Cycles Volume Render: work on nodes and closures.
* Henyey-Greenstein scattering closure implementation. * Rename transparent to absorption node and isotropic to scatter node. * Volume density is folded into the closure weights. * OSL support for volume closures and nodes. * This commit has no user visible changes, there is no volume render code yet. This is work by "storm", Stuart Broadfoot, Thomas Dinges and myself.
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@@ -717,8 +717,8 @@ struct ShadeResult;
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#define SH_NODE_OUTPUT_TEXTURE 158
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#define SH_NODE_HOLDOUT 159
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#define SH_NODE_LAYER_WEIGHT 160
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#define SH_NODE_VOLUME_TRANSPARENT 161
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#define SH_NODE_VOLUME_ISOTROPIC 162
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#define SH_NODE_VOLUME_ABSORPTION 161
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#define SH_NODE_VOLUME_SCATTER 162
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#define SH_NODE_GAMMA 163
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#define SH_NODE_TEX_CHECKER 164
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#define SH_NODE_BRIGHTCONTRAST 165
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@@ -3499,8 +3499,8 @@ static void registerShaderNodes(void)
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register_node_type_sh_bsdf_hair();
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register_node_type_sh_emission();
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register_node_type_sh_holdout();
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//register_node_type_sh_volume_transparent();
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//register_node_type_sh_volume_isotropic();
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//register_node_type_sh_volume_absorption();
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//register_node_type_sh_volume_scatter();
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register_node_type_sh_subsurface_scattering();
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register_node_type_sh_mix_shader();
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register_node_type_sh_add_shader();
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@@ -197,8 +197,8 @@ set(SRC
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shader/nodes/node_shader_tex_sky.c
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shader/nodes/node_shader_tex_voronoi.c
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shader/nodes/node_shader_tex_wave.c
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shader/nodes/node_shader_volume_isotropic.c
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shader/nodes/node_shader_volume_transparent.c
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shader/nodes/node_shader_volume_scatter.c
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shader/nodes/node_shader_volume_absorption.c
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shader/node_shader_tree.c
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shader/node_shader_util.c
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@@ -105,8 +105,8 @@ void register_node_type_sh_bsdf_toon(void);
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void register_node_type_sh_bsdf_anisotropic(void);
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void register_node_type_sh_emission(void);
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void register_node_type_sh_holdout(void);
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void register_node_type_sh_volume_transparent(void);
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void register_node_type_sh_volume_isotropic(void);
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void register_node_type_sh_volume_absorption(void);
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void register_node_type_sh_volume_scatter(void);
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void register_node_type_sh_bsdf_hair(void);
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void register_node_type_sh_subsurface_scattering(void);
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void register_node_type_sh_mix_shader(void);
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@@ -88,8 +88,8 @@ DefNode( ShaderNode, SH_NODE_BSDF_VELVET, 0, "BS
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DefNode( ShaderNode, SH_NODE_BSDF_TOON, def_toon, "BSDF_TOON", BsdfToon, "Toon BSDF", "" )
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DefNode( ShaderNode, SH_NODE_BSDF_HAIR, def_hair, "BSDF_HAIR", BsdfHair, "Hair BSDF", "" )
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DefNode( ShaderNode, SH_NODE_SUBSURFACE_SCATTERING, def_sh_subsurface, "SUBSURFACE_SCATTERING",SubsurfaceScattering,"Subsurface Scattering","")
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DefNode( ShaderNode, SH_NODE_VOLUME_TRANSPARENT, 0, "VOLUME_TRANSPARENT", VolumeTransparent,"Transparent Volume","" )
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DefNode( ShaderNode, SH_NODE_VOLUME_ISOTROPIC, 0, "VOLUME_ISOTROPIC", VolumeIsotropic, "Isotropic Volume", "" )
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DefNode( ShaderNode, SH_NODE_VOLUME_ABSORPTION, 0, "VOLUME_ABSORPTION", VolumeAbsorption, "Volume Absorption", "" )
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DefNode( ShaderNode, SH_NODE_VOLUME_SCATTER, 0, "VOLUME_SCATTER", VolumeScatter, "Volume Scatter", "" )
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DefNode( ShaderNode, SH_NODE_EMISSION, 0, "EMISSION", Emission, "Emission", "" )
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DefNode( ShaderNode, SH_NODE_NEW_GEOMETRY, 0, "NEW_GEOMETRY", NewGeometry, "Geometry", "" )
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DefNode( ShaderNode, SH_NODE_LIGHT_PATH, 0, "LIGHT_PATH", LightPath, "Light Path", "" )
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@@ -29,33 +29,33 @@
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/* **************** OUTPUT ******************** */
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static bNodeSocketTemplate sh_node_volume_transparent_in[] = {
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static bNodeSocketTemplate sh_node_volume_absorption_in[] = {
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{ SOCK_RGBA, 1, N_("Color"), 0.8f, 0.8f, 0.8f, 1.0f, 0.0f, 1.0f},
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{ SOCK_FLOAT, 1, N_("Density"), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1000.0f},
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{ -1, 0, "" }
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};
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static bNodeSocketTemplate sh_node_volume_transparent_out[] = {
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static bNodeSocketTemplate sh_node_volume_absorption_out[] = {
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{ SOCK_SHADER, 0, N_("Volume")},
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{ -1, 0, "" }
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};
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static int node_shader_gpu_volume_transparent(GPUMaterial *UNUSED(mat), bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *UNUSED(in), GPUNodeStack *UNUSED(out))
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static int node_shader_gpu_volume_absorption(GPUMaterial *UNUSED(mat), bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *UNUSED(in), GPUNodeStack *UNUSED(out))
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{
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return 0;
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}
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/* node type definition */
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void register_node_type_sh_volume_transparent(void)
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void register_node_type_sh_volume_absorption(void)
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{
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static bNodeType ntype;
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sh_node_type_base(&ntype, SH_NODE_VOLUME_TRANSPARENT, "Transparent Volume", NODE_CLASS_SHADER, 0);
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sh_node_type_base(&ntype, SH_NODE_VOLUME_ABSORPTION, "Volume Absorption", NODE_CLASS_SHADER, 0);
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node_type_compatibility(&ntype, NODE_NEW_SHADING);
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node_type_socket_templates(&ntype, sh_node_volume_transparent_in, sh_node_volume_transparent_out);
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node_type_socket_templates(&ntype, sh_node_volume_absorption_in, sh_node_volume_absorption_out);
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node_type_init(&ntype, NULL);
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node_type_storage(&ntype, "", NULL, NULL);
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node_type_gpu(&ntype, node_shader_gpu_volume_transparent);
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node_type_gpu(&ntype, node_shader_gpu_volume_absorption);
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nodeRegisterType(&ntype);
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}
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@@ -29,33 +29,35 @@
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/* **************** OUTPUT ******************** */
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static bNodeSocketTemplate sh_node_volume_isotropic_in[] = {
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static bNodeSocketTemplate sh_node_volume_scatter_in[] = {
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{ SOCK_RGBA, 1, N_("Color"), 0.8f, 0.8f, 0.8f, 1.0f, 0.0f, 1.0f},
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{ SOCK_FLOAT, 1, N_("Density"), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1000.0f},
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{ SOCK_FLOAT, 1, N_("Anisotropy"),0.0f, 0.0f, 0.0f, 0.0f, -1.0f, 1.0f},
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{ -1, 0, "" }
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};
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static bNodeSocketTemplate sh_node_volume_isotropic_out[] = {
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static bNodeSocketTemplate sh_node_volume_scatter_out[] = {
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{ SOCK_SHADER, 0, N_("Volume")},
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{ -1, 0, "" }
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};
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static int node_shader_gpu_volume_isotropic(GPUMaterial *UNUSED(mat), bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *UNUSED(in), GPUNodeStack *UNUSED(out))
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static int node_shader_gpu_volume_scatter(GPUMaterial *UNUSED(mat), bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *UNUSED(in), GPUNodeStack *UNUSED(out))
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{
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return 0;
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}
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/* node type definition */
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void register_node_type_sh_volume_isotropic(void)
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void register_node_type_sh_volume_scatter(void)
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{
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static bNodeType ntype;
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sh_node_type_base(&ntype, SH_NODE_VOLUME_ISOTROPIC, "Isotropic Volume", NODE_CLASS_SHADER, 0);
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sh_node_type_base(&ntype, SH_NODE_VOLUME_SCATTER, "Volume Scatter", NODE_CLASS_SHADER, 0);
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node_type_compatibility(&ntype, NODE_NEW_SHADING);
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node_type_socket_templates(&ntype, sh_node_volume_isotropic_in, sh_node_volume_isotropic_out);
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node_type_socket_templates(&ntype, sh_node_volume_scatter_in, sh_node_volume_scatter_out);
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node_type_init(&ntype, NULL);
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node_type_storage(&ntype, "", NULL, NULL);
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node_type_gpu(&ntype, node_shader_gpu_volume_isotropic);
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node_type_gpu(&ntype, node_shader_gpu_volume_scatter);
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nodeRegisterType(&ntype);
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}
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