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author | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2018-02-18 05:20:39 +0300 |
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committer | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2018-02-23 20:57:58 +0300 |
commit | a963c7d48dade70474ec3b40bea5e99ebdbbc5d4 (patch) | |
tree | 7df66a8c09dec4f9bd1f9eb1f9d390339213c21d /intern/cycles/render/object.cpp | |
parent | 4448ed6c5e6d321c9f0822ca2d969f7e7041fe27 (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/render/object.cpp')
-rw-r--r-- | intern/cycles/render/object.cpp | 9 |
1 files changed, 8 insertions, 1 deletions
diff --git a/intern/cycles/render/object.cpp b/intern/cycles/render/object.cpp index e03160954bc..b981d2b8849 100644 --- a/intern/cycles/render/object.cpp +++ b/intern/cycles/render/object.cpp @@ -604,9 +604,16 @@ void ObjectManager::device_update_flags(Device *, foreach(Object *object, scene->objects) { if(object->mesh->has_volume) { object_flag[object_index] |= SD_OBJECT_HAS_VOLUME; + object_flag[object_index] &= ~SD_OBJECT_HAS_VOLUME_ATTRIBUTES; + + foreach(Attribute& attr, object->mesh->attributes.attributes) { + if(attr.element == ATTR_ELEMENT_VOXEL) { + object_flag[object_index] |= SD_OBJECT_HAS_VOLUME_ATTRIBUTES; + } + } } else { - object_flag[object_index] &= ~SD_OBJECT_HAS_VOLUME; + object_flag[object_index] &= ~(SD_OBJECT_HAS_VOLUME|SD_OBJECT_HAS_VOLUME_ATTRIBUTES); } if(object->is_shadow_catcher) { object_flag[object_index] |= SD_OBJECT_SHADOW_CATCHER; |