This repository has been archived on 2023-10-09. You can view files and clone it, but cannot push or open issues or pull requests.
Files
blender-archive/intern/cycles/kernel/geom/geom_attribute.h
Alexander Gavrilov b7558e3c9c Cycles: internal support for per-instance and per-geometry attributes
The existing code for this was incomplete. Each instance can now have a set
of attributes stored separately from geometry attributes. Geometry attributes
take precedence over instance attributes.

Ref D2057
2020-10-28 12:43:42 +01:00

115 lines
3.6 KiB
C++

/*
* Copyright 2011-2013 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
/* Attributes
*
* We support an arbitrary number of attributes on various mesh elements.
* On vertices, triangles, curve keys, curves, meshes and volume grids.
* Most of the code for attribute reading is in the primitive files.
*
* Lookup of attributes is different between OSL and SVM, as OSL is ustring
* based while for SVM we use integer ids. */
ccl_device_inline uint subd_triangle_patch(KernelGlobals *kg, const ShaderData *sd);
ccl_device_inline uint attribute_primitive_type(KernelGlobals *kg, const ShaderData *sd)
{
if ((sd->type & PRIMITIVE_ALL_TRIANGLE) && subd_triangle_patch(kg, sd) != ~0) {
return ATTR_PRIM_SUBD;
}
else {
return ATTR_PRIM_GEOMETRY;
}
}
ccl_device_inline AttributeDescriptor attribute_not_found()
{
const AttributeDescriptor desc = {
ATTR_ELEMENT_NONE, (NodeAttributeType)0, 0, ATTR_STD_NOT_FOUND};
return desc;
}
/* Find attribute based on ID */
ccl_device_inline uint object_attribute_map_offset(KernelGlobals *kg, int object)
{
return kernel_tex_fetch(__objects, object).attribute_map_offset;
}
ccl_device_inline AttributeDescriptor find_attribute(KernelGlobals *kg,
const ShaderData *sd,
uint id)
{
if (sd->object == OBJECT_NONE) {
return attribute_not_found();
}
/* for SVM, find attribute by unique id */
uint attr_offset = object_attribute_map_offset(kg, sd->object);
attr_offset += attribute_primitive_type(kg, sd);
uint4 attr_map = kernel_tex_fetch(__attributes_map, attr_offset);
while (attr_map.x != id) {
if (UNLIKELY(attr_map.x == ATTR_STD_NONE)) {
if (UNLIKELY(attr_map.y == 0)) {
return attribute_not_found();
}
else {
/* Chain jump to a different part of the table. */
attr_offset = attr_map.z;
}
}
else {
attr_offset += ATTR_PRIM_TYPES;
}
attr_map = kernel_tex_fetch(__attributes_map, attr_offset);
}
AttributeDescriptor desc;
desc.element = (AttributeElement)attr_map.y;
if (sd->prim == PRIM_NONE && desc.element != ATTR_ELEMENT_MESH &&
desc.element != ATTR_ELEMENT_VOXEL && desc.element != ATTR_ELEMENT_OBJECT) {
return attribute_not_found();
}
/* return result */
desc.offset = (attr_map.y == ATTR_ELEMENT_NONE) ? (int)ATTR_STD_NOT_FOUND : (int)attr_map.z;
desc.type = (NodeAttributeType)(attr_map.w & 0xff);
desc.flags = (AttributeFlag)(attr_map.w >> 8);
return desc;
}
/* Transform matrix attribute on meshes */
ccl_device Transform primitive_attribute_matrix(KernelGlobals *kg,
const ShaderData *sd,
const AttributeDescriptor desc)
{
Transform tfm;
tfm.x = kernel_tex_fetch(__attributes_float3, desc.offset + 0);
tfm.y = kernel_tex_fetch(__attributes_float3, desc.offset + 1);
tfm.z = kernel_tex_fetch(__attributes_float3, desc.offset + 2);
return tfm;
}
CCL_NAMESPACE_END