Cycles:
* Fix missing update when editing objects with emission materials. * Fix preview pass rendering set to 1 not showing full resolution. * Fix CUDA runtime compiling failing due to missing cache directory. * Use settings from first render layer for visibility and material override. And a bunch of incomplete and still disabled code mostly related to closure sampling.
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@@ -46,6 +46,7 @@ namespace OSL = ::OSL;
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class OSLRenderServices;
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class Scene;
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class ShaderClosure;
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class ShaderData;
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class differential3;
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class KernelGlobals;
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@@ -66,15 +67,16 @@ public:
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static void eval_displacement(KernelGlobals *kg, ShaderData *sd);
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/* sample & eval */
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static int bsdf_sample(const ShaderData *sd, float randu, float randv,
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static int bsdf_sample(const ShaderData *sd, const ShaderClosure *sc,
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float randu, float randv,
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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 float3& omega_in, float& pdf);
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static float3 emissive_eval(const ShaderData *sd);
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static void emissive_sample(const ShaderData *sd, float randu, float randv,
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float3 *eval, float3 *I, float *pdf);
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static float3 volume_eval_phase(const ShaderData *sd, const float3 omega_in,
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const float3 omega_out);
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static float3 holdout_eval(const ShaderData *sd);
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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 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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const float3 omega_in, const float3 omega_out);
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/* release */
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static void release(KernelGlobals *kg, const ShaderData *sd);
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