blender/intern/cycles/kernel/kernel_displace.h
Thomas Dinges 3840e0b234 Cycles / Ray Depth:
* Added a Ray Depth output to the Light Path node, which gives the user access to the current bounce.
This can be used to limit the maximum ray bounce on a per shader basis. Another use case is to restrict light influence with this, to have a lamp only contribute to the direct lighting. 

http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Light_Path

This is part of my GSoC 2013 project. SVN merge of r58091 and r58772 from soc-2013-dingto.
2013-07-31 20:30:37 +00:00

73 lines
2.0 KiB
C

/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
CCL_NAMESPACE_BEGIN
__device void kernel_shader_evaluate(KernelGlobals *kg, __global uint4 *input, __global float4 *output, ShaderEvalType type, int i)
{
ShaderData sd;
uint4 in = input[i];
float3 out;
if(type == SHADER_EVAL_DISPLACE) {
/* setup shader data */
int object = in.x;
int prim = in.y;
float u = __uint_as_float(in.z);
float v = __uint_as_float(in.w);
shader_setup_from_displace(kg, &sd, object, prim, u, v);
/* evaluate */
float3 P = sd.P;
shader_eval_displacement(kg, &sd, SHADER_CONTEXT_MAIN);
out = sd.P - P;
}
else { // SHADER_EVAL_BACKGROUND
/* setup ray */
Ray ray;
float u = __uint_as_float(in.x);
float v = __uint_as_float(in.y);
ray.P = make_float3(0.0f, 0.0f, 0.0f);
ray.D = equirectangular_to_direction(u, v);
ray.t = 0.0f;
#ifdef __CAMERA_MOTION__
ray.time = 0.5f;
#endif
#ifdef __RAY_DIFFERENTIALS__
ray.dD = differential3_zero();
ray.dP = differential3_zero();
#endif
/* setup shader data */
shader_setup_from_background(kg, &sd, &ray, 0);
/* evaluate */
int flag = 0; /* we can't know which type of BSDF this is for */
out = shader_eval_background(kg, &sd, flag, SHADER_CONTEXT_MAIN);
}
/* write output */
output[i] = make_float4(out.x, out.y, out.z, 0.0f);
}
CCL_NAMESPACE_END