/* * Copyright 2011-2016 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 /* Bump Eval Nodes */ ccl_device void svm_node_enter_bump_eval(KernelGlobals *kg, ShaderData *sd, float *stack, uint offset) { /* save state */ stack_store_float3(stack, offset+0, sd->P); stack_store_float3(stack, offset+3, sd->dP.dx); stack_store_float3(stack, offset+6, sd->dP.dy); /* set state as if undisplaced */ const AttributeDescriptor desc = find_attribute(kg, sd, ATTR_STD_POSITION_UNDISPLACED); if(desc.offset != ATTR_STD_NOT_FOUND) { float3 P, dPdx, dPdy; P = primitive_attribute_float3(kg, sd, desc, &dPdx, &dPdy); object_position_transform(kg, sd, &P); object_dir_transform(kg, sd, &dPdx); object_dir_transform(kg, sd, &dPdy); sd->P = P; sd->dP.dx = dPdx; sd->dP.dy = dPdy; } } ccl_device void svm_node_leave_bump_eval(KernelGlobals *kg, ShaderData *sd, float *stack, uint offset) { /* restore state */ sd->P = stack_load_float3(stack, offset+0); sd->dP.dx = stack_load_float3(stack, offset+3); sd->dP.dy = stack_load_float3(stack, offset+6); } CCL_NAMESPACE_END