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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2012-05-21 16:52:28 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2012-05-21 16:52:28 +0400
commitc3e1fce77552b5626d2939710cb6d0020891d218 (patch)
tree5d59df38ec009f21000a959531129aa511868773 /intern/cycles/render/object.cpp
parentea11bc980ad428950efb430618a6de439ffd5951 (diff)
Cycles: add Object Info node, with outputs object location, object/material
pass index, and a random number unique to the instance of the object. This can be useful to give some variation to a single material assigned to multiple instances, either manually controlled through the object index, based on the object location, or randomized for each instance. http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Object_Info
Diffstat (limited to 'intern/cycles/render/object.cpp')
-rw-r--r--intern/cycles/render/object.cpp7
1 files changed, 6 insertions, 1 deletions
diff --git a/intern/cycles/render/object.cpp b/intern/cycles/render/object.cpp
index cae69c06f7d..e38b2635f90 100644
--- a/intern/cycles/render/object.cpp
+++ b/intern/cycles/render/object.cpp
@@ -23,6 +23,7 @@
#include "scene.h"
#include "util_foreach.h"
+#include "util_hash.h"
#include "util_map.h"
#include "util_progress.h"
@@ -36,6 +37,7 @@ Object::Object()
mesh = NULL;
tfm = transform_identity();
visibility = ~0;
+ instance_id = 0;
pass_id = 0;
bounds = BoundBox::empty;
motion.pre = transform_identity();
@@ -164,6 +166,9 @@ void ObjectManager::device_update_transforms(Device *device, DeviceScene *dscene
float surface_area = 0.0f;
float pass_id = ob->pass_id;
+ uint ob_hash = hash_int_2d(hash_string(ob->name.c_str()), ob->instance_id);
+ float random_number = (float)ob_hash * (1.0f/(float)0xFFFFFFFF);
+
if(transform_uniform_scale(tfm, uniform_scale)) {
map<Mesh*, float>::iterator it = surface_area_map.find(mesh);
@@ -198,7 +203,7 @@ void ObjectManager::device_update_transforms(Device *device, DeviceScene *dscene
memcpy(&objects[offset], &tfm, sizeof(float4)*3);
memcpy(&objects[offset+3], &itfm, sizeof(float4)*3);
- objects[offset+6] = make_float4(surface_area, pass_id, 0.0f, 0.0f);
+ objects[offset+6] = make_float4(surface_area, pass_id, random_number, 0.0f);
if(need_motion == Scene::MOTION_PASS) {
/* motion transformations, is world/object space depending if mesh