/* * Copyright 2011-2015 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 /* TODO(sergey): Think of making it more generic volume-type attribute * sampler. */ ccl_device void svm_node_tex_voxel( KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, int *offset) { uint co_offset, density_out_offset, color_out_offset, space; svm_unpack_node_uchar4(node.z, &co_offset, &density_out_offset, &color_out_offset, &space); #ifdef __VOLUME__ int id = node.y; float3 co = stack_load_float3(stack, co_offset); if (space == NODE_TEX_VOXEL_SPACE_OBJECT) { co = volume_normalized_position(kg, sd, co); } else { kernel_assert(space == NODE_TEX_VOXEL_SPACE_WORLD); Transform tfm; tfm.x = read_node_float(kg, offset); tfm.y = read_node_float(kg, offset); tfm.z = read_node_float(kg, offset); co = transform_point(&tfm, co); } float4 r = kernel_tex_image_interp_3d(kg, id, co, INTERPOLATION_NONE); #else float4 r = make_float4(0.0f, 0.0f, 0.0f, 0.0f); #endif if (stack_valid(density_out_offset)) stack_store_float(stack, density_out_offset, r.w); if (stack_valid(color_out_offset)) stack_store_float3(stack, color_out_offset, make_float3(r.x, r.y, r.z)); } CCL_NAMESPACE_END