forked from bartvdbraak/blender
Fix cycles wrong volume scatter value in light path node.
Thanks to Thomas for spotting this. Differential Revision: https://developer.blender.org/D370
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@ -220,7 +220,6 @@ enum PathRayFlag {
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PATH_RAY_GLOSSY = 16,
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PATH_RAY_SINGULAR = 32,
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PATH_RAY_TRANSPARENT = 64,
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PATH_RAY_VOLUME_SCATTER = 128,
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PATH_RAY_SHADOW_OPAQUE = 128,
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PATH_RAY_SHADOW_TRANSPARENT = 256,
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@ -228,6 +227,7 @@ enum PathRayFlag {
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PATH_RAY_CURVE = 512, /* visibility flag to define curve segments*/
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/* note that these can use maximum 12 bits, the other are for layers */
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PATH_RAY_ALL_VISIBILITY = (1|2|4|8|16|32|64|128|256|512),
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PATH_RAY_MIS_SKIP = 1024,
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@ -235,9 +235,9 @@ enum PathRayFlag {
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PATH_RAY_GLOSSY_ANCESTOR = 4096,
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PATH_RAY_BSSRDF_ANCESTOR = 8192,
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PATH_RAY_SINGLE_PASS_DONE = 16384,
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PATH_RAY_VOLUME_SCATTER = 32768,
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/* this gives collisions with localview bits
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* see: blender_util.h, grr - Campbell */
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/* we need layer member flags to be the 20 upper bits */
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PATH_RAY_LAYER_SHIFT = (32-20)
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};
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@ -203,7 +203,6 @@ void OSLShaderManager::shading_system_init()
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"glossy", /* PATH_RAY_GLOSSY */
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"singular", /* PATH_RAY_SINGULAR */
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"transparent", /* PATH_RAY_TRANSPARENT */
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"volume_scatter", /* PATH_RAY_VOLUME_SCATTER */
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"shadow", /* PATH_RAY_SHADOW_OPAQUE */
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"shadow", /* PATH_RAY_SHADOW_TRANSPARENT */
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@ -212,6 +211,8 @@ void OSLShaderManager::shading_system_init()
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"diffuse_ancestor", /* PATH_RAY_DIFFUSE_ANCESTOR */
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"glossy_ancestor", /* PATH_RAY_GLOSSY_ANCESTOR */
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"bssrdf_ancestor", /* PATH_RAY_BSSRDF_ANCESTOR */
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"__unused__", /* PATH_RAY_SINGLE_PASS_DONE */
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"volume_scatter", /* PATH_RAY_VOLUME_SCATTER */
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};
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const int nraytypes = sizeof(raytypes)/sizeof(raytypes[0]);
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