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workinf_Blender_Wasm/blender-5.2.0/intern/cycles/kernel/geom/volume.h
2026-08-12 04:47:48 -04:00

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3.7 KiB
C++

/* 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<typename Float3Type>
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<typename T> 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