forked from bartvdbraak/blender
9e3fa15d4b
* Location: Basically the same as the location from Object Info node for object instances on particles, but in principle there could be additional offsets for dupli objects, so included for completeness. * Size: Single float scale of the particle. Also directly translates to object scale for current dupli objects, but handy to have as a single float to start with instead of a scale vector (currently not even exposed in Object Info). * Rotation: This is a quaternion, which are not yet supported by Cycles nodes. The float4 is copied to internal Cycles data and stored in the particles texture data, but the node doesn't have a socket for it yet and the data is not yet written to the stack. Code is just commented out so could be enabled quickly if/when rotation support is added to cycles. * Velocity: Linear velocity vector of particles. * Angular Velocity: Angular velocity around principle axes. The texture data is currently packed tightly into the particles texture, which saves a few bytes, but requires an additional texture lookup for some vector attributes which spread over two float4s. Could also add another float4 to particle size to avoid this.
149 lines
4.5 KiB
C
149 lines
4.5 KiB
C
/*
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* Copyright 2011, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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CCL_NAMESPACE_BEGIN
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/* Geometry Node */
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__device void svm_node_geometry(ShaderData *sd, 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_GEOM_P: data = sd->P; break;
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case NODE_GEOM_N: data = sd->N; break;
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#ifdef __DPDU__
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case NODE_GEOM_T: data = normalize(sd->dPdu); break;
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#endif
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case NODE_GEOM_I: data = sd->I; break;
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case NODE_GEOM_Ng: data = sd->Ng; break;
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#ifdef __UV__
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case NODE_GEOM_uv: data = make_float3(sd->u, sd->v, 0.0f); break;
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#endif
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}
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stack_store_float3(stack, out_offset, data);
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}
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__device void svm_node_geometry_bump_dx(ShaderData *sd, 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_GEOM_P: data = sd->P + sd->dP.dx; break;
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case NODE_GEOM_uv: data = make_float3(sd->u + sd->du.dx, sd->v + sd->dv.dx, 0.0f); break;
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default: svm_node_geometry(sd, stack, type, out_offset); return;
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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_geometry(sd, stack, type, out_offset);
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#endif
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}
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__device void svm_node_geometry_bump_dy(ShaderData *sd, 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_GEOM_P: data = sd->P + sd->dP.dy; break;
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case NODE_GEOM_uv: data = make_float3(sd->u + sd->du.dy, sd->v + sd->dv.dy, 0.0f); break;
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default: svm_node_geometry(sd, stack, type, out_offset); return;
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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_geometry(sd, stack, type, out_offset);
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#endif
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}
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/* Object Info */
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__device void svm_node_object_info(KernelGlobals *kg, ShaderData *sd, float *stack, uint type, uint out_offset)
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{
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float data;
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switch(type) {
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case NODE_INFO_OB_LOCATION: {
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stack_store_float3(stack, out_offset, object_location(kg, sd));
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return;
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}
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case NODE_INFO_OB_INDEX: data = object_pass_id(kg, sd->object); break;
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case NODE_INFO_MAT_INDEX: data = shader_pass_id(kg, sd); break;
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case NODE_INFO_OB_RANDOM: data = object_random_number(kg, sd->object); break;
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default: data = 0.0f; break;
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}
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stack_store_float(stack, out_offset, data);
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}
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/* Particle Info */
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__device void svm_node_particle_info(KernelGlobals *kg, ShaderData *sd, float *stack, uint type, uint out_offset)
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{
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switch(type) {
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case NODE_INFO_PAR_INDEX: {
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uint particle_id = object_particle_id(kg, sd->object);
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stack_store_float(stack, out_offset, particle_index(kg, particle_id));
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break;
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}
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case NODE_INFO_PAR_AGE: {
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uint particle_id = object_particle_id(kg, sd->object);
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stack_store_float(stack, out_offset, particle_age(kg, particle_id));
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break;
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}
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case NODE_INFO_PAR_LIFETIME: {
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uint particle_id = object_particle_id(kg, sd->object);
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stack_store_float(stack, out_offset, particle_lifetime(kg, particle_id));
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break;
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}
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case NODE_INFO_PAR_LOCATION: {
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uint particle_id = object_particle_id(kg, sd->object);
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stack_store_float3(stack, out_offset, particle_location(kg, particle_id));
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break;
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}
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#if 0 /* XXX float4 currently not supported in SVM stack */
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case NODE_INFO_PAR_ROTATION: {
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uint particle_id = object_particle_id(kg, sd->object);
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stack_store_float4(stack, out_offset, particle_rotation(kg, particle_id));
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break;
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}
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#endif
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case NODE_INFO_PAR_SIZE: {
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uint particle_id = object_particle_id(kg, sd->object);
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stack_store_float(stack, out_offset, particle_size(kg, particle_id));
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break;
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}
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case NODE_INFO_PAR_VELOCITY: {
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uint particle_id = object_particle_id(kg, sd->object);
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stack_store_float3(stack, out_offset, particle_velocity(kg, particle_id));
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break;
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}
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case NODE_INFO_PAR_ANGULAR_VELOCITY: {
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uint particle_id = object_particle_id(kg, sd->object);
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stack_store_float3(stack, out_offset, particle_angular_velocity(kg, particle_id));
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break;
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}
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}
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}
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CCL_NAMESPACE_END
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