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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.
- */
- /* Volume Primitive
- *
- * Volumes are just regions inside meshes with the mesh surface as boundaries.
- * There isn't as much data to access as for surfaces, there is only a position
- * to do lookups in 3D voxel or procedural textures.
- *
- * 3D voxel textures can be assigned as attributes per mesh, which means the
- * same shader can be used for volume objects with different densities, etc. */
- CCL_NAMESPACE_BEGIN
- #ifdef __VOLUME__
- /* Return position normalized to 0..1 in mesh bounds */
- ccl_device_inline float3 volume_normalized_position(KernelGlobals *kg,
- const ShaderData *sd,
- float3 P)
- {
- /* todo: optimize this so it's just a single matrix multiplication when
- * possible (not motion blur), or perhaps even just translation + scale */
- const AttributeDescriptor desc = find_attribute(kg, sd, ATTR_STD_GENERATED_TRANSFORM);
- object_inverse_position_transform(kg, sd, &P);
- if (desc.offset != ATTR_STD_NOT_FOUND) {
- Transform tfm = primitive_attribute_matrix(kg, sd, desc);
- P = transform_point(&tfm, P);
- }
- return P;
- }
- ccl_device float volume_attribute_float(KernelGlobals *kg,
- const ShaderData *sd,
- const AttributeDescriptor desc)
- {
- float3 P = volume_normalized_position(kg, sd, sd->P);
- InterpolationType interp = (sd->flag & SD_VOLUME_CUBIC) ? INTERPOLATION_CUBIC :
- INTERPOLATION_NONE;
- float4 r = kernel_tex_image_interp_3d(kg, desc.offset, P.x, P.y, P.z, interp);
- return average(float4_to_float3(r));
- }
- ccl_device float3 volume_attribute_float3(KernelGlobals *kg,
- const ShaderData *sd,
- const AttributeDescriptor desc)
- {
- float3 P = volume_normalized_position(kg, sd, sd->P);
- InterpolationType interp = (sd->flag & SD_VOLUME_CUBIC) ? INTERPOLATION_CUBIC :
- INTERPOLATION_NONE;
- float4 r = kernel_tex_image_interp_3d(kg, desc.offset, P.x, P.y, P.z, interp);
- if (r.w > 1e-6f && r.w != 1.0f) {
- /* For RGBA colors, unpremultiply after interpolation. */
- return float4_to_float3(r) / r.w;
- }
- else {
- return float4_to_float3(r);
- }
- }
- #endif
- CCL_NAMESPACE_END
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