blender/intern/cycles/kernel/svm/vector_rotate.h
Brecht Van Lommel 7ee94c067c Refactor: Cycles: Replace uint4 SVM packing with structs
* Pass socket links and values in structs for each SVM node.
* Always pass default values along with stack offset, encoded in
  SVMInputFloat and SVMInputFloat3. For slightly more efficient
  memory access the stack offset is encoded in a NaN float.
* Simplify SVMCompiler API to use input_float, input_float3
  input_link and output functions, instead of manual stack
  assignment.

This was a leftover from early CUDA versions and old GPUs, where data
was stored in textures as there was no L1/L2 cache for global memory.

Assisted-by: Claude Opus 4.6
Co-authored-by: Sergey Sharybin <sergey@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/156612
2026-04-09 11:24:32 +02:00

65 lines
2 KiB
C

/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
*
* SPDX-License-Identifier: Apache-2.0 */
#pragma once
#include "kernel/svm/node_types.h"
#include "kernel/svm/util.h"
CCL_NAMESPACE_BEGIN
/* Vector Rotate */
ccl_device_noinline void svm_node_vector_rotate(
ccl_private float *ccl_restrict stack, const ccl_global SVMNodeVectorRotate &ccl_restrict node)
{
if (stack_valid(node.result_offset)) {
const float3 vector = stack_load(stack, node.vector);
const float3 center = stack_load(stack, node.center);
float3 result = make_float3(0.0f, 0.0f, 0.0f);
if (node.rotate_type == NODE_VECTOR_ROTATE_TYPE_EULER_XYZ) {
const float3 rotation = stack_load(stack, node.rotation); // Default XYZ.
const Transform rotationTransform = euler_to_transform(rotation);
if (node.invert) {
result = transform_direction_transposed(&rotationTransform, vector - center) + center;
}
else {
result = transform_direction(&rotationTransform, vector - center) + center;
}
}
else {
float3 axis;
float axis_length;
switch (node.rotate_type) {
case NODE_VECTOR_ROTATE_TYPE_AXIS_X:
axis = make_float3(1.0f, 0.0f, 0.0f);
axis_length = 1.0f;
break;
case NODE_VECTOR_ROTATE_TYPE_AXIS_Y:
axis = make_float3(0.0f, 1.0f, 0.0f);
axis_length = 1.0f;
break;
case NODE_VECTOR_ROTATE_TYPE_AXIS_Z:
axis = make_float3(0.0f, 0.0f, 1.0f);
axis_length = 1.0f;
break;
default:
axis = stack_load(stack, node.axis);
axis_length = len(axis);
break;
}
float angle = stack_load(stack, node.angle);
angle = node.invert ? -angle : angle;
result = (axis_length != 0.0f) ?
rotate_around_axis(vector - center, axis / axis_length, angle) + center :
vector;
}
stack_store_float3(stack, node.result_offset, result);
}
}
CCL_NAMESPACE_END