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intern/cycles/kernel/kernel_types.h
| Show First 20 Lines • Show All 611 Lines • ▼ Show 20 Lines | enum ShaderDataFlag { | ||||
| SD_HAS_TRANSPARENT_SHADOW = (1 << 12), /* has transparent shadow */ | SD_HAS_TRANSPARENT_SHADOW = (1 << 12), /* has transparent shadow */ | ||||
| SD_HAS_VOLUME = (1 << 13), /* has volume shader */ | SD_HAS_VOLUME = (1 << 13), /* has volume shader */ | ||||
| SD_HAS_ONLY_VOLUME = (1 << 14), /* has only volume shader, no surface */ | SD_HAS_ONLY_VOLUME = (1 << 14), /* has only volume shader, no surface */ | ||||
| SD_HETEROGENEOUS_VOLUME = (1 << 15), /* has heterogeneous volume */ | SD_HETEROGENEOUS_VOLUME = (1 << 15), /* has heterogeneous volume */ | ||||
| SD_HAS_BSSRDF_BUMP = (1 << 16), /* bssrdf normal uses bump */ | SD_HAS_BSSRDF_BUMP = (1 << 16), /* bssrdf normal uses bump */ | ||||
| SD_VOLUME_EQUIANGULAR = (1 << 17), /* use equiangular sampling */ | SD_VOLUME_EQUIANGULAR = (1 << 17), /* use equiangular sampling */ | ||||
| SD_VOLUME_MIS = (1 << 18), /* use multiple importance sampling */ | SD_VOLUME_MIS = (1 << 18), /* use multiple importance sampling */ | ||||
| SD_VOLUME_CUBIC = (1 << 19), /* use cubic interpolation for voxels */ | SD_VOLUME_CUBIC = (1 << 19), /* use cubic interpolation for voxels */ | ||||
| SD_HAS_BUMP = (1 << 20), /* has data connected to the displacement input */ | |||||
brecht: This overlaps with `SD_HOLDOUT_MASK` now, you need to increment all the object flags below. | |||||
| SD_SHADER_FLAGS = (SD_USE_MIS|SD_HAS_TRANSPARENT_SHADOW|SD_HAS_VOLUME| | SD_SHADER_FLAGS = (SD_USE_MIS|SD_HAS_TRANSPARENT_SHADOW|SD_HAS_VOLUME| | ||||
| SD_HAS_ONLY_VOLUME|SD_HETEROGENEOUS_VOLUME| | SD_HAS_ONLY_VOLUME|SD_HETEROGENEOUS_VOLUME| | ||||
| SD_HAS_BSSRDF_BUMP|SD_VOLUME_EQUIANGULAR|SD_VOLUME_MIS| | SD_HAS_BSSRDF_BUMP|SD_VOLUME_EQUIANGULAR|SD_VOLUME_MIS| | ||||
| SD_VOLUME_CUBIC), | SD_VOLUME_CUBIC | SD_HAS_BUMP), | ||||
| /* object flags */ | /* object flags */ | ||||
| SD_HOLDOUT_MASK = (1 << 20), /* holdout for camera rays */ | SD_HOLDOUT_MASK = (1 << 21), /* holdout for camera rays */ | ||||
| SD_OBJECT_MOTION = (1 << 21), /* has object motion blur */ | SD_OBJECT_MOTION = (1 << 22), /* has object motion blur */ | ||||
| SD_TRANSFORM_APPLIED = (1 << 22), /* vertices have transform applied */ | SD_TRANSFORM_APPLIED = (1 << 23), /* vertices have transform applied */ | ||||
| SD_NEGATIVE_SCALE_APPLIED = (1 << 23), /* vertices have negative scale applied */ | SD_NEGATIVE_SCALE_APPLIED = (1 << 24), /* vertices have negative scale applied */ | ||||
| SD_OBJECT_HAS_VOLUME = (1 << 24), /* object has a volume shader */ | SD_OBJECT_HAS_VOLUME = (1 << 25), /* object has a volume shader */ | ||||
| SD_OBJECT_INTERSECTS_VOLUME = (1 << 25), /* object intersects AABB of an object with 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_OBJECT_FLAGS = (SD_HOLDOUT_MASK|SD_OBJECT_MOTION|SD_TRANSFORM_APPLIED| | ||||
| SD_NEGATIVE_SCALE_APPLIED|SD_OBJECT_HAS_VOLUME| | SD_NEGATIVE_SCALE_APPLIED|SD_OBJECT_HAS_VOLUME| | ||||
| SD_OBJECT_INTERSECTS_VOLUME) | SD_OBJECT_INTERSECTS_VOLUME) | ||||
| }; | }; | ||||
| struct KernelGlobals; | struct KernelGlobals; | ||||
| ▲ Show 20 Lines • Show All 368 Lines • Show Last 20 Lines | |||||
This overlaps with SD_HOLDOUT_MASK now, you need to increment all the object flags below.