Files
blender/intern/cycles/kernel/geom/point.h
Brecht Van Lommel c813a1b358 Cycles: add Point Info node
With (center) position, radius and random value outputs.

Eevee does not yet support rendering point clouds, but an untested
implementation of this node was added for when it does.

Ref T92573
2022-01-25 17:14:20 +01:00

176 lines
4.9 KiB
C

/*
* 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.
*/
#pragma once
CCL_NAMESPACE_BEGIN
/* Point Primitive
*
* Point primitive for rendering point clouds.
*/
#ifdef __POINTCLOUD__
/* Reading attributes on various point elements */
ccl_device float point_attribute_float(KernelGlobals kg,
ccl_private const ShaderData *sd,
const AttributeDescriptor desc,
ccl_private float *dx,
ccl_private float *dy)
{
# ifdef __RAY_DIFFERENTIALS__
if (dx)
*dx = 0.0f;
if (dy)
*dy = 0.0f;
# endif
if (desc.element == ATTR_ELEMENT_VERTEX) {
return kernel_tex_fetch(__attributes_float, desc.offset + sd->prim);
}
else {
return 0.0f;
}
}
ccl_device float2 point_attribute_float2(KernelGlobals kg,
ccl_private const ShaderData *sd,
const AttributeDescriptor desc,
ccl_private float2 *dx,
ccl_private float2 *dy)
{
# ifdef __RAY_DIFFERENTIALS__
if (dx)
*dx = make_float2(0.0f, 0.0f);
if (dy)
*dy = make_float2(0.0f, 0.0f);
# endif
if (desc.element == ATTR_ELEMENT_VERTEX) {
return kernel_tex_fetch(__attributes_float2, desc.offset + sd->prim);
}
else {
return make_float2(0.0f, 0.0f);
}
}
ccl_device float3 point_attribute_float3(KernelGlobals kg,
ccl_private const ShaderData *sd,
const AttributeDescriptor desc,
ccl_private float3 *dx,
ccl_private float3 *dy)
{
# ifdef __RAY_DIFFERENTIALS__
if (dx)
*dx = make_float3(0.0f, 0.0f, 0.0f);
if (dy)
*dy = make_float3(0.0f, 0.0f, 0.0f);
# endif
if (desc.element == ATTR_ELEMENT_VERTEX) {
return kernel_tex_fetch(__attributes_float3, desc.offset + sd->prim);
}
else {
return make_float3(0.0f, 0.0f, 0.0f);
}
}
ccl_device float4 point_attribute_float4(KernelGlobals kg,
ccl_private const ShaderData *sd,
const AttributeDescriptor desc,
ccl_private float4 *dx,
ccl_private float4 *dy)
{
# ifdef __RAY_DIFFERENTIALS__
if (dx)
*dx = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
if (dy)
*dy = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
# endif
if (desc.element == ATTR_ELEMENT_VERTEX) {
return kernel_tex_fetch(__attributes_float4, desc.offset + sd->prim);
}
else {
return make_float4(0.0f, 0.0f, 0.0f, 0.0f);
}
}
/* Point position */
ccl_device float3 point_position(KernelGlobals kg, ccl_private const ShaderData *sd)
{
if (sd->type & PRIMITIVE_POINT) {
/* World space center. */
float3 P = (sd->type & PRIMITIVE_MOTION) ?
float4_to_float3(motion_point(kg, sd->object, sd->prim, sd->time)) :
float4_to_float3(kernel_tex_fetch(__points, sd->prim));
if (!(sd->object_flag & SD_OBJECT_TRANSFORM_APPLIED)) {
object_position_transform(kg, sd, &P);
}
return P;
}
return zero_float3();
}
/* Point radius */
ccl_device float point_radius(KernelGlobals kg, ccl_private const ShaderData *sd)
{
if (sd->type & PRIMITIVE_POINT) {
/* World space radius. */
const float r = kernel_tex_fetch(__points, sd->prim).w;
if (sd->object_flag & SD_OBJECT_TRANSFORM_APPLIED) {
return r;
}
else {
float3 dir = make_float3(r, r, r);
object_dir_transform(kg, sd, &dir);
return average(dir);
}
}
return 0.0f;
}
/* Point random */
ccl_device float point_random(KernelGlobals kg, ccl_private const ShaderData *sd)
{
if (sd->type & PRIMITIVE_POINT) {
const AttributeDescriptor desc = find_attribute(kg, sd, ATTR_STD_POINT_RANDOM);
return (desc.offset != ATTR_STD_NOT_FOUND) ? point_attribute_float(kg, sd, desc, NULL, NULL) :
0.0f;
}
return 0.0f;
}
/* Point location for motion pass, linear interpolation between keys and
* ignoring radius because we do the same for the motion keys */
ccl_device float3 point_motion_center_location(KernelGlobals kg, ccl_private const ShaderData *sd)
{
return float4_to_float3(kernel_tex_fetch(__points, sd->prim));
}
#endif /* __POINTCLOUD__ */
CCL_NAMESPACE_END