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

@@ -1951,7 +1951,7 @@ void AmbientOcclusionNode::compile(OSLCompiler& compiler)
VolumeNode::VolumeNode()
: ShaderNode("volume")
{
closure = CLOSURE_VOLUME_ISOTROPIC_ID;
closure = CLOSURE_VOLUME_HENYEY_GREENSTEIN_ID;
add_input("Color", SHADER_SOCKET_COLOR, make_float3(0.8f, 0.8f, 0.8f));
add_input("Density", SHADER_SOCKET_FLOAT, 1.0f);
@@ -1995,38 +1995,40 @@ void VolumeNode::compile(OSLCompiler& compiler)
assert(0);
}
/* Transparent Volume Closure */
/* Absorption Volume Closure */
TransparentVolumeNode::TransparentVolumeNode()
AbsorptionVolumeNode::AbsorptionVolumeNode()
{
closure = CLOSURE_VOLUME_TRANSPARENT_ID;
closure = CLOSURE_VOLUME_ABSORPTION_ID;
}
void TransparentVolumeNode::compile(SVMCompiler& compiler)
void AbsorptionVolumeNode::compile(SVMCompiler& compiler)
{
VolumeNode::compile(compiler, input("Density"), NULL);
}
void TransparentVolumeNode::compile(OSLCompiler& compiler)
void AbsorptionVolumeNode::compile(OSLCompiler& compiler)
{
compiler.add(this, "node_transparent_volume");
compiler.add(this, "node_absorption_volume");
}
/* Isotropic Volume Closure */
/* Scatter Volume Closure */
IsotropicVolumeNode::IsotropicVolumeNode()
ScatterVolumeNode::ScatterVolumeNode()
{
closure = CLOSURE_VOLUME_ISOTROPIC_ID;
closure = CLOSURE_VOLUME_HENYEY_GREENSTEIN_ID;
add_input("Anisotropy", SHADER_SOCKET_FLOAT, 0.0f);
}
void IsotropicVolumeNode::compile(SVMCompiler& compiler)
void ScatterVolumeNode::compile(SVMCompiler& compiler)
{
VolumeNode::compile(compiler, input("Density"), NULL);
VolumeNode::compile(compiler, input("Density"), input("Anisotropy"));
}
void IsotropicVolumeNode::compile(OSLCompiler& compiler)
void ScatterVolumeNode::compile(OSLCompiler& compiler)
{
compiler.add(this, "node_isotropic_volume");
compiler.add(this, "node_scatter_volume");
}
/* Hair BSDF Closure */
@@ -2304,6 +2306,7 @@ LightPathNode::LightPathNode()
add_output("Is Singular Ray", SHADER_SOCKET_FLOAT);
add_output("Is Reflection Ray", SHADER_SOCKET_FLOAT);
add_output("Is Transmission Ray", SHADER_SOCKET_FLOAT);
add_output("Is Volume Scatter Ray", SHADER_SOCKET_FLOAT);
add_output("Ray Length", SHADER_SOCKET_FLOAT);
add_output("Ray Depth", SHADER_SOCKET_FLOAT);
}
@@ -2355,6 +2358,12 @@ void LightPathNode::compile(SVMCompiler& compiler)
compiler.add_node(NODE_LIGHT_PATH, NODE_LP_transmission, out->stack_offset);
}
out = output("Is Volume Scatter Ray");
if(!out->links.empty()) {
compiler.stack_assign(out);
compiler.add_node(NODE_LIGHT_PATH, NODE_LP_volume_scatter, out->stack_offset);
}
out = output("Ray Length");
if(!out->links.empty()) {
compiler.stack_assign(out);