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author | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2011-08-28 17:55:59 +0400 |
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committer | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2011-08-28 17:55:59 +0400 |
commit | bae896691aa3d7bb2a75292da3cc490894996b01 (patch) | |
tree | 9c3703f11ccdf76c575c2ea18b70dee1ff665913 /intern/cycles/kernel/kernel_shader.h | |
parent | d48e4fc92be346810baa8cac595ab0a735882a87 (diff) |
Cycles:
* Add alpha pass output, to use set Transparent option in Film panel.
* Add Holdout closure (OSL terminology), this is like the Sky option in the
internal renderer, objects with this closure show the background / zero
alpha.
* Add option to use Gaussian instead of Box pixel filter in the UI.
* Remove camera response curves for now, they don't really belong here in
the pipeline, should be moved to compositor.
* Output full float values for rendering now, previously was only byte precision.
* Add a patch from Thomas to get a preview passes option, but still disabled
because it isn't quite working right yet.
* CUDA: don't compile shader graph evaluation inline.
* Convert tabs to spaces in python files.
Diffstat (limited to 'intern/cycles/kernel/kernel_shader.h')
-rw-r--r-- | intern/cycles/kernel/kernel_shader.h | 20 |
1 files changed, 20 insertions, 0 deletions
diff --git a/intern/cycles/kernel/kernel_shader.h b/intern/cycles/kernel/kernel_shader.h index c4fc65596b2..ed3aec21207 100644 --- a/intern/cycles/kernel/kernel_shader.h +++ b/intern/cycles/kernel/kernel_shader.h @@ -342,6 +342,26 @@ __device void shader_emissive_sample(KernelGlobals *kg, ShaderData *sd, } } +/* Holdout */ + +__device float3 shader_holdout_eval(KernelGlobals *kg, ShaderData *sd) +{ +#ifdef WITH_OSL + if(kg->osl.use) { + return OSLShader::holdout_eval(sd); + } + else +#endif + { +#ifdef __SVM__ + if(sd->svm_closure == CLOSURE_HOLDOUT_ID) + return make_float3(1.0f, 1.0f, 1.0f); + else + return make_float3(0.0f, 0.0f, 0.0f); +#endif + } +} + /* Surface Evaluation */ __device void shader_eval_surface(KernelGlobals *kg, ShaderData *sd, |