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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@@ -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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