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/*
* Copyright 2011-2016 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
/* Bump Eval Nodes */
ccl_device void svm_node_enter_bump_eval(KernelGlobals *kg, ShaderData *sd, float *stack, uint offset)
{
/* save state */
stack_store_float3(stack, offset+0, sd->P);
stack_store_float3(stack, offset+3, sd->dP.dx);
stack_store_float3(stack, offset+6, sd->dP.dy);
/* set state as if undisplaced */
const AttributeDescriptor desc = find_attribute(kg, sd, ATTR_STD_POSITION_UNDISPLACED);
if(desc.offset != ATTR_STD_NOT_FOUND) {
float3 P, dPdx, dPdy;
P = primitive_attribute_float3(kg, sd, desc, &dPdx, &dPdy);
object_position_transform(kg, sd, &P);
object_dir_transform(kg, sd, &dPdx);
object_dir_transform(kg, sd, &dPdy);
sd->P = P;
sd->dP.dx = dPdx;
sd->dP.dy = dPdy;
}
}
ccl_device void svm_node_leave_bump_eval(KernelGlobals *kg, ShaderData *sd, float *stack, uint offset)
{
/* restore state */
sd->P = stack_load_float3(stack, offset+0);
sd->dP.dx = stack_load_float3(stack, offset+3);
sd->dP.dy = stack_load_float3(stack, offset+6);
}
CCL_NAMESPACE_END
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