/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation * * SPDX-License-Identifier: Apache-2.0 */ /* Volume Primitive * * Volumes are just regions inside meshes with the mesh surface as boundaries. * There isn't as much data to access as for surfaces, there is only a position * to do lookups in 3D voxel or procedural textures. * * 3D voxel textures can be assigned as attributes per mesh, which means the * same shader can be used for volume objects with different densities, etc. */ #pragma once #include "kernel/globals.h" #include "kernel/geom/attribute.h" #include "kernel/geom/object.h" #include "kernel/util/image_3d.h" CCL_NAMESPACE_BEGIN #ifdef __VOLUME__ /* Return position normalized to 0..1 in mesh bounds */ template ccl_device_inline Float3Type volume_normalized_position(KernelGlobals kg, const ccl_private ShaderData *sd, Float3Type P) { const AttributeDescriptor desc = find_attribute(kg, sd, ATTR_STD_GENERATED_TRANSFORM); object_inverse_position_transform_if_object(kg, sd, &P); if (is_attribute_found(desc)) { const Transform tfm = primitive_attribute_matrix(kg, desc); P = transform_point(&tfm, P); } return P; } template ccl_device_inline T volume_attribute_value(const float4 value); ccl_device_template_spec float volume_attribute_value(const float4 value) { return average(make_float3(value)); } ccl_device_template_spec float2 volume_attribute_value(const float4 value) { return make_float2(value.x, value.y); } ccl_device_template_spec float3 volume_attribute_value(const float4 value) { return make_float3(value); } ccl_device_template_spec float4 volume_attribute_value(const float4 value) { return value; } ccl_device float volume_attribute_alpha(const float4 value) { return value.w; } ccl_device float4 volume_attribute_float4(KernelGlobals kg, ccl_private ShaderData *sd, const AttributeDescriptor desc, const bool stochastic) { if (desc.element & (ATTR_ELEMENT_OBJECT | ATTR_ELEMENT_MESH)) { switch (desc.type) { case NODE_ATTR_FLOAT: { const float f = kernel_data_fetch(attributes_float, desc.offset); return make_float4(f, f, f, 1.0f); } case NODE_ATTR_FLOAT2: { const float2 f = kernel_data_fetch(attributes_float2, desc.offset); return make_float4(f.x, f.y, 0.0f, 1.0f); } case NODE_ATTR_FLOAT3: { const float3 f = kernel_data_fetch(attributes_float3, desc.offset); return make_float4(f.x, f.y, f.z, 1.0f); } case NODE_ATTR_FLOAT4: case NODE_ATTR_RGBA: return kernel_data_fetch(attributes_float4, desc.offset); case NODE_ATTR_MATRIX: return zero_float4(); } } if (desc.element & ATTR_ELEMENT_VOXEL) { /* todo: optimize this so we don't have to transform both here and in * kernel_image_interp_3d when possible. Also could optimize for the * common case where transform is translation/scale only. */ float3 P = sd->P; object_inverse_position_transform(kg, sd, &P); const InterpolationType interp = (sd->flag & SD_VOLUME_CUBIC) ? INTERPOLATION_CUBIC : INTERPOLATION_NONE; const float4 value = kernel_image_interp_3d(kg, sd, desc.offset, P, interp, stochastic); if (value.w > 1e-6f && value.w != 1.0f) { /* For RGBA colors, unpremultiply after interpolation. */ return make_float4(make_float3(value) / value.w, value.w); } return value; } return zero_float4(); } #endif CCL_NAMESPACE_END