Commit Graph

16 Commits

Author SHA1 Message Date
Brecht Van Lommel
73b79a6763 Cycles OSL: light path, texture coordinate, bump and blended box mapping now up
to date and working.
2012-10-20 15:09:36 +00:00
Lukas Toenne
d36dc6d8de Integer socket support in Cycles. Int values are already supported natively in OSL, but were not used as actual ints on the SVM stack. This patch implements all the necessary functionality to support reading input values from RNA properties and convert between SHADER_SOCKET_INT and other types. 2012-10-20 13:11:45 +00:00
Brecht Van Lommel
9a1c1f132d Cycles OSL: most closure code is now shared between OSL and SVM. Also fix
transmission pass and filter glossy option.

The BSDF closure class is now more similar to the SVM closures, and includes
some flags and labels that are needed to properly categorize the BSDF's for
render passes. Phong closure is gone for the moment, needs to be adapated to
the new structure still.
2012-10-20 12:18:00 +00:00
Lukas Toenne
d9788e4fa4 Yet another OSL fix: Some functions are missing stubs that were not used in old OSL implementation yet. 2012-09-15 18:08:51 +00:00
Lukas Toenne
f4b7a8a545 Fix for OSL 'Normal' node: the Direction parameter is of 'normal' type instead of generic 'vector'. 2012-09-15 16:31:11 +00:00
Lukas Toenne
41081b3e8c Generate compatible OSL shader parameter names in cases where the node has and input and output with the same name. In that case the convention is to add suffixes "In" and "Out" respectively.
Example:

Blender node has one input "Color" and one output "Color"

-> OSL parameter names should be "ColorIn" and "ColorOut"
2012-09-15 16:31:07 +00:00
Lukas Toenne
21964e6538 OSL implementation of RGB ramp node.
The sampled color ramp data is passed to OSL as a color array. This has to be done as actual float[3] array though, since the Cycles float3 type actually contains 4 floats, leading to shifting color components in the array.

Additional parameter set functions for arrays have been added to the Cycles OSL interface for this purpose.
2012-09-15 15:41:37 +00:00
Lukas Toenne
64a4a05d31 Fix for OSL input parameter name mapping. When assigning input constants to shader parameters, use the compatible_name function to strip whitespace. 2012-09-04 16:47:00 +00:00
Lukas Toenne
f8c29c999f Fix for Cycles OSL: The RenderServices pointer in ShadingSystem is no longer accessible from the interface class (presumably because it is just the base class pointer anyway and would have to be casted). The OSLRenderServices pointer to our own implementation is now stored alongside the ShadingSystem in the kernel globals, so it can be accessed in thread_init. 2012-09-03 18:51:02 +00:00
Lukas Toenne
9b30e8d83a The shader id generated by the manager contains some special flags in high bits, leading to out-of-range index if used directly. This must use the SHADER_MASK to get actual array index. 2012-09-03 18:50:59 +00:00
Campbell Barton
0fbb6bff27 style cleanup: block comments 2012-06-09 17:22:52 +00:00
Brecht Van Lommel
9ebfcea8f3 Cycles: revert commit that joined surface/volume socket into a single shader socket,
on second thought this makes it a bit too difficult to understand what's going on.
2011-10-12 23:03:12 +00:00
Brecht Van Lommel
7503a7edfb Cycles: replace surface/volume sockets in output nodes with a single shader socket,
decided it's better to render objects as either surface or volume.

This may break the volume rendering patch, but shaders with volume closures still
get tagged as having volume closures, so it should be fixable without too many
changes.
2011-10-12 15:42:35 +00:00
Brecht Van Lommel
cdee3435c6 Cycles: internal changes that should have no effect on user level yet, added
shader flags for various purposes, and some code for light types other than
points.
2011-09-27 20:37:24 +00:00
Brecht Van Lommel
966e004bbe Cycles: OSL build & image manager fixes. 2011-05-31 16:21:30 +00:00
Ton Roosendaal
da376e0237 Cycles render engine, initial commit. This is the engine itself, blender modifications and build instructions will follow later.
Cycles uses code from some great open source projects, many thanks them:

* BVH building and traversal code from NVidia's "Understanding the Efficiency of Ray Traversal on GPUs":
http://code.google.com/p/understanding-the-efficiency-of-ray-traversal-on-gpus/
* Open Shading Language for a large part of the shading system:
http://code.google.com/p/openshadinglanguage/
* Blender for procedural textures and a few other nodes.
* Approximate Catmull Clark subdivision from NVidia Mesh tools:
http://code.google.com/p/nvidia-mesh-tools/
* Sobol direction vectors from:
http://web.maths.unsw.edu.au/~fkuo/sobol/
* Film response functions from:
http://www.cs.columbia.edu/CAVE/software/softlib/dorf.php
2011-04-27 11:58:34 +00:00