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data = sd->I;
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break;
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}
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case NODE_TEXCO_DUPLI_GENERATED: {
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data = object_dupli_generated(kg, sd->object);
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break;
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}
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case NODE_TEXCO_DUPLI_UV: {
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data = object_dupli_uv(kg, sd->object);
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break;
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}
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case NODE_TEXCO_VOLUME_GENERATED: {
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data = sd->P + sd->dP.dy;
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if(sd->object != ~0) {
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AttributeElement attr_elem;
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int attr_offset = find_attribute(kg, sd, ATTR_STD_GENERATED_TRANSFORM, &attr_elem);
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object_inverse_position_transform(kg, sd, &data);
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if(attr_offset != ATTR_STD_NOT_FOUND) {
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Transform tfm = primitive_attribute_matrix(kg, sd, attr_offset);
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data = transform_point(&tfm, data);
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}
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}
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break;
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}
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}
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stack_store_float3(stack, out_offset, data);
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#else
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svm_node_tex_coord(kg, sd, stack, type, out_offset);
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#endif
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}
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ccl_device void svm_node_normal_map(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node)
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{
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uint color_offset, strength_offset, normal_offset, space;
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decode_node_uchar4(node.y, &color_offset, &strength_offset, &normal_offset, &space);
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float3 color = stack_load_float3(stack, color_offset);
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color = 2.0f*make_float3(color.x - 0.5f, color.y - 0.5f, color.z - 0.5f);
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float3 N;
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if(space == NODE_NORMAL_MAP_TANGENT) {
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/* tangent space */
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if(sd->object == ~0) {
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stack_store_float3(stack, normal_offset, make_float3(0.0f, 0.0f, 0.0f));
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return;
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}
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/* first try to get tangent attribute */
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AttributeElement attr_elem, attr_sign_elem, attr_normal_elem;
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int attr_offset = find_attribute(kg, sd, node.z, &attr_elem);
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int attr_sign_offset = find_attribute(kg, sd, node.w, &attr_sign_elem);
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int attr_normal_offset = find_attribute(kg, sd, ATTR_STD_VERTEX_NORMAL, &attr_normal_elem);
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if(attr_offset == ATTR_STD_NOT_FOUND || attr_sign_offset == ATTR_STD_NOT_FOUND || attr_normal_offset == ATTR_STD_NOT_FOUND) {
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stack_store_float3(stack, normal_offset, make_float3(0.0f, 0.0f, 0.0f));
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return;
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}
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/* get _unnormalized_ interpolated normal and tangent */
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float3 tangent = primitive_attribute_float3(kg, sd, attr_elem, attr_offset, NULL, NULL);
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float sign = primitive_attribute_float(kg, sd, attr_sign_elem, attr_sign_offset, NULL, NULL);
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float3 normal;
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if(sd->shader & SHADER_SMOOTH_NORMAL) {
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normal = primitive_attribute_float3(kg, sd, attr_normal_elem, attr_normal_offset, NULL, NULL);
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}
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else {
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normal = sd->Ng;
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object_inverse_normal_transform(kg, sd, &normal);
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}
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/* apply normal map */
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float3 B = sign * cross(normal, tangent);
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N = normalize(color.x * tangent + color.y * B + color.z * normal);
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/* transform to world space */
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object_normal_transform(kg, sd, &N);
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}
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else {
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/* strange blender convention */
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if(space == NODE_NORMAL_MAP_BLENDER_OBJECT || space == NODE_NORMAL_MAP_BLENDER_WORLD) {
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color.y = -color.y;
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color.z = -color.z;
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}
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/* object, world space */
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N = color;
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if(space == NODE_NORMAL_MAP_OBJECT || space == NODE_NORMAL_MAP_BLENDER_OBJECT)
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object_normal_transform(kg, sd, &N);
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else
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N = normalize(N);
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}
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float strength = stack_load_float(stack, strength_offset);
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if(strength != 1.0f) {
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strength = max(strength, 0.0f);
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N = normalize(sd->N + (N - sd->N)*strength);
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}
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stack_store_float3(stack, normal_offset, N);
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}
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ccl_device void svm_node_tangent(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node)
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{
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uint tangent_offset, direction_type, axis;
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decode_node_uchar4(node.y, &tangent_offset, &direction_type, &axis, NULL);
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float3 tangent;
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if(direction_type == NODE_TANGENT_UVMAP) {
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/* UV map */
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AttributeElement attr_elem;
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int attr_offset = find_attribute(kg, sd, node.z, &attr_elem);
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if(attr_offset == ATTR_STD_NOT_FOUND)
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tangent = make_float3(0.0f, 0.0f, 0.0f);
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else
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tangent = primitive_attribute_float3(kg, sd, attr_elem, attr_offset, NULL, NULL);
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}
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else {
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/* radial */
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AttributeElement attr_elem;
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int attr_offset = find_attribute(kg, sd, node.z, &attr_elem);
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float3 generated;
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if(attr_offset == ATTR_STD_NOT_FOUND)
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generated = sd->P;
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else
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generated = primitive_attribute_float3(kg, sd, attr_elem, attr_offset, NULL, NULL);
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if(axis == NODE_TANGENT_AXIS_X)
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tangent = make_float3(0.0f, -(generated.z - 0.5f), (generated.y - 0.5f));
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else if(axis == NODE_TANGENT_AXIS_Y)
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tangent = make_float3(-(generated.z - 0.5f), 0.0f, (generated.x - 0.5f));
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else
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tangent = make_float3(-(generated.y - 0.5f), (generated.x - 0.5f), 0.0f);
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}
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object_normal_transform(kg, sd, &tangent);
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tangent = cross(sd->N, normalize(cross(tangent, sd->N)));
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stack_store_float3(stack, tangent_offset, tangent);
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}
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CCL_NAMESPACE_END
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