Fix T41783: Cycles baking ignores displacement
Create unique flag for output shaders with displacement data and use it to calculate transformed normal. Implementation suggested by Brecht Van Lommel. Reviewers: brecht Differential Revision: https://developer.blender.org/D890
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@@ -253,6 +253,10 @@ ccl_device void kernel_bake_evaluate(KernelGlobals *kg, ccl_global uint4 *input,
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/* data passes */
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case SHADER_EVAL_NORMAL:
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{
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if ((sd.flag & SD_HAS_BUMP)) {
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shader_eval_surface(kg, &sd, 0.f, 0, SHADER_CONTEXT_MAIN);
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}
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/* compression: normal = (2 * color) - 1 */
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out = sd.N * 0.5f + make_float3(0.5f, 0.5f, 0.5f);
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break;
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@@ -617,19 +617,20 @@ enum ShaderDataFlag {
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SD_VOLUME_EQUIANGULAR = (1 << 17), /* use equiangular sampling */
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SD_VOLUME_MIS = (1 << 18), /* use multiple importance sampling */
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SD_VOLUME_CUBIC = (1 << 19), /* use cubic interpolation for voxels */
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SD_HAS_BUMP = (1 << 20), /* has data connected to the displacement input */
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SD_SHADER_FLAGS = (SD_USE_MIS|SD_HAS_TRANSPARENT_SHADOW|SD_HAS_VOLUME|
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SD_HAS_ONLY_VOLUME|SD_HETEROGENEOUS_VOLUME|
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SD_HAS_BSSRDF_BUMP|SD_VOLUME_EQUIANGULAR|SD_VOLUME_MIS|
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SD_VOLUME_CUBIC),
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SD_VOLUME_CUBIC | SD_HAS_BUMP),
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/* object flags */
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SD_HOLDOUT_MASK = (1 << 20), /* holdout for camera rays */
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SD_OBJECT_MOTION = (1 << 21), /* has object motion blur */
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SD_TRANSFORM_APPLIED = (1 << 22), /* vertices have transform applied */
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SD_NEGATIVE_SCALE_APPLIED = (1 << 23), /* vertices have negative scale applied */
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SD_OBJECT_HAS_VOLUME = (1 << 24), /* object has a volume shader */
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SD_OBJECT_INTERSECTS_VOLUME = (1 << 25), /* object intersects AABB of an object with volume shader */
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SD_HOLDOUT_MASK = (1 << 21), /* holdout for camera rays */
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SD_OBJECT_MOTION = (1 << 22), /* has object motion blur */
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SD_TRANSFORM_APPLIED = (1 << 23), /* vertices have transform applied */
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SD_NEGATIVE_SCALE_APPLIED = (1 << 24), /* vertices have negative scale applied */
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SD_OBJECT_HAS_VOLUME = (1 << 25), /* object has a volume shader */
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SD_OBJECT_INTERSECTS_VOLUME = (1 << 26), /* object intersects AABB of an object with volume shader */
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SD_OBJECT_FLAGS = (SD_HOLDOUT_MASK|SD_OBJECT_MOTION|SD_TRANSFORM_APPLIED|
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SD_NEGATIVE_SCALE_APPLIED|SD_OBJECT_HAS_VOLUME|
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@@ -359,6 +359,8 @@ void ShaderManager::device_update_common(Device *device, DeviceScene *dscene, Sc
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flag |= SD_VOLUME_MIS;
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if(shader->volume_interpolation_method == VOLUME_INTERPOLATION_CUBIC)
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flag |= SD_VOLUME_CUBIC;
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if(shader->graph_bump)
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flag |= SD_HAS_BUMP;
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/* regular shader */
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shader_flag[i++] = flag;
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