Blender V2.61 - r43446

kernel_displace.h

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00001 /*
00002  * Copyright 2011, Blender Foundation.
00003  *
00004  * This program is free software; you can redistribute it and/or
00005  * modify it under the terms of the GNU General Public License
00006  * as published by the Free Software Foundation; either version 2
00007  * of the License, or (at your option) any later version.
00008  *
00009  * This program is distributed in the hope that it will be useful,
00010  * but WITHOUT ANY WARRANTY; without even the implied warranty of
00011  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
00012  * GNU General Public License for more details.
00013  *
00014  * You should have received a copy of the GNU General Public License
00015  * along with this program; if not, write to the Free Software Foundation,
00016  * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
00017  */
00018 
00019 CCL_NAMESPACE_BEGIN
00020 
00021 __device void kernel_shader_evaluate(KernelGlobals *kg, uint4 *input, float3 *output, ShaderEvalType type, int i)
00022 {
00023     ShaderData sd;
00024     uint4 in = input[i];
00025     float3 out;
00026 
00027     if(type == SHADER_EVAL_DISPLACE) {
00028         /* setup shader data */
00029         int object = in.x;
00030         int prim = in.y;
00031         float u = __int_as_float(in.z);
00032         float v = __int_as_float(in.w);
00033 
00034         shader_setup_from_displace(kg, &sd, object, prim, u, v);
00035 
00036         /* evaluate */
00037         float3 P = sd.P;
00038         shader_eval_displacement(kg, &sd);
00039         out = sd.P - P;
00040     }
00041     else { // SHADER_EVAL_BACKGROUND
00042         /* setup ray */
00043         Ray ray;
00044 
00045         ray.P = make_float3(0.0f, 0.0f, 0.0f);
00046         ray.D = make_float3(__int_as_float(in.x), __int_as_float(in.y), __int_as_float(in.z));
00047         ray.t = 0.0f;
00048 
00049 #ifdef __RAY_DIFFERENTIALS__
00050         ray.dD.dx = make_float3(0.0f, 0.0f, 0.0f);
00051         ray.dD.dy = make_float3(0.0f, 0.0f, 0.0f);
00052         ray.dP.dx = make_float3(0.0f, 0.0f, 0.0f);
00053         ray.dP.dy = make_float3(0.0f, 0.0f, 0.0f);
00054 #endif
00055 
00056         /* setup shader data */
00057         shader_setup_from_background(kg, &sd, &ray);
00058 
00059         /* evaluate */
00060         int flag = 0; /* we can't know which type of BSDF this is for */
00061         out = shader_eval_background(kg, &sd, flag);
00062     }
00063     
00064     /* write output */
00065     output[i] = out;
00066 }
00067 
00068 CCL_NAMESPACE_END
00069