[Bf-blender-cvs] [2780b45] bake-cycles: Cycles-Bake: add missing SHADER_EVAL types
Dalai Felinto
noreply at git.blender.org
Wed Apr 23 02:46:38 CEST 2014
Commit: 2780b454bca6b3a3f48d1b0afcfb6444ab09b317
Author: Dalai Felinto
Date: Mon Jan 20 20:04:06 2014 -0200
https://developer.blender.org/rB2780b454bca6b3a3f48d1b0afcfb6444ab09b317
Cycles-Bake: add missing SHADER_EVAL types
===================================================================
M intern/cycles/blender/blender_session.cpp
M intern/cycles/kernel/kernel_types.h
===================================================================
diff --git a/intern/cycles/blender/blender_session.cpp b/intern/cycles/blender/blender_session.cpp
index 18b20f3..dd6e101 100644
--- a/intern/cycles/blender/blender_session.cpp
+++ b/intern/cycles/blender/blender_session.cpp
@@ -265,88 +265,70 @@ static PassType get_pass_type(BL::RenderPass b_pass)
static ShaderEvalType get_shader_type(const string& pass_type)
{
const char *shader_type = pass_type.c_str();
+
if (strcmp(shader_type, "COMBINED")==0)
return SHADER_EVAL_COMBINED;
else if (strcmp(shader_type, "Z")==0)
return SHADER_EVAL_DEPTH;
+ else if (strcmp(shader_type, "MIST")==0)
+ return SHADER_EVAL_MIST;
+ else if (strcmp(shader_type, "NORMAL")==0)
+ return SHADER_EVAL_NORMAL;
+ else if (strcmp(shader_type, "OBJECT_INDEX")==0)
+ return SHADER_EVAL_OBJECT_ID;
else if (strcmp(shader_type, "UV")==0)
return SHADER_EVAL_UV;
+ else if (strcmp(shader_type, "VECTOR")==0)
+ return SHADER_EVAL_MOTION;
+ else if (strcmp(shader_type, "MATERIAL_INDEX")==0)
+ return SHADER_EVAL_MATERIAL_ID;
+
+ else if (strcmp(shader_type, "DIFFUSE_DIRECT")==0)
+ return SHADER_EVAL_DIFFUSE_DIRECT;
+ else if (strcmp(shader_type, "GLOSSY_DIRECT")==0)
+ return SHADER_EVAL_GLOSSY_DIRECT;
+ else if (strcmp(shader_type, "TRANSMISSION_DIRECT")==0)
+ return SHADER_EVAL_TRANSMISSION_DIRECT;
+ else if (strcmp(shader_type, "SUBSURFACE_DIRECT")==0)
+ return SHADER_EVAL_SUBSURFACE_DIRECT;
+
+ else if (strcmp(shader_type, "DIFFUSE_INDIRECT")==0)
+ return SHADER_EVAL_DIFFUSE_INDIRECT;
+ else if (strcmp(shader_type, "GLOSSY_INDIRECT")==0)
+ return SHADER_EVAL_GLOSSY_INDIRECT;
+ else if (strcmp(shader_type, "TRANSMISSION_INDIRECT")==0)
+ return SHADER_EVAL_TRANSMISSION_INDIRECT;
+ else if (strcmp(shader_type, "SUBSURFACE_INDIRECT")==0)
+ return SHADER_EVAL_SUBSURFACE_INDIRECT;
+
+ else if (strcmp(shader_type, "DIFFUSE_COLOR")==0)
+ return SHADER_EVAL_DIFFUSE_COLOR;
+ else if (strcmp(shader_type, "GLOSSY_COLOR")==0)
+ return SHADER_EVAL_GLOSSY_COLOR;
+ else if (strcmp(shader_type, "TRANSMISSION_COLOR")==0)
+ return SHADER_EVAL_TRANSMISSION_COLOR;
+ else if (strcmp(shader_type, "SUBSURFACE_COLOR")==0)
+ return SHADER_EVAL_SUBSURFACE_COLOR;
+
else if (strcmp(shader_type, "EMIT")==0)
return SHADER_EVAL_EMISSION;
else if (strcmp(shader_type, "ENVIRONMENT")==0)
return SHADER_EVAL_BACKGROUND;
else if (strcmp(shader_type, "AO")==0)
return SHADER_EVAL_AO;
- else
- return SHADER_EVAL_BACKGROUND;
-#if 0
-
- if (strcmp(pass_type, "COMBINED")==0)
- return PASS_COMBINED;
- else if (strcmp(pass_type, "Z")==0)
- return PASS_DEPTH;
-
- else if (strcmp(pass_type, "Z")==0)
- return PASS_DEPTH;
- else if (strcmp(pass_type, "MIST")==0)
- return PASS_MIST;
- else if (strcmp(pass_type, "NORMAL")==0)
- return PASS_NORMAL;
- else if (strcmp(pass_type, "OBJECT_INDEX")==0)
- return PASS_OBJECT_ID;
- else if (strcmp(pass_type, "UV")==0)
- return PASS_UV;
- else if (strcmp(pass_type, "VECTOR")==0)
- return PASS_MOTION;
- else if (strcmp(pass_type, "MATERIAL_INDEX")==0)
- return PASS_MATERIAL_ID;
-
- else if (strcmp(pass_type, "DIFFUSE_DIRECT")==0)
- return PASS_DIFFUSE_DIRECT;
- else if (strcmp(pass_type, "GLOSSY_DIRECT")==0)
- return PASS_GLOSSY_DIRECT;
- else if (strcmp(pass_type, "TRANSMISSION_DIRECT")==0)
- return PASS_TRANSMISSION_DIRECT;
- else if (strcmp(pass_type, "SUBSURFACE_DIRECT")==0)
- return PASS_SUBSURFACE_DIRECT;
-
- else if (strcmp(pass_type, "DIFFUSE_INDIRECT")==0)
- return PASS_DIFFUSE_INDIRECT;
- else if (strcmp(pass_type, "GLOSSY_INDIRECT")==0)
- return PASS_GLOSSY_INDIRECT;
- else if (strcmp(pass_type, "TRANSMISSION_INDIRECT")==0)
- return PASS_TRANSMISSION_INDIRECT;
- else if (strcmp(pass_type, "SUBSURFACE_INDIRECT")==0)
- return PASS_SUBSURFACE_INDIRECT;
-
- else if (strcmp(pass_type, "DIFFUSE_COLOR")==0)
- return PASS_DIFFUSE_COLOR;
- else if (strcmp(pass_type, "GLOSSY_COLOR")==0)
- return PASS_GLOSSY_COLOR;
- else if (strcmp(pass_type, "TRANSMISSION_COLOR")==0)
- return PASS_TRANSMISSION_COLOR;
- else if (strcmp(pass_type, "SUBSURFACE_COLOR")==0)
- return PASS_SUBSURFACE_COLOR;
-
- else if (strcmp(pass_type, "EMIT")==0)
- return PASS_EMISSION;
- else if (strcmp(pass_type, "ENVIRONMENT")==0)
- return PASS_BACKGROUND;
- else if (strcmp(pass_type, "AO")==0)
- return PASS_AO;
- else if (strcmp(pass_type, "SHADOW")==0)
- return PASS_SHADOW;
+ else if (strcmp(shader_type, "SHADOW")==0)
+ return SHADER_EVAL_SHADOW;
/*
- else if (strcmp(pass_type, "DIFFUSE")==0)
- else if (strcmp(pass_type, "COLOR")==0)
- else if (strcmp(pass_type, "REFRACTION")==0)
- else if (strcmp(pass_type, "SPECULAR")==0)
- else if (strcmp(pass_type, "REFLECTION")==0)
+ else if (strcmp(shader_type, "DIFFUSE")==0)
+ else if (strcmp(shader_type, "COLOR")==0)
+ else if (strcmp(shader_type, "REFRACTION")==0)
+ else if (strcmp(shader_type, "SPECULAR")==0)
+ else if (strcmp(shader_type, "REFLECTION")==0)
*/
else
- return PASS_NONE;
-#endif
+ return SHADER_EVAL_BACKGROUND;
+ //return SHADER_EVAL_NONE;
}
static BL::RenderResult begin_render_result(BL::RenderEngine b_engine, int x, int y, int w, int h, const char *layername)
diff --git a/intern/cycles/kernel/kernel_types.h b/intern/cycles/kernel/kernel_types.h
index 37a03df..7c2e2b3 100644
--- a/intern/cycles/kernel/kernel_types.h
+++ b/intern/cycles/kernel/kernel_types.h
@@ -161,11 +161,34 @@ typedef uint RNG;
typedef enum ShaderEvalType {
SHADER_EVAL_DISPLACE,
SHADER_EVAL_BACKGROUND,
- SHADER_EVAL_UV,
SHADER_EVAL_COMBINED,
SHADER_EVAL_DEPTH,
+ SHADER_EVAL_MIST,
+ SHADER_EVAL_NORMAL,
+ SHADER_EVAL_OBJECT_ID,
+ SHADER_EVAL_UV,
+ SHADER_EVAL_MOTION,
+ SHADER_EVAL_MATERIAL_ID,
+ SHADER_EVAL_DIFFUSE_DIRECT,
+ SHADER_EVAL_GLOSSY_DIRECT,
+ SHADER_EVAL_TRANSMISSION_DIRECT,
+ SHADER_EVAL_SUBSURFACE_DIRECT,
+ SHADER_EVAL_DIFFUSE_INDIRECT,
+ SHADER_EVAL_GLOSSY_INDIRECT,
+ SHADER_EVAL_TRANSMISSION_INDIRECT,
+ SHADER_EVAL_SUBSURFACE_INDIRECT,
+ SHADER_EVAL_DIFFUSE_COLOR,
+ SHADER_EVAL_GLOSSY_COLOR,
+ SHADER_EVAL_TRANSMISSION_COLOR,
+ SHADER_EVAL_SUBSURFACE_COLOR,
SHADER_EVAL_EMISSION,
- SHADER_EVAL_AO
+ SHADER_EVAL_AO,
+ SHADER_EVAL_SHADOW,
+ SHADER_EVAL_DIFFUSE,
+ SHADER_EVAL_COLOR,
+ SHADER_EVAL_REFRACTION,
+ SHADER_EVAL_SPECULAR,
+ SHADER_EVAL_REFLECTION,
} ShaderEvalType;
/* Path Tracing
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