Blender  V3.3
motion_point.h
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1 /* SPDX-License-Identifier: Apache-2.0
2  * Licensed under the Apache License, Version 2.0 (the "License"); */
3 
5 
6 /* Motion Point Primitive
7  *
8  * These are stored as regular points, plus extra positions and radii at times
9  * other than the frame center. Computing the point at a given ray time is
10  * a matter of interpolation of the two steps between which the ray time lies.
11  *
12  * The extra points are stored as ATTR_STD_MOTION_VERTEX_POSITION.
13  */
14 
15 #ifdef __POINTCLOUD__
16 
18 motion_point_for_step(KernelGlobals kg, int offset, int numkeys, int numsteps, int step, int prim)
19 {
20  if (step == numsteps) {
21  /* center step: regular key location */
22  return kernel_data_fetch(points, prim);
23  }
24  else {
25  /* center step is not stored in this array */
26  if (step > numsteps)
27  step--;
28 
29  offset += step * numkeys;
30 
31  return kernel_data_fetch(attributes_float4, offset + prim);
32  }
33 }
34 
35 /* return 2 point key locations */
36 ccl_device_inline float4 motion_point(KernelGlobals kg, int object, int prim, float time)
37 {
38  /* get motion info */
39  int numsteps, numkeys;
40  object_motion_info(kg, object, &numsteps, NULL, &numkeys);
41 
42  /* figure out which steps we need to fetch and their interpolation factor */
43  int maxstep = numsteps * 2;
44  int step = min((int)(time * maxstep), maxstep - 1);
45  float t = time * maxstep - step;
46 
47  /* find attribute */
50 
51  /* fetch key coordinates */
52  float4 point = motion_point_for_step(kg, offset, numkeys, numsteps, step, prim);
53  float4 next_point = motion_point_for_step(kg, offset, numkeys, numsteps, step + 1, prim);
54 
55  /* interpolate between steps */
56  return (1.0f - t) * point + t * next_point;
57 }
58 
59 #endif
60 
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float float4[4]
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Sky Generate a procedural sky texture Noise Generate fractal Perlin noise Wave Generate procedural bands or rings with noise Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks Texture Retrieve multiple types of texture coordinates nTypically used as inputs for texture nodes Vector Convert a point
#define kernel_assert(cond)
Definition: cpu/compat.h:34
#define ccl_device_inline
Definition: cuda/compat.h:34
#define CCL_NAMESPACE_END
Definition: cuda/compat.h:9
ccl_device_inline int intersection_find_attribute(KernelGlobals kg, const int object, const uint id)
double time
const KernelGlobalsCPU *ccl_restrict KernelGlobals
#define kernel_data_fetch(name, index)
ccl_gpu_kernel_postfix ccl_global float int int int int float bool int offset
ccl_device_inline void object_motion_info(KernelGlobals kg, int object, ccl_private int *numsteps, ccl_private int *numverts, ccl_private int *numkeys)
@ ATTR_STD_NOT_FOUND
Definition: kernel/types.h:647
@ ATTR_STD_MOTION_VERTEX_POSITION
Definition: kernel/types.h:624
#define min(a, b)
Definition: sort.c:35