[Bf-blender-cvs] [0bb8432] bake-cycles: Cycles-Bake: remove old code for passes + style touch ups
Dalai Felinto
noreply at git.blender.org
Wed Apr 23 02:46:59 CEST 2014
Commit: 0bb8432b0bd6aa5ce932c3eac441559b4540c216
Author: Dalai Felinto
Date: Tue Feb 4 15:13:56 2014 -0200
https://developer.blender.org/rB0bb8432b0bd6aa5ce932c3eac441559b4540c216
Cycles-Bake: remove old code for passes + style touch ups
===================================================================
M intern/cycles/kernel/kernel_displace.h
===================================================================
diff --git a/intern/cycles/kernel/kernel_displace.h b/intern/cycles/kernel/kernel_displace.h
index ddc471c..59083c3 100644
--- a/intern/cycles/kernel/kernel_displace.h
+++ b/intern/cycles/kernel/kernel_displace.h
@@ -28,7 +28,7 @@ ccl_device void compute_light_pass(KernelGlobals *kg, ShaderData *sd, PathRadian
path_radiance_init(L, kernel_data.film.use_light_pass);
/* take multiple samples */
- for(int sample = 0; sample < samples; sample++) {
+ for (int sample = 0; sample < samples; sample++) {
PathRadiance L_sample;
PathState state;
Ray ray;
@@ -46,7 +46,7 @@ ccl_device void compute_light_pass(KernelGlobals *kg, ShaderData *sd, PathRadian
shader_eval_surface(kg, sd, rbsdf, state.flag, SHADER_CONTEXT_MAIN);
/* sample light and BSDF */
- if(kernel_path_integrate_lighting(kg, &rng, sd, &throughput, &state, &L_sample, &ray)) {
+ if (kernel_path_integrate_lighting(kg, &rng, sd, &throughput, &state, &L_sample, &ray)) {
#ifdef __LAMP_MIS__
state.ray_t = 0.0f;
#endif
@@ -228,97 +228,6 @@ ccl_device void kernel_bake_evaluate(KernelGlobals *kg, ccl_global uint4 *input,
/* extra */
case SHADER_EVAL_ENVIRONMENT:
-
-#if 0
- case SHADER_EVAL_COMBINED:
- {
- /* TODO it's not taking into consideration the
- RGB inputs of the shader nodes, so it's differing
- from the Composite COMBINED */
-
- int shader;
- float3 Ng = triangle_normal_MT(kg, prim, &shader);
-
- shader_setup_from_sample(kg, &sd, P, Ng, I, shader, object, prim, u, v, t, time, bounce, segment);
- shader_eval_surface(kg, &sd, 0.f, 0, SHADER_CONTEXT_MAIN);
-
-#ifdef __MULTI_CLOSURE__
- float3 eval = make_float3(0.0f, 0.0f, 0.0f);
-
- for(int i = 0; i< sd.num_closure; i++) {
- const ShaderClosure *sc = &sd.closure[i];
- eval += sc->weight;
- }
-
- out = eval;
-#else
- out = sd.closure.weight;
-#endif
- break;
- }
- case SHADER_EVAL_DIFFUSE:
- {
- int shader;
- float3 Ng = triangle_normal_MT(kg, prim, &shader);
-
- shader_setup_from_sample(kg, &sd, P, Ng, I, shader, object, prim, u, v, t, time, bounce, segment);
- shader_eval_surface(kg, &sd, 0.f, 0, SHADER_CONTEXT_MAIN);
-
-#ifdef __MULTI_CLOSURE__
- float3 eval = make_float3(0.0f, 0.0f, 0.0f);
-
- for(int i = 0; i< sd.num_closure; i++) {
- const ShaderClosure *sc = &sd.closure[i];
- if(sc->type == CLOSURE_BSDF_DIFFUSE_ID)
- eval += sc->weight;
- }
-
- out = eval;
-#else
- if(sd.closure.type == CLOSURE_BSDF_DIFFUSE_ID)
- out = sd.closure.weight;
- else
- out = make_float3(0.0f, 0.0f, 0.0f);
-#endif
- break;
- }
- case SHADER_EVAL_EMISSION:
- {
- int shader;
- float3 Ng = triangle_normal_MT(kg, prim, &shader);
-
- shader_setup_from_sample(kg, &sd, P, Ng, I, shader, object, prim, u, v, t, time, bounce, segment);
- shader_eval_surface(kg, &sd, 0.f, 0, SHADER_CONTEXT_EMISSION);
-
-#ifdef __MULTI_CLOSURE__
- float3 eval = make_float3(0.0f, 0.0f, 0.0f);
-
- for(int i = 0; i< sd.num_closure; i++) {
- const ShaderClosure *sc = &sd.closure[i];
- if(sc->type == CLOSURE_EMISSION_ID)
- eval += sc->weight;
- }
-
- out = eval;
-#else
- if(sd.closure.type == CLOSURE_EMISSION_ID)
- out = sd.closure.weight;
- else
- out = make_float3(0.0f, 0.0f, 0.0f);
-#endif
- break;
- }
- case SHADER_EVAL_AO:
- {
- /* TODO */
- break;
- }
- case SHADER_EVAL_UV:
- {
- /* TODO */
- break;
- }
- case SHADER_EVAL_ENVIRONMENT:
{
/* setup ray */
Ray ray;
@@ -343,18 +252,6 @@ ccl_device void kernel_bake_evaluate(KernelGlobals *kg, ccl_global uint4 *input,
out = shader_eval_background(kg, &sd, flag, SHADER_CONTEXT_MAIN);
break;
}
- case SHADER_EVAL_NORMAL:
- {
- int shader;
- float3 Ng = triangle_normal_MT(kg, prim, &shader);
-
- shader_setup_from_sample(kg, &sd, P, Ng, I, shader, object, prim, u, v, t, time, bounce, segment);
-
- out = sd.N;
- break;
- }
-#endif
-
default:
{
/* no real shader, returning the position of the verts for debugging */
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