Cycles OSL: most closure code is now shared between OSL and SVM. Also fix
transmission pass and filter glossy option. The BSDF closure class is now more similar to the SVM closures, and includes some flags and labels that are needed to properly categorize the BSDF's for render passes. Phong closure is gone for the moment, needs to be adapated to the new structure still.
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@@ -72,10 +72,11 @@ public:
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float3& eval, float3& omega_in, differential3& domega_in, float& pdf);
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static float3 bsdf_eval(const ShaderData *sd, const ShaderClosure *sc,
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const float3& omega_in, float& pdf);
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static void bsdf_blur(ShaderClosure *sc, float roughness);
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static float3 emissive_eval(const ShaderData *sd, const ShaderClosure *sc);
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static float3 volume_eval_phase(const ShaderData *sd, const ShaderClosure *sc,
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static float3 volume_eval_phase(const ShaderClosure *sc,
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const float3 omega_in, const float3 omega_out);
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/* release */
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