static void flatten_volume_closure_tree(ShaderData *sd,
                                        const OSL::ClosureColor *closure, float3 weight = make_float3(1.0f, 1.0f, 1.0f))
{
	/* OSL gives us a closure tree, we flatten it into arrays per
	 * closure type, for evaluation, sampling, etc later on. */

	if (closure->type == OSL::ClosureColor::COMPONENT) {
		OSL::ClosureComponent *comp = (OSL::ClosureComponent *)closure;
		CClosurePrimitive *prim = (CClosurePrimitive *)comp->data();

		if (prim) {
			ShaderClosure sc;

#ifdef OSL_SUPPORTS_WEIGHTED_CLOSURE_COMPONENTS
			weight = weight*TO_FLOAT3(comp->w);
#endif
			sc.weight = weight;

			prim->setup();

			switch (prim->category) {
				case CClosurePrimitive::Volume: {
					CVolumeClosure *volume = (CVolumeClosure *)prim;
					/* sample weight */
					float sample_weight = fabsf(average(weight));

					sc.sample_weight = sample_weight;
					sc.type = volume->sc.type;
					sc.data0 = volume->sc.data0;
					sc.data1 = volume->sc.data1;

					/* add */
					if((sc.sample_weight > CLOSURE_WEIGHT_CUTOFF) &&
					   (sd->num_closure < MAX_CLOSURE))
					{
						sd->closure[sd->num_closure++] = sc;
						sd->flag |= volume->shaderdata_flag();
					}
					break;
				}
				case CClosurePrimitive::Emissive: {
					/* sample weight */
					float sample_weight = fabsf(average(weight));

					sc.sample_weight = sample_weight;
					sc.type = CLOSURE_EMISSION_ID;
					sc.data0 = 0.0f;
					sc.data1 = 0.0f;
					sc.prim = NULL;

					/* flag */
					if(sd->num_closure < MAX_CLOSURE) {
						sd->closure[sd->num_closure++] = sc;
						sd->flag |= SD_EMISSION;
					}
					break;
				}
				case CClosurePrimitive::Holdout:
					break; /* not implemented */
				case CClosurePrimitive::Background:
				case CClosurePrimitive::BSDF:
				case CClosurePrimitive::BSSRDF:
				case CClosurePrimitive::AmbientOcclusion:
					break; /* not relevant */
			}
		}
	}
	else if (closure->type == OSL::ClosureColor::MUL) {
		OSL::ClosureMul *mul = (OSL::ClosureMul *)closure;
		flatten_volume_closure_tree(sd, mul->closure, TO_FLOAT3(mul->weight) * weight);
	}
	else if (closure->type == OSL::ClosureColor::ADD) {
		OSL::ClosureAdd *add = (OSL::ClosureAdd *)closure;
		flatten_volume_closure_tree(sd, add->closureA, weight);
		flatten_volume_closure_tree(sd, add->closureB, weight);
	}
}
Beispiel #2
0
static void flatten_volume_closure_tree(ShaderData *sd,
                                        const OSL::ClosureColor *closure, float3 weight = make_float3(1.0f, 1.0f, 1.0f))
{
	/* OSL gives us a closure tree, we flatten it into arrays per
	 * closure type, for evaluation, sampling, etc later on. */

#if OSL_LIBRARY_VERSION_CODE < 10700
	switch(closure->type) {
#else
	switch(closure->id) {
#endif
		case OSL::ClosureColor::MUL: {
			OSL::ClosureMul *mul = (OSL::ClosureMul *)closure;
			flatten_volume_closure_tree(sd, mul->closure, TO_FLOAT3(mul->weight) * weight);
			break;
		}
		case OSL::ClosureColor::ADD: {
			OSL::ClosureAdd *add = (OSL::ClosureAdd *)closure;
			flatten_volume_closure_tree(sd, add->closureA, weight);
			flatten_volume_closure_tree(sd, add->closureB, weight);
			break;
		}
		default: {
			OSL::ClosureComponent *comp = (OSL::ClosureComponent *)closure;
			CClosurePrimitive *prim = (CClosurePrimitive *)comp->data();

			if(prim) {
				ShaderClosure sc;

#ifdef OSL_SUPPORTS_WEIGHTED_CLOSURE_COMPONENTS
				weight = weight*TO_FLOAT3(comp->w);
#endif
				sc.weight = weight;

				prim->setup();

				switch(prim->category) {
					case CClosurePrimitive::Volume: {
						CVolumeClosure *volume = (CVolumeClosure *)prim;
						/* sample weight */
						float sample_weight = fabsf(average(weight));

						sc.sample_weight = sample_weight;
						sc.type = volume->sc.type;
						sc.data0 = volume->sc.data0;
						sc.data1 = volume->sc.data1;

						/* add */
						if((sc.sample_weight > CLOSURE_WEIGHT_CUTOFF) &&
						   (sd->num_closure < MAX_CLOSURE))
						{
							sd->closure[sd->num_closure++] = sc;
							sd->flag |= volume->shaderdata_flag();
						}
						break;
					}
					case CClosurePrimitive::Emissive: {
						/* sample weight */
						float sample_weight = fabsf(average(weight));

						sc.sample_weight = sample_weight;
						sc.type = CLOSURE_EMISSION_ID;
						sc.data0 = 0.0f;
						sc.data1 = 0.0f;
						sc.prim = NULL;

						/* flag */
						if(sd->num_closure < MAX_CLOSURE) {
							sd->closure[sd->num_closure++] = sc;
							sd->flag |= SD_EMISSION;
						}
						break;
					}
					case CClosurePrimitive::Holdout:
						break; /* not implemented */
					case CClosurePrimitive::Background:
					case CClosurePrimitive::BSDF:
					case CClosurePrimitive::BSSRDF:
					case CClosurePrimitive::AmbientOcclusion:
						break; /* not relevant */
				}
			}
		}
	}
}

void OSLShader::eval_volume(KernelGlobals *kg, ShaderData *sd, PathState *state, int path_flag, ShaderContext ctx)
{
	/* setup shader globals from shader data */
	OSLThreadData *tdata = kg->osl_tdata;
	shaderdata_to_shaderglobals(kg, sd, state, path_flag, tdata);

	/* execute shader */
	OSL::ShadingSystem *ss = (OSL::ShadingSystem*)kg->osl_ss;
	OSL::ShaderGlobals *globals = &tdata->globals;
	OSL::ShadingContext *octx = tdata->context[(int)ctx];
	int shader = sd->shader & SHADER_MASK;

	if(kg->osl->volume_state[shader]) {
#if OSL_LIBRARY_VERSION_CODE < 10600
		ss->execute(*octx, *(kg->osl->volume_state[shader]), *globals);
#else
		ss->execute(octx, *(kg->osl->volume_state[shader]), *globals);
#endif
	}
	
	/* flatten closure tree */
	if(globals->Ci)
		flatten_volume_closure_tree(sd, globals->Ci);
}