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
99 lines
2.8 KiB
C
99 lines
2.8 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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/* Geometry Node */
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__device void svm_node_geometry(ShaderData *sd, float *stack, uint type, uint out_offset)
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{
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float3 data;
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switch(type) {
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case NODE_GEOM_P: data = sd->P; break;
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case NODE_GEOM_N: data = sd->N; break;
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#ifdef __DPDU__
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case NODE_GEOM_T: data = normalize(sd->dPdu); break;
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#endif
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case NODE_GEOM_I: data = sd->I; break;
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case NODE_GEOM_Ng: data = sd->Ng; break;
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#ifdef __UV__
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case NODE_GEOM_uv: data = make_float3(sd->u, sd->v, 0.0f); break;
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#endif
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}
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stack_store_float3(stack, out_offset, data);
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}
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__device void svm_node_geometry_bump_dx(ShaderData *sd, float *stack, uint type, uint out_offset)
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{
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#ifdef __RAY_DIFFERENTIALS__
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float3 data;
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switch(type) {
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case NODE_GEOM_P: data = sd->P + sd->dP.dx; break;
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case NODE_GEOM_uv: data = make_float3(sd->u + sd->du.dx, sd->v + sd->dv.dx, 0.0f); break;
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default: svm_node_geometry(sd, stack, type, out_offset); return;
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}
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stack_store_float3(stack, out_offset, data);
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#else
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svm_node_geometry(sd, stack, type, out_offset);
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#endif
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}
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__device void svm_node_geometry_bump_dy(ShaderData *sd, float *stack, uint type, uint out_offset)
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{
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#ifdef __RAY_DIFFERENTIALS__
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float3 data;
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switch(type) {
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case NODE_GEOM_P: data = sd->P + sd->dP.dy; break;
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case NODE_GEOM_uv: data = make_float3(sd->u + sd->du.dy, sd->v + sd->dv.dy, 0.0f); break;
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default: svm_node_geometry(sd, stack, type, out_offset); return;
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}
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stack_store_float3(stack, out_offset, data);
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#else
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svm_node_geometry(sd, stack, type, out_offset);
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#endif
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}
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/* Object Info */
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__device void svm_node_object_info(KernelGlobals *kg, ShaderData *sd, float *stack, uint type, uint out_offset)
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{
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float data;
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switch(type) {
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case NODE_INFO_OB_LOCATION: {
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stack_store_float3(stack, out_offset, object_location(kg, sd));
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return;
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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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default: data = 0.0f; break;
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}
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stack_store_float(stack, out_offset, data);
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}
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CCL_NAMESPACE_END
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