/* * 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 */ CCL_NAMESPACE_BEGIN ccl_device void kernel_shader_evaluate(KernelGlobals *kg, ccl_global uint4 *input, ccl_global 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 = __uint_as_float(in.z); float v = __uint_as_float(in.w); shader_setup_from_displace(kg, &sd, object, prim, u, v); /* evaluate */ float3 P = sd.P; shader_eval_displacement(kg, &sd, SHADER_CONTEXT_MAIN); out = sd.P - P; } else { // SHADER_EVAL_BACKGROUND /* setup ray */ Ray ray; float u = __uint_as_float(in.x); float v = __uint_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 __CAMERA_MOTION__ ray.time = 0.5f; #endif #ifdef __RAY_DIFFERENTIALS__ ray.dD = differential3_zero(); ray.dP = differential3_zero(); #endif /* setup shader data */ shader_setup_from_background(kg, &sd, &ray, 0); /* evaluate */ int flag = 0; /* we can't know which type of BSDF this is for */ out = shader_eval_background(kg, &sd, flag, SHADER_CONTEXT_MAIN); } /* write output */ output[i] = make_float4(out.x, out.y, out.z, 0.0f); } CCL_NAMESPACE_END