/* * 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_float(KernelGlobals *kg, const ShaderData *sd, const AttributeDescriptor desc) { float3 P = volume_normalized_position(kg, sd, sd->P); InterpolationType interp = (sd->flag & SD_VOLUME_CUBIC)? INTERPOLATION_CUBIC: INTERPOLATION_NONE; float4 r = kernel_tex_image_interp_3d(kg, desc.offset, P.x, P.y, P.z, interp); return average(float4_to_float3(r)); } ccl_device float3 volume_attribute_float3(KernelGlobals *kg, const ShaderData *sd, const AttributeDescriptor desc) { float3 P = volume_normalized_position(kg, sd, sd->P); InterpolationType interp = (sd->flag & SD_VOLUME_CUBIC)? INTERPOLATION_CUBIC: INTERPOLATION_NONE; float4 r = kernel_tex_image_interp_3d(kg, desc.offset, P.x, P.y, P.z, interp); if(r.w > 1e-6f && r.w != 1.0f) { /* For RGBA colors, unpremultiply after interpolation. */ return float4_to_float3(r) / r.w; } else { return float4_to_float3(r); } } #endif CCL_NAMESPACE_END