Use sub-pixel differentials for bump mapping helps with reducing artifacts when objects are moving or when textures have high frequency details. Currently we scale it by 0.1 because it seems to work good in practice, we can adjust the value in the future if it turns out to be impractical. Ref: #122892 Pull Request: https://projects.blender.org/blender/blender/pulls/133991
284 lines
8.3 KiB
C
284 lines
8.3 KiB
C
/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
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*
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* SPDX-License-Identifier: Apache-2.0 */
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#pragma once
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#include "kernel/geom/curve.h"
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#include "kernel/geom/primitive.h"
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#include "kernel/svm/attribute.h"
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#include "kernel/svm/util.h"
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#include "util/hash.h"
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CCL_NAMESPACE_BEGIN
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/* Geometry Node */
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ccl_device_noinline void svm_node_geometry(KernelGlobals kg,
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ccl_private ShaderData *sd,
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ccl_private float *stack,
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const uint type,
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const uint out_offset)
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{
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float3 data;
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switch (type) {
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case NODE_GEOM_P:
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data = sd->P;
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break;
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case NODE_GEOM_N:
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data = sd->N;
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break;
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#ifdef __DPDU__
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case NODE_GEOM_T:
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data = primitive_tangent(kg, sd);
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break;
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#endif
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case NODE_GEOM_I:
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data = sd->wi;
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break;
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case NODE_GEOM_Ng:
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data = sd->Ng;
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break;
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case NODE_GEOM_uv:
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data = make_float3(1.0f - sd->u - sd->v, sd->u, 0.0f);
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break;
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default:
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data = make_float3(0.0f, 0.0f, 0.0f);
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}
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stack_store_float3(stack, out_offset, data);
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}
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ccl_device_noinline void svm_node_geometry_bump_dx(KernelGlobals kg,
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ccl_private ShaderData *sd,
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ccl_private float *stack,
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const uint type,
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const uint out_offset)
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{
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#ifdef __RAY_DIFFERENTIALS__
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float3 data;
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switch (type) {
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case NODE_GEOM_P:
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data = svm_node_bump_P_dx(sd);
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break;
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case NODE_GEOM_uv: {
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const float u_x = sd->u + sd->du.dx * BUMP_DX;
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const float v_x = sd->v + sd->dv.dx * BUMP_DX;
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data = make_float3(1.0f - u_x - v_x, u_x, 0.0f);
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break;
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}
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default:
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svm_node_geometry(kg, sd, stack, type, out_offset);
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return;
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}
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stack_store_float3(stack, out_offset, data);
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#else
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svm_node_geometry(kg, sd, stack, type, out_offset);
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#endif
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}
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ccl_device_noinline void svm_node_geometry_bump_dy(KernelGlobals kg,
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ccl_private ShaderData *sd,
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ccl_private float *stack,
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const uint type,
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const uint out_offset)
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{
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#ifdef __RAY_DIFFERENTIALS__
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float3 data;
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switch (type) {
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case NODE_GEOM_P:
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data = svm_node_bump_P_dy(sd);
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break;
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case NODE_GEOM_uv: {
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const float u_y = sd->u + sd->du.dy * BUMP_DY;
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const float v_y = sd->v + sd->dv.dy * BUMP_DY;
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data = make_float3(1.0f - u_y - v_y, u_y, 0.0f);
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break;
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}
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default:
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svm_node_geometry(kg, sd, stack, type, out_offset);
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return;
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}
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stack_store_float3(stack, out_offset, data);
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#else
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svm_node_geometry(kg, sd, stack, type, out_offset);
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#endif
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}
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/* Object Info */
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ccl_device_noinline void svm_node_object_info(KernelGlobals kg,
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ccl_private ShaderData *sd,
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ccl_private float *stack,
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const uint type,
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const uint out_offset)
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{
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float data;
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switch (type) {
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case NODE_INFO_OB_LOCATION: {
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stack_store_float3(stack, out_offset, object_location(kg, sd));
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return;
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}
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case NODE_INFO_OB_COLOR: {
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stack_store_float3(stack, out_offset, object_color(kg, sd->object));
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return;
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}
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case NODE_INFO_OB_ALPHA:
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data = object_alpha(kg, sd->object);
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break;
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case NODE_INFO_OB_INDEX:
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data = object_pass_id(kg, sd->object);
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break;
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case NODE_INFO_MAT_INDEX:
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data = shader_pass_id(kg, sd);
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break;
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case NODE_INFO_OB_RANDOM: {
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if (sd->lamp != LAMP_NONE) {
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data = lamp_random_number(kg, sd->lamp);
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}
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else {
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data = object_random_number(kg, sd->object);
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}
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break;
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}
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default:
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data = 0.0f;
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break;
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}
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stack_store_float(stack, out_offset, data);
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}
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/* Particle Info */
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ccl_device_noinline void svm_node_particle_info(KernelGlobals kg,
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ccl_private ShaderData *sd,
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ccl_private float *stack,
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const uint type,
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const uint out_offset)
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{
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switch ((NodeParticleInfo)type) {
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case NODE_INFO_PAR_INDEX: {
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const int particle_id = object_particle_id(kg, sd->object);
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stack_store_float(stack, out_offset, particle_index(kg, particle_id));
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break;
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}
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case NODE_INFO_PAR_RANDOM: {
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const int particle_id = object_particle_id(kg, sd->object);
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const float random = hash_uint2_to_float(particle_index(kg, particle_id), 0);
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stack_store_float(stack, out_offset, random);
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break;
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}
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case NODE_INFO_PAR_AGE: {
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const int particle_id = object_particle_id(kg, sd->object);
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stack_store_float(stack, out_offset, particle_age(kg, particle_id));
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break;
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}
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case NODE_INFO_PAR_LIFETIME: {
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const int particle_id = object_particle_id(kg, sd->object);
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stack_store_float(stack, out_offset, particle_lifetime(kg, particle_id));
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break;
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}
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case NODE_INFO_PAR_LOCATION: {
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const int particle_id = object_particle_id(kg, sd->object);
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stack_store_float3(stack, out_offset, particle_location(kg, particle_id));
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break;
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}
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#if 0 /* XXX float4 currently not supported in SVM stack */
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case NODE_INFO_PAR_ROTATION: {
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int particle_id = object_particle_id(kg, sd->object);
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stack_store_float4(stack, out_offset, particle_rotation(kg, particle_id));
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break;
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}
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#endif
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case NODE_INFO_PAR_SIZE: {
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const int particle_id = object_particle_id(kg, sd->object);
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stack_store_float(stack, out_offset, particle_size(kg, particle_id));
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break;
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}
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case NODE_INFO_PAR_VELOCITY: {
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const int particle_id = object_particle_id(kg, sd->object);
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stack_store_float3(stack, out_offset, particle_velocity(kg, particle_id));
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break;
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}
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case NODE_INFO_PAR_ANGULAR_VELOCITY: {
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const int particle_id = object_particle_id(kg, sd->object);
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stack_store_float3(stack, out_offset, particle_angular_velocity(kg, particle_id));
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break;
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}
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}
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}
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#ifdef __HAIR__
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/* Hair Info */
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ccl_device_noinline void svm_node_hair_info(KernelGlobals kg,
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ccl_private ShaderData *sd,
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ccl_private float *stack,
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const uint type,
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const uint out_offset)
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{
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float data;
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float3 data3;
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switch ((NodeHairInfo)type) {
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case NODE_INFO_CURVE_IS_STRAND: {
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data = (sd->type & PRIMITIVE_CURVE) != 0;
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stack_store_float(stack, out_offset, data);
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break;
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}
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case NODE_INFO_CURVE_INTERCEPT:
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break; /* handled as attribute */
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case NODE_INFO_CURVE_LENGTH:
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break; /* handled as attribute */
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case NODE_INFO_CURVE_RANDOM:
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break; /* handled as attribute */
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case NODE_INFO_CURVE_THICKNESS: {
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data = curve_thickness(kg, sd);
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stack_store_float(stack, out_offset, data);
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break;
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}
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case NODE_INFO_CURVE_TANGENT_NORMAL: {
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data3 = curve_tangent_normal(kg, sd);
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stack_store_float3(stack, out_offset, data3);
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break;
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}
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}
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}
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#endif
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#ifdef __POINTCLOUD__
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/* Point Info */
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ccl_device_noinline void svm_node_point_info(KernelGlobals kg,
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ccl_private ShaderData *sd,
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ccl_private float *stack,
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const uint type,
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const uint out_offset)
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{
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switch ((NodePointInfo)type) {
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case NODE_INFO_POINT_POSITION:
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stack_store_float3(stack, out_offset, point_position(kg, sd));
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break;
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case NODE_INFO_POINT_RADIUS:
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stack_store_float(stack, out_offset, point_radius(kg, sd));
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break;
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case NODE_INFO_POINT_RANDOM:
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break; /* handled as attribute */
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}
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}
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#endif
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CCL_NAMESPACE_END
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