/* * 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 enum ObjectTransform { OBJECT_TRANSFORM = 0, OBJECT_INVERSE_TRANSFORM = 3, OBJECT_PROPERTIES = 6, OBJECT_TRANSFORM_MOTION_PRE = 8, OBJECT_TRANSFORM_MOTION_POST = 12, OBJECT_DUPLI = 16 }; __device_inline Transform object_fetch_transform(KernelGlobals *kg, int object, float time, enum ObjectTransform type) { Transform tfm; #ifdef __MOTION__ /* if we do motion blur */ if(sd->flag & SD_OBJECT_MOTION) { /* fetch motion transforms */ MotionTransform motion; motion.pre.x = have_motion; motion.pre.y = kernel_tex_fetch(__objects, offset + 1); motion.pre.z = kernel_tex_fetch(__objects, offset + 2); motion.pre.w = kernel_tex_fetch(__objects, offset + 3); motion.post.x = kernel_tex_fetch(__objects, offset + 4); motion.post.y = kernel_tex_fetch(__objects, offset + 5); motion.post.z = kernel_tex_fetch(__objects, offset + 6); motion.post.w = kernel_tex_fetch(__objects, offset + 7); /* interpolate (todo: do only once per object) */ transform_motion_interpolate(&tfm, &motion, time); /* invert */ if(type == OBJECT_INVERSE_TRANSFORM) tfm = transform_quick_inverse(tfm); return tfm; } #endif int offset = object*OBJECT_SIZE + (int)type; tfm.x = kernel_tex_fetch(__objects, offset + 0); tfm.y = kernel_tex_fetch(__objects, offset + 1); tfm.z = kernel_tex_fetch(__objects, offset + 2); tfm.w = make_float4(0.0f, 0.0f, 0.0f, 1.0f); return tfm; } __device_inline void object_position_transform(KernelGlobals *kg, ShaderData *sd, float3 *P) { #ifdef __MOTION__ *P = transform_point(&sd->ob_tfm, *P); #else Transform tfm = object_fetch_transform(kg, sd->object, TIME_INVALID, OBJECT_TRANSFORM); *P = transform_point(&tfm, *P); #endif } __device_inline void object_inverse_position_transform(KernelGlobals *kg, ShaderData *sd, float3 *P) { #ifdef __MOTION__ *P = transform_point(&sd->ob_itfm, *P); #else Transform tfm = object_fetch_transform(kg, sd->object, TIME_INVALID, OBJECT_INVERSE_TRANSFORM); *P = transform_point(&tfm, *P); #endif } __device_inline void object_inverse_normal_transform(KernelGlobals *kg, ShaderData *sd, float3 *N) { #ifdef __MOTION__ *N = normalize(transform_direction_transposed(&sd->ob_tfm, *N)); #else Transform tfm = object_fetch_transform(kg, sd->object, TIME_INVALID, OBJECT_TRANSFORM); *N = normalize(transform_direction_transposed(&tfm, *N)); #endif } __device_inline void object_normal_transform(KernelGlobals *kg, ShaderData *sd, float3 *N) { #ifdef __MOTION__ *N = normalize(transform_direction_transposed(&sd->ob_itfm, *N)); #else Transform tfm = object_fetch_transform(kg, sd->object, TIME_INVALID, OBJECT_INVERSE_TRANSFORM); *N = normalize(transform_direction_transposed(&tfm, *N)); #endif } __device_inline void object_dir_transform(KernelGlobals *kg, ShaderData *sd, float3 *D) { #ifdef __MOTION__ *D = transform_direction(&sd->ob_tfm, *D); #else Transform tfm = object_fetch_transform(kg, sd->object, 0.0f, OBJECT_TRANSFORM); *D = transform_direction(&tfm, *D); #endif } __device_inline float3 object_location(KernelGlobals *kg, ShaderData *sd) { #ifdef __MOTION__ return make_float3(sd->ob_tfm.x.w, sd->ob_tfm.y.w, sd->ob_tfm.z.w); #else Transform tfm = object_fetch_transform(kg, sd->object, 0.0f, OBJECT_TRANSFORM); return make_float3(tfm.x.w, tfm.y.w, tfm.z.w); #endif } __device_inline float object_surface_area(KernelGlobals *kg, int object) { int offset = object*OBJECT_SIZE + OBJECT_PROPERTIES; float4 f = kernel_tex_fetch(__objects, offset); return f.x; } __device_inline float object_pass_id(KernelGlobals *kg, int object) { if(object == ~0) return 0.0f; int offset = object*OBJECT_SIZE + OBJECT_PROPERTIES; float4 f = kernel_tex_fetch(__objects, offset); return f.y; } __device_inline float object_random_number(KernelGlobals *kg, int object) { if(object == ~0) return 0.0f; int offset = object*OBJECT_SIZE + OBJECT_PROPERTIES; float4 f = kernel_tex_fetch(__objects, offset); return f.z; } __device_inline uint object_particle_id(KernelGlobals *kg, int object) { if(object == ~0) return 0.0f; int offset = object*OBJECT_SIZE + OBJECT_PROPERTIES; float4 f = kernel_tex_fetch(__objects, offset); return __float_as_int(f.w); } __device_inline float3 object_dupli_generated(KernelGlobals *kg, int object) { if(object == ~0) return make_float3(0.0f, 0.0f, 0.0f); int offset = object*OBJECT_SIZE + OBJECT_DUPLI; float4 f = kernel_tex_fetch(__objects, offset); return make_float3(f.x, f.y, f.z); } __device_inline float3 object_dupli_uv(KernelGlobals *kg, int object) { if(object == ~0) return make_float3(0.0f, 0.0f, 0.0f); int offset = object*OBJECT_SIZE + OBJECT_DUPLI; float4 f = kernel_tex_fetch(__objects, offset + 1); return make_float3(f.x, f.y, 0.0f); } __device int shader_pass_id(KernelGlobals *kg, ShaderData *sd) { return kernel_tex_fetch(__shader_flag, (sd->shader & SHADER_MASK)*2 + 1); } __device_inline float particle_index(KernelGlobals *kg, int particle) { int offset = particle*PARTICLE_SIZE; float4 f = kernel_tex_fetch(__particles, offset + 0); return f.x; } __device float particle_age(KernelGlobals *kg, int particle) { int offset = particle*PARTICLE_SIZE; float4 f = kernel_tex_fetch(__particles, offset + 0); return f.y; } __device float particle_lifetime(KernelGlobals *kg, int particle) { int offset = particle*PARTICLE_SIZE; float4 f = kernel_tex_fetch(__particles, offset + 0); return f.z; } __device float particle_size(KernelGlobals *kg, int particle) { int offset = particle*PARTICLE_SIZE; float4 f = kernel_tex_fetch(__particles, offset + 0); return f.w; } __device float4 particle_rotation(KernelGlobals *kg, int particle) { int offset = particle*PARTICLE_SIZE; float4 f = kernel_tex_fetch(__particles, offset + 1); return f; } __device float3 particle_location(KernelGlobals *kg, int particle) { int offset = particle*PARTICLE_SIZE; float4 f = kernel_tex_fetch(__particles, offset + 2); return make_float3(f.x, f.y, f.z); } __device float3 particle_velocity(KernelGlobals *kg, int particle) { int offset = particle*PARTICLE_SIZE; float4 f2 = kernel_tex_fetch(__particles, offset + 2); float4 f3 = kernel_tex_fetch(__particles, offset + 3); return make_float3(f2.w, f3.x, f3.y); } __device float3 particle_angular_velocity(KernelGlobals *kg, int particle) { int offset = particle*PARTICLE_SIZE; float4 f3 = kernel_tex_fetch(__particles, offset + 3); float4 f4 = kernel_tex_fetch(__particles, offset + 4); return make_float3(f3.z, f3.w, f4.x); } CCL_NAMESPACE_END