Cycles: Make per-object random value output also work for Lamps
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@@ -112,6 +112,7 @@ static uint object_ray_visibility(BL::Object& b_ob)
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void BlenderSync::sync_light(BL::Object& b_parent,
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int persistent_id[OBJECT_PERSISTENT_ID_SIZE],
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BL::Object& b_ob,
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BL::DupliObject& b_dupli_ob,
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Transform& tfm,
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bool *use_portal)
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{
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@@ -193,6 +194,13 @@ void BlenderSync::sync_light(BL::Object& b_parent,
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light->max_bounces = get_int(clamp, "max_bounces");
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if(b_dupli_ob) {
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light->random_id = b_dupli_ob.random_id();
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}
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else {
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light->random_id = hash_int_2d(hash_string(b_ob.name().c_str()), 0);
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}
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if(light->type == LIGHT_AREA)
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light->is_portal = get_boolean(clamp, "is_portal");
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else
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@@ -271,7 +279,7 @@ Object *BlenderSync::sync_object(BL::Object& b_parent,
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if(object_is_light(b_ob)) {
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/* don't use lamps for excluded layers used as mask layer */
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if(!motion && !((layer_flag & render_layer.holdout_layer) && (layer_flag & render_layer.exclude_layer)))
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sync_light(b_parent, persistent_id, b_ob, tfm, use_portal);
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sync_light(b_parent, persistent_id, b_ob, b_dupli_ob, tfm, use_portal);
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return NULL;
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}
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@@ -131,6 +131,7 @@ private:
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void sync_light(BL::Object& b_parent,
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int persistent_id[OBJECT_PERSISTENT_ID_SIZE],
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BL::Object& b_ob,
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BL::DupliObject& b_dupli_ob,
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Transform& tfm,
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bool *use_portal);
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void sync_background_light(bool use_portal);
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@@ -244,6 +244,17 @@ ccl_device_inline float object_pass_id(KernelGlobals *kg, int object)
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return f.y;
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}
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/* Per lamp random number for shader variation */
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ccl_device_inline float lamp_random_number(KernelGlobals *kg, int lamp)
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{
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if(lamp == LAMP_NONE)
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return 0.0f;
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float4 f = kernel_tex_fetch(__light_data, lamp*LIGHT_SIZE + 4);
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return f.y;
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}
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/* Per object random number for shader variation */
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ccl_device_inline float object_random_number(KernelGlobals *kg, int object)
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@@ -57,6 +57,7 @@ ccl_device_noinline void shader_setup_from_ray(KernelGlobals *kg,
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#ifdef __INSTANCING__
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sd->object = (isect->object == PRIM_NONE)? kernel_tex_fetch(__prim_object, isect->prim): isect->object;
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#endif
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sd->lamp = LAMP_NONE;
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sd->type = isect->type;
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sd->flag = 0;
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@@ -265,6 +266,7 @@ ccl_device_inline void shader_setup_from_sample(KernelGlobals *kg,
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#ifdef __INSTANCING__
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sd->object = object;
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#endif
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sd->lamp = LAMP_NONE;
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/* currently no access to bvh prim index for strand sd->prim*/
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sd->prim = prim;
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#ifdef __UV__
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@@ -286,6 +288,7 @@ ccl_device_inline void shader_setup_from_sample(KernelGlobals *kg,
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else if(lamp != LAMP_NONE) {
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sd->ob_tfm = lamp_fetch_transform(kg, lamp, false);
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sd->ob_itfm = lamp_fetch_transform(kg, lamp, true);
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sd->lamp = lamp;
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#endif
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}
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@@ -391,6 +394,7 @@ ccl_device_inline void shader_setup_from_background(KernelGlobals *kg, ShaderDat
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#ifdef __INSTANCING__
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sd->object = PRIM_NONE;
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#endif
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sd->lamp = LAMP_NONE;
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sd->prim = PRIM_NONE;
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#ifdef __UV__
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sd->u = 0.0f;
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@@ -431,6 +435,7 @@ ccl_device_inline void shader_setup_from_volume(KernelGlobals *kg, ShaderData *s
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# ifdef __INSTANCING__
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sd->object = PRIM_NONE; /* todo: fill this for texture coordinates */
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# endif
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sd->lamp = LAMP_NONE;
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sd->prim = PRIM_NONE;
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sd->type = PRIMITIVE_NONE;
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@@ -1143,6 +1148,7 @@ ccl_device_inline void shader_eval_volume(KernelGlobals *kg,
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/* setup shaderdata from stack. it's mostly setup already in
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* shader_setup_from_volume, this switching should be quick */
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sd->object = stack[i].object;
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sd->lamp = LAMP_NONE;
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sd->shader = stack[i].shader;
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sd->flag &= ~SD_SHADER_FLAGS;
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@@ -957,6 +957,8 @@ typedef ccl_addr_space struct ShaderData {
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float v;
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/* object id if there is one, ~0 otherwise */
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int object;
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/* lamp id if there is one, ~0 otherwise */
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int lamp;
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/* motion blur sample time */
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float time;
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@@ -90,7 +90,15 @@ ccl_device void svm_node_object_info(KernelGlobals *kg, ShaderData *sd, float *s
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}
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case NODE_INFO_OB_INDEX: data = object_pass_id(kg, sd->object); break;
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case NODE_INFO_MAT_INDEX: data = shader_pass_id(kg, sd); break;
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case NODE_INFO_OB_RANDOM: data = object_random_number(kg, sd->object); break;
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case NODE_INFO_OB_RANDOM: {
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if(sd->lamp != LAMP_NONE) {
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data = lamp_random_number(kg, sd->lamp);
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}
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else {
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data = object_random_number(kg, sd->object);
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}
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break;
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}
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default: data = 0.0f; break;
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}
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@@ -134,6 +134,7 @@ NODE_DEFINE(Light)
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SOCKET_INT(samples, "Samples", 1);
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SOCKET_INT(max_bounces, "Max Bounces", 1024);
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SOCKET_UINT(random_id, "Random ID", 0);
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SOCKET_BOOLEAN(is_portal, "Is Portal", false);
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SOCKET_BOOLEAN(is_enabled, "Is Enabled", true);
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@@ -638,6 +639,7 @@ void LightManager::device_update_points(Device *,
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int shader_id = scene->shader_manager->get_shader_id(shader);
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float samples = __int_as_float(light->samples);
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float max_bounces = __int_as_float(light->max_bounces);
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float random = (float)light->random_id * (1.0f/(float)0xFFFFFFFF);
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if(!light->cast_shadow)
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shader_id &= ~SHADER_CAST_SHADOW;
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@@ -758,7 +760,7 @@ void LightManager::device_update_points(Device *,
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light_data[light_index*LIGHT_SIZE + 3] = make_float4(samples, 0.0f, 0.0f, 0.0f);
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}
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light_data[light_index*LIGHT_SIZE + 4] = make_float4(max_bounces, 0.0f, 0.0f, 0.0f);
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light_data[light_index*LIGHT_SIZE + 4] = make_float4(max_bounces, random, 0.0f, 0.0f);
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Transform tfm = light->tfm;
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Transform itfm = transform_inverse(tfm);
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@@ -70,6 +70,7 @@ public:
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Shader *shader;
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int samples;
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int max_bounces;
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uint random_id;
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void tag_update(Scene *scene);
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