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Diffstat (limited to 'intern/cycles/kernel/svm/volume.h')
-rw-r--r--intern/cycles/kernel/svm/volume.h74
1 files changed, 74 insertions, 0 deletions
diff --git a/intern/cycles/kernel/svm/volume.h b/intern/cycles/kernel/svm/volume.h
new file mode 100644
index 00000000000..86cb2dcc24e
--- /dev/null
+++ b/intern/cycles/kernel/svm/volume.h
@@ -0,0 +1,74 @@
+/*
+ * Copyright 2011, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ */
+
+CCL_NAMESPACE_BEGIN
+
+/* note: the interfaces here are just as an example, need to figure
+ out the right functions and parameters to use */
+
+/* ISOTROPIC VOLUME CLOSURE */
+
+__device void volume_isotropic_setup(ShaderData *sd, ShaderClosure *sc, float density)
+{
+ sc->type = CLOSURE_VOLUME_ISOTROPIC_ID;
+ sd->flag |= SD_VOLUME;
+ sc->data0 = density;
+}
+
+__device float3 volume_isotropic_eval_phase(const ShaderData *sd, const ShaderClosure *sc, const float3 omega_in, const float3 omega_out)
+{
+ return make_float3(1.0f, 1.0f, 1.0f);
+}
+
+/* TRANSPARENT VOLUME CLOSURE */
+
+__device void volume_transparent_setup(ShaderData *sd, ShaderClosure *sc, float density)
+{
+ sc->type = CLOSURE_VOLUME_TRANSPARENT_ID;
+ sd->flag |= SD_VOLUME;
+ sc->data0 = density;
+}
+
+__device float3 volume_transparent_eval_phase(const ShaderData *sd, const ShaderClosure *sc, const float3 omega_in, const float3 omega_out)
+{
+ return make_float3(1.0f, 1.0f, 1.0f);
+}
+
+/* VOLUME CLOSURE */
+
+__device float3 volume_eval_phase(const ShaderData *sd, const ShaderClosure *sc, const float3 omega_in, const float3 omega_out)
+{
+ float3 eval;
+
+ switch(sc->type) {
+ case CLOSURE_VOLUME_ISOTROPIC_ID:
+ eval = volume_isotropic_eval_phase(sd, sc, omega_in, omega_out);
+ break;
+ case CLOSURE_VOLUME_TRANSPARENT_ID:
+ eval = volume_transparent_eval_phase(sd, sc, omega_in, omega_out);
+ break;
+ default:
+ eval = make_float3(0.0f, 0.0f, 0.0f);
+ break;
+ }
+
+ return eval;
+}
+
+CCL_NAMESPACE_END
+