Cycles: Add voxel texture sampler shader node
The idea of this node is to sampling of 3D voxels at a given coordinate supporting different mapping strategies (world space mapping, object local space etc). Currently not in use, it's a preparation step for supporting point density textures.
This commit is contained in:
@@ -125,6 +125,7 @@ set(SRC_SVM_HEADERS
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svm/svm_value.h
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svm/svm_vector_transform.h
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svm/svm_voronoi.h
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svm/svm_voxel.h
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svm/svm_wave.h
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)
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@@ -74,6 +74,7 @@ set(SRC_OSL
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node_vector_transform.osl
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node_velvet_bsdf.osl
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node_voronoi_texture.osl
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node_voxel_texture.osl
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node_wavelength.osl
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node_blackbody.osl
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node_wave_texture.osl
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47
intern/cycles/kernel/shaders/node_voxel_texture.osl
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47
intern/cycles/kernel/shaders/node_voxel_texture.osl
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@@ -0,0 +1,47 @@
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/*
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* Copyright 2011-2015 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include "stdosl.h"
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shader node_voxel_texture(
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string filename = "",
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string interpolation = "linear",
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int use_mapping = 0,
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matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
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point Vector = P,
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output float Density = 0,
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output color Color = 0)
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{
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point p = Vector;
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if (use_mapping) {
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p = transform(mapping, p);
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}
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else {
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p = transform("object", Vector);
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matrix tfm;
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if (getattribute("geom:generated_transform", tfm))
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p = transform(tfm, p);
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}
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if(p[0] < 0.0 || p[1] < 0.0 || p[2] < 0.0 ||
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p[0] > 1.0 || p[1] > 1.0 || p[2] > 1.0)
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{
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Density = 0;
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Color = color(0, 0, 0);
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}
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else {
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Color = (color)texture3d(filename, p, "wrap", "periodic", "interp", interpolation, "alpha", Density);
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}
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}
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@@ -179,6 +179,7 @@ CCL_NAMESPACE_END
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#include "svm_checker.h"
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#include "svm_brick.h"
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#include "svm_vector_transform.h"
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#include "svm_voxel.h"
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CCL_NAMESPACE_BEGIN
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@@ -446,6 +447,11 @@ ccl_device_noinline void svm_eval_nodes(KernelGlobals *kg, ShaderData *sd, Shade
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svm_node_blackbody(kg, sd, stack, node.y, node.z);
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break;
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# endif /* __EXTRA_NODES__ */
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# if NODES_FEATURE(NODE_FEATURE_VOLUME)
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case NODE_TEX_VOXEL:
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svm_node_tex_voxel(kg, sd, stack, node, &offset);
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break;
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# endif /* NODES_FEATURE(NODE_FEATURE_VOLUME) */
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#endif /* NODES_GROUP(NODE_GROUP_LEVEL_3) */
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case NODE_END:
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return;
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@@ -125,7 +125,8 @@ typedef enum NodeType {
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NODE_TANGENT,
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NODE_NORMAL_MAP,
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NODE_HAIR_INFO,
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NODE_UVMAP
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NODE_UVMAP,
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NODE_TEX_VOXEL,
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} NodeType;
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typedef enum NodeAttributeType {
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@@ -349,6 +350,11 @@ typedef enum NodeBumpOffset {
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NODE_BUMP_OFFSET_DY,
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} NodeBumpOffset;
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typedef enum NodeTexVoxelSpace {
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NODE_TEX_VOXEL_SPACE_OBJECT = 0,
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NODE_TEX_VOXEL_SPACE_WORLD = 1,
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} NodeTexVoxelSpace;
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typedef enum ShaderType {
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SHADER_TYPE_SURFACE,
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SHADER_TYPE_VOLUME,
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64
intern/cycles/kernel/svm/svm_voxel.h
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64
intern/cycles/kernel/svm/svm_voxel.h
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@@ -0,0 +1,64 @@
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/*
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* Copyright 2011-2015 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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CCL_NAMESPACE_BEGIN
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/* TODO(sergey): Think of making it more generic volume-type attribute
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* sampler.
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*/
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ccl_device void svm_node_tex_voxel(KernelGlobals *kg,
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ShaderData *sd,
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float *stack,
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uint4 node,
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int *offset)
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{
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int id = node.y;
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uint co_offset, density_out_offset, color_out_offset, space;
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decode_node_uchar4(node.z, &co_offset, &density_out_offset, &color_out_offset, &space);
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float3 co = stack_load_float3(stack, co_offset);
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if(space == NODE_TEX_VOXEL_SPACE_OBJECT) {
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co = volume_normalized_position(kg, sd, co);
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}
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else {
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kernel_assert(space == NODE_TEX_VOXEL_SPACE_WORLD);
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Transform tfm;
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tfm.x = read_node_float(kg, offset);
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tfm.y = read_node_float(kg, offset);
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tfm.z = read_node_float(kg, offset);
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tfm.w = read_node_float(kg, offset);
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co = transform_point(&tfm, co);
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}
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if(co.x < 0.0f || co.y < 0.0f || co.z < 0.0f ||
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co.x > 1.0f || co.y > 1.0f || co.z > 1.0f)
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{
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if (stack_valid(density_out_offset))
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stack_store_float(stack, density_out_offset, 0.0f);
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if (stack_valid(color_out_offset))
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stack_store_float3(stack, color_out_offset, make_float3(0.0f, 0.0f, 0.0f));
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return;
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}
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#ifdef __KERNEL_GPU__
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float4 r = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
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#else
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float4 r = kernel_tex_image_interp_3d(id, co.x, co.y, co.z);
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#endif
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if (stack_valid(density_out_offset))
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stack_store_float(stack, density_out_offset, r.w);
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if (stack_valid(color_out_offset))
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stack_store_float3(stack, color_out_offset, make_float3(r.x, r.y, r.z));
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}
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CCL_NAMESPACE_END
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@@ -1297,6 +1297,158 @@ void BrickTextureNode::compile(OSLCompiler& compiler)
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compiler.add(this, "node_brick_texture");
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}
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/* Point Density Texture */
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static ShaderEnum point_density_space_init()
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{
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ShaderEnum enm;
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enm.insert("Object", NODE_TEX_VOXEL_SPACE_OBJECT);
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enm.insert("World", NODE_TEX_VOXEL_SPACE_WORLD);
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return enm;
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}
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ShaderEnum PointDensityTextureNode::space_enum = point_density_space_init();
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PointDensityTextureNode::PointDensityTextureNode()
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: ShaderNode("point_density")
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{
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image_manager = NULL;
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slot = -1;
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filename = "";
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space = ustring("Object");
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builtin_data = NULL;
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interpolation = INTERPOLATION_LINEAR;
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tfm = transform_identity();
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add_input("Vector", SHADER_SOCKET_POINT, ShaderInput::POSITION);
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add_output("Density", SHADER_SOCKET_FLOAT);
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add_output("Color", SHADER_SOCKET_COLOR);
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}
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PointDensityTextureNode::~PointDensityTextureNode()
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{
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if(image_manager)
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image_manager->remove_image(filename, builtin_data, interpolation);
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}
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ShaderNode *PointDensityTextureNode::clone() const
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{
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PointDensityTextureNode *node = new PointDensityTextureNode(*this);
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node->image_manager = NULL;
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node->slot = -1;
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return node;
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}
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void PointDensityTextureNode::attributes(Shader *shader,
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AttributeRequestSet *attributes)
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{
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if(shader->has_volume)
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attributes->add(ATTR_STD_GENERATED_TRANSFORM);
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ShaderNode::attributes(shader, attributes);
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}
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void PointDensityTextureNode::compile(SVMCompiler& compiler)
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{
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ShaderInput *vector_in = input("Vector");
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ShaderOutput *density_out = output("Density");
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ShaderOutput *color_out = output("Color");
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const bool use_density = !density_out->links.empty();
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const bool use_color = !color_out->links.empty();
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image_manager = compiler.image_manager;
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if (use_density || use_color) {
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if (use_density)
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compiler.stack_assign(density_out);
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if (use_color)
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compiler.stack_assign(color_out);
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if(slot == -1) {
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bool is_float, is_linear;
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slot = image_manager->add_image(filename, builtin_data,
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false, 0,
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is_float, is_linear,
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interpolation,
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true);
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}
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if(slot != -1) {
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compiler.stack_assign(vector_in);
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compiler.add_node(NODE_TEX_VOXEL,
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slot,
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compiler.encode_uchar4(vector_in->stack_offset,
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density_out->stack_offset,
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color_out->stack_offset,
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space_enum[space]));
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if(space == "World") {
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compiler.add_node(tfm.x);
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compiler.add_node(tfm.y);
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compiler.add_node(tfm.z);
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compiler.add_node(tfm.w);
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}
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}
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else {
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compiler.add_node(NODE_VALUE_F,
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__float_as_int(0.0f),
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density_out->stack_offset);
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compiler.add_node(NODE_VALUE_V, color_out->stack_offset);
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compiler.add_node(NODE_VALUE_V, make_float3(TEX_IMAGE_MISSING_R,
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TEX_IMAGE_MISSING_G,
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TEX_IMAGE_MISSING_B));
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}
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}
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}
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void PointDensityTextureNode::compile(OSLCompiler& compiler)
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{
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ShaderInput *vector_in = input("Vector");
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ShaderOutput *density_out = output("Density");
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ShaderOutput *color_out = output("Color");
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const bool use_density = !density_out->links.empty();
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const bool use_color = !color_out->links.empty();
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image_manager = compiler.image_manager;
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if (use_density || use_color) {
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if(slot == -1) {
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bool is_float, is_linear;
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slot = image_manager->add_image(filename, builtin_data,
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false, 0,
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is_float, is_linear,
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interpolation,
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true);
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}
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if(slot != -1) {
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compiler.parameter("filename", string_printf("@%d", slot).c_str());
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}
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if(space == "World") {
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compiler.parameter("mapping", transform_transpose(tfm));
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compiler.parameter("use_mapping", 1);
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}
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switch (interpolation) {
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case INTERPOLATION_CLOSEST:
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compiler.parameter("interpolation", "closest");
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break;
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case INTERPOLATION_CUBIC:
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compiler.parameter("interpolation", "cubic");
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break;
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case INTERPOLATION_LINEAR:
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default:
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compiler.parameter("interpolation", "linear");
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break;
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}
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compiler.add(this, "node_voxel_texture");
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}
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}
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/* Normal */
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NormalNode::NormalNode()
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@@ -213,6 +213,29 @@ public:
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virtual int get_group() { return NODE_GROUP_LEVEL_2; }
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};
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class PointDensityTextureNode : public ShaderNode {
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public:
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SHADER_NODE_NO_CLONE_CLASS(PointDensityTextureNode)
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~PointDensityTextureNode();
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ShaderNode *clone() const;
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void attributes(Shader *shader, AttributeRequestSet *attributes);
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bool has_spatial_varying() { return true; }
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bool has_object_dependency() { return true; }
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ImageManager *image_manager;
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int slot;
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string filename;
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ustring space;
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void *builtin_data;
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InterpolationType interpolation;
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Transform tfm;
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static ShaderEnum space_enum;
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};
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class MappingNode : public ShaderNode {
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public:
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SHADER_NODE_CLASS(MappingNode)
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Reference in New Issue
Block a user