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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 void svm_node_tex_voxel(KernelGlobals *kg,
ShaderData *sd,
float *stack,
uint4 node,
int *offset)
{
uint co_offset, density_out_offset, color_out_offset, space;
decode_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);
tfm.w = read_node_float(kg, offset);
co = transform_point(&tfm, co);
}
float4 r;
# if defined(__KERNEL_CUDA__)
# if __CUDA_ARCH__ >= 300
CUtexObject tex = kernel_tex_fetch(__bindless_mapping, id);
if(kernel_tex_type(id) == IMAGE_DATA_TYPE_FLOAT4 || kernel_tex_type(id) == IMAGE_DATA_TYPE_BYTE4 || kernel_tex_type(id) == IMAGE_DATA_TYPE_HALF4)
r = kernel_tex_image_interp_3d_float4(tex, co.x, co.y, co.z);
else {
float f = kernel_tex_image_interp_3d_float(tex, co.x, co.y, co.z);
r = make_float4(f, f, f, 1.0f);
}
# else /* __CUDA_ARCH__ >= 300 */
r = volume_image_texture_3d(id, co.x, co.y, co.z);
# endif
# elif defined(__KERNEL_OPENCL__)
r = kernel_tex_image_interp_3d(kg, id, co.x, co.y, co.z);
# else
r = kernel_tex_image_interp_3d(id, co.x, co.y, co.z);
# endif /* __KERNEL_CUDA__ */
#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));
}
CCL_NAMESPACE_END
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