/* * Copyright 2011, Blender Foundation. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ CCL_NAMESPACE_BEGIN __device void kernel_shader_evaluate(KernelGlobals *kg, uint4 *input, float4 *output, ShaderEvalType type, int i) { ShaderData sd; uint4 in = input[i]; float3 out; if(type == SHADER_EVAL_DISPLACE) { /* setup shader data */ int object = in.x; int prim = in.y; float u = __int_as_float(in.z); float v = __int_as_float(in.w); shader_setup_from_displace(kg, &sd, object, prim, u, v); /* evaluate */ float3 P = sd.P; shader_eval_displacement(kg, &sd); out = sd.P - P; } else { // SHADER_EVAL_BACKGROUND /* setup ray */ Ray ray; float u = __int_as_float(in.x); float v = __int_as_float(in.y); ray.P = make_float3(0.0f, 0.0f, 0.0f); ray.D = equirectangular_to_direction(u, v); ray.t = 0.0f; #ifdef __RAY_DIFFERENTIALS__ ray.dD.dx = make_float3(0.0f, 0.0f, 0.0f); ray.dD.dy = make_float3(0.0f, 0.0f, 0.0f); ray.dP.dx = make_float3(0.0f, 0.0f, 0.0f); ray.dP.dy = make_float3(0.0f, 0.0f, 0.0f); #endif /* setup shader data */ shader_setup_from_background(kg, &sd, &ray); /* evaluate */ int flag = 0; /* we can't know which type of BSDF this is for */ out = shader_eval_background(kg, &sd, flag); } shader_release(kg, &sd); /* write output */ output[i] = make_float4(out.x, out.y, out.z, 0.0f); } CCL_NAMESPACE_END