diff options
author | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2012-11-06 23:59:02 +0400 |
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committer | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2012-11-06 23:59:02 +0400 |
commit | 27d647dcf8c5d9ea46133761c899bce0860e0fa2 (patch) | |
tree | 8c3ef1e71c55f5e79be2a73a1650c2a61a50a8d2 /intern/cycles/kernel/svm/svm_closure.h | |
parent | ccffb6811c9db614047e9dba0eb5e509609128dc (diff) |
Cycles: 4 new nodes.
* Tangent: generate a tangent direction for anisotropic shading. Can be either
radial around X/Y/Z axis, or from a UV map. The default tangent for the
anisotropic BSDF and geometry node is now always radial Z, for UV tangent use
this node now.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Tangent
* Normal Map: generate a perturbed normal from an RGB normal map image. This
is usually chained with an Image Texture node in the color input, to specify
the normal map image. For tangent space normal maps, the UV coordinates for
the image must match, and the image texture should be set to Non-Color mode
to give correct results.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Normal_Map
* Refraction BSDF: for best results this node should be considered as a building
block and not be used on its own, but rather mixed with a glossy node using a
fresnel type factor. Otherwise it will give quite dark results at the edges for
glossy refraction.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Refraction
* Ambient Occlusion: controls the amount of AO a surface receives, rather than
having just a global factor in the world. Note that this outputs a shader and
not a color, that's for another time.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Ambient_Occlusion
Diffstat (limited to 'intern/cycles/kernel/svm/svm_closure.h')
-rw-r--r-- | intern/cycles/kernel/svm/svm_closure.h | 73 |
1 files changed, 63 insertions, 10 deletions
diff --git a/intern/cycles/kernel/svm/svm_closure.h b/intern/cycles/kernel/svm/svm_closure.h index 11ce3b7c5d1..f378d24463d 100644 --- a/intern/cycles/kernel/svm/svm_closure.h +++ b/intern/cycles/kernel/svm/svm_closure.h @@ -20,9 +20,9 @@ CCL_NAMESPACE_BEGIN /* Closure Nodes */ -__device void svm_node_glossy_setup(ShaderData *sd, ShaderClosure *sc, int type, float eta, float roughness, bool refract) +__device void svm_node_glass_setup(ShaderData *sd, ShaderClosure *sc, int type, float eta, float roughness, bool refract) { - if(type == CLOSURE_BSDF_REFRACTION_ID) { + if(type == CLOSURE_BSDF_SHARP_GLASS_ID) { if(refract) { sc->data0 = eta; sd->flag |= bsdf_refraction_setup(sc); @@ -30,7 +30,7 @@ __device void svm_node_glossy_setup(ShaderData *sd, ShaderClosure *sc, int type, else sd->flag |= bsdf_reflection_setup(sc); } - else if(type == CLOSURE_BSDF_MICROFACET_BECKMANN_REFRACTION_ID) { + else if(type == CLOSURE_BSDF_MICROFACET_BECKMANN_GLASS_ID) { sc->data0 = roughness; sc->data1 = eta; @@ -159,6 +159,31 @@ __device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *st if(kernel_data.integrator.no_caustics && (path_flag & PATH_RAY_DIFFUSE)) break; #endif + ShaderClosure *sc = svm_node_closure_get(sd); + sc->N = N; + sc->data0 = param1; + svm_node_closure_set_mix_weight(sc, mix_weight); + + float eta = fmaxf(param2, 1.0f + 1e-5f); + sc->data1 = (sd->flag & SD_BACKFACING)? 1.0f/eta: eta; + + /* setup bsdf */ + if(type == CLOSURE_BSDF_REFRACTION_ID) + sd->flag |= bsdf_refraction_setup(sc); + else if(type == CLOSURE_BSDF_MICROFACET_BECKMANN_REFRACTION_ID) + sd->flag |= bsdf_microfacet_beckmann_refraction_setup(sc); + else + sd->flag |= bsdf_microfacet_ggx_refraction_setup(sc); + + break; + } + case CLOSURE_BSDF_SHARP_GLASS_ID: + case CLOSURE_BSDF_MICROFACET_GGX_GLASS_ID: + case CLOSURE_BSDF_MICROFACET_BECKMANN_GLASS_ID: { +#ifdef __CAUSTICS_TRICKS__ + if(kernel_data.integrator.no_caustics && (path_flag & PATH_RAY_DIFFUSE)) + break; +#endif /* index of refraction */ float eta = fmaxf(param2, 1.0f + 1e-5f); eta = (sd->flag & SD_BACKFACING)? 1.0f/eta: eta; @@ -177,7 +202,7 @@ __device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *st float sample_weight = sc->sample_weight; svm_node_closure_set_mix_weight(sc, mix_weight*fresnel); - svm_node_glossy_setup(sd, sc, type, eta, roughness, false); + svm_node_glass_setup(sd, sc, type, eta, roughness, false); /* refraction */ sc = svm_node_closure_get(sd); @@ -187,7 +212,7 @@ __device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *st sc->sample_weight = sample_weight; svm_node_closure_set_mix_weight(sc, mix_weight*(1.0f - fresnel)); - svm_node_glossy_setup(sd, sc, type, eta, roughness, true); + svm_node_glass_setup(sd, sc, type, eta, roughness, true); #else ShaderClosure *sc = svm_node_closure_get(sd); sc->N = N; @@ -195,7 +220,7 @@ __device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *st bool refract = (randb > fresnel); svm_node_closure_set_mix_weight(sc, mix_weight); - svm_node_glossy_setup(sd, sc, type, eta, roughness, refract); + svm_node_glass_setup(sd, sc, type, eta, roughness, refract); #endif break; @@ -222,12 +247,12 @@ __device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *st float anisotropy = clamp(param2, -0.99f, 0.99f); if(anisotropy < 0.0f) { - sc->data0 = roughness*(1.0f + anisotropy); - sc->data1 = roughness/(1.0f + anisotropy); + sc->data0 = roughness/(1.0f + anisotropy); + sc->data1 = roughness*(1.0f + anisotropy); } else { - sc->data0 = roughness/(1.0f - anisotropy); - sc->data1 = roughness*(1.0f - anisotropy); + sc->data0 = roughness*(1.0f - anisotropy); + sc->data1 = roughness/(1.0f - anisotropy); } sd->flag |= bsdf_ward_setup(sc); @@ -372,6 +397,34 @@ __device void svm_node_closure_holdout(ShaderData *sd, float *stack, uint4 node) sd->flag |= SD_HOLDOUT; } +__device void svm_node_closure_ambient_occlusion(ShaderData *sd, float *stack, uint4 node) +{ +#ifdef __MULTI_CLOSURE__ + uint mix_weight_offset = node.y; + + if(stack_valid(mix_weight_offset)) { + float mix_weight = stack_load_float(stack, mix_weight_offset); + + if(mix_weight == 0.0f) + return; + + ShaderClosure *sc = svm_node_closure_get(sd); + sc->weight *= mix_weight; + sc->type = CLOSURE_AMBIENT_OCCLUSION_ID; + } + else { + ShaderClosure *sc = svm_node_closure_get(sd); + sc->type = CLOSURE_AMBIENT_OCCLUSION_ID; + } + +#else + ShaderClosure *sc = &sd->closure; + sc->type = CLOSURE_AMBIENT_OCCLUSION_ID; +#endif + + sd->flag |= SD_AO; +} + /* Closure Nodes */ __device_inline void svm_node_closure_store_weight(ShaderData *sd, float3 weight) |