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:
Sergey Sharybin
2015-07-18 22:09:20 +02:00
parent 2f15a1f66e
commit 7d10798af2
8 changed files with 301 additions and 1 deletions

View File

@@ -179,6 +179,7 @@ CCL_NAMESPACE_END
#include "svm_checker.h"
#include "svm_brick.h"
#include "svm_vector_transform.h"
#include "svm_voxel.h"
CCL_NAMESPACE_BEGIN
@@ -446,6 +447,11 @@ ccl_device_noinline void svm_eval_nodes(KernelGlobals *kg, ShaderData *sd, Shade
svm_node_blackbody(kg, sd, stack, node.y, node.z);
break;
# endif /* __EXTRA_NODES__ */
# if NODES_FEATURE(NODE_FEATURE_VOLUME)
case NODE_TEX_VOXEL:
svm_node_tex_voxel(kg, sd, stack, node, &offset);
break;
# endif /* NODES_FEATURE(NODE_FEATURE_VOLUME) */
#endif /* NODES_GROUP(NODE_GROUP_LEVEL_3) */
case NODE_END:
return;

View File

@@ -125,7 +125,8 @@ typedef enum NodeType {
NODE_TANGENT,
NODE_NORMAL_MAP,
NODE_HAIR_INFO,
NODE_UVMAP
NODE_UVMAP,
NODE_TEX_VOXEL,
} NodeType;
typedef enum NodeAttributeType {
@@ -349,6 +350,11 @@ typedef enum NodeBumpOffset {
NODE_BUMP_OFFSET_DY,
} NodeBumpOffset;
typedef enum NodeTexVoxelSpace {
NODE_TEX_VOXEL_SPACE_OBJECT = 0,
NODE_TEX_VOXEL_SPACE_WORLD = 1,
} NodeTexVoxelSpace;
typedef enum ShaderType {
SHADER_TYPE_SURFACE,
SHADER_TYPE_VOLUME,

View File

@@ -0,0 +1,64 @@
/*
* Copyright 2011-2015 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
/* TODO(sergey): Think of making it more generic volume-type attribute
* sampler.
*/
ccl_device void svm_node_tex_voxel(KernelGlobals *kg,
ShaderData *sd,
float *stack,
uint4 node,
int *offset)
{
int id = node.y;
uint co_offset, density_out_offset, color_out_offset, space;
decode_node_uchar4(node.z, &co_offset, &density_out_offset, &color_out_offset, &space);
float3 co = stack_load_float3(stack, co_offset);
if(space == NODE_TEX_VOXEL_SPACE_OBJECT) {
co = volume_normalized_position(kg, sd, co);
}
else {
kernel_assert(space == NODE_TEX_VOXEL_SPACE_WORLD);
Transform tfm;
tfm.x = read_node_float(kg, offset);
tfm.y = read_node_float(kg, offset);
tfm.z = read_node_float(kg, offset);
tfm.w = read_node_float(kg, offset);
co = transform_point(&tfm, co);
}
if(co.x < 0.0f || co.y < 0.0f || co.z < 0.0f ||
co.x > 1.0f || co.y > 1.0f || co.z > 1.0f)
{
if (stack_valid(density_out_offset))
stack_store_float(stack, density_out_offset, 0.0f);
if (stack_valid(color_out_offset))
stack_store_float3(stack, color_out_offset, make_float3(0.0f, 0.0f, 0.0f));
return;
}
#ifdef __KERNEL_GPU__
float4 r = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
#else
float4 r = kernel_tex_image_interp_3d(id, co.x, co.y, co.z);
#endif
if (stack_valid(density_out_offset))
stack_store_float(stack, density_out_offset, r.w);
if (stack_valid(color_out_offset))
stack_store_float3(stack, color_out_offset, make_float3(r.x, r.y, r.z));
}
CCL_NAMESPACE_END