blender/intern/cycles/kernel/shaders/node_light_path.osl
Brecht Van Lommel a35db17cee Cycles Volume Render: work on nodes and closures.
* 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.
2013-12-28 16:57:02 +01:00

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/*
* Copyright 2011-2013 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
*/
#include "stdosl.h"
shader node_light_path(
output float IsCameraRay = 0.0,
output float IsShadowRay = 0.0,
output float IsDiffuseRay = 0.0,
output float IsGlossyRay = 0.0,
output float IsSingularRay = 0.0,
output float IsReflectionRay = 0.0,
output float IsTransmissionRay = 0.0,
output float IsVolumeScatterRay = 0.0,
output float RayLength = 0.0,
output float RayDepth = 0.0)
{
IsCameraRay = raytype("camera");
IsShadowRay = raytype("shadow");
IsDiffuseRay = raytype("diffuse");
IsGlossyRay = raytype("glossy");
IsSingularRay = raytype("singular");
IsReflectionRay = raytype("reflection");
IsTransmissionRay = raytype("refraction");
IsVolumeScatterRay = raytype("volume_scatter");
getattribute("path:ray_length", RayLength);
int ray_depth;
getattribute("path:ray_depth", ray_depth);
RayDepth = (float)ray_depth;
}