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