forked from bartvdbraak/blender
c3e1fce775
pass index, and a random number unique to the instance of the object. This can be useful to give some variation to a single material assigned to multiple instances, either manually controlled through the object index, based on the object location, or randomized for each instance. http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Object_Info
164 lines
4.8 KiB
C
164 lines
4.8 KiB
C
/*
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* Copyright 2011, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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CCL_NAMESPACE_BEGIN
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enum ObjectTransform {
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OBJECT_TRANSFORM = 0,
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OBJECT_INVERSE_TRANSFORM = 3,
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OBJECT_PROPERTIES = 6,
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OBJECT_TRANSFORM_MOTION_PRE = 8,
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OBJECT_TRANSFORM_MOTION_POST = 12
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};
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__device_inline Transform object_fetch_transform(KernelGlobals *kg, int object, float time, enum ObjectTransform type)
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{
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Transform tfm;
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#ifdef __MOTION__
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/* if we do motion blur */
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if(sd->flag & SD_OBJECT_MOTION) {
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/* fetch motion transforms */
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MotionTransform motion;
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motion.pre.x = have_motion;
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motion.pre.y = kernel_tex_fetch(__objects, offset + 1);
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motion.pre.z = kernel_tex_fetch(__objects, offset + 2);
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motion.pre.w = kernel_tex_fetch(__objects, offset + 3);
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motion.post.x = kernel_tex_fetch(__objects, offset + 4);
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motion.post.y = kernel_tex_fetch(__objects, offset + 5);
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motion.post.z = kernel_tex_fetch(__objects, offset + 6);
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motion.post.w = kernel_tex_fetch(__objects, offset + 7);
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/* interpolate (todo: do only once per object) */
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transform_motion_interpolate(&tfm, &motion, time);
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/* invert */
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if(type == OBJECT_INVERSE_TRANSFORM)
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tfm = transform_quick_inverse(tfm);
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return tfm;
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}
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#endif
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int offset = object*OBJECT_SIZE + (int)type;
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tfm.x = kernel_tex_fetch(__objects, offset + 0);
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tfm.y = kernel_tex_fetch(__objects, offset + 1);
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tfm.z = kernel_tex_fetch(__objects, offset + 2);
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tfm.w = make_float4(0.0f, 0.0f, 0.0f, 1.0f);
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return tfm;
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}
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__device_inline void object_position_transform(KernelGlobals *kg, ShaderData *sd, float3 *P)
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{
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#ifdef __MOTION__
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*P = transform_point(&sd->ob_tfm, *P);
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#else
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Transform tfm = object_fetch_transform(kg, sd->object, TIME_INVALID, OBJECT_TRANSFORM);
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*P = transform_point(&tfm, *P);
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#endif
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}
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__device_inline void object_inverse_position_transform(KernelGlobals *kg, ShaderData *sd, float3 *P)
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{
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#ifdef __MOTION__
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*P = transform_point(&sd->ob_itfm, *P);
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#else
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Transform tfm = object_fetch_transform(kg, sd->object, TIME_INVALID, OBJECT_INVERSE_TRANSFORM);
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*P = transform_point(&tfm, *P);
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#endif
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}
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__device_inline void object_inverse_normal_transform(KernelGlobals *kg, ShaderData *sd, float3 *N)
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{
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#ifdef __MOTION__
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*N = normalize(transform_direction_transposed(&sd->ob_tfm, *N));
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#else
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Transform tfm = object_fetch_transform(kg, sd->object, TIME_INVALID, OBJECT_TRANSFORM);
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*N = normalize(transform_direction_transposed(&tfm, *N));
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#endif
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}
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__device_inline void object_normal_transform(KernelGlobals *kg, ShaderData *sd, float3 *N)
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{
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#ifdef __MOTION__
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*N = normalize(transform_direction_transposed(&sd->ob_itfm, *N));
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#else
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Transform tfm = object_fetch_transform(kg, sd->object, TIME_INVALID, OBJECT_INVERSE_TRANSFORM);
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*N = normalize(transform_direction_transposed(&tfm, *N));
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#endif
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}
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__device_inline void object_dir_transform(KernelGlobals *kg, ShaderData *sd, float3 *D)
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{
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#ifdef __MOTION__
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*D = transform_direction(&sd->ob_tfm, *D);
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#else
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Transform tfm = object_fetch_transform(kg, sd->object, 0.0f, OBJECT_TRANSFORM);
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*D = transform_direction(&tfm, *D);
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#endif
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}
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__device_inline float3 object_location(KernelGlobals *kg, ShaderData *sd)
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{
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#ifdef __MOTION__
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return make_float3(sd->ob_tfm.x.w, sd->ob_tfm.y.w, sd->ob_tfm.z.w);
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#else
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Transform tfm = object_fetch_transform(kg, sd->object, 0.0f, OBJECT_TRANSFORM);
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return make_float3(tfm.x.w, tfm.y.w, tfm.z.w);
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#endif
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}
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__device_inline float object_surface_area(KernelGlobals *kg, int object)
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{
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int offset = object*OBJECT_SIZE + OBJECT_PROPERTIES;
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float4 f = kernel_tex_fetch(__objects, offset);
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return f.x;
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}
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__device_inline float object_pass_id(KernelGlobals *kg, int object)
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{
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if(object == ~0)
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return 0.0f;
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int offset = object*OBJECT_SIZE + OBJECT_PROPERTIES;
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float4 f = kernel_tex_fetch(__objects, offset);
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return f.y;
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}
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__device_inline float object_random_number(KernelGlobals *kg, int object)
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{
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if(object == ~0)
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return 0.0f;
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int offset = object*OBJECT_SIZE + OBJECT_PROPERTIES;
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float4 f = kernel_tex_fetch(__objects, offset);
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return f.z;
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}
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__device int shader_pass_id(KernelGlobals *kg, ShaderData *sd)
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{
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return kernel_tex_fetch(__shader_flag, (sd->shader & SHADER_MASK)*2 + 1);
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}
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CCL_NAMESPACE_END
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