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Diffstat (limited to 'intern/cycles/kernel/geom/volume.h')
-rw-r--r-- | intern/cycles/kernel/geom/volume.h | 97 |
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 |