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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2018-02-18 05:20:39 +0300
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2018-02-23 20:57:58 +0300
commita963c7d48dade70474ec3b40bea5e99ebdbbc5d4 (patch)
tree7df66a8c09dec4f9bd1f9eb1f9d390339213c21d /intern/cycles/kernel/kernel_volume.h
parent4448ed6c5e6d321c9f0822ca2d969f7e7041fe27 (diff)
Code refactor: improve attribute handling for optional volume attributes.
A volume shader should be able to request attributes, and still be rendered as homogeneous if no volume attributes are available for the object.
Diffstat (limited to 'intern/cycles/kernel/kernel_volume.h')
-rw-r--r--intern/cycles/kernel/kernel_volume.h15
1 files changed, 14 insertions, 1 deletions
diff --git a/intern/cycles/kernel/kernel_volume.h b/intern/cycles/kernel/kernel_volume.h
index 3274e05f98e..058e7dccafd 100644
--- a/intern/cycles/kernel/kernel_volume.h
+++ b/intern/cycles/kernel/kernel_volume.h
@@ -106,8 +106,21 @@ ccl_device bool volume_stack_is_heterogeneous(KernelGlobals *kg, ccl_addr_space
for(int i = 0; stack[i].shader != SHADER_NONE; i++) {
int shader_flag = kernel_tex_fetch(__shader_flag, (stack[i].shader & SHADER_MASK)*SHADER_SIZE);
- if(shader_flag & SD_HETEROGENEOUS_VOLUME)
+ if(shader_flag & SD_HETEROGENEOUS_VOLUME) {
return true;
+ }
+ else if(shader_flag & SD_NEED_ATTRIBUTES) {
+ /* We want to render world or objects without any volume grids
+ * as homogenous, but can only verify this at runtime since other
+ * heterogenous volume objects may be using the same shader. */
+ int object = stack[i].object;
+ if(object != OBJECT_NONE) {
+ int object_flag = kernel_tex_fetch(__object_flag, object);
+ if(object_flag & SD_OBJECT_HAS_VOLUME_ATTRIBUTES) {
+ return true;
+ }
+ }
+ }
}
return false;