/* * 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 /* Geometry Node */ __device void svm_node_geometry(ShaderData *sd, float *stack, uint type, uint out_offset) { float3 data; switch(type) { case NODE_GEOM_P: data = sd->P; break; case NODE_GEOM_N: data = sd->N; break; #ifdef __DPDU__ case NODE_GEOM_T: data = normalize(sd->dPdu); break; #endif case NODE_GEOM_I: data = sd->I; break; case NODE_GEOM_Ng: data = sd->Ng; break; #ifdef __UV__ case NODE_GEOM_uv: data = make_float3(sd->u, sd->v, 0.0f); break; #endif } stack_store_float3(stack, out_offset, data); } __device void svm_node_geometry_bump_dx(ShaderData *sd, float *stack, uint type, uint out_offset) { #ifdef __RAY_DIFFERENTIALS__ float3 data; switch(type) { case NODE_GEOM_P: data = sd->P + sd->dP.dx; break; case NODE_GEOM_uv: data = make_float3(sd->u + sd->du.dx, sd->v + sd->dv.dx, 0.0f); break; default: svm_node_geometry(sd, stack, type, out_offset); return; } stack_store_float3(stack, out_offset, data); #else svm_node_geometry(sd, stack, type, out_offset); #endif } __device void svm_node_geometry_bump_dy(ShaderData *sd, float *stack, uint type, uint out_offset) { #ifdef __RAY_DIFFERENTIALS__ float3 data; switch(type) { case NODE_GEOM_P: data = sd->P + sd->dP.dy; break; case NODE_GEOM_uv: data = make_float3(sd->u + sd->du.dy, sd->v + sd->dv.dy, 0.0f); break; default: svm_node_geometry(sd, stack, type, out_offset); return; } stack_store_float3(stack, out_offset, data); #else svm_node_geometry(sd, stack, type, out_offset); #endif } /* Object Info */ __device void svm_node_object_info(KernelGlobals *kg, ShaderData *sd, float *stack, uint type, uint out_offset) { float data; switch(type) { case NODE_INFO_OB_LOCATION: { stack_store_float3(stack, out_offset, object_location(kg, sd)); return; } case NODE_INFO_OB_INDEX: data = object_pass_id(kg, sd->object); break; case NODE_INFO_MAT_INDEX: data = shader_pass_id(kg, sd); break; case NODE_INFO_OB_RANDOM: data = object_random_number(kg, sd->object); break; default: data = 0.0f; break; } stack_store_float(stack, out_offset, data); } /* Particle Info */ __device void svm_node_particle_info(KernelGlobals *kg, ShaderData *sd, float *stack, uint type, uint out_offset) { float data; switch(type) { case NODE_INFO_PAR_AGE: { uint particle_id = object_particle_id(kg, sd->object); data = particle_age(kg, particle_id); stack_store_float(stack, out_offset, data); break; } case NODE_INFO_PAR_LIFETIME: { uint particle_id = object_particle_id(kg, sd->object); data = particle_lifetime(kg, particle_id); stack_store_float(stack, out_offset, data); break; } } } CCL_NAMESPACE_END