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/*
* 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.
*/
#pragma once
CCL_NAMESPACE_BEGIN
/* Point Primitive
*
* Point primitive for rendering point clouds.
*/
#ifdef __POINTCLOUD__
/* Reading attributes on various point elements */
ccl_device float point_attribute_float(KernelGlobals kg,
ccl_private const ShaderData *sd,
const AttributeDescriptor desc,
ccl_private float *dx,
ccl_private float *dy)
{
# ifdef __RAY_DIFFERENTIALS__
if (dx)
*dx = 0.0f;
if (dy)
*dy = 0.0f;
# endif
if (desc.element == ATTR_ELEMENT_VERTEX) {
return kernel_tex_fetch(__attributes_float, desc.offset + sd->prim);
}
else {
return 0.0f;
}
}
ccl_device float2 point_attribute_float2(
KernelGlobals kg, const ShaderData *sd, const AttributeDescriptor desc, float2 *dx, float2 *dy)
{
# ifdef __RAY_DIFFERENTIALS__
if (dx)
*dx = make_float2(0.0f, 0.0f);
if (dy)
*dy = make_float2(0.0f, 0.0f);
# endif
if (desc.element == ATTR_ELEMENT_VERTEX) {
return kernel_tex_fetch(__attributes_float2, desc.offset + sd->prim);
}
else {
return make_float2(0.0f, 0.0f);
}
}
ccl_device float3 point_attribute_float3(
KernelGlobals kg, const ShaderData *sd, const AttributeDescriptor desc, float3 *dx, float3 *dy)
{
# ifdef __RAY_DIFFERENTIALS__
if (dx)
*dx = make_float3(0.0f, 0.0f, 0.0f);
if (dy)
*dy = make_float3(0.0f, 0.0f, 0.0f);
# endif
if (desc.element == ATTR_ELEMENT_VERTEX) {
return float4_to_float3(kernel_tex_fetch(__attributes_float4, desc.offset + sd->prim));
}
else {
return make_float3(0.0f, 0.0f, 0.0f);
}
}
ccl_device float4 point_attribute_float4(
KernelGlobals kg, const ShaderData *sd, const AttributeDescriptor desc, float4 *dx, float4 *dy)
{
# ifdef __RAY_DIFFERENTIALS__
if (dx)
*dx = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
if (dy)
*dy = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
# endif
if (desc.element == ATTR_ELEMENT_VERTEX) {
return kernel_tex_fetch(__attributes_float4, desc.offset + sd->prim);
}
else {
return make_float4(0.0f, 0.0f, 0.0f, 0.0f);
}
}
/* Point radius */
ccl_device float point_radius(KernelGlobals kg, ccl_private const ShaderData *sd)
{
if (sd->type & PRIMITIVE_ALL_POINT) {
return kernel_tex_fetch(__points, sd->prim).w;
}
return 0.0f;
}
/* Point location for motion pass, linear interpolation between keys and
* ignoring radius because we do the same for the motion keys */
ccl_device float3 point_motion_center_location(KernelGlobals kg, ccl_private const ShaderData *sd)
{
return float4_to_float3(kernel_tex_fetch(__points, sd->prim));
}
#endif /* __POINTCLOUD__ */
CCL_NAMESPACE_END
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