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.
This commit is contained in:
Brecht Van Lommel
2013-12-28 01:54:44 +01:00
parent a06c9c277a
commit a35db17cee
28 changed files with 344 additions and 129 deletions

View File

@@ -77,7 +77,7 @@ ccl_device_inline ShaderClosure *svm_node_closure_get_bsdf(ShaderData *sd, float
float3 weight = sc->weight * mix_weight;
float sample_weight = fabsf(average(weight));
if(sample_weight > 1e-5f && sd->num_closure < MAX_CLOSURE) {
if(sample_weight > CLOSURE_WEIGHT_CUTOFF && sd->num_closure < MAX_CLOSURE) {
sc->weight = weight;
sc->sample_weight = sample_weight;
sd->num_closure++;
@@ -390,7 +390,7 @@ ccl_device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *
if(path_flag & PATH_RAY_DIFFUSE_ANCESTOR)
param1 = 0.0f;
if(sample_weight > 1e-5f && sd->num_closure+2 < MAX_CLOSURE) {
if(sample_weight > CLOSURE_WEIGHT_CUTOFF && sd->num_closure+2 < MAX_CLOSURE) {
/* radius * scale */
float3 radius = stack_load_float3(stack, data_node.z)*param1;
/* sharpness */
@@ -473,24 +473,25 @@ ccl_device void svm_node_closure_volume(KernelGlobals *kg, ShaderData *sd, float
#endif
float param1 = (stack_valid(param1_offset))? stack_load_float(stack, param1_offset): __uint_as_float(node.z);
//float param2 = (stack_valid(param2_offset))? stack_load_float(stack, param2_offset): __uint_as_float(node.w);
float param2 = (stack_valid(param2_offset))? stack_load_float(stack, param2_offset): __uint_as_float(node.w);
float density = param1;
switch(type) {
case CLOSURE_VOLUME_TRANSPARENT_ID: {
ShaderClosure *sc = svm_node_closure_get_bsdf(sd, mix_weight);
case CLOSURE_VOLUME_ABSORPTION_ID: {
ShaderClosure *sc = svm_node_closure_get_bsdf(sd, mix_weight * density);
if(sc) {
float density = param1;
sd->flag |= volume_transparent_setup(sc, density);
sd->flag |= volume_absorption_setup(sc);
}
break;
}
case CLOSURE_VOLUME_ISOTROPIC_ID: {
ShaderClosure *sc = svm_node_closure_get_bsdf(sd, mix_weight);
case CLOSURE_VOLUME_HENYEY_GREENSTEIN_ID: {
ShaderClosure *sc = svm_node_closure_get_bsdf(sd, mix_weight * density);
if(sc) {
float density = param1;
sd->flag |= volume_isotropic_setup(sc, density);
float g = param2;
sc->data0 = g;
sd->flag |= volume_henyey_greenstein_setup(sc);
}
break;
}