blender/intern/cycles/kernel/split/kernel_indirect_background.h
Lukas Stockner e760972221 Cycles: support for custom shader AOVs
Custom render passes are added in the Shader AOVs panel in the view layer
settings, with a name and data type. In shader nodes, an AOV Output node
is then used to output either a value or color to the pass.

Arbitrary names can be used for these passes, as long as they don't conflict
with built-in passes that are enabled. The AOV Output node can be used in both
material and world shader nodes.

Implemented by Lukas, with tweaks by Brecht.

Differential Revision: https://developer.blender.org/D4837
2019-12-10 20:44:46 +01:00

70 lines
2.5 KiB
C

/*
* Copyright 2011-2017 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.
*/
CCL_NAMESPACE_BEGIN
ccl_device void kernel_indirect_background(KernelGlobals *kg)
{
ccl_global char *ray_state = kernel_split_state.ray_state;
int thread_index = ccl_global_id(1) * ccl_global_size(0) + ccl_global_id(0);
int ray_index;
if (kernel_data.integrator.ao_bounces != INT_MAX) {
ray_index = get_ray_index(kg,
thread_index,
QUEUE_ACTIVE_AND_REGENERATED_RAYS,
kernel_split_state.queue_data,
kernel_split_params.queue_size,
0);
if (ray_index != QUEUE_EMPTY_SLOT) {
if (IS_STATE(ray_state, ray_index, RAY_ACTIVE)) {
ccl_global PathState *state = &kernel_split_state.path_state[ray_index];
if (path_state_ao_bounce(kg, state)) {
kernel_split_path_end(kg, ray_index);
}
}
}
}
ray_index = get_ray_index(kg,
thread_index,
QUEUE_HITBG_BUFF_UPDATE_TOREGEN_RAYS,
kernel_split_state.queue_data,
kernel_split_params.queue_size,
0);
if (ray_index == QUEUE_EMPTY_SLOT) {
return;
}
if (IS_STATE(ray_state, ray_index, RAY_HIT_BACKGROUND)) {
ccl_global PathState *state = &kernel_split_state.path_state[ray_index];
PathRadiance *L = &kernel_split_state.path_radiance[ray_index];
ccl_global Ray *ray = &kernel_split_state.ray[ray_index];
float3 throughput = kernel_split_state.throughput[ray_index];
ShaderData *sd = kernel_split_sd(sd, ray_index);
uint buffer_offset = kernel_split_state.buffer_offset[ray_index];
ccl_global float *buffer = kernel_split_params.tile.buffer + buffer_offset;
kernel_path_background(kg, state, ray, throughput, sd, buffer, L);
kernel_split_path_end(kg, ray_index);
}
}
CCL_NAMESPACE_END