Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
Diffstat (limited to 'intern/cycles/kernel/geom/volume.h')
-rw-r--r--intern/cycles/kernel/geom/volume.h97
1 files changed, 97 insertions, 0 deletions
diff --git a/intern/cycles/kernel/geom/volume.h b/intern/cycles/kernel/geom/volume.h
new file mode 100644
index 00000000000..4e83ad6acb3
--- /dev/null
+++ b/intern/cycles/kernel/geom/volume.h
@@ -0,0 +1,97 @@
+/*
+ * Copyright 2011-2013 Blender Foundation
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+/* Volume Primitive
+ *
+ * Volumes are just regions inside meshes with the mesh surface as boundaries.
+ * There isn't as much data to access as for surfaces, there is only a position
+ * to do lookups in 3D voxel or procedural textures.
+ *
+ * 3D voxel textures can be assigned as attributes per mesh, which means the
+ * same shader can be used for volume objects with different densities, etc. */
+
+#pragma once
+
+CCL_NAMESPACE_BEGIN
+
+#ifdef __VOLUME__
+
+/* Return position normalized to 0..1 in mesh bounds */
+
+ccl_device_inline float3 volume_normalized_position(KernelGlobals kg,
+ ccl_private const ShaderData *sd,
+ float3 P)
+{
+ /* todo: optimize this so it's just a single matrix multiplication when
+ * possible (not motion blur), or perhaps even just translation + scale */
+ const AttributeDescriptor desc = find_attribute(kg, sd, ATTR_STD_GENERATED_TRANSFORM);
+
+ object_inverse_position_transform(kg, sd, &P);
+
+ if (desc.offset != ATTR_STD_NOT_FOUND) {
+ Transform tfm = primitive_attribute_matrix(kg, sd, desc);
+ P = transform_point(&tfm, P);
+ }
+
+ return P;
+}
+
+ccl_device float volume_attribute_value_to_float(const float4 value)
+{
+ return average(float4_to_float3(value));
+}
+
+ccl_device float volume_attribute_value_to_alpha(const float4 value)
+{
+ return value.w;
+}
+
+ccl_device float3 volume_attribute_value_to_float3(const float4 value)
+{
+ if (value.w > 1e-6f && value.w != 1.0f) {
+ /* For RGBA colors, unpremultiply after interpolation. */
+ return float4_to_float3(value) / value.w;
+ }
+ else {
+ return float4_to_float3(value);
+ }
+}
+
+ccl_device float4 volume_attribute_float4(KernelGlobals kg,
+ ccl_private const ShaderData *sd,
+ const AttributeDescriptor desc)
+{
+ if (desc.element & (ATTR_ELEMENT_OBJECT | ATTR_ELEMENT_MESH)) {
+ return kernel_tex_fetch(__attributes_float3, desc.offset);
+ }
+ else if (desc.element == ATTR_ELEMENT_VOXEL) {
+ /* todo: optimize this so we don't have to transform both here and in
+ * kernel_tex_image_interp_3d when possible. Also could optimize for the
+ * common case where transform is translation/scale only. */
+ float3 P = sd->P;
+ object_inverse_position_transform(kg, sd, &P);
+ InterpolationType interp = (sd->flag & SD_VOLUME_CUBIC) ? INTERPOLATION_CUBIC :
+ INTERPOLATION_NONE;
+ return kernel_tex_image_interp_3d(kg, desc.offset, P, interp);
+ }
+ else {
+ return make_float4(0.0f, 0.0f, 0.0f, 0.0f);
+ }
+}
+
+#endif
+
+CCL_NAMESPACE_END