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/*
* Copyright 2011-2013 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License
*/
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 int volume_isotropic_setup(ShaderClosure *sc, float density)
{
sc->type = CLOSURE_VOLUME_ISOTROPIC_ID;
sc->data0 = density;
return SD_VOLUME;
}
__device float3 volume_isotropic_eval_phase(const ShaderClosure *sc, const float3 omega_in, const float3 omega_out)
{
return make_float3(1.0f, 1.0f, 1.0f);
}
/* TRANSPARENT VOLUME CLOSURE */
__device int volume_transparent_setup(ShaderClosure *sc, float density)
{
sc->type = CLOSURE_VOLUME_TRANSPARENT_ID;
sc->data0 = density;
return SD_VOLUME;
}
__device float3 volume_transparent_eval_phase(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(KernelGlobals *kg, const ShaderClosure *sc, const float3 omega_in, const float3 omega_out)
{
#ifdef __OSL__
if(kg->osl && sc->prim)
return OSLShader::volume_eval_phase(sc, omega_in, omega_out);
#endif
float3 eval;
switch(sc->type) {
case CLOSURE_VOLUME_ISOTROPIC_ID:
eval = volume_isotropic_eval_phase(sc, omega_in, omega_out);
break;
case CLOSURE_VOLUME_TRANSPARENT_ID:
eval = volume_transparent_eval_phase(sc, omega_in, omega_out);
break;
default:
eval = make_float3(0.0f, 0.0f, 0.0f);
break;
}
return eval;
}
CCL_NAMESPACE_END
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