Cycles: Render Passes
Currently supported passes: * Combined, Z, Normal, Object Index, Material Index, Emission, Environment, Diffuse/Glossy/Transmission x Direct/Indirect/Color Not supported yet: * UV, Vector, Mist Only enabled for CPU devices at the moment, will do GPU tweaks tommorrow, also for environment importance sampling. Documentation: http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Passes
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@@ -36,6 +36,7 @@ Object::Object()
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mesh = NULL;
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tfm = transform_identity();
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visibility = ~0;
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pass_id = 0;
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}
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Object::~Object()
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@@ -135,6 +136,7 @@ void ObjectManager::device_update_transforms(Device *device, DeviceScene *dscene
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/* todo: correct for displacement, and move to a better place */
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float uniform_scale;
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float surface_area = 0.0f;
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float pass_id = ob->pass_id;
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if(transform_uniform_scale(tfm, uniform_scale)) {
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map<Mesh*, float>::iterator it = surface_area_map.find(mesh);
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@@ -171,7 +173,7 @@ void ObjectManager::device_update_transforms(Device *device, DeviceScene *dscene
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memcpy(&objects[offset], &tfm, sizeof(float4)*4);
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memcpy(&objects[offset+4], &itfm, sizeof(float4)*4);
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memcpy(&objects[offset+8], &ntfm, sizeof(float4)*4);
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objects[offset+12] = make_float4(surface_area, 0.0f, 0.0f, 0.0f);
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objects[offset+12] = make_float4(surface_area, pass_id, 0.0f, 0.0f);
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i++;
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