* 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.
		
			
				
	
	
		
			134 lines
		
	
	
		
			4.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			134 lines
		
	
	
		
			4.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*
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 * ***** BEGIN GPL LICENSE BLOCK *****
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 *
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 * This program is free software; you can redistribute it and/or
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 * modify it under the terms of the GNU General Public License
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 * as published by the Free Software Foundation; either version 2
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 * of the License, or (at your option) any later version.
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software Foundation,
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 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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 *
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 * The Original Code is Copyright (C) 2005 Blender Foundation.
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 * All rights reserved.
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 *
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 * The Original Code is: all of this file.
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 *
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 * Contributor(s): none yet.
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 *
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 * ***** END GPL LICENSE BLOCK *****
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 */
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/** \file NOD_shader.h
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 *  \ingroup nodes
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 */
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#ifndef __NOD_SHADER_H__
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#define __NOD_SHADER_H__
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#include "BKE_node.h"
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extern struct bNodeTreeType *ntreeType_Shader;
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/* the type definitions array */
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/* ****************** types array for all shaders ****************** */
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void register_node_tree_type_sh(void);
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void register_node_type_sh_group(void);
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void register_node_type_sh_output(void);
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void register_node_type_sh_material(void);
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void register_node_type_sh_camera(void);
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void register_node_type_sh_lamp(void);
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void register_node_type_sh_value(void);
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void register_node_type_sh_rgb(void);
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void register_node_type_sh_mix_rgb(void);
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void register_node_type_sh_valtorgb(void);
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void register_node_type_sh_rgbtobw(void);
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void register_node_type_sh_texture(void);
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void register_node_type_sh_normal(void);
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void register_node_type_sh_gamma(void);
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void register_node_type_sh_brightcontrast(void);
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void register_node_type_sh_geom(void);
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void register_node_type_sh_mapping(void);
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void register_node_type_sh_curve_vec(void);
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void register_node_type_sh_curve_rgb(void);
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void register_node_type_sh_math(void);
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void register_node_type_sh_vect_math(void);
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void register_node_type_sh_squeeze(void);
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void register_node_type_sh_dynamic(void);
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void register_node_type_sh_material_ext(void);
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void register_node_type_sh_invert(void);
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void register_node_type_sh_seprgb(void);
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void register_node_type_sh_combrgb(void);
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void register_node_type_sh_sephsv(void);
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void register_node_type_sh_combhsv(void);
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void register_node_type_sh_hue_sat(void);
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void register_node_type_sh_tex_brick(void);
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void register_node_type_sh_attribute(void);
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void register_node_type_sh_geometry(void);
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void register_node_type_sh_light_path(void);
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void register_node_type_sh_light_falloff(void);
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void register_node_type_sh_object_info(void);
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void register_node_type_sh_fresnel(void);
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void register_node_type_sh_wireframe(void);
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void register_node_type_sh_wavelength(void);
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void register_node_type_sh_blackbody(void);
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void register_node_type_sh_layer_weight(void);
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void register_node_type_sh_tex_coord(void);
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void register_node_type_sh_particle_info(void);
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void register_node_type_sh_hair_info(void);
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void register_node_type_sh_script(void);
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void register_node_type_sh_normal_map(void);
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void register_node_type_sh_tangent(void);
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void register_node_type_sh_vect_transform(void);
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void register_node_type_sh_ambient_occlusion(void);
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void register_node_type_sh_background(void);
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void register_node_type_sh_bsdf_diffuse(void);
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void register_node_type_sh_bsdf_glossy(void);
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void register_node_type_sh_bsdf_glass(void);
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void register_node_type_sh_bsdf_refraction(void);
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void register_node_type_sh_bsdf_translucent(void);
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void register_node_type_sh_bsdf_transparent(void);
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void register_node_type_sh_bsdf_velvet(void);
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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_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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void register_node_type_sh_add_shader(void);
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void register_node_type_sh_output_lamp(void);
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void register_node_type_sh_output_material(void);
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void register_node_type_sh_output_world(void);
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void register_node_type_sh_tex_image(void);
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void register_node_type_sh_tex_environment(void);
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void register_node_type_sh_tex_sky(void);
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void register_node_type_sh_tex_voronoi(void);
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void register_node_type_sh_tex_gradient(void);
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void register_node_type_sh_tex_magic(void);
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void register_node_type_sh_tex_wave(void);
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void register_node_type_sh_tex_musgrave(void);
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void register_node_type_sh_tex_noise(void);
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void register_node_type_sh_tex_checker(void);
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void register_node_type_sh_bump(void);
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#endif
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