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/*
* Copyright 2011-2013 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.
*/
#pragma once
#include "kernel/kernel_differential.h"
#include "kernel/kernel_projection.h"
#include "kernel/kernel_shader.h"
#include "kernel/geom/geom.h"
CCL_NAMESPACE_BEGIN
ccl_device void kernel_displace_evaluate(const KernelGlobals *kg,
ccl_global const KernelShaderEvalInput *input,
ccl_global float4 *output,
const int offset)
{
/* Setup shader data. */
const KernelShaderEvalInput in = input[offset];
ShaderData sd;
shader_setup_from_displace(kg, &sd, in.object, in.prim, in.u, in.v);
/* Evaluate displacement shader. */
const float3 P = sd.P;
shader_eval_displacement(INTEGRATOR_STATE_PASS_NULL, &sd);
float3 D = sd.P - P;
object_inverse_dir_transform(kg, &sd, &D);
/* Write output. */
output[offset] += make_float4(D.x, D.y, D.z, 0.0f);
}
ccl_device void kernel_background_evaluate(const KernelGlobals *kg,
ccl_global const KernelShaderEvalInput *input,
ccl_global float4 *output,
const int offset)
{
/* Setup ray */
const KernelShaderEvalInput in = input[offset];
const float3 ray_P = zero_float3();
const float3 ray_D = equirectangular_to_direction(in.u, in.v);
const float ray_time = 0.5f;
/* Setup shader data. */
ShaderData sd;
shader_setup_from_background(kg, &sd, ray_P, ray_D, ray_time);
/* Evaluate shader.
* This is being evaluated for all BSDFs, so path flag does not contain a specific type. */
const int path_flag = PATH_RAY_EMISSION;
shader_eval_surface<KERNEL_FEATURE_NODE_MASK_SURFACE_LIGHT>(
INTEGRATOR_STATE_PASS_NULL, &sd, NULL, path_flag);
const float3 color = shader_background_eval(&sd);
/* Write output. */
output[offset] += make_float4(color.x, color.y, color.z, 0.0f);
}
CCL_NAMESPACE_END
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