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authorBrecht Van Lommel <brecht@blender.org>2022-09-02 16:32:46 +0300
committerBrecht Van Lommel <brecht@blender.org>2022-09-02 18:13:28 +0300
commitaa174f632e32695128e149e0559ac10e7f1d3f57 (patch)
tree00fc18f301ee5e6bfbc6dcd8b2573f125c87d126 /intern/cycles/kernel/film
parentb8653398332f00754217421fa8f4f289c0ed147a (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.h18
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,