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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2019-03-05 16:54:54 +0300
committerStefan Werner <stefan.werner@tangent-animation.com>2019-03-05 16:55:21 +0300
commitdb7f9a70b0addd17a2f8a8d87c0b4d77d78b536e (patch)
tree46a8b0a62f146a17a2e764159b58a6f0c66e01f6 /intern/cycles/kernel/geom/geom_primitive.h
parenta325bc6bf3e6dace5d1e15330650ea532052c9fc (diff)
Cycles: Added Float2 attribute type.
Float2 are now a new type for attributes in Cycles. Before, the choices for attribute storage were float and float3, the latter padded to float4. This meant that UV maps were inflated to twice the size necessary. Reviewers: brecht, sergey Reviewed By: brecht Subscribers: #cycles Tags: #cycles Differential Revision: https://developer.blender.org/D4409
Diffstat (limited to 'intern/cycles/kernel/geom/geom_primitive.h')
-rw-r--r--intern/cycles/kernel/geom/geom_primitive.h54
1 files changed, 54 insertions, 0 deletions
diff --git a/intern/cycles/kernel/geom/geom_primitive.h b/intern/cycles/kernel/geom/geom_primitive.h
index e3e2648e9ec..c9b1995ee05 100644
--- a/intern/cycles/kernel/geom/geom_primitive.h
+++ b/intern/cycles/kernel/geom/geom_primitive.h
@@ -89,6 +89,37 @@ ccl_device_inline float primitive_volume_attribute_float(KernelGlobals *kg,
}
#endif
+ccl_device_inline float2 primitive_attribute_float2(KernelGlobals *kg,
+ const ShaderData *sd,
+ const AttributeDescriptor desc,
+ float2 *dx, float2 *dy)
+{
+ if(sd->type & PRIMITIVE_ALL_TRIANGLE) {
+ if(subd_triangle_patch(kg, sd) == ~0)
+ return triangle_attribute_float2(kg, sd, desc, dx, dy);
+ else
+ return subd_triangle_attribute_float2(kg, sd, desc, dx, dy);
+ }
+#ifdef __HAIR__
+ else if(sd->type & PRIMITIVE_ALL_CURVE) {
+ return curve_attribute_float2(kg, sd, desc, dx, dy);
+ }
+#endif
+#ifdef __VOLUME__
+ else if(sd->object != OBJECT_NONE && desc.element == ATTR_ELEMENT_VOXEL) {
+ kernel_assert(0);
+ if(dx) *dx = make_float2(0.0f, 0.0f);
+ if(dy) *dy = make_float2(0.0f, 0.0f);
+ return make_float2(0.0f, 0.0f);
+ }
+#endif
+ else {
+ if(dx) *dx = make_float2(0.0f, 0.0f);
+ if(dy) *dy = make_float2(0.0f, 0.0f);
+ return make_float2(0.0f, 0.0f);
+ }
+}
+
ccl_device_inline float3 primitive_attribute_float3(KernelGlobals *kg,
const ShaderData *sd,
const AttributeDescriptor desc,
@@ -119,6 +150,29 @@ ccl_device_inline float3 primitive_attribute_float3(KernelGlobals *kg,
}
}
+ccl_device_inline float2 primitive_surface_attribute_float2(KernelGlobals *kg,
+ const ShaderData *sd,
+ const AttributeDescriptor desc,
+ float2 *dx, float2 *dy)
+{
+ if(sd->type & PRIMITIVE_ALL_TRIANGLE) {
+ if(subd_triangle_patch(kg, sd) == ~0)
+ return triangle_attribute_float2(kg, sd, desc, dx, dy);
+ else
+ return subd_triangle_attribute_float2(kg, sd, desc, dx, dy);
+ }
+#ifdef __HAIR__
+ else if(sd->type & PRIMITIVE_ALL_CURVE) {
+ return curve_attribute_float2(kg, sd, desc, dx, dy);
+ }
+#endif
+ else {
+ if(dx) *dx = make_float2(0.0f, 0.0f);
+ if(dy) *dy = make_float2(0.0f, 0.0f);
+ return make_float2(0.0f, 0.0f);
+ }
+}
+
ccl_device_inline float3 primitive_surface_attribute_float3(KernelGlobals *kg,
const ShaderData *sd,
const AttributeDescriptor desc,