* Split render/ into scene/ and session/. The scene/ folder now contains the scene and its nodes. The session/ folder contains the render session and associated data structures like drivers and render buffers. * Move top level kernel headers into new folders kernel/camera/, kernel/film/, kernel/light/, kernel/sample/, kernel/util/ * Move integrator related kernel headers into kernel/integrator/ * Move OSL shaders from kernel/shaders/ to kernel/osl/shaders/ For patches and branches, git merge and rebase should be able to detect the renames and move over code to the right file.
65 lines
2.3 KiB
Plaintext
65 lines
2.3 KiB
Plaintext
/*
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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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#include "stdcycles.h"
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shader node_light_path(output float IsCameraRay = 0.0,
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output float IsShadowRay = 0.0,
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output float IsDiffuseRay = 0.0,
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output float IsGlossyRay = 0.0,
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output float IsSingularRay = 0.0,
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output float IsReflectionRay = 0.0,
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output float IsTransmissionRay = 0.0,
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output float IsVolumeScatterRay = 0.0,
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output float RayLength = 0.0,
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output float RayDepth = 0.0,
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output float DiffuseDepth = 0.0,
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output float GlossyDepth = 0.0,
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output float TransparentDepth = 0.0,
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output float TransmissionDepth = 0.0)
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{
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IsCameraRay = raytype("camera");
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IsShadowRay = raytype("shadow");
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IsDiffuseRay = raytype("diffuse");
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IsGlossyRay = raytype("glossy");
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IsSingularRay = raytype("singular");
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IsReflectionRay = raytype("reflection");
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IsTransmissionRay = raytype("refraction");
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IsVolumeScatterRay = raytype("volume_scatter");
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getattribute("path:ray_length", RayLength);
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int ray_depth = 0;
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getattribute("path:ray_depth", ray_depth);
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RayDepth = (float)ray_depth;
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int diffuse_depth = 0;
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getattribute("path:diffuse_depth", diffuse_depth);
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DiffuseDepth = (float)diffuse_depth;
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int glossy_depth = 0;
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getattribute("path:glossy_depth", glossy_depth);
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GlossyDepth = (float)glossy_depth;
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int transparent_depth = 0;
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getattribute("path:transparent_depth", transparent_depth);
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TransparentDepth = (float)transparent_depth;
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int transmission_depth = 0;
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getattribute("path:transmission_depth", transmission_depth);
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TransmissionDepth = (float)transmission_depth;
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}
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