forked from bartvdbraak/blender
Brecht Van Lommel
27043b8e40
These are internally stored as a 3D image textures, but accessible like e.g. UV coordinates though the attribute node and getattribute(). This is convenient for rendering e.g. smoke objects where data like density is really a property of the mesh, and it avoids having to specify the smoke object in a texture node, instead the material will work with any smoke domain.
72 lines
2.3 KiB
C
72 lines
2.3 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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/* Attributes
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*
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* We support an arbitrary number of attributes on various mesh elements.
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* On vertices, triangles, curve keys, curves, meshes and volume grids.
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* Most of the code for attribute reading is in the primitive files.
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*
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* Lookup of attributes is different between OSL and SVM, as OSL is ustring
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* based while for SVM we use integer ids. */
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/* Find attribute based on ID */
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ccl_device_inline int find_attribute(KernelGlobals *kg, const ShaderData *sd, uint id, AttributeElement *elem)
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{
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if(sd->object == PRIM_NONE)
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return (int)ATTR_STD_NOT_FOUND;
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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->type & PRIMITIVE_ALL_CURVE)? attr_offset + ATTR_PRIM_CURVE: attr_offset;
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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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if(sd->prim == PRIM_NONE && (AttributeElement)attr_map.y != ATTR_ELEMENT_MESH)
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return ATTR_STD_NOT_FOUND;
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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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/* Transform matrix attribute on meshes */
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ccl_device Transform primitive_attribute_matrix(KernelGlobals *kg, const ShaderData *sd, int offset)
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{
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Transform tfm;
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tfm.x = kernel_tex_fetch(__attributes_float3, offset + 0);
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tfm.y = kernel_tex_fetch(__attributes_float3, offset + 1);
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tfm.z = kernel_tex_fetch(__attributes_float3, offset + 2);
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tfm.w = kernel_tex_fetch(__attributes_float3, offset + 3);
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return tfm;
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}
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CCL_NAMESPACE_END
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