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blender-archive/intern/cycles/kernel/geom/attribute.h
Brecht Van Lommel fd25e883e2 Cycles: remove prefix from source code file names
Remove prefix of filenames that is the same as the folder name. This used
to help when #includes were using individual files, but now they are always
relative to the cycles root directory and so the prefixes are redundant.

For patches and branches, git merge and rebase should be able to detect the
renames and move over code to the right file.
2021-10-26 15:37:04 +02:00

117 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.
*/
#pragma once
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, ccl_private const ShaderData *sd);
ccl_device_inline uint attribute_primitive_type(KernelGlobals kg, ccl_private 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,
ccl_private 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,
ccl_private 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