blender/intern/cycles/kernel/svm/volume.h
Brecht Van Lommel 136d27b350 Cycles: add some volume nodes, they don't actually do anything, this is just
to give other developers who may want to work on this to get a starting point.
2011-09-27 20:03:16 +00:00

75 lines
2.2 KiB
C

/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
CCL_NAMESPACE_BEGIN
/* note: the interfaces here are just as an example, need to figure
out the right functions and parameters to use */
/* ISOTROPIC VOLUME CLOSURE */
__device void volume_isotropic_setup(ShaderData *sd, ShaderClosure *sc, float density)
{
sc->type = CLOSURE_VOLUME_ISOTROPIC_ID;
sd->flag |= SD_VOLUME;
sc->data0 = density;
}
__device float3 volume_isotropic_eval_phase(const ShaderData *sd, const ShaderClosure *sc, const float3 omega_in, const float3 omega_out)
{
return make_float3(1.0f, 1.0f, 1.0f);
}
/* TRANSPARENT VOLUME CLOSURE */
__device void volume_transparent_setup(ShaderData *sd, ShaderClosure *sc, float density)
{
sc->type = CLOSURE_VOLUME_TRANSPARENT_ID;
sd->flag |= SD_VOLUME;
sc->data0 = density;
}
__device float3 volume_transparent_eval_phase(const ShaderData *sd, const ShaderClosure *sc, const float3 omega_in, const float3 omega_out)
{
return make_float3(1.0f, 1.0f, 1.0f);
}
/* VOLUME CLOSURE */
__device float3 volume_eval_phase(const ShaderData *sd, const ShaderClosure *sc, const float3 omega_in, const float3 omega_out)
{
float3 eval;
switch(sc->type) {
case CLOSURE_VOLUME_ISOTROPIC_ID:
eval = volume_isotropic_eval_phase(sd, sc, omega_in, omega_out);
break;
case CLOSURE_VOLUME_TRANSPARENT_ID:
eval = volume_transparent_eval_phase(sd, sc, omega_in, omega_out);
break;
default:
eval = make_float3(0.0f, 0.0f, 0.0f);
break;
}
return eval;
}
CCL_NAMESPACE_END