コード例 #1
0
ファイル: osl_shader.cpp プロジェクト: Moguri/blender
static void shaderdata_to_shaderglobals(KernelGlobals *kg, ShaderData *sd, PathState *state,
                                        int path_flag, OSLThreadData *tdata)
{
	OSL::ShaderGlobals *globals = &tdata->globals;

	/* copy from shader data to shader globals */
	globals->P = TO_VEC3(sd->P);
	globals->dPdx = TO_VEC3(sd->dP.dx);
	globals->dPdy = TO_VEC3(sd->dP.dy);
	globals->I = TO_VEC3(sd->I);
	globals->dIdx = TO_VEC3(sd->dI.dx);
	globals->dIdy = TO_VEC3(sd->dI.dy);
	globals->N = TO_VEC3(sd->N);
	globals->Ng = TO_VEC3(sd->Ng);
	globals->u = sd->u;
	globals->dudx = sd->du.dx;
	globals->dudy = sd->du.dy;
	globals->v = sd->v;
	globals->dvdx = sd->dv.dx;
	globals->dvdy = sd->dv.dy;
	globals->dPdu = TO_VEC3(sd->dPdu);
	globals->dPdv = TO_VEC3(sd->dPdv);
	globals->surfacearea = (sd->object == OBJECT_NONE) ? 1.0f : object_surface_area(kg, sd->object);
	globals->time = sd->time;

	/* booleans */
	globals->raytype = path_flag;
	globals->backfacing = (sd->flag & SD_BACKFACING);

	/* shader data to be used in services callbacks */
	globals->renderstate = sd; 

	/* hacky, we leave it to services to fetch actual object matrix */
	globals->shader2common = sd;
	globals->object2common = sd;

	/* must be set to NULL before execute */
	globals->Ci = NULL;

	/* clear trace data */
	tdata->tracedata.init = false;

	/* used by renderservices */
	sd->osl_globals = kg;
	sd->osl_path_state = state;
}
コード例 #2
0
static void shaderdata_to_shaderglobals(KernelGlobals *kg, ShaderData *sd,
	int path_flag, OSL::ShaderGlobals *globals)
{
	/* copy from shader data to shader globals */
	globals->P = TO_VEC3(sd->P);
	globals->dPdx = TO_VEC3(sd->dP.dx);
	globals->dPdy = TO_VEC3(sd->dP.dy);
	globals->I = TO_VEC3(sd->I);
	globals->dIdx = TO_VEC3(sd->dI.dx);
	globals->dIdy = TO_VEC3(sd->dI.dy);
	globals->N = TO_VEC3(sd->N);
	globals->Ng = TO_VEC3(sd->Ng);
	globals->u = sd->u;
	globals->dudx = sd->du.dx;
	globals->dudy = sd->du.dy;
	globals->v = sd->v;
	globals->dvdx = sd->dv.dx;
	globals->dvdy = sd->dv.dy;
	globals->dPdu = TO_VEC3(sd->dPdu);
	globals->dPdv = TO_VEC3(sd->dPdv);
	globals->surfacearea = (sd->object == ~0)? 1.0f: object_surface_area(kg, sd->object);

	/* booleans */
	globals->raytype = path_flag; /* todo: add our own ray types */
	globals->backfacing = (sd->flag & SD_BACKFACING);

	/* don't know yet if we need this */
	globals->flipHandedness = false;
	
	/* shader data to be used in services callbacks */
	globals->renderstate = sd; 

	/* hacky, we leave it to services to fetch actual object matrix */
	globals->shader2common = sd;
	globals->object2common = sd;

	/* must be set to NULL before execute */
	globals->Ci = NULL;
}