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/*
* 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_noinline int svm_node_tex_voxel(ccl_global const 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 = 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));
return offset;
}
CCL_NAMESPACE_END
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