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authorDalai Felinto <dfelinto@gmail.com>2014-11-11 23:21:56 +0300
committerDalai Felinto <dfelinto@gmail.com>2014-11-11 23:21:56 +0300
commit8c227adb8cf880a13081eac06f4c79c108e7bb5b (patch)
tree630cd7a2afbe813030dc80b6f5e2433c1bc917c8 /intern/cycles/kernel
parent2beb940365fe19e9e9028b3438c37df77214d98c (diff)
Fix T41783: Cycles baking ignores displacement
Create unique flag for output shaders with displacement data and use it to calculate transformed normal. Implementation suggested by Brecht Van Lommel. Reviewers: brecht Differential Revision: https://developer.blender.org/D890
Diffstat (limited to 'intern/cycles/kernel')
-rw-r--r--intern/cycles/kernel/kernel_bake.h4
-rw-r--r--intern/cycles/kernel/kernel_types.h15
2 files changed, 12 insertions, 7 deletions
diff --git a/intern/cycles/kernel/kernel_bake.h b/intern/cycles/kernel/kernel_bake.h
index 96be065f5d8..e80bfb32e89 100644
--- a/intern/cycles/kernel/kernel_bake.h
+++ b/intern/cycles/kernel/kernel_bake.h
@@ -253,6 +253,10 @@ ccl_device void kernel_bake_evaluate(KernelGlobals *kg, ccl_global uint4 *input,
/* data passes */
case SHADER_EVAL_NORMAL:
{
+ if ((sd.flag & SD_HAS_BUMP)) {
+ shader_eval_surface(kg, &sd, 0.f, 0, SHADER_CONTEXT_MAIN);
+ }
+
/* compression: normal = (2 * color) - 1 */
out = sd.N * 0.5f + make_float3(0.5f, 0.5f, 0.5f);
break;
diff --git a/intern/cycles/kernel/kernel_types.h b/intern/cycles/kernel/kernel_types.h
index a7d269a3e54..65297ecb267 100644
--- a/intern/cycles/kernel/kernel_types.h
+++ b/intern/cycles/kernel/kernel_types.h
@@ -617,19 +617,20 @@ enum ShaderDataFlag {
SD_VOLUME_EQUIANGULAR = (1 << 17), /* use equiangular sampling */
SD_VOLUME_MIS = (1 << 18), /* use multiple importance sampling */
SD_VOLUME_CUBIC = (1 << 19), /* use cubic interpolation for voxels */
+ SD_HAS_BUMP = (1 << 20), /* has data connected to the displacement input */
SD_SHADER_FLAGS = (SD_USE_MIS|SD_HAS_TRANSPARENT_SHADOW|SD_HAS_VOLUME|
SD_HAS_ONLY_VOLUME|SD_HETEROGENEOUS_VOLUME|
SD_HAS_BSSRDF_BUMP|SD_VOLUME_EQUIANGULAR|SD_VOLUME_MIS|
- SD_VOLUME_CUBIC),
+ SD_VOLUME_CUBIC | SD_HAS_BUMP),
/* object flags */
- SD_HOLDOUT_MASK = (1 << 20), /* holdout for camera rays */
- SD_OBJECT_MOTION = (1 << 21), /* has object motion blur */
- SD_TRANSFORM_APPLIED = (1 << 22), /* vertices have transform applied */
- SD_NEGATIVE_SCALE_APPLIED = (1 << 23), /* vertices have negative scale applied */
- SD_OBJECT_HAS_VOLUME = (1 << 24), /* object has a volume shader */
- SD_OBJECT_INTERSECTS_VOLUME = (1 << 25), /* object intersects AABB of an object with volume shader */
+ SD_HOLDOUT_MASK = (1 << 21), /* holdout for camera rays */
+ SD_OBJECT_MOTION = (1 << 22), /* has object motion blur */
+ SD_TRANSFORM_APPLIED = (1 << 23), /* vertices have transform applied */
+ SD_NEGATIVE_SCALE_APPLIED = (1 << 24), /* vertices have negative scale applied */
+ SD_OBJECT_HAS_VOLUME = (1 << 25), /* object has a volume shader */
+ SD_OBJECT_INTERSECTS_VOLUME = (1 << 26), /* object intersects AABB of an object with volume shader */
SD_OBJECT_FLAGS = (SD_HOLDOUT_MASK|SD_OBJECT_MOTION|SD_TRANSFORM_APPLIED|
SD_NEGATIVE_SCALE_APPLIED|SD_OBJECT_HAS_VOLUME|