diff options
author | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2013-12-28 04:54:44 +0400 |
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committer | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2013-12-28 19:57:02 +0400 |
commit | a35db17cee5a9b47dc9624f7dfcb41f5fc185b33 (patch) | |
tree | ef23032da73b9b202490307f865e2afd4e2e7e76 /intern/cycles/kernel/svm/svm_closure.h | |
parent | a06c9c277a8577f7ef473fffaf2258d2a3a6ab80 (diff) |
Cycles Volume Render: work on nodes and closures.
* Henyey-Greenstein scattering closure implementation.
* Rename transparent to absorption node and isotropic to scatter node.
* Volume density is folded into the closure weights.
* OSL support for volume closures and nodes.
* This commit has no user visible changes, there is no volume render code yet.
This is work by "storm", Stuart Broadfoot, Thomas Dinges and myself.
Diffstat (limited to 'intern/cycles/kernel/svm/svm_closure.h')
-rw-r--r-- | intern/cycles/kernel/svm/svm_closure.h | 23 |
1 files changed, 12 insertions, 11 deletions
diff --git a/intern/cycles/kernel/svm/svm_closure.h b/intern/cycles/kernel/svm/svm_closure.h index 2c6fb5deca4..dca9c3a91e5 100644 --- a/intern/cycles/kernel/svm/svm_closure.h +++ b/intern/cycles/kernel/svm/svm_closure.h @@ -77,7 +77,7 @@ ccl_device_inline ShaderClosure *svm_node_closure_get_bsdf(ShaderData *sd, float float3 weight = sc->weight * mix_weight; float sample_weight = fabsf(average(weight)); - if(sample_weight > 1e-5f && sd->num_closure < MAX_CLOSURE) { + if(sample_weight > CLOSURE_WEIGHT_CUTOFF && sd->num_closure < MAX_CLOSURE) { sc->weight = weight; sc->sample_weight = sample_weight; sd->num_closure++; @@ -390,7 +390,7 @@ ccl_device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float * if(path_flag & PATH_RAY_DIFFUSE_ANCESTOR) param1 = 0.0f; - if(sample_weight > 1e-5f && sd->num_closure+2 < MAX_CLOSURE) { + if(sample_weight > CLOSURE_WEIGHT_CUTOFF && sd->num_closure+2 < MAX_CLOSURE) { /* radius * scale */ float3 radius = stack_load_float3(stack, data_node.z)*param1; /* sharpness */ @@ -473,24 +473,25 @@ ccl_device void svm_node_closure_volume(KernelGlobals *kg, ShaderData *sd, float #endif float param1 = (stack_valid(param1_offset))? stack_load_float(stack, param1_offset): __uint_as_float(node.z); - //float param2 = (stack_valid(param2_offset))? stack_load_float(stack, param2_offset): __uint_as_float(node.w); + float param2 = (stack_valid(param2_offset))? stack_load_float(stack, param2_offset): __uint_as_float(node.w); + float density = param1; switch(type) { - case CLOSURE_VOLUME_TRANSPARENT_ID: { - ShaderClosure *sc = svm_node_closure_get_bsdf(sd, mix_weight); + case CLOSURE_VOLUME_ABSORPTION_ID: { + ShaderClosure *sc = svm_node_closure_get_bsdf(sd, mix_weight * density); if(sc) { - float density = param1; - sd->flag |= volume_transparent_setup(sc, density); + sd->flag |= volume_absorption_setup(sc); } break; } - case CLOSURE_VOLUME_ISOTROPIC_ID: { - ShaderClosure *sc = svm_node_closure_get_bsdf(sd, mix_weight); + case CLOSURE_VOLUME_HENYEY_GREENSTEIN_ID: { + ShaderClosure *sc = svm_node_closure_get_bsdf(sd, mix_weight * density); if(sc) { - float density = param1; - sd->flag |= volume_isotropic_setup(sc, density); + float g = param2; + sc->data0 = g; + sd->flag |= volume_henyey_greenstein_setup(sc); } break; } |