blender/intern/cycles/kernel/osl/osl_shader.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

79 lines
2.5 KiB
C++

/*
* 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.
*/
#ifndef __OSL_SHADER_H__
#define __OSL_SHADER_H__
#ifdef WITH_OSL
/* OSL Shader Engine
*
* Holds all variables to execute and use OSL shaders from the kernel. These
* are initialized externally by OSLShaderManager before rendering starts.
*
* Before/after a thread starts rendering, thread_init/thread_free must be
* called, which will store any per thread OSL state in thread local storage.
* This means no thread state must be passed along in the kernel itself.
*/
#include "kernel_types.h"
CCL_NAMESPACE_BEGIN
class Scene;
struct ShaderClosure;
struct ShaderData;
struct differential3;
struct KernelGlobals;
struct OSLGlobals;
struct OSLShadingSystem;
class OSLShader {
public:
/* init */
static void register_closures(OSLShadingSystem *ss);
/* per thread data */
static void thread_init(KernelGlobals *kg, KernelGlobals *kernel_globals, OSLGlobals *osl_globals);
static void thread_free(KernelGlobals *kg);
/* eval */
static void eval_surface(KernelGlobals *kg, ShaderData *sd, PathState *state, int path_flag, ShaderContext ctx);
static float3 eval_background(KernelGlobals *kg, ShaderData *sd, PathState *state, int path_flag, ShaderContext ctx);
static void eval_volume(KernelGlobals *kg, ShaderData *sd, PathState *state, int path_flag, ShaderContext ctx);
static void eval_displacement(KernelGlobals *kg, ShaderData *sd, ShaderContext ctx);
/* sample & eval */
static int bsdf_sample(const ShaderData *sd, const ShaderClosure *sc,
float randu, float randv,
float3& eval, float3& omega_in, differential3& domega_in, float& pdf);
static float3 bsdf_eval(const ShaderData *sd, const ShaderClosure *sc,
const float3& omega_in, float& pdf);
static void bsdf_blur(ShaderClosure *sc, float roughness);
/* attributes */
static int find_attribute(KernelGlobals *kg, const ShaderData *sd, uint id, AttributeElement *elem);
};
CCL_NAMESPACE_END
#endif
#endif /* __OSL_SHADER_H__ */