forked from bartvdbraak/blender
Fix incorrect OSL raytype bits and add some comments.
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606bc5f301
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9a5be1fba9
@ -347,12 +347,20 @@ enum PathRayFlag {
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PATH_RAY_ALL_VISIBILITY = ((1 << 14)-1),
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PATH_RAY_MIS_SKIP = (1 << 15),
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PATH_RAY_DIFFUSE_ANCESTOR = (1 << 16),
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PATH_RAY_SINGLE_PASS_DONE = (1 << 17),
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PATH_RAY_SHADOW_CATCHER = (1 << 18),
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PATH_RAY_STORE_SHADOW_INFO = (1 << 19),
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PATH_RAY_TRANSPARENT_BACKGROUND = (1 << 20),
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/* Don't apply multiple importance sampling weights to emission from
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* lamp or surface hits, because they were not direct light sampled. */
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PATH_RAY_MIS_SKIP = (1 << 14),
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/* Diffuse bounce earlier in the path, skip SSS to improve performance
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* and avoid branching twice with disk sampling SSS. */
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PATH_RAY_DIFFUSE_ANCESTOR = (1 << 15),
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/* Single pass has been written. */
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PATH_RAY_SINGLE_PASS_DONE = (1 << 16),
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/* Ray is behind a shadow catcher .*/
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PATH_RAY_SHADOW_CATCHER = (1 << 17),
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/* Store shadow data for shadow catcher or denoising. */
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PATH_RAY_STORE_SHADOW_INFO = (1 << 18),
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/* Zero background alpha, for camera or transparent glass rays. */
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PATH_RAY_TRANSPARENT_BACKGROUND = (1 << 19),
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};
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/* Closure Label */
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@ -233,18 +233,22 @@ 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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"shadow", /* PATH_RAY_SHADOW_OPAQUE_NON_CATCHER */
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"shadow", /* PATH_RAY_SHADOW_OPAQUE_CATCHER */
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"shadow", /* PATH_RAY_SHADOW_TRANSPARENT_NON_CATCHER */
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"shadow", /* PATH_RAY_SHADOW_TRANSPARENT_CATCHER */
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"__unused__",
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"volume_scatter", /* PATH_RAY_VOLUME_SCATTER */
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"__unused__",
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"__unused__",
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"diffuse_ancestor", /* PATH_RAY_DIFFUSE_ANCESTOR */
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"__unused__",
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"__unused__",
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"__unused__", /* PATH_RAY_SINGLE_PASS_DONE */
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"volume_scatter", /* PATH_RAY_VOLUME_SCATTER */
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"__unused__",
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"__unused__",
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};
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const int nraytypes = sizeof(raytypes)/sizeof(raytypes[0]);
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