forked from bartvdbraak/blender
3840e0b234
* Added a Ray Depth output to the Light Path node, which gives the user access to the current bounce. This can be used to limit the maximum ray bounce on a per shader basis. Another use case is to restrict light influence with this, to have a lamp only contribute to the direct lighting. http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Light_Path This is part of my GSoC 2013 project. SVN merge of r58091 and r58772 from soc-2013-dingto.
47 lines
1.5 KiB
Plaintext
47 lines
1.5 KiB
Plaintext
/*
|
|
* 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.
|
|
*/
|
|
|
|
#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 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");
|
|
|
|
getattribute("path:ray_length", RayLength);
|
|
|
|
int ray_depth;
|
|
getattribute("path:ray_depth", ray_depth);
|
|
RayDepth = (float)ray_depth;
|
|
}
|
|
|