[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [46200] trunk/blender: Cycles: add Ray Length output to Light Path node.
Brecht Van Lommel
brechtvanlommel at pandora.be
Wed May 2 19:03:46 CEST 2012
Revision: 46200
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=46200
Author: blendix
Date: 2012-05-02 17:03:46 +0000 (Wed, 02 May 2012)
Log Message:
-----------
Cycles: add Ray Length output to Light Path node. This gives the distance travelled
by the last light ray. One use case for this might be to do absorption.
Patch #31232 by Agustin benavidez, see this blog post for details:
http://agus3d.blogspot.com.ar/2012/05/blender-cycles-ray-length-node-output.html
Modified Paths:
--------------
trunk/blender/intern/cycles/kernel/kernel_emission.h
trunk/blender/intern/cycles/kernel/kernel_shader.h
trunk/blender/intern/cycles/kernel/kernel_types.h
trunk/blender/intern/cycles/kernel/svm/svm_light_path.h
trunk/blender/intern/cycles/kernel/svm/svm_types.h
trunk/blender/intern/cycles/render/nodes.cpp
trunk/blender/source/blender/nodes/shader/nodes/node_shader_light_path.c
Modified: trunk/blender/intern/cycles/kernel/kernel_emission.h
===================================================================
--- trunk/blender/intern/cycles/kernel/kernel_emission.h 2012-05-02 17:01:48 UTC (rev 46199)
+++ trunk/blender/intern/cycles/kernel/kernel_emission.h 2012-05-02 17:03:46 UTC (rev 46200)
@@ -21,7 +21,7 @@
/* Direction Emission */
__device float3 direct_emissive_eval(KernelGlobals *kg, float rando,
- LightSample *ls, float u, float v, float3 I, float time)
+ LightSample *ls, float u, float v, float3 I, float t, float time)
{
/* setup shading at emitter */
ShaderData sd;
@@ -40,7 +40,7 @@
else
#endif
{
- shader_setup_from_sample(kg, &sd, ls->P, ls->Ng, I, ls->shader, ls->object, ls->prim, u, v, time);
+ shader_setup_from_sample(kg, &sd, ls->P, ls->Ng, I, ls->shader, ls->object, ls->prim, u, v, t, time);
ls->Ng = sd.Ng;
/* no path flag, we're evaluating this for all closures. that's weak but
@@ -87,7 +87,7 @@
return false;
/* evaluate closure */
- float3 light_eval = direct_emissive_eval(kg, rando, &ls, randu, randv, -ls.D, sd->time);
+ float3 light_eval = direct_emissive_eval(kg, rando, &ls, randu, randv, -ls.D, ls.t, sd->time);
if(is_zero(light_eval))
return false;
Modified: trunk/blender/intern/cycles/kernel/kernel_shader.h
===================================================================
--- trunk/blender/intern/cycles/kernel/kernel_shader.h 2012-05-02 17:01:48 UTC (rev 46199)
+++ trunk/blender/intern/cycles/kernel/kernel_shader.h 2012-05-02 17:03:46 UTC (rev 46200)
@@ -77,6 +77,7 @@
sd->N = Ng;
sd->I = -ray->D;
sd->shader = shader;
+ sd->ray_length = isect->t;
/* smooth normal */
if(sd->shader & SHADER_SMOOTH_NORMAL)
@@ -127,7 +128,7 @@
__device void shader_setup_from_sample(KernelGlobals *kg, ShaderData *sd,
const float3 P, const float3 Ng, const float3 I,
- int shader, int object, int prim, float u, float v, float time)
+ int shader, int object, int prim, float u, float v, float t, float time)
{
/* vectors */
sd->P = P;
@@ -145,6 +146,7 @@
sd->u = u;
sd->v = v;
#endif
+ sd->ray_length = t;
/* detect instancing, for non-instanced the object index is -object-1 */
#ifdef __INSTANCING__
@@ -242,7 +244,7 @@
/* watch out: no instance transform currently */
- shader_setup_from_sample(kg, sd, P, Ng, I, shader, object, prim, u, v, TIME_INVALID);
+ shader_setup_from_sample(kg, sd, P, Ng, I, shader, object, prim, u, v, 0.0f, TIME_INVALID);
}
/* ShaderData setup from ray into background */
@@ -259,6 +261,7 @@
#ifdef __MOTION__
sd->time = ray->time;
#endif
+ sd->ray_length = 0.0f;
#ifdef __INSTANCING__
sd->object = ~0;
Modified: trunk/blender/intern/cycles/kernel/kernel_types.h
===================================================================
--- trunk/blender/intern/cycles/kernel/kernel_types.h 2012-05-02 17:01:48 UTC (rev 46199)
+++ trunk/blender/intern/cycles/kernel/kernel_types.h 2012-05-02 17:03:46 UTC (rev 46200)
@@ -401,6 +401,9 @@
/* motion blur sample time */
float time;
+
+ /* length of the ray being shaded */
+ float ray_length;
#ifdef __MOTION__
/* object <-> world space transformations, cached to avoid
Modified: trunk/blender/intern/cycles/kernel/svm/svm_light_path.h
===================================================================
--- trunk/blender/intern/cycles/kernel/svm/svm_light_path.h 2012-05-02 17:01:48 UTC (rev 46199)
+++ trunk/blender/intern/cycles/kernel/svm/svm_light_path.h 2012-05-02 17:03:46 UTC (rev 46200)
@@ -33,6 +33,7 @@
case NODE_LP_reflection: info = (path_flag & PATH_RAY_REFLECT)? 1.0f: 0.0f; break;
case NODE_LP_transmission: info = (path_flag & PATH_RAY_TRANSMIT)? 1.0f: 0.0f; break;
case NODE_LP_backfacing: info = (sd->flag & SD_BACKFACING)? 1.0f: 0.0f; break;
+ case NODE_LP_ray_length: info = sd->ray_length; break;
}
stack_store_float(stack, out_offset, info);
Modified: trunk/blender/intern/cycles/kernel/svm/svm_types.h
===================================================================
--- trunk/blender/intern/cycles/kernel/svm/svm_types.h 2012-05-02 17:01:48 UTC (rev 46199)
+++ trunk/blender/intern/cycles/kernel/svm/svm_types.h 2012-05-02 17:03:46 UTC (rev 46200)
@@ -115,7 +115,8 @@
NODE_LP_singular,
NODE_LP_reflection,
NODE_LP_transmission,
- NODE_LP_backfacing
+ NODE_LP_backfacing,
+ NODE_LP_ray_length
} NodeLightPath;
typedef enum NodeTexCoord {
Modified: trunk/blender/intern/cycles/render/nodes.cpp
===================================================================
--- trunk/blender/intern/cycles/render/nodes.cpp 2012-05-02 17:01:48 UTC (rev 46199)
+++ trunk/blender/intern/cycles/render/nodes.cpp 2012-05-02 17:03:46 UTC (rev 46200)
@@ -1623,6 +1623,7 @@
add_output("Is Singular Ray", SHADER_SOCKET_FLOAT);
add_output("Is Reflection Ray", SHADER_SOCKET_FLOAT);
add_output("Is Transmission Ray", SHADER_SOCKET_FLOAT);
+ add_output("Ray Length", SHADER_SOCKET_FLOAT);
}
void LightPathNode::compile(SVMCompiler& compiler)
@@ -1671,6 +1672,13 @@
compiler.stack_assign(out);
compiler.add_node(NODE_LIGHT_PATH, NODE_LP_transmission, out->stack_offset);
}
+
+ out = output("Ray Length");
+ if(!out->links.empty()) {
+ compiler.stack_assign(out);
+ compiler.add_node(NODE_LIGHT_PATH, NODE_LP_ray_length, out->stack_offset);
+ }
+
}
void LightPathNode::compile(OSLCompiler& compiler)
Modified: trunk/blender/source/blender/nodes/shader/nodes/node_shader_light_path.c
===================================================================
--- trunk/blender/source/blender/nodes/shader/nodes/node_shader_light_path.c 2012-05-02 17:01:48 UTC (rev 46199)
+++ trunk/blender/source/blender/nodes/shader/nodes/node_shader_light_path.c 2012-05-02 17:03:46 UTC (rev 46200)
@@ -37,6 +37,7 @@
{ SOCK_FLOAT, 0, "Is Singular Ray", 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
{ SOCK_FLOAT, 0, "Is Reflection Ray", 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
{ SOCK_FLOAT, 0, "Is Transmission Ray", 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
+ { SOCK_FLOAT, 0, "Ray Length", 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
{ -1, 0, "" }
};
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