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Diffstat (limited to 'source/blender/render/intern/source/volumetric.c')
-rw-r--r--source/blender/render/intern/source/volumetric.c28
1 files changed, 14 insertions, 14 deletions
diff --git a/source/blender/render/intern/source/volumetric.c b/source/blender/render/intern/source/volumetric.c
index fee71563d2b..36895f8ad53 100644
--- a/source/blender/render/intern/source/volumetric.c
+++ b/source/blender/render/intern/source/volumetric.c
@@ -383,8 +383,8 @@ static float vol_get_phasefunc(ShadeInput *UNUSED(shi), float g, const float w[3
return normalize * (1.f - k*k) / ((1.f - kcostheta) * (1.f - kcostheta));
}
- /*
- * not used, but here for reference:
+ /* not used, but here for reference: */
+#if 0
switch (phasefunc_type) {
case MA_VOL_PH_MIEHAZY:
return normalize * (0.5f + 4.5f * powf(0.5 * (1.f + costheta), 8.f));
@@ -404,7 +404,7 @@ static float vol_get_phasefunc(ShadeInput *UNUSED(shi), float g, const float w[3
default:
return normalize * 1.f;
}
- */
+#endif
}
/* Compute transmittance = e^(-attenuation) */
@@ -568,15 +568,15 @@ void vol_get_scattering(ShadeInput *shi, float scatter_col[3], const float co[3]
/*
-The main volumetric integrator, using an emission/absorption/scattering model.
-
-Incoming radiance =
-
-outgoing radiance from behind surface * beam transmittance/attenuation
-+ added radiance from all points along the ray due to participating media
- --> radiance for each segment =
- (radiance added by scattering + radiance added by emission) * beam transmittance/attenuation
-*/
+ * The main volumetric integrator, using an emission/absorption/scattering model.
+ *
+ * Incoming radiance =
+ *
+ * outgoing radiance from behind surface * beam transmittance/attenuation
+ * + added radiance from all points along the ray due to participating media
+ * --> radiance for each segment =
+ * (radiance added by scattering + radiance added by emission) * beam transmittance/attenuation
+ */
/* For ease of use, I've also introduced a 'reflection' and 'reflection color' parameter, which isn't
* physically correct. This works as an RGB tint/gain on out-scattered light, but doesn't affect the light
@@ -667,12 +667,12 @@ static void volume_trace(struct ShadeInput *shi, struct ShadeResult *shr, int in
int render_this=0;
/* don't render the backfaces of ztransp volume materials.
-
+ *
* volume shading renders the internal volume from between the
* ' view intersection of the solid volume to the
* intersection on the other side, as part of the shading of
* the front face.
-
+ *
* Because ztransp renders both front and back faces independently
* this will double up, so here we prevent rendering the backface as well,
* which would otherwise render the volume in between the camera and the backface