Cycles: Make object flag names more obvious that hey are object and not shader

This commit is contained in:
Sergey Sharybin 2016-12-23 10:49:59 +01:00
parent 2ae39ff6b1
commit b9311b5e5a
15 changed files with 34 additions and 34 deletions

@ -72,7 +72,7 @@ void BVH_FUNCTION_FULL_NAME(BVH)(KernelGlobals *kg,
ss_isect->num_hits = 0;
const int object_flag = kernel_tex_fetch(__object_flag, subsurface_object);
if(!(object_flag & SD_TRANSFORM_APPLIED)) {
if(!(object_flag & SD_OBJECT_TRANSFORM_APPLIED)) {
#if BVH_FEATURE(BVH_MOTION)
Transform ob_itfm;
bvh_instance_motion_push(kg,

@ -61,7 +61,7 @@ ccl_device void BVH_FUNCTION_FULL_NAME(QBVH)(KernelGlobals *kg,
ss_isect->num_hits = 0;
const int object_flag = kernel_tex_fetch(__object_flag, subsurface_object);
if(!(object_flag & SD_TRANSFORM_APPLIED)) {
if(!(object_flag & SD_OBJECT_TRANSFORM_APPLIED)) {
#if BVH_FEATURE(BVH_MOTION)
Transform ob_itfm;
bvh_instance_motion_push(kg,

@ -81,7 +81,7 @@ ccl_device_noinline void motion_triangle_shader_setup(KernelGlobals *kg,
}
/* Compute face normal. */
float3 Ng;
if(ccl_fetch(sd, flag) & SD_NEGATIVE_SCALE_APPLIED) {
if(ccl_fetch(sd, flag) & SD_OBJECT_NEGATIVE_SCALE_APPLIED) {
Ng = normalize(cross(verts[2] - verts[0], verts[1] - verts[0]));
}
else {

@ -157,7 +157,7 @@ ccl_device_inline float4 primitive_motion_vector(KernelGlobals *kg, ShaderData *
if(is_curve_primitive) {
center = curve_motion_center_location(kg, sd);
if(!(ccl_fetch(sd, flag) & SD_TRANSFORM_APPLIED))
if(!(ccl_fetch(sd, flag) & SD_OBJECT_TRANSFORM_APPLIED))
object_position_transform(kg, sd, &center);
}
else

@ -32,7 +32,7 @@ ccl_device_inline float3 triangle_normal(KernelGlobals *kg, ShaderData *sd)
const float3 v2 = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex.w+2));
/* return normal */
if(ccl_fetch(sd, flag) & SD_NEGATIVE_SCALE_APPLIED)
if(ccl_fetch(sd, flag) & SD_OBJECT_NEGATIVE_SCALE_APPLIED)
return normalize(cross(v2 - v0, v1 - v0));
else
return normalize(cross(v1 - v0, v2 - v0));
@ -55,7 +55,7 @@ ccl_device_inline void triangle_point_normal(KernelGlobals *kg, int object, int
int object_flag = kernel_tex_fetch(__object_flag, object);
/* compute normal */
if(object_flag & SD_NEGATIVE_SCALE_APPLIED)
if(object_flag & SD_OBJECT_NEGATIVE_SCALE_APPLIED)
*Ng = normalize(cross(v2 - v0, v1 - v0));
else
*Ng = normalize(cross(v1 - v0, v2 - v0));

@ -320,7 +320,7 @@ ccl_device void kernel_bake_evaluate(KernelGlobals *kg, ccl_global uint4 *input,
P, Ng, Ng,
shader, object, prim,
u, v, 1.0f, 0.5f,
!(kernel_tex_fetch(__object_flag, object) & SD_TRANSFORM_APPLIED),
!(kernel_tex_fetch(__object_flag, object) & SD_OBJECT_TRANSFORM_APPLIED),
LAMP_NONE);
sd.I = sd.N;

@ -767,7 +767,7 @@ ccl_device void object_transform_light_sample(KernelGlobals *kg, LightSample *ls
{
#ifdef __INSTANCING__
/* instance transform */
if(!(kernel_tex_fetch(__object_flag, object) & SD_TRANSFORM_APPLIED)) {
if(!(kernel_tex_fetch(__object_flag, object) & SD_OBJECT_TRANSFORM_APPLIED)) {
# ifdef __OBJECT_MOTION__
Transform itfm;
Transform tfm = object_fetch_transform_motion_test(kg, object, time, &itfm);

@ -777,11 +777,11 @@ ccl_device_inline float4 kernel_path_integrate(KernelGlobals *kg,
/* holdout */
#ifdef __HOLDOUT__
if((sd.flag & (SD_HOLDOUT|SD_HOLDOUT_MASK)) && (state.flag & PATH_RAY_CAMERA)) {
if((sd.flag & (SD_HOLDOUT|SD_OBJECT_HOLDOUT_MASK)) && (state.flag & PATH_RAY_CAMERA)) {
if(kernel_data.background.transparent) {
float3 holdout_weight;
if(sd.flag & SD_HOLDOUT_MASK)
if(sd.flag & SD_OBJECT_HOLDOUT_MASK)
holdout_weight = make_float3(1.0f, 1.0f, 1.0f);
else
holdout_weight = shader_holdout_eval(kg, &sd);
@ -790,7 +790,7 @@ ccl_device_inline float4 kernel_path_integrate(KernelGlobals *kg,
L_transparent += average(holdout_weight*throughput);
}
if(sd.flag & SD_HOLDOUT_MASK)
if(sd.flag & SD_OBJECT_HOLDOUT_MASK)
break;
}
#endif /* __HOLDOUT__ */

@ -473,11 +473,11 @@ ccl_device float4 kernel_branched_path_integrate(KernelGlobals *kg, RNG *rng, in
/* holdout */
#ifdef __HOLDOUT__
if(sd.flag & (SD_HOLDOUT|SD_HOLDOUT_MASK)) {
if(sd.flag & (SD_HOLDOUT|SD_OBJECT_HOLDOUT_MASK)) {
if(kernel_data.background.transparent) {
float3 holdout_weight;
if(sd.flag & SD_HOLDOUT_MASK)
if(sd.flag & SD_OBJECT_HOLDOUT_MASK)
holdout_weight = make_float3(1.0f, 1.0f, 1.0f);
else
holdout_weight = shader_holdout_eval(kg, &sd);
@ -486,7 +486,7 @@ ccl_device float4 kernel_branched_path_integrate(KernelGlobals *kg, RNG *rng, in
L_transparent += average(holdout_weight*throughput);
}
if(sd.flag & SD_HOLDOUT_MASK)
if(sd.flag & SD_OBJECT_HOLDOUT_MASK)
break;
}
#endif /* __HOLDOUT__ */

@ -298,7 +298,7 @@ ccl_device_inline void shader_setup_from_sample(KernelGlobals *kg,
ccl_fetch(sd, N) = triangle_smooth_normal(kg, ccl_fetch(sd, prim), ccl_fetch(sd, u), ccl_fetch(sd, v));
#ifdef __INSTANCING__
if(!(ccl_fetch(sd, flag) & SD_TRANSFORM_APPLIED)) {
if(!(ccl_fetch(sd, flag) & SD_OBJECT_TRANSFORM_APPLIED)) {
object_normal_transform_auto(kg, sd, &ccl_fetch(sd, N));
}
#endif
@ -309,7 +309,7 @@ ccl_device_inline void shader_setup_from_sample(KernelGlobals *kg,
triangle_dPdudv(kg, ccl_fetch(sd, prim), &ccl_fetch(sd, dPdu), &ccl_fetch(sd, dPdv));
# ifdef __INSTANCING__
if(!(ccl_fetch(sd, flag) & SD_TRANSFORM_APPLIED)) {
if(!(ccl_fetch(sd, flag) & SD_OBJECT_TRANSFORM_APPLIED)) {
object_dir_transform_auto(kg, sd, &ccl_fetch(sd, dPdu));
object_dir_transform_auto(kg, sd, &ccl_fetch(sd, dPdv));
}
@ -364,7 +364,7 @@ ccl_device void shader_setup_from_displace(KernelGlobals *kg, ShaderData *sd,
P, Ng, I,
shader, object, prim,
u, v, 0.0f, 0.5f,
!(kernel_tex_fetch(__object_flag, object) & SD_TRANSFORM_APPLIED),
!(kernel_tex_fetch(__object_flag, object) & SD_OBJECT_TRANSFORM_APPLIED),
LAMP_NONE);
}

@ -732,16 +732,16 @@ enum ShaderDataFlag {
SD_VOLUME_CUBIC|SD_HAS_BUMP|SD_HAS_DISPLACEMENT|SD_HAS_CONSTANT_EMISSION),
/* object flags */
SD_HOLDOUT_MASK = (1 << 24), /* holdout for camera rays */
SD_OBJECT_MOTION = (1 << 25), /* has object motion blur */
SD_TRANSFORM_APPLIED = (1 << 26), /* vertices have transform applied */
SD_NEGATIVE_SCALE_APPLIED = (1 << 27), /* vertices have negative scale applied */
SD_OBJECT_HAS_VOLUME = (1 << 28), /* object has a volume shader */
SD_OBJECT_INTERSECTS_VOLUME = (1 << 29), /* object intersects AABB of an object with volume shader */
SD_OBJECT_HAS_VERTEX_MOTION = (1 << 30), /* has position for motion vertices */
SD_OBJECT_HOLDOUT_MASK = (1 << 24), /* holdout for camera rays */
SD_OBJECT_MOTION = (1 << 25), /* has object motion blur */
SD_OBJECT_TRANSFORM_APPLIED = (1 << 26), /* vertices have transform applied */
SD_OBJECT_NEGATIVE_SCALE_APPLIED = (1 << 27), /* vertices have negative scale applied */
SD_OBJECT_HAS_VOLUME = (1 << 28), /* object has a volume shader */
SD_OBJECT_INTERSECTS_VOLUME = (1 << 29), /* object intersects AABB of an object with volume shader */
SD_OBJECT_HAS_VERTEX_MOTION = (1 << 30), /* has position for motion vertices */
SD_OBJECT_FLAGS = (SD_HOLDOUT_MASK|SD_OBJECT_MOTION|SD_TRANSFORM_APPLIED|
SD_NEGATIVE_SCALE_APPLIED|SD_OBJECT_HAS_VOLUME|
SD_OBJECT_FLAGS = (SD_OBJECT_HOLDOUT_MASK|SD_OBJECT_MOTION|SD_OBJECT_TRANSFORM_APPLIED|
SD_OBJECT_NEGATIVE_SCALE_APPLIED|SD_OBJECT_HAS_VOLUME|
SD_OBJECT_INTERSECTS_VOLUME)
};

@ -712,7 +712,7 @@ bool OSLRenderServices::get_object_standard_attribute(KernelGlobals *kg, ShaderD
else
motion_triangle_vertices(kg, sd->object, sd->prim, sd->time, P);
if(!(sd->flag & SD_TRANSFORM_APPLIED)) {
if(!(sd->flag & SD_OBJECT_TRANSFORM_APPLIED)) {
object_position_transform(kg, sd, &P[0]);
object_position_transform(kg, sd, &P[1]);
object_position_transform(kg, sd, &P[2]);

@ -137,13 +137,13 @@ ccl_device void kernel_holdout_emission_blurring_pathtermination_ao(
/* holdout */
#ifdef __HOLDOUT__
if((ccl_fetch(sd, flag) & (SD_HOLDOUT|SD_HOLDOUT_MASK)) &&
if((ccl_fetch(sd, flag) & (SD_HOLDOUT|SD_OBJECT_HOLDOUT_MASK)) &&
(state->flag & PATH_RAY_CAMERA))
{
if(kernel_data.background.transparent) {
float3 holdout_weight;
if(ccl_fetch(sd, flag) & SD_HOLDOUT_MASK)
if(ccl_fetch(sd, flag) & SD_OBJECT_HOLDOUT_MASK)
holdout_weight = make_float3(1.0f, 1.0f, 1.0f);
else
holdout_weight = shader_holdout_eval(kg, sd);
@ -152,7 +152,7 @@ ccl_device void kernel_holdout_emission_blurring_pathtermination_ao(
L_transparent_coop[ray_index] += average(holdout_weight*throughput);
}
if(ccl_fetch(sd, flag) & SD_HOLDOUT_MASK) {
if(ccl_fetch(sd, flag) & SD_OBJECT_HOLDOUT_MASK) {
ASSIGN_RAY_STATE(ray_state, ray_index, RAY_UPDATE_BUFFER);
*enqueue_flag = 1;
}

@ -57,7 +57,7 @@ ccl_device_inline float wireframe(KernelGlobals *kg,
else
motion_triangle_vertices(kg, ccl_fetch(sd, object), ccl_fetch(sd, prim), ccl_fetch(sd, time), Co);
if(!(ccl_fetch(sd, flag) & SD_TRANSFORM_APPLIED)) {
if(!(ccl_fetch(sd, flag) & SD_OBJECT_TRANSFORM_APPLIED)) {
object_position_transform(kg, sd, &Co[0]);
object_position_transform(kg, sd, &Co[1]);
object_position_transform(kg, sd, &Co[2]);

@ -410,7 +410,7 @@ void ObjectManager::device_update_object_transform(UpdateObejctTransformState *s
/* Object flag. */
if(ob->use_holdout) {
flag |= SD_HOLDOUT_MASK;
flag |= SD_OBJECT_HOLDOUT_MASK;
}
state->object_flag[object_index] = flag;
@ -716,9 +716,9 @@ void ObjectManager::apply_static_transforms(DeviceScene *dscene, Scene *scene, u
if(progress.get_cancel()) return;
}
object_flag[i] |= SD_TRANSFORM_APPLIED;
object_flag[i] |= SD_OBJECT_TRANSFORM_APPLIED;
if(object->mesh->transform_negative_scaled)
object_flag[i] |= SD_NEGATIVE_SCALE_APPLIED;
object_flag[i] |= SD_OBJECT_NEGATIVE_SCALE_APPLIED;
}
else
have_instancing = true;