Cycles: Replace object index hack with actual checks for SD_TRANSFORM_APPLIED
Using ones complement for detecting if transform has been applied was confusing and led to several bugs. With this proper checks are made. Also added a few transforms where they were missing, mostly affecting baking and displacement when `P` is used in the shader (previously `P` was in the wrong space for these shaders) Also removed `TIME_INVALID` as this may have resulted in incorrect transforms in some cases. Reviewed By: brecht Differential Revision: https://developer.blender.org/D2192
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@ -681,8 +681,7 @@ void BlenderSession::bake(BL::Object& b_object,
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}
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}
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/* when used, non-instanced convention: object = ~object */
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int object = ~object_index;
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int object = object_index;
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BakeData *bake_data = scene->bake_manager->init(object, tri_offset, num_pixels);
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@ -564,6 +564,15 @@ ccl_device_inline void bvh_instance_motion_pop_factor(KernelGlobals *kg,
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*/
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#ifdef __KERNEL_OPENCL__
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ccl_device_inline void object_position_transform_addrspace(KernelGlobals *kg,
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const ShaderData *sd,
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ccl_addr_space float3 *P)
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{
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float3 private_P = *P;
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object_position_transform(kg, sd, &private_P);
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*P = private_P;
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}
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ccl_device_inline void object_dir_transform_addrspace(KernelGlobals *kg,
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const ShaderData *sd,
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ccl_addr_space float3 *D)
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@ -584,9 +593,11 @@ ccl_device_inline void object_normal_transform_addrspace(KernelGlobals *kg,
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#endif
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#ifndef __KERNEL_OPENCL__
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# define object_position_transform_auto object_position_transform
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# define object_dir_transform_auto object_dir_transform
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# define object_normal_transform_auto object_normal_transform
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#else
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# define object_position_transform_auto object_position_transform_addrspace
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# define object_dir_transform_auto object_dir_transform_addrspace
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# define object_normal_transform_auto object_normal_transform_addrspace
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#endif
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@ -52,8 +52,8 @@ ccl_device_inline void triangle_point_normal(KernelGlobals *kg, int object, int
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float t = 1.0f - u - v;
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*P = (u*v0 + v*v1 + t*v2);
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/* get object flags, instance-aware */
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int object_flag = kernel_tex_fetch(__object_flag, object >= 0 ? object : ~object);
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/* get object flags */
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int object_flag = kernel_tex_fetch(__object_flag, object);
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/* compute normal */
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if(object_flag & SD_NEGATIVE_SCALE_APPLIED)
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@ -41,7 +41,7 @@ ccl_device_inline void compute_light_pass(KernelGlobals *kg,
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ray.D = -sd->Ng;
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ray.t = FLT_MAX;
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#ifdef __CAMERA_MOTION__
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ray.time = TIME_INVALID;
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ray.time = 0.5f;
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#endif
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/* init radiance */
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@ -313,15 +313,14 @@ ccl_device void kernel_bake_evaluate(KernelGlobals *kg, ccl_global uint4 *input,
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triangle_point_normal(kg, object, prim, u, v, &P, &Ng, &shader);
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/* dummy initilizations copied from SHADER_EVAL_DISPLACE */
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float3 I = Ng;
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float t = 1.0f;
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float time = TIME_INVALID;
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/* light passes */
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PathRadiance L;
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shader_setup_from_sample(kg, &sd, P, Ng, I, shader, object, prim, u, v, t, time);
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shader_setup_from_sample(kg, &sd,
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P, Ng, Ng,
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shader, object, prim,
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u, v, 1.0f, 0.5f,
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!(kernel_tex_fetch(__object_flag, object) & SD_TRANSFORM_APPLIED));
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sd.I = sd.N;
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/* update differentials */
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@ -525,6 +524,8 @@ ccl_device void kernel_shader_evaluate(KernelGlobals *kg,
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float3 P = sd.P;
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shader_eval_displacement(kg, &sd, &state, SHADER_CONTEXT_MAIN);
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out = sd.P - P;
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object_inverse_dir_transform(kg, &sd, &out);
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}
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else { // SHADER_EVAL_BACKGROUND
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/* setup ray */
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@ -321,7 +321,7 @@ ccl_device_inline void camera_sample(KernelGlobals *kg,
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#ifdef __CAMERA_MOTION__
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/* motion blur */
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if(kernel_data.cam.shuttertime == -1.0f) {
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ray->time = TIME_INVALID;
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ray->time = 0.5f;
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}
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else {
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/* TODO(sergey): Such lookup is unneeded when there's rolling shutter
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@ -56,7 +56,10 @@ ccl_device_noinline float3 direct_emissive_eval(KernelGlobals *kg,
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}
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else
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{
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shader_setup_from_sample(kg, emission_sd, ls->P, ls->Ng, I, ls->shader, ls->object, ls->prim, ls->u, ls->v, t, time);
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shader_setup_from_sample(kg, emission_sd,
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ls->P, ls->Ng, I,
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ls->shader, ls->object, ls->prim,
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ls->u, ls->v, t, time, false);
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ls->Ng = ccl_fetch(emission_sd, Ng);
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@ -747,7 +747,7 @@ ccl_device void object_transform_light_sample(KernelGlobals *kg, LightSample *ls
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{
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#ifdef __INSTANCING__
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/* instance transform */
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if(object >= 0) {
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if(!(kernel_tex_fetch(__object_flag, object) & SD_TRANSFORM_APPLIED)) {
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# ifdef __OBJECT_MOTION__
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Transform itfm;
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Transform tfm = object_fetch_transform_motion_test(kg, object, time, &itfm);
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@ -241,7 +241,8 @@ ccl_device_inline void shader_setup_from_sample(KernelGlobals *kg,
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const float3 I,
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int shader, int object, int prim,
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float u, float v, float t,
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float time)
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float time,
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bool object_space)
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{
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/* vectors */
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ccl_fetch(sd, P) = P;
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@ -263,20 +264,6 @@ ccl_device_inline void shader_setup_from_sample(KernelGlobals *kg,
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#endif
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ccl_fetch(sd, ray_length) = t;
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/* detect instancing, for non-instanced the object index is -object-1 */
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#ifdef __INSTANCING__
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bool instanced = false;
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if(ccl_fetch(sd, prim) != PRIM_NONE) {
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if(ccl_fetch(sd, object) >= 0)
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instanced = true;
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else
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#endif
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ccl_fetch(sd, object) = ~ccl_fetch(sd, object);
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#ifdef __INSTANCING__
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}
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#endif
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ccl_fetch(sd, flag) = kernel_tex_fetch(__shader_flag, (ccl_fetch(sd, shader) & SHADER_MASK)*2);
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if(ccl_fetch(sd, object) != OBJECT_NONE) {
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ccl_fetch(sd, flag) |= kernel_tex_fetch(__object_flag, ccl_fetch(sd, object));
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@ -290,14 +277,23 @@ ccl_device_inline void shader_setup_from_sample(KernelGlobals *kg,
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}
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#endif
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/* transform into world space */
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if(object_space) {
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object_position_transform_auto(kg, sd, &ccl_fetch(sd, P));
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object_normal_transform_auto(kg, sd, &ccl_fetch(sd, Ng));
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ccl_fetch(sd, N) = ccl_fetch(sd, Ng);
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object_dir_transform_auto(kg, sd, &ccl_fetch(sd, I));
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}
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if(ccl_fetch(sd, type) & PRIMITIVE_TRIANGLE) {
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/* smooth normal */
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if(ccl_fetch(sd, shader) & SHADER_SMOOTH_NORMAL) {
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ccl_fetch(sd, N) = triangle_smooth_normal(kg, ccl_fetch(sd, prim), ccl_fetch(sd, u), ccl_fetch(sd, v));
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#ifdef __INSTANCING__
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if(instanced)
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if(!(ccl_fetch(sd, flag) & SD_TRANSFORM_APPLIED)) {
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object_normal_transform_auto(kg, sd, &ccl_fetch(sd, N));
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}
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#endif
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}
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@ -306,7 +302,7 @@ ccl_device_inline void shader_setup_from_sample(KernelGlobals *kg,
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triangle_dPdudv(kg, ccl_fetch(sd, prim), &ccl_fetch(sd, dPdu), &ccl_fetch(sd, dPdv));
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# ifdef __INSTANCING__
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if(instanced) {
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if(!(ccl_fetch(sd, flag) & SD_TRANSFORM_APPLIED)) {
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object_dir_transform_auto(kg, sd, &ccl_fetch(sd, dPdu));
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object_dir_transform_auto(kg, sd, &ccl_fetch(sd, dPdv));
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}
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@ -357,9 +353,11 @@ ccl_device void shader_setup_from_displace(KernelGlobals *kg, ShaderData *sd,
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/* force smooth shading for displacement */
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shader |= SHADER_SMOOTH_NORMAL;
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/* watch out: no instance transform currently */
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shader_setup_from_sample(kg, sd, P, Ng, I, shader, object, prim, u, v, 0.0f, TIME_INVALID);
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shader_setup_from_sample(kg, sd,
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P, Ng, I,
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shader, object, prim,
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u, v, 0.0f, 0.5f,
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!(kernel_tex_fetch(__object_flag, object) & SD_TRANSFORM_APPLIED));
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}
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/* ShaderData setup from ray into background */
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@ -42,7 +42,6 @@ CCL_NAMESPACE_BEGIN
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#define RAMP_TABLE_SIZE 256
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#define SHUTTER_TABLE_SIZE 256
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#define PARTICLE_SIZE 5
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#define TIME_INVALID FLT_MAX
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#define BSSRDF_MIN_RADIUS 1e-8f
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#define BSSRDF_MAX_HITS 4
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@ -18,6 +18,8 @@
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displacement node_output_displacement(float Displacement = 0.0)
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{
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P += N * Displacement * 0.1; /* todo: get rid of this factor */
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vector dP = normalize(transform("object", N));
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dP *= Displacement * 0.1; /* todo: get rid of this factor */
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P += transform("object", "world", dP);
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}
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@ -261,7 +261,7 @@ ccl_device_noinline void svm_eval_nodes(KernelGlobals *kg, ShaderData *sd, ccl_a
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svm_node_geometry_bump_dy(kg, sd, stack, node.y, node.z);
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break;
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case NODE_SET_DISPLACEMENT:
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svm_node_set_displacement(sd, stack, node.y);
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svm_node_set_displacement(kg, sd, stack, node.y);
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break;
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# endif /* NODES_FEATURE(NODE_FEATURE_BUMP) */
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# ifdef __TEXTURES__
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@ -76,10 +76,18 @@ ccl_device void svm_node_set_bump(KernelGlobals *kg, ShaderData *sd, float *stac
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/* Displacement Node */
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ccl_device void svm_node_set_displacement(ShaderData *sd, float *stack, uint fac_offset)
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ccl_device void svm_node_set_displacement(KernelGlobals *kg, ShaderData *sd, float *stack, uint fac_offset)
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{
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float d = stack_load_float(stack, fac_offset);
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ccl_fetch(sd, P) += ccl_fetch(sd, N)*d*0.1f; /* todo: get rid of this factor */
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float3 dP = ccl_fetch(sd, N);
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object_inverse_normal_transform(kg, sd, &dP);
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dP *= d*0.1f; /* todo: get rid of this factor */
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object_dir_transform(kg, sd, &dP);
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ccl_fetch(sd, P) += dP;
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}
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CCL_NAMESPACE_END
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@ -309,9 +309,6 @@ void LightManager::device_update_distribution(Device *device, DeviceScene *dscen
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int object_id = j;
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int shader_flag = 0;
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if(transform_applied)
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object_id = ~object_id;
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if(!(object->visibility & PATH_RAY_DIFFUSE)) {
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shader_flag |= SHADER_EXCLUDE_DIFFUSE;
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use_light_visibility = true;
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@ -86,8 +86,7 @@ bool MeshManager::displace(Device *device, DeviceScene *dscene, Scene *scene, Me
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done[t.v[j]] = true;
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/* set up object, primitive and barycentric coordinates */
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/* when used, non-instanced convention: object = ~object */
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int object = ~object_index;
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int object = object_index;
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int prim = mesh->tri_offset + i;
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float u, v;
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