forked from bartvdbraak/blender
100 lines
2.5 KiB
C
100 lines
2.5 KiB
C
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/*
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* Copyright 2011-2015 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifndef SD_VAR
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#define SD_VAR(type, what)
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#endif
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#ifndef SD_CLOSURE_VAR
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#define SD_CLOSURE_VAR(type, what, max_closure)
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#endif
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/* position */
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SD_VAR(float3, P)
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/* smooth normal for shading */
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SD_VAR(float3, N)
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/* true geometric normal */
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SD_VAR(float3, Ng)
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/* view/incoming direction */
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SD_VAR(float3, I)
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/* shader id */
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SD_VAR(int, shader)
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/* booleans describing shader, see ShaderDataFlag */
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SD_VAR(int, flag)
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/* primitive id if there is one, ~0 otherwise */
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SD_VAR(int, prim)
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/* combined type and curve segment for hair */
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SD_VAR(int, type)
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/* parametric coordinates
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* - barycentric weights for triangles */
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SD_VAR(float, u)
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SD_VAR(float, v)
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/* object id if there is one, ~0 otherwise */
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SD_VAR(int, object)
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/* motion blur sample time */
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SD_VAR(float, time)
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/* length of the ray being shaded */
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SD_VAR(float, ray_length)
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/* ray bounce depth */
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SD_VAR(int, ray_depth)
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/* ray transparent depth */
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SD_VAR(int, transparent_depth)
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#ifdef __RAY_DIFFERENTIALS__
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/* differential of P. these are orthogonal to Ng, not N */
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SD_VAR(differential3, dP)
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/* differential of I */
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SD_VAR(differential3, dI)
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/* differential of u, v */
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SD_VAR(differential, du)
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SD_VAR(differential, dv)
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#endif
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#ifdef __DPDU__
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/* differential of P w.r.t. parametric coordinates. note that dPdu is
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* not readily suitable as a tangent for shading on triangles. */
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SD_VAR(float3, dPdu)
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SD_VAR(float3, dPdv)
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#endif
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#ifdef __OBJECT_MOTION__
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/* object <-> world space transformations, cached to avoid
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* re-interpolating them constantly for shading */
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SD_VAR(Transform, ob_tfm)
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SD_VAR(Transform, ob_itfm)
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#endif
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/* Closure data, we store a fixed array of closures */
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SD_CLOSURE_VAR(ShaderClosure, closure, MAX_CLOSURE)
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SD_VAR(int, num_closure)
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SD_VAR(float, randb_closure)
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/* ray start position, only set for backgrounds */
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SD_VAR(float3, ray_P)
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SD_VAR(differential3, ray_dP)
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#ifdef __OSL__
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SD_VAR(struct KernelGlobals *, osl_globals)
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#endif
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#undef SD_VAR
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#undef SD_CLOSURE_VAR
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