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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.
*/
CCL_NAMESPACE_BEGIN
ccl_device void svm_node_math(KernelGlobals *kg,
ShaderData *sd,
float *stack,
uint type,
uint inputs_stack_offsets,
uint result_stack_offset,
int *offset)
{
uint a_stack_offset, b_stack_offset, c_stack_offset;
svm_unpack_node_uchar3(inputs_stack_offsets, &a_stack_offset, &b_stack_offset, &c_stack_offset);
float a = stack_load_float(stack, a_stack_offset);
float b = stack_load_float(stack, b_stack_offset);
float c = stack_load_float(stack, c_stack_offset);
float result = svm_math((NodeMathType)type, a, b, c);
stack_store_float(stack, result_stack_offset, result);
}
ccl_device void svm_node_vector_math(KernelGlobals *kg,
ShaderData *sd,
float *stack,
uint type,
uint inputs_stack_offsets,
uint outputs_stack_offsets,
int *offset)
{
uint value_stack_offset, vector_stack_offset;
uint a_stack_offset, b_stack_offset, scale_stack_offset;
svm_unpack_node_uchar3(
inputs_stack_offsets, &a_stack_offset, &b_stack_offset, &scale_stack_offset);
svm_unpack_node_uchar2(outputs_stack_offsets, &value_stack_offset, &vector_stack_offset);
float3 a = stack_load_float3(stack, a_stack_offset);
float3 b = stack_load_float3(stack, b_stack_offset);
float scale = stack_load_float(stack, scale_stack_offset);
float value;
float3 vector;
svm_vector_math(&value, &vector, (NodeVectorMathType)type, a, b, scale);
if (stack_valid(value_stack_offset))
stack_store_float(stack, value_stack_offset, value);
if (stack_valid(vector_stack_offset))
stack_store_float3(stack, vector_stack_offset, vector);
}
ccl_device void svm_node_matrix_math(KernelGlobals *kg, ShaderData *sd, float *stack, uint itype, uint vec_offset, uint out_offset, int *offset)
{
NodeMatrixMath type = (NodeMatrixMath)itype;
float3 v = stack_load_float3(stack, vec_offset);
Transform tfm;
tfm.x = read_node_float(kg, offset);
tfm.y = read_node_float(kg, offset);
tfm.z = read_node_float(kg, offset);
float3 r;
switch (type) {
case NODE_MATRIX_MATH_DIRECTION:
{
r = transform_direction(&tfm, v);
break;
}
case NODE_MATRIX_MATH_PERSPECTIVE:
{
#ifndef __KERNEL_GPU__
ProjectionTransform pt(tfm);
r = transform_perspective(&pt, v);
#endif
break;
}
case NODE_MATRIX_MATH_DIR_TRANSPOSED:
{
r = transform_direction_transposed(&tfm, v);
break;
}
default:
r = transform_point(&tfm, v);
}
stack_store_float3(stack, out_offset, r);
}
CCL_NAMESPACE_END