/* * 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. */ CCL_NAMESPACE_BEGIN #ifdef __VOLUME__ /* Return position normalized to 0..1 in mesh bounds */ ccl_device_inline float3 volume_normalized_position(KernelGlobals *kg, 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, 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