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.
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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
Normal file
64
intern/cycles/kernel/svm/svm_voxel.h
Normal file
@@ -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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