/* SPDX-License-Identifier: Apache-2.0 * Copyright 2011-2022 Blender Foundation */ #pragma once CCL_NAMESPACE_BEGIN /* TODO(sergey): Think of making it more generic volume-type attribute * sampler. */ ccl_device_noinline int svm_node_tex_voxel( KernelGlobals kg, ccl_private ShaderData *sd, ccl_private 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 = zero_float4(); #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)); return offset; } CCL_NAMESPACE_END