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.
192 lines
5.8 KiB
C
192 lines
5.8 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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#ifndef __KERNEL_ATTRIBUTE_CL__
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#define __KERNEL_ATTRIBUTE_CL__
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CCL_NAMESPACE_BEGIN
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/* attribute lookup */
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ccl_device_inline int find_attribute(KernelGlobals *kg, ShaderData *sd, uint id, AttributeElement *elem)
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{
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if(sd->object == ~0)
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return (int)ATTR_STD_NOT_FOUND;
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#ifdef __OSL__
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if (kg->osl) {
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return OSLShader::find_attribute(kg, sd, id, elem);
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}
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else
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#endif
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{
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/* for SVM, find attribute by unique id */
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uint attr_offset = sd->object*kernel_data.bvh.attributes_map_stride;
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#ifdef __HAIR__
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attr_offset = (sd->segment == ~0)? attr_offset: attr_offset + ATTR_PRIM_CURVE;
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#endif
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uint4 attr_map = kernel_tex_fetch(__attributes_map, attr_offset);
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while(attr_map.x != id) {
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attr_offset += ATTR_PRIM_TYPES;
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attr_map = kernel_tex_fetch(__attributes_map, attr_offset);
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}
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*elem = (AttributeElement)attr_map.y;
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/* return result */
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return (attr_map.y == ATTR_ELEMENT_NONE) ? (int)ATTR_STD_NOT_FOUND : (int)attr_map.z;
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}
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}
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ccl_device float primitive_attribute_float(KernelGlobals *kg, const ShaderData *sd, AttributeElement elem, int offset, float *dx, float *dy)
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{
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#ifdef __HAIR__
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if(sd->segment == ~0)
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#endif
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return triangle_attribute_float(kg, sd, elem, offset, dx, dy);
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#ifdef __HAIR__
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else
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return curve_attribute_float(kg, sd, elem, offset, dx, dy);
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#endif
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}
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ccl_device float3 primitive_attribute_float3(KernelGlobals *kg, const ShaderData *sd, AttributeElement elem, int offset, float3 *dx, float3 *dy)
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{
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#ifdef __HAIR__
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if(sd->segment == ~0)
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#endif
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return triangle_attribute_float3(kg, sd, elem, offset, dx, dy);
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#ifdef __HAIR__
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else
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return curve_attribute_float3(kg, sd, elem, offset, dx, dy);
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#endif
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}
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ccl_device float3 primitive_uv(KernelGlobals *kg, ShaderData *sd)
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{
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AttributeElement elem_uv;
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int offset_uv = find_attribute(kg, sd, ATTR_STD_UV, &elem_uv);
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if(offset_uv == ATTR_STD_NOT_FOUND)
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return make_float3(0.0f, 0.0f, 0.0f);
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float3 uv = primitive_attribute_float3(kg, sd, elem_uv, offset_uv, NULL, NULL);
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uv.z = 1.0f;
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return uv;
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}
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ccl_device float3 primitive_tangent(KernelGlobals *kg, ShaderData *sd)
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{
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#ifdef __HAIR__
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if(sd->segment != ~0)
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#ifdef __DPDU__
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return normalize(sd->dPdu);
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#else
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return make_float3(0.0f, 0.0f, 0.0f);
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#endif
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#endif
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/* try to create spherical tangent from generated coordinates */
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AttributeElement attr_elem;
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int attr_offset = find_attribute(kg, sd, ATTR_STD_GENERATED, &attr_elem);
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if(attr_offset != ATTR_STD_NOT_FOUND) {
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float3 data = primitive_attribute_float3(kg, sd, attr_elem, attr_offset, NULL, NULL);
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data = make_float3(-(data.y - 0.5f), (data.x - 0.5f), 0.0f);
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object_normal_transform(kg, sd, &data);
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return cross(sd->N, normalize(cross(data, sd->N)));
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}
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else {
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/* otherwise use surface derivatives */
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#ifdef __DPDU__
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return normalize(sd->dPdu);
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#else
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return make_float3(0.0f, 0.0f, 0.0f);
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#endif
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}
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}
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/* motion */
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ccl_device float4 primitive_motion_vector(KernelGlobals *kg, ShaderData *sd)
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{
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float3 motion_pre = sd->P, motion_post = sd->P;
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/* deformation motion */
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AttributeElement elem_pre, elem_post;
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int offset_pre = find_attribute(kg, sd, ATTR_STD_MOTION_PRE, &elem_pre);
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int offset_post = find_attribute(kg, sd, ATTR_STD_MOTION_POST, &elem_post);
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if(offset_pre != ATTR_STD_NOT_FOUND)
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motion_pre = primitive_attribute_float3(kg, sd, elem_pre, offset_pre, NULL, NULL);
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if(offset_post != ATTR_STD_NOT_FOUND)
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motion_post = primitive_attribute_float3(kg, sd, elem_post, offset_post, NULL, NULL);
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/* object motion. note that depending on the mesh having motion vectors, this
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* transformation was set match the world/object space of motion_pre/post */
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Transform tfm;
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tfm = object_fetch_vector_transform(kg, sd->object, OBJECT_VECTOR_MOTION_PRE);
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motion_pre = transform_point(&tfm, motion_pre);
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tfm = object_fetch_vector_transform(kg, sd->object, OBJECT_VECTOR_MOTION_POST);
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motion_post = transform_point(&tfm, motion_post);
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float3 P;
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/* camera motion, for perspective/orthographic motion.pre/post will be a
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* world-to-raster matrix, for panorama it's world-to-camera */
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if (kernel_data.cam.type != CAMERA_PANORAMA) {
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tfm = kernel_data.cam.worldtoraster;
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P = transform_perspective(&tfm, sd->P);
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tfm = kernel_data.cam.motion.pre;
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motion_pre = transform_perspective(&tfm, motion_pre);
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tfm = kernel_data.cam.motion.post;
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motion_post = transform_perspective(&tfm, motion_post);
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}
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else {
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tfm = kernel_data.cam.worldtocamera;
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P = normalize(transform_point(&tfm, sd->P));
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P = float2_to_float3(direction_to_panorama(kg, P));
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P.x *= kernel_data.cam.width;
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P.y *= kernel_data.cam.height;
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tfm = kernel_data.cam.motion.pre;
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motion_pre = normalize(transform_point(&tfm, motion_pre));
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motion_pre = float2_to_float3(direction_to_panorama(kg, motion_pre));
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motion_pre.x *= kernel_data.cam.width;
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motion_pre.y *= kernel_data.cam.height;
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tfm = kernel_data.cam.motion.post;
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motion_post = normalize(transform_point(&tfm, motion_post));
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motion_post = float2_to_float3(direction_to_panorama(kg, motion_post));
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motion_post.x *= kernel_data.cam.width;
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motion_post.y *= kernel_data.cam.height;
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}
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motion_pre = motion_pre - P;
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motion_post = P - motion_post;
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return make_float4(motion_pre.x, motion_pre.y, motion_post.x, motion_post.y);
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}
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CCL_NAMESPACE_END
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#endif /* __KERNEL_ATTRIBUTE_CL__ */
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