blender/intern/cycles/kernel/kernel_shaderdata_vars.h
Thomas Dinges 83e73a2100 Cycles: Refactor how we pass bounce info to light path node.
This commit changes the way how we pass bounce information to the Light
Path node. Instead of manualy copying the bounces into ShaderData, we now
directly pass PathState. This reduces the arguments that we need to pass
around and also makes it easier to extend the feature.

This commit also exposes the Transmission Bounce Depth to the Light Path
node. It works similar to the Transparent Depth Output: Replace a
Transmission lightpath after X bounces with another shader, e.g a Diffuse
one. This can be used to avoid black surfaces, due to low amount of max
bounces.

Reviewed by Sergey and Brecht, thanks for some hlp with this.

I tested compilation and usage on CPU (SVM and OSL), CUDA, OpenCL Split
and Mega kernel. Hopefully this covers all devices. :)
2016-01-06 23:43:29 +01:00

95 lines
2.4 KiB
C

/*
* Copyright 2011-2015 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef SD_VAR
#define SD_VAR(type, what)
#endif
#ifndef SD_CLOSURE_VAR
#define SD_CLOSURE_VAR(type, what, max_closure)
#endif
/* position */
SD_VAR(float3, P)
/* smooth normal for shading */
SD_VAR(float3, N)
/* true geometric normal */
SD_VAR(float3, Ng)
/* view/incoming direction */
SD_VAR(float3, I)
/* shader id */
SD_VAR(int, shader)
/* booleans describing shader, see ShaderDataFlag */
SD_VAR(int, flag)
/* primitive id if there is one, ~0 otherwise */
SD_VAR(int, prim)
/* combined type and curve segment for hair */
SD_VAR(int, type)
/* parametric coordinates
* - barycentric weights for triangles */
SD_VAR(float, u)
SD_VAR(float, v)
/* object id if there is one, ~0 otherwise */
SD_VAR(int, object)
/* motion blur sample time */
SD_VAR(float, time)
/* length of the ray being shaded */
SD_VAR(float, ray_length)
#ifdef __RAY_DIFFERENTIALS__
/* differential of P. these are orthogonal to Ng, not N */
SD_VAR(differential3, dP)
/* differential of I */
SD_VAR(differential3, dI)
/* differential of u, v */
SD_VAR(differential, du)
SD_VAR(differential, dv)
#endif
#ifdef __DPDU__
/* differential of P w.r.t. parametric coordinates. note that dPdu is
* not readily suitable as a tangent for shading on triangles. */
SD_VAR(float3, dPdu)
SD_VAR(float3, dPdv)
#endif
#ifdef __OBJECT_MOTION__
/* object <-> world space transformations, cached to avoid
* re-interpolating them constantly for shading */
SD_VAR(Transform, ob_tfm)
SD_VAR(Transform, ob_itfm)
#endif
/* Closure data, we store a fixed array of closures */
SD_CLOSURE_VAR(ShaderClosure, closure, MAX_CLOSURE)
SD_VAR(int, num_closure)
SD_VAR(float, randb_closure)
/* ray start position, only set for backgrounds */
SD_VAR(float3, ray_P)
SD_VAR(differential3, ray_dP)
#ifdef __OSL__
SD_VAR(struct KernelGlobals *, osl_globals)
SD_VAR(struct PathState *, osl_path_state)
#endif
#undef SD_VAR
#undef SD_CLOSURE_VAR