diff options
author | Carlo Andreacchio <carlorules@gmail.com> | 2014-04-21 16:20:29 +0400 |
---|---|---|
committer | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2014-04-21 16:44:36 +0400 |
commit | 7765b73f6d2002b074b7e78985171ef035075fbb (patch) | |
tree | ea3bff55c5c71ba4800bb11b044f403928dd3a6d /intern/cycles/kernel/kernel_emission.h | |
parent | f8cd3d974dafe1482c49a87a2ede68d9defe7ef9 (diff) |
Cycles: add Transparent Depth output to Light Path node.
This can for example be useful if you want to manually terminate the path at
some point and use a color other than black.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D454
Diffstat (limited to 'intern/cycles/kernel/kernel_emission.h')
-rw-r--r-- | intern/cycles/kernel/kernel_emission.h | 18 |
1 files changed, 9 insertions, 9 deletions
diff --git a/intern/cycles/kernel/kernel_emission.h b/intern/cycles/kernel/kernel_emission.h index bb61b2111fe..4c4f15c0e0a 100644 --- a/intern/cycles/kernel/kernel_emission.h +++ b/intern/cycles/kernel/kernel_emission.h @@ -19,7 +19,7 @@ CCL_NAMESPACE_BEGIN /* Direction Emission */ ccl_device_noinline float3 direct_emissive_eval(KernelGlobals *kg, float rando, - LightSample *ls, float3 I, differential3 dI, float t, float time, int bounce) + LightSample *ls, float3 I, differential3 dI, float t, float time, int bounce, int transparent_bounce) { /* setup shading at emitter */ ShaderData sd; @@ -37,13 +37,13 @@ ccl_device_noinline float3 direct_emissive_eval(KernelGlobals *kg, float rando, ray.dP = differential3_zero(); ray.dD = dI; - shader_setup_from_background(kg, &sd, &ray, bounce+1); + shader_setup_from_background(kg, &sd, &ray, bounce+1, transparent_bounce); eval = shader_eval_background(kg, &sd, 0, SHADER_CONTEXT_EMISSION); } else #endif { - shader_setup_from_sample(kg, &sd, ls->P, ls->Ng, I, ls->shader, ls->object, ls->prim, ls->u, ls->v, t, time, bounce+1); + shader_setup_from_sample(kg, &sd, ls->P, ls->Ng, I, ls->shader, ls->object, ls->prim, ls->u, ls->v, t, time, bounce+1, transparent_bounce); ls->Ng = sd.Ng; @@ -65,7 +65,7 @@ ccl_device_noinline float3 direct_emissive_eval(KernelGlobals *kg, float rando, ccl_device_noinline bool direct_emission(KernelGlobals *kg, ShaderData *sd, int lindex, float randt, float rando, float randu, float randv, Ray *ray, BsdfEval *eval, - bool *is_lamp, int bounce) + bool *is_lamp, int bounce, int transparent_bounce) { LightSample ls; @@ -88,7 +88,7 @@ ccl_device_noinline bool direct_emission(KernelGlobals *kg, ShaderData *sd, int differential3 dD = differential3_zero(); /* evaluate closure */ - float3 light_eval = direct_emissive_eval(kg, rando, &ls, -ls.D, dD, ls.t, sd->time, bounce); + float3 light_eval = direct_emissive_eval(kg, rando, &ls, -ls.D, dD, ls.t, sd->time, bounce, transparent_bounce); if(is_zero(light_eval)) return false; @@ -183,7 +183,7 @@ ccl_device_noinline float3 indirect_primitive_emission(KernelGlobals *kg, Shader /* Indirect Lamp Emission */ -ccl_device_noinline bool indirect_lamp_emission(KernelGlobals *kg, Ray *ray, int path_flag, float bsdf_pdf, float randt, float3 *emission, int bounce) +ccl_device_noinline bool indirect_lamp_emission(KernelGlobals *kg, Ray *ray, int path_flag, float bsdf_pdf, float randt, float3 *emission, int bounce, int transparent_bounce) { LightSample ls; int lamp = lamp_light_eval_sample(kg, randt); @@ -204,7 +204,7 @@ ccl_device_noinline bool indirect_lamp_emission(KernelGlobals *kg, Ray *ray, int } #endif - float3 L = direct_emissive_eval(kg, 0.0f, &ls, -ray->D, ray->dD, ls.t, ray->time, bounce); + float3 L = direct_emissive_eval(kg, 0.0f, &ls, -ray->D, ray->dD, ls.t, ray->time, bounce, transparent_bounce); if(!(path_flag & PATH_RAY_MIS_SKIP)) { /* multiple importance sampling, get regular light pdf, @@ -219,7 +219,7 @@ ccl_device_noinline bool indirect_lamp_emission(KernelGlobals *kg, Ray *ray, int /* Indirect Background */ -ccl_device_noinline float3 indirect_background(KernelGlobals *kg, Ray *ray, int path_flag, float bsdf_pdf, int bounce) +ccl_device_noinline float3 indirect_background(KernelGlobals *kg, Ray *ray, int path_flag, float bsdf_pdf, int bounce, int transparent_bounce) { #ifdef __BACKGROUND__ int shader = kernel_data.background.surface_shader; @@ -235,7 +235,7 @@ ccl_device_noinline float3 indirect_background(KernelGlobals *kg, Ray *ray, int /* evaluate background closure */ ShaderData sd; - shader_setup_from_background(kg, &sd, ray, bounce+1); + shader_setup_from_background(kg, &sd, ray, bounce+1, transparent_bounce); float3 L = shader_eval_background(kg, &sd, path_flag, SHADER_CONTEXT_EMISSION); |