/* * 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 svm_node_camera(KernelGlobals *kg, ShaderData *sd, float *stack, uint out_vector, uint out_zdepth, uint out_distance) { float distance; float zdepth; float3 vector; Transform tfm = kernel_data.cam.worldtocamera; vector = transform_point(&tfm, sd->P); zdepth = vector.z; distance = len(vector); if (stack_valid(out_vector)) stack_store_float3(stack, out_vector, normalize(vector)); if (stack_valid(out_zdepth)) stack_store_float(stack, out_zdepth, zdepth); if (stack_valid(out_distance)) stack_store_float(stack, out_distance, distance); } CCL_NAMESPACE_END