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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
CCL_NAMESPACE_BEGIN
ccl_device_noinline void svm_node_vertex_color(KernelGlobals kg,
ccl_private ShaderData *sd,
ccl_private float *stack,
uint layer_id,
uint color_offset,
uint alpha_offset)
{
AttributeDescriptor descriptor = find_attribute(kg, sd, layer_id);
if (descriptor.offset != ATTR_STD_NOT_FOUND) {
float4 vertex_color = primitive_surface_attribute_float4(kg, sd, descriptor, NULL, NULL);
stack_store_float3(stack, color_offset, float4_to_float3(vertex_color));
stack_store_float(stack, alpha_offset, vertex_color.w);
}
else {
stack_store_float3(stack, color_offset, make_float3(0.0f, 0.0f, 0.0f));
stack_store_float(stack, alpha_offset, 0.0f);
}
}
ccl_device_noinline void svm_node_vertex_color_bump_dx(KernelGlobals kg,
ccl_private ShaderData *sd,
ccl_private float *stack,
uint layer_id,
uint color_offset,
uint alpha_offset)
{
AttributeDescriptor descriptor = find_attribute(kg, sd, layer_id);
if (descriptor.offset != ATTR_STD_NOT_FOUND) {
float4 dx;
float4 vertex_color = primitive_surface_attribute_float4(kg, sd, descriptor, &dx, NULL);
vertex_color += dx;
stack_store_float3(stack, color_offset, float4_to_float3(vertex_color));
stack_store_float(stack, alpha_offset, vertex_color.w);
}
else {
stack_store_float3(stack, color_offset, make_float3(0.0f, 0.0f, 0.0f));
stack_store_float(stack, alpha_offset, 0.0f);
}
}
ccl_device_noinline void svm_node_vertex_color_bump_dy(KernelGlobals kg,
ccl_private ShaderData *sd,
ccl_private float *stack,
uint layer_id,
uint color_offset,
uint alpha_offset)
{
AttributeDescriptor descriptor = find_attribute(kg, sd, layer_id);
if (descriptor.offset != ATTR_STD_NOT_FOUND) {
float4 dy;
float4 vertex_color = primitive_surface_attribute_float4(kg, sd, descriptor, NULL, &dy);
vertex_color += dy;
stack_store_float3(stack, color_offset, float4_to_float3(vertex_color));
stack_store_float(stack, alpha_offset, vertex_color.w);
}
else {
stack_store_float3(stack, color_offset, make_float3(0.0f, 0.0f, 0.0f));
stack_store_float(stack, alpha_offset, 0.0f);
}
}
CCL_NAMESPACE_END
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