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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2013-12-28 04:54:44 +0400
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2013-12-28 19:57:02 +0400
commita35db17cee5a9b47dc9624f7dfcb41f5fc185b33 (patch)
treeef23032da73b9b202490307f865e2afd4e2e7e76 /source/blender/nodes
parenta06c9c277a8577f7ef473fffaf2258d2a3a6ab80 (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 'source/blender/nodes')
-rw-r--r--source/blender/nodes/CMakeLists.txt4
-rw-r--r--source/blender/nodes/NOD_shader.h4
-rw-r--r--source/blender/nodes/NOD_static_types.h4
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_volume_absorption.c (renamed from source/blender/nodes/shader/nodes/node_shader_volume_transparent.c)14
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_volume_scatter.c (renamed from source/blender/nodes/shader/nodes/node_shader_volume_isotropic.c)16
5 files changed, 22 insertions, 20 deletions
diff --git a/source/blender/nodes/CMakeLists.txt b/source/blender/nodes/CMakeLists.txt
index 64feb0068cb..16671e84da0 100644
--- a/source/blender/nodes/CMakeLists.txt
+++ b/source/blender/nodes/CMakeLists.txt
@@ -197,8 +197,8 @@ set(SRC
shader/nodes/node_shader_tex_sky.c
shader/nodes/node_shader_tex_voronoi.c
shader/nodes/node_shader_tex_wave.c
- shader/nodes/node_shader_volume_isotropic.c
- shader/nodes/node_shader_volume_transparent.c
+ shader/nodes/node_shader_volume_scatter.c
+ shader/nodes/node_shader_volume_absorption.c
shader/node_shader_tree.c
shader/node_shader_util.c
diff --git a/source/blender/nodes/NOD_shader.h b/source/blender/nodes/NOD_shader.h
index 71c0638829f..0f388a890a4 100644
--- a/source/blender/nodes/NOD_shader.h
+++ b/source/blender/nodes/NOD_shader.h
@@ -105,8 +105,8 @@ void register_node_type_sh_bsdf_toon(void);
void register_node_type_sh_bsdf_anisotropic(void);
void register_node_type_sh_emission(void);
void register_node_type_sh_holdout(void);
-void register_node_type_sh_volume_transparent(void);
-void register_node_type_sh_volume_isotropic(void);
+void register_node_type_sh_volume_absorption(void);
+void register_node_type_sh_volume_scatter(void);
void register_node_type_sh_bsdf_hair(void);
void register_node_type_sh_subsurface_scattering(void);
void register_node_type_sh_mix_shader(void);
diff --git a/source/blender/nodes/NOD_static_types.h b/source/blender/nodes/NOD_static_types.h
index beeaa7787fb..260323d368c 100644
--- a/source/blender/nodes/NOD_static_types.h
+++ b/source/blender/nodes/NOD_static_types.h
@@ -88,8 +88,8 @@ DefNode( ShaderNode, SH_NODE_BSDF_VELVET, 0, "BS
DefNode( ShaderNode, SH_NODE_BSDF_TOON, def_toon, "BSDF_TOON", BsdfToon, "Toon BSDF", "" )
DefNode( ShaderNode, SH_NODE_BSDF_HAIR, def_hair, "BSDF_HAIR", BsdfHair, "Hair BSDF", "" )
DefNode( ShaderNode, SH_NODE_SUBSURFACE_SCATTERING, def_sh_subsurface, "SUBSURFACE_SCATTERING",SubsurfaceScattering,"Subsurface Scattering","")
-DefNode( ShaderNode, SH_NODE_VOLUME_TRANSPARENT, 0, "VOLUME_TRANSPARENT", VolumeTransparent,"Transparent Volume","" )
-DefNode( ShaderNode, SH_NODE_VOLUME_ISOTROPIC, 0, "VOLUME_ISOTROPIC", VolumeIsotropic, "Isotropic Volume", "" )
+DefNode( ShaderNode, SH_NODE_VOLUME_ABSORPTION, 0, "VOLUME_ABSORPTION", VolumeAbsorption, "Volume Absorption", "" )
+DefNode( ShaderNode, SH_NODE_VOLUME_SCATTER, 0, "VOLUME_SCATTER", VolumeScatter, "Volume Scatter", "" )
DefNode( ShaderNode, SH_NODE_EMISSION, 0, "EMISSION", Emission, "Emission", "" )
DefNode( ShaderNode, SH_NODE_NEW_GEOMETRY, 0, "NEW_GEOMETRY", NewGeometry, "Geometry", "" )
DefNode( ShaderNode, SH_NODE_LIGHT_PATH, 0, "LIGHT_PATH", LightPath, "Light Path", "" )
diff --git a/source/blender/nodes/shader/nodes/node_shader_volume_transparent.c b/source/blender/nodes/shader/nodes/node_shader_volume_absorption.c
index 31009a3585a..a271162bd19 100644
--- a/source/blender/nodes/shader/nodes/node_shader_volume_transparent.c
+++ b/source/blender/nodes/shader/nodes/node_shader_volume_absorption.c
@@ -29,33 +29,33 @@
/* **************** OUTPUT ******************** */
-static bNodeSocketTemplate sh_node_volume_transparent_in[] = {
+static bNodeSocketTemplate sh_node_volume_absorption_in[] = {
{ SOCK_RGBA, 1, N_("Color"), 0.8f, 0.8f, 0.8f, 1.0f, 0.0f, 1.0f},
{ SOCK_FLOAT, 1, N_("Density"), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1000.0f},
{ -1, 0, "" }
};
-static bNodeSocketTemplate sh_node_volume_transparent_out[] = {
+static bNodeSocketTemplate sh_node_volume_absorption_out[] = {
{ SOCK_SHADER, 0, N_("Volume")},
{ -1, 0, "" }
};
-static int node_shader_gpu_volume_transparent(GPUMaterial *UNUSED(mat), bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *UNUSED(in), GPUNodeStack *UNUSED(out))
+static int node_shader_gpu_volume_absorption(GPUMaterial *UNUSED(mat), bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *UNUSED(in), GPUNodeStack *UNUSED(out))
{
return 0;
}
/* node type definition */
-void register_node_type_sh_volume_transparent(void)
+void register_node_type_sh_volume_absorption(void)
{
static bNodeType ntype;
- sh_node_type_base(&ntype, SH_NODE_VOLUME_TRANSPARENT, "Transparent Volume", NODE_CLASS_SHADER, 0);
+ sh_node_type_base(&ntype, SH_NODE_VOLUME_ABSORPTION, "Volume Absorption", NODE_CLASS_SHADER, 0);
node_type_compatibility(&ntype, NODE_NEW_SHADING);
- node_type_socket_templates(&ntype, sh_node_volume_transparent_in, sh_node_volume_transparent_out);
+ node_type_socket_templates(&ntype, sh_node_volume_absorption_in, sh_node_volume_absorption_out);
node_type_init(&ntype, NULL);
node_type_storage(&ntype, "", NULL, NULL);
- node_type_gpu(&ntype, node_shader_gpu_volume_transparent);
+ node_type_gpu(&ntype, node_shader_gpu_volume_absorption);
nodeRegisterType(&ntype);
}
diff --git a/source/blender/nodes/shader/nodes/node_shader_volume_isotropic.c b/source/blender/nodes/shader/nodes/node_shader_volume_scatter.c
index ef9fe014aa3..cb1377348e5 100644
--- a/source/blender/nodes/shader/nodes/node_shader_volume_isotropic.c
+++ b/source/blender/nodes/shader/nodes/node_shader_volume_scatter.c
@@ -29,33 +29,35 @@
/* **************** OUTPUT ******************** */
-static bNodeSocketTemplate sh_node_volume_isotropic_in[] = {
+static bNodeSocketTemplate sh_node_volume_scatter_in[] = {
{ SOCK_RGBA, 1, N_("Color"), 0.8f, 0.8f, 0.8f, 1.0f, 0.0f, 1.0f},
{ SOCK_FLOAT, 1, N_("Density"), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1000.0f},
+ { SOCK_FLOAT, 1, N_("Anisotropy"),0.0f, 0.0f, 0.0f, 0.0f, -1.0f, 1.0f},
{ -1, 0, "" }
};
-static bNodeSocketTemplate sh_node_volume_isotropic_out[] = {
+static bNodeSocketTemplate sh_node_volume_scatter_out[] = {
{ SOCK_SHADER, 0, N_("Volume")},
{ -1, 0, "" }
};
-static int node_shader_gpu_volume_isotropic(GPUMaterial *UNUSED(mat), bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *UNUSED(in), GPUNodeStack *UNUSED(out))
+static int node_shader_gpu_volume_scatter(GPUMaterial *UNUSED(mat), bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *UNUSED(in), GPUNodeStack *UNUSED(out))
{
return 0;
}
/* node type definition */
-void register_node_type_sh_volume_isotropic(void)
+void register_node_type_sh_volume_scatter(void)
{
static bNodeType ntype;
- sh_node_type_base(&ntype, SH_NODE_VOLUME_ISOTROPIC, "Isotropic Volume", NODE_CLASS_SHADER, 0);
+ sh_node_type_base(&ntype, SH_NODE_VOLUME_SCATTER, "Volume Scatter", NODE_CLASS_SHADER, 0);
node_type_compatibility(&ntype, NODE_NEW_SHADING);
- node_type_socket_templates(&ntype, sh_node_volume_isotropic_in, sh_node_volume_isotropic_out);
+ node_type_socket_templates(&ntype, sh_node_volume_scatter_in, sh_node_volume_scatter_out);
node_type_init(&ntype, NULL);
node_type_storage(&ntype, "", NULL, NULL);
- node_type_gpu(&ntype, node_shader_gpu_volume_isotropic);
+ node_type_gpu(&ntype, node_shader_gpu_volume_scatter);
nodeRegisterType(&ntype);
}
+