Cycles: Make per-object random value output also work for Lamps

This commit is contained in:
Lukas Stockner
2017-11-05 21:59:17 +01:00
parent d8066fb0f1
commit 212a8d9e5a
8 changed files with 42 additions and 3 deletions

View File

@@ -244,6 +244,17 @@ ccl_device_inline float object_pass_id(KernelGlobals *kg, int object)
return f.y;
}
/* Per lamp random number for shader variation */
ccl_device_inline float lamp_random_number(KernelGlobals *kg, int lamp)
{
if(lamp == LAMP_NONE)
return 0.0f;
float4 f = kernel_tex_fetch(__light_data, lamp*LIGHT_SIZE + 4);
return f.y;
}
/* Per object random number for shader variation */
ccl_device_inline float object_random_number(KernelGlobals *kg, int object)

View File

@@ -57,6 +57,7 @@ ccl_device_noinline void shader_setup_from_ray(KernelGlobals *kg,
#ifdef __INSTANCING__
sd->object = (isect->object == PRIM_NONE)? kernel_tex_fetch(__prim_object, isect->prim): isect->object;
#endif
sd->lamp = LAMP_NONE;
sd->type = isect->type;
sd->flag = 0;
@@ -265,6 +266,7 @@ ccl_device_inline void shader_setup_from_sample(KernelGlobals *kg,
#ifdef __INSTANCING__
sd->object = object;
#endif
sd->lamp = LAMP_NONE;
/* currently no access to bvh prim index for strand sd->prim*/
sd->prim = prim;
#ifdef __UV__
@@ -286,6 +288,7 @@ ccl_device_inline void shader_setup_from_sample(KernelGlobals *kg,
else if(lamp != LAMP_NONE) {
sd->ob_tfm = lamp_fetch_transform(kg, lamp, false);
sd->ob_itfm = lamp_fetch_transform(kg, lamp, true);
sd->lamp = lamp;
#endif
}
@@ -391,6 +394,7 @@ ccl_device_inline void shader_setup_from_background(KernelGlobals *kg, ShaderDat
#ifdef __INSTANCING__
sd->object = PRIM_NONE;
#endif
sd->lamp = LAMP_NONE;
sd->prim = PRIM_NONE;
#ifdef __UV__
sd->u = 0.0f;
@@ -431,6 +435,7 @@ ccl_device_inline void shader_setup_from_volume(KernelGlobals *kg, ShaderData *s
# ifdef __INSTANCING__
sd->object = PRIM_NONE; /* todo: fill this for texture coordinates */
# endif
sd->lamp = LAMP_NONE;
sd->prim = PRIM_NONE;
sd->type = PRIMITIVE_NONE;
@@ -1143,6 +1148,7 @@ ccl_device_inline void shader_eval_volume(KernelGlobals *kg,
/* setup shaderdata from stack. it's mostly setup already in
* shader_setup_from_volume, this switching should be quick */
sd->object = stack[i].object;
sd->lamp = LAMP_NONE;
sd->shader = stack[i].shader;
sd->flag &= ~SD_SHADER_FLAGS;

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@@ -957,6 +957,8 @@ typedef ccl_addr_space struct ShaderData {
float v;
/* object id if there is one, ~0 otherwise */
int object;
/* lamp id if there is one, ~0 otherwise */
int lamp;
/* motion blur sample time */
float time;

View File

@@ -90,7 +90,15 @@ ccl_device void svm_node_object_info(KernelGlobals *kg, ShaderData *sd, float *s
}
case NODE_INFO_OB_INDEX: data = object_pass_id(kg, sd->object); break;
case NODE_INFO_MAT_INDEX: data = shader_pass_id(kg, sd); break;
case NODE_INFO_OB_RANDOM: data = object_random_number(kg, sd->object); break;
case NODE_INFO_OB_RANDOM: {
if(sd->lamp != LAMP_NONE) {
data = lamp_random_number(kg, sd->lamp);
}
else {
data = object_random_number(kg, sd->object);
}
break;
}
default: data = 0.0f; break;
}