diff options
author | Brecht Van Lommel <brecht@blender.org> | 2022-09-02 16:32:46 +0300 |
---|---|---|
committer | Brecht Van Lommel <brecht@blender.org> | 2022-09-02 18:13:28 +0300 |
commit | aa174f632e32695128e149e0559ac10e7f1d3f57 (patch) | |
tree | 00fc18f301ee5e6bfbc6dcd8b2573f125c87d126 /intern/cycles/kernel/film | |
parent | b8653398332f00754217421fa8f4f289c0ed147a (diff) |
Cleanup: split surface/displacement/volume shader eval into separate files
Diffstat (limited to 'intern/cycles/kernel/film')
-rw-r--r-- | intern/cycles/kernel/film/data_passes.h | 18 |
1 files changed, 9 insertions, 9 deletions
diff --git a/intern/cycles/kernel/film/data_passes.h b/intern/cycles/kernel/film/data_passes.h index 27721c93c1d..d14b3cea989 100644 --- a/intern/cycles/kernel/film/data_passes.h +++ b/intern/cycles/kernel/film/data_passes.h @@ -41,7 +41,7 @@ ccl_device_inline void film_write_data_passes(KernelGlobals kg, if (!(path_flag & PATH_RAY_SINGLE_PASS_DONE)) { if (!(sd->flag & SD_TRANSPARENT) || kernel_data.film.pass_alpha_threshold == 0.0f || - average(shader_bsdf_alpha(kg, sd)) >= kernel_data.film.pass_alpha_threshold) { + average(surface_shader_alpha(kg, sd)) >= kernel_data.film.pass_alpha_threshold) { if (INTEGRATOR_STATE(state, path, sample) == 0) { if (flag & PASSMASK(DEPTH)) { const float depth = camera_z_depth(kg, sd->P); @@ -62,11 +62,11 @@ ccl_device_inline void film_write_data_passes(KernelGlobals kg, } if (flag & PASSMASK(NORMAL)) { - const float3 normal = shader_bsdf_average_normal(kg, sd); + const float3 normal = surface_shader_average_normal(kg, sd); film_write_pass_float3(buffer + kernel_data.film.pass_normal, normal); } if (flag & PASSMASK(ROUGHNESS)) { - const float roughness = shader_bsdf_average_roughness(sd); + const float roughness = surface_shader_average_roughness(sd); film_write_pass_float(buffer + kernel_data.film.pass_roughness, roughness); } if (flag & PASSMASK(UV)) { @@ -86,7 +86,7 @@ ccl_device_inline void film_write_data_passes(KernelGlobals kg, if (kernel_data.film.cryptomatte_passes) { const Spectrum throughput = INTEGRATOR_STATE(state, path, throughput); const float matte_weight = average(throughput) * - (1.0f - average(shader_bsdf_transparency(kg, sd))); + (1.0f - average(surface_shader_transparency(kg, sd))); if (matte_weight > 0.0f) { ccl_global float *cryptomatte_buffer = buffer + kernel_data.film.pass_cryptomatte; if (kernel_data.film.cryptomatte_passes & CRYPT_OBJECT) { @@ -95,7 +95,7 @@ ccl_device_inline void film_write_data_passes(KernelGlobals kg, cryptomatte_buffer, kernel_data.film.cryptomatte_depth, id, matte_weight); } if (kernel_data.film.cryptomatte_passes & CRYPT_MATERIAL) { - const float id = shader_cryptomatte_id(kg, sd->shader); + const float id = kernel_data_fetch(shaders, (sd->shader & SHADER_MASK)).cryptomatte_id; cryptomatte_buffer += film_write_cryptomatte_pass( cryptomatte_buffer, kernel_data.film.cryptomatte_depth, id, matte_weight); } @@ -110,17 +110,17 @@ ccl_device_inline void film_write_data_passes(KernelGlobals kg, if (flag & PASSMASK(DIFFUSE_COLOR)) { const Spectrum throughput = INTEGRATOR_STATE(state, path, throughput); film_write_pass_spectrum(buffer + kernel_data.film.pass_diffuse_color, - shader_bsdf_diffuse(kg, sd) * throughput); + surface_shader_diffuse(kg, sd) * throughput); } if (flag & PASSMASK(GLOSSY_COLOR)) { const Spectrum throughput = INTEGRATOR_STATE(state, path, throughput); film_write_pass_spectrum(buffer + kernel_data.film.pass_glossy_color, - shader_bsdf_glossy(kg, sd) * throughput); + surface_shader_glossy(kg, sd) * throughput); } if (flag & PASSMASK(TRANSMISSION_COLOR)) { const Spectrum throughput = INTEGRATOR_STATE(state, path, throughput); film_write_pass_spectrum(buffer + kernel_data.film.pass_transmission_color, - shader_bsdf_transmission(kg, sd) * throughput); + surface_shader_transmission(kg, sd) * throughput); } if (flag & PASSMASK(MIST)) { /* Bring depth into 0..1 range. */ @@ -144,7 +144,7 @@ ccl_device_inline void film_write_data_passes(KernelGlobals kg, /* Modulate by transparency */ const Spectrum throughput = INTEGRATOR_STATE(state, path, throughput); - const Spectrum alpha = shader_bsdf_alpha(kg, sd); + const Spectrum alpha = surface_shader_alpha(kg, sd); const float mist_output = (1.0f - mist) * average(throughput * alpha); /* Note that the final value in the render buffer we want is 1 - mist_output, |