Add Chromium-only Blender WebEngine parity work
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blender-5.2.0/intern/cycles/kernel/geom/point.h
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blender-5.2.0/intern/cycles/kernel/geom/point.h
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/* SPDX-FileCopyrightText: 2021-2022 Blender Foundation
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*
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* SPDX-License-Identifier: Apache-2.0 */
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#pragma once
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#include "kernel/globals.h"
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#include "kernel/geom/attribute.h"
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#include "kernel/geom/motion_point.h"
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#include "kernel/geom/object.h"
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CCL_NAMESPACE_BEGIN
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/* Point Primitive
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*
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* Point primitive for rendering point clouds.
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*/
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#ifdef __POINTCLOUD__
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/* Reading attributes on various point elements */
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template<typename T>
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ccl_device T point_attribute(KernelGlobals kg,
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const ccl_private ShaderData *sd,
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const AttributeDescriptor desc)
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{
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if (desc.element & ATTR_ELEMENT_VERTEX) {
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return T(attribute_data_fetch<dual_base_t<T>>(kg, desc.element, desc.offset + sd->prim));
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}
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return make_zero<T>();
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}
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/* Point position */
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ccl_device float3 point_position(KernelGlobals kg, const ccl_private ShaderData *sd)
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{
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if (sd->type & PRIMITIVE_POINT) {
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/* World space center. */
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const int position_offset = kernel_data_fetch(objects, sd->object).position_offset;
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float3 P = (sd->type & PRIMITIVE_MOTION) ?
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make_float3(motion_point(kg, sd->object, sd->prim, sd->time)) :
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make_float3(kernel_data_fetch(points, position_offset + sd->prim));
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if (!(sd->object_flag & SD_OBJECT_TRANSFORM_APPLIED)) {
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object_position_transform(kg, sd, &P);
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}
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return P;
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}
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return zero_float3();
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}
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/* Point radius */
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ccl_device float point_radius(KernelGlobals kg, const ccl_private ShaderData *sd)
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{
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if (sd->type & PRIMITIVE_POINT) {
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/* World space radius. */
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const int position_offset = kernel_data_fetch(objects, sd->object).position_offset;
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const float r = kernel_data_fetch(points, position_offset + sd->prim).w;
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if (sd->object_flag & SD_OBJECT_TRANSFORM_APPLIED) {
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return r;
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}
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const float normalized_r = r * (1.0f / M_SQRT3_F);
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float3 dir = make_float3(normalized_r, normalized_r, normalized_r);
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object_dir_transform(kg, sd, &dir);
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return len(dir);
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}
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return 0.0f;
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}
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/* Point random */
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ccl_device float point_random(KernelGlobals kg, const ccl_private ShaderData *sd)
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{
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if (sd->type & PRIMITIVE_POINT) {
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const AttributeDescriptor desc = find_attribute(kg, sd, ATTR_STD_POINT_RANDOM);
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return is_attribute_found(desc) ? point_attribute<float>(kg, sd, desc) : 0.0f;
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}
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return 0.0f;
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}
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/* Point location for motion pass, linear interpolation between keys and
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* ignoring radius because we do the same for the motion keys */
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ccl_device float3 point_motion_center_location(KernelGlobals kg, const ccl_private ShaderData *sd)
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{
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const int position_offset = kernel_data_fetch(objects, sd->object).position_offset;
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return make_float3(kernel_data_fetch(points, position_offset + sd->prim));
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}
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#endif /* __POINTCLOUD__ */
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CCL_NAMESPACE_END
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