Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorBrecht Van Lommel <brechtvanlommel@pandora.be>2013-01-03 16:08:54 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2013-01-03 16:08:54 +0400
commit57cf48e7c6fd04f864072c21433a822907774f78 (patch)
tree45f3fa51f532a03e25c4d8ffa0c1be58027d01b2 /intern/cycles/kernel/svm/svm_tex_coord.h
parent8ca977b16e745f716d044a5b6ccbb5be4a70ac94 (diff)
Cycles Hair: refactoring to support generic attributes for hair curves. There
should be no functional changes yet. UV, tangent and intercept are now stored as attributes, with the intention to add more like multiple uv's, vertex colors, generated coordinates and motion vectors later. Things got a bit messy due to having both triangle and curve data in the same mesh data structure, which also gives us two sets of attributes. This will get cleaned up when we split the mesh class.
Diffstat (limited to 'intern/cycles/kernel/svm/svm_tex_coord.h')
-rw-r--r--intern/cycles/kernel/svm/svm_tex_coord.h33
1 files changed, 12 insertions, 21 deletions
diff --git a/intern/cycles/kernel/svm/svm_tex_coord.h b/intern/cycles/kernel/svm/svm_tex_coord.h
index 5e7c92ba93c..7a1af43b625 100644
--- a/intern/cycles/kernel/svm/svm_tex_coord.h
+++ b/intern/cycles/kernel/svm/svm_tex_coord.h
@@ -242,18 +242,15 @@ __device void svm_node_normal_map(KernelGlobals *kg, ShaderData *sd, float *stac
if(space == NODE_NORMAL_MAP_TANGENT) {
/* tangent space */
-#ifdef __HAIR__
- if(sd->object == ~0 || sd->curve_seg != ~0) {
-#else
- if(sd->object == ~0) {
-#endif
+ if(sd->object == ~0) {
stack_store_float3(stack, normal_offset, make_float3(0.0f, 0.0f, 0.0f));
return;
}
/* first try to get tangent attribute */
- int attr_offset = find_attribute(kg, sd, node.z);
- int attr_sign_offset = find_attribute(kg, sd, node.w);
+ AttributeElement attr_elem, attr_sign_elem;
+ int attr_offset = find_attribute(kg, sd, node.z, &attr_elem);
+ int attr_sign_offset = find_attribute(kg, sd, node.w, &attr_sign_elem);
if(attr_offset == ATTR_STD_NOT_FOUND || attr_sign_offset == ATTR_STD_NOT_FOUND) {
stack_store_float3(stack, normal_offset, make_float3(0.0f, 0.0f, 0.0f));
@@ -261,8 +258,8 @@ __device void svm_node_normal_map(KernelGlobals *kg, ShaderData *sd, float *stac
}
/* ensure orthogonal and normalized (interpolation breaks it) */
- float3 tangent = triangle_attribute_float3(kg, sd, ATTR_ELEMENT_CORNER, attr_offset, NULL, NULL);
- float sign = triangle_attribute_float(kg, sd, ATTR_ELEMENT_CORNER, attr_sign_offset, NULL, NULL);
+ float3 tangent = primitive_attribute_float3(kg, sd, attr_elem, attr_offset, NULL, NULL);
+ float sign = primitive_attribute_float(kg, sd, attr_sign_elem, attr_sign_offset, NULL, NULL);
object_normal_transform(kg, sd, &tangent);
tangent = cross(sd->N, normalize(cross(tangent, sd->N)));;
@@ -299,30 +296,24 @@ __device void svm_node_tangent(KernelGlobals *kg, ShaderData *sd, float *stack,
if(direction_type == NODE_TANGENT_UVMAP) {
/* UV map */
- int attr_offset = find_attribute(kg, sd, node.z);
+ AttributeElement attr_elem;
+ int attr_offset = find_attribute(kg, sd, node.z, &attr_elem);
-#ifdef __HAIR__
- if(attr_offset == ATTR_STD_NOT_FOUND || sd->curve_seg != ~0)
-#else
if(attr_offset == ATTR_STD_NOT_FOUND)
-#endif
tangent = make_float3(0.0f, 0.0f, 0.0f);
else
- tangent = triangle_attribute_float3(kg, sd, ATTR_ELEMENT_CORNER, attr_offset, NULL, NULL);
+ tangent = primitive_attribute_float3(kg, sd, attr_elem, attr_offset, NULL, NULL);
}
else {
/* radial */
- int attr_offset = find_attribute(kg, sd, node.z);
+ AttributeElement attr_elem;
+ int attr_offset = find_attribute(kg, sd, node.z, &attr_elem);
float3 generated;
-#ifdef __HAIR__
- if(attr_offset == ATTR_STD_NOT_FOUND || sd->curve_seg != ~0)
-#else
if(attr_offset == ATTR_STD_NOT_FOUND)
-#endif
generated = sd->P;
else
- generated = triangle_attribute_float3(kg, sd, ATTR_ELEMENT_VERTEX, attr_offset, NULL, NULL);
+ generated = primitive_attribute_float3(kg, sd, attr_elem, attr_offset, NULL, NULL);
if(axis == NODE_TANGENT_AXIS_X)
tangent = make_float3(0.0f, -(generated.z - 0.5f), (generated.y - 0.5f));