forked from bartvdbraak/blender
Brecht Van Lommel
2b39214c4d
This works pretty much as you would expect, overlapping volume objects gives a more dense volume. What did change is that world volume shaders are now active everywhere, they are no longer excluded inside objects. This may not be desirable and we need to think of better control over this. In some cases you clearly want it to happen, for example if you are rendering a fire in a foggy environment. In other cases like the inside of a house you may not want any fog, but it doesn't seem possible in general for the renderer to automatically determine what is inside or outside of the house. This is implemented using a simple fixed size array of shader/object ID pairs, limited to max 15 overlapping objects. The closures from all shaders are put into a single closure array, exactly the same as if an add shader was used to combine them.
79 lines
2.5 KiB
C++
79 lines
2.5 KiB
C++
/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License
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*/
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#ifndef __OSL_SHADER_H__
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#define __OSL_SHADER_H__
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#ifdef WITH_OSL
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/* OSL Shader Engine
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*
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* Holds all variables to execute and use OSL shaders from the kernel. These
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* are initialized externally by OSLShaderManager before rendering starts.
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*
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* Before/after a thread starts rendering, thread_init/thread_free must be
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* called, which will store any per thread OSL state in thread local storage.
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* This means no thread state must be passed along in the kernel itself.
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*/
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#include "kernel_types.h"
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CCL_NAMESPACE_BEGIN
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class Scene;
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struct ShaderClosure;
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struct ShaderData;
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struct differential3;
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struct KernelGlobals;
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struct OSLGlobals;
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struct OSLShadingSystem;
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class OSLShader {
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public:
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/* init */
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static void register_closures(OSLShadingSystem *ss);
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/* per thread data */
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static void thread_init(KernelGlobals *kg, KernelGlobals *kernel_globals, OSLGlobals *osl_globals);
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static void thread_free(KernelGlobals *kg);
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/* eval */
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static void eval_surface(KernelGlobals *kg, ShaderData *sd, int path_flag, ShaderContext ctx);
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static float3 eval_background(KernelGlobals *kg, ShaderData *sd, int path_flag, ShaderContext ctx);
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static void eval_volume(KernelGlobals *kg, ShaderData *sd, int path_flag, ShaderContext ctx);
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static void eval_displacement(KernelGlobals *kg, ShaderData *sd, ShaderContext ctx);
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/* sample & eval */
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static int bsdf_sample(const ShaderData *sd, const ShaderClosure *sc,
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float randu, float randv,
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float3& eval, float3& omega_in, differential3& domega_in, float& pdf);
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static float3 bsdf_eval(const ShaderData *sd, const ShaderClosure *sc,
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const float3& omega_in, float& pdf);
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static void bsdf_blur(ShaderClosure *sc, float roughness);
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/* attributes */
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static int find_attribute(KernelGlobals *kg, const ShaderData *sd, uint id, AttributeElement *elem);
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};
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CCL_NAMESPACE_END
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#endif
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#endif /* __OSL_SHADER_H__ */
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