forked from bartvdbraak/blender
Brecht Van Lommel
a35db17cee
* Henyey-Greenstein scattering closure implementation. * Rename transparent to absorption node and isotropic to scatter node. * Volume density is folded into the closure weights. * OSL support for volume closures and nodes. * This commit has no user visible changes, there is no volume render code yet. This is work by "storm", Stuart Broadfoot, Thomas Dinges and myself.
47 lines
1.4 KiB
Plaintext
47 lines
1.4 KiB
Plaintext
/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License
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*/
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#include "stdosl.h"
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shader node_light_path(
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output float IsCameraRay = 0.0,
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output float IsShadowRay = 0.0,
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output float IsDiffuseRay = 0.0,
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output float IsGlossyRay = 0.0,
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output float IsSingularRay = 0.0,
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output float IsReflectionRay = 0.0,
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output float IsTransmissionRay = 0.0,
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output float IsVolumeScatterRay = 0.0,
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output float RayLength = 0.0,
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output float RayDepth = 0.0)
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{
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IsCameraRay = raytype("camera");
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IsShadowRay = raytype("shadow");
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IsDiffuseRay = raytype("diffuse");
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IsGlossyRay = raytype("glossy");
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IsSingularRay = raytype("singular");
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IsReflectionRay = raytype("reflection");
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IsTransmissionRay = raytype("refraction");
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IsVolumeScatterRay = raytype("volume_scatter");
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getattribute("path:ray_length", RayLength);
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int ray_depth;
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getattribute("path:ray_depth", ray_depth);
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RayDepth = (float)ray_depth;
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}
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