[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [60322] branches/soc-2013-dingto/intern/ cycles/kernel: Volume:

Thomas Dinges blender at dingto.org
Mon Sep 23 02:55:22 CEST 2013


Revision: 60322
          http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=60322
Author:   dingto
Date:     2013-09-23 00:55:22 +0000 (Mon, 23 Sep 2013)
Log Message:
-----------
Volume:
* Comment some unused variables to silence a few compile warnings. 

Modified Paths:
--------------
    branches/soc-2013-dingto/intern/cycles/kernel/kernel_path.h
    branches/soc-2013-dingto/intern/cycles/kernel/kernel_volume.h

Modified: branches/soc-2013-dingto/intern/cycles/kernel/kernel_path.h
===================================================================
--- branches/soc-2013-dingto/intern/cycles/kernel/kernel_path.h	2013-09-23 00:31:14 UTC (rev 60321)
+++ branches/soc-2013-dingto/intern/cycles/kernel/kernel_path.h	2013-09-23 00:55:22 UTC (rev 60322)
@@ -1033,9 +1033,6 @@
 		/* intersect scene */
 		Intersection isect;
 		uint visibility = path_state_ray_visibility(kg, &state);
-#ifdef __VOLUME__
-		uint rng_congruential = lcg_init(*rng + rng_offset + sample*0x51633e2d);
-#endif
 
 #ifdef __HAIR__
 		float difl = 0.0f, extmax = 0.0f;

Modified: branches/soc-2013-dingto/intern/cycles/kernel/kernel_volume.h
===================================================================
--- branches/soc-2013-dingto/intern/cycles/kernel/kernel_volume.h	2013-09-23 00:31:14 UTC (rev 60321)
+++ branches/soc-2013-dingto/intern/cycles/kernel/kernel_volume.h	2013-09-23 00:55:22 UTC (rev 60322)
@@ -547,7 +547,7 @@
 	float sample_distance = dot((ls.P - ray.P) , ray.D);
 	float D = sqrtf(len_squared(ls.P - ray.P) - sample_distance * sample_distance);
 	float atheta = atan(sample_distance / D);
-	float endtheta = atan((end - sample_distance) / D); 
+	//float endtheta = atan((end - sample_distance) / D); 
 	float t = D * tan((randv * M_PI_2_F) - (1 - randv) * atheta);
 	sample_distance += t;
 
@@ -670,15 +670,15 @@
 				// warning, require Color = constant as well as Homogeneous
 				// TODO: ensure that shader have color input unplugged.
 //				float3 color = make_float3(0.2f, 0.8f, 0.8f);
-				float3 color = make_float3(0.5f, 0.99f, 0.99f);
+//				float3 color = make_float3(0.5f, 0.99f, 0.99f);
 //				float3 tr_color = make_float3(1.0f, 1.0f, 1.0f) - color;
-				float3 tr_color = color;
+//				float3 tr_color = color;
 #if 0
 				attenuation.x = exp(-light_ray->t * sigma / (transition_pdf * tr_color.x) );
 				attenuation.y = exp(-light_ray->t * sigma / (transition_pdf * tr_color.y) );
 				attenuation.z = exp(-light_ray->t * sigma / (transition_pdf * tr_color.z) );
 #else
-				float3 sigma3 = kernel_volume_get_final_homogeneous_extinction_tsd(kg, &tsd, trandp, *light_ray, PATH_RAY_SHADOW);
+//				float3 sigma3 = kernel_volume_get_final_homogeneous_extinction_tsd(kg, &tsd, trandp, *light_ray, PATH_RAY_SHADOW);
 #if 1
 //				attenuation.x = exp(-light_ray->t * sigma3.x);
 //				attenuation.y = exp(-light_ray->t * sigma3.y);




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