glm::vec3 BidirectionalIntegrator::TraceRay(Ray r, unsigned int depth)
{
    Intersection isx = intersection_engine->GetIntersection(r);
    if(isx.t < 0)
        return glm::vec3(0);
    else if(isx.object_hit->material->is_light_source)
    {
        return isx.object_hit->material->base_color * isx.texture_color;
    }

    glm::vec3 resultColor(0);

    for(Geometry* light : scene->lights)
    {
        std::vector<PathNode> eyePath = generateEyePath(r);
        std::vector<PathNode> lightPath = generateLightPath(light);

        if(!eyePath.empty() && !lightPath.empty())
        {
            PathNode* node = &lightPath[0];
            float lightPdf = light->RayPDF(node->isx,Ray(node->isx.point,node->dirIn_world));
            glm::vec3 Le(0);
            if(lightPdf != 0)
                Le = light->material->base_color * light->material->intensity / lightPdf;

            glm::vec3 directWt(1.0f);
            for(int i=1;i<=eyePath.size();i++)
            {
                node = &eyePath[i-1];

                Ray ray(light->transform.position(), - node->dirIn_world);
                resultColor += directWt * EstimateDirectLight(node->isx, ray, light) / WeightPath(i,0);
                directWt *= node->F * glm::abs(glm::dot(node->dirOut_world,node->isx.normal)) / node->pdf;

                for(int j=1;j<=lightPath.size();j++)
                {
                    resultColor += Le * EvaluatePath(eyePath,i,lightPath,j) / WeightPath(i,j);
                }
            }
        }
        else
        {
            continue;
        }

    }
    return resultColor;
}
Exemplo n.º 2
0
//
// DESCRIPTION:
///////////////////////////////////////////////////////
MStatus DispNode::compute(
const MPlug&      plug,
      MDataBlock& block ) 
{ 
    if ((plug == aOutColor) || (plug.parent() == aOutColor) ||
		(plug == aOutDisplacement))
	{
		MFloatVector resultColor(0.0,0.0,0.0);

		MFloatVector&  InputColor = block.inputValue( aColor ).asFloatVector();
		float MultValue = block.inputValue( aInputValue ).asFloat();

		resultColor = InputColor;

		float scalar = resultColor[0] + resultColor[1] + resultColor[2];
		if (scalar != 0.0) {
			scalar /= 3.0;
			scalar *= MultValue;
		}

		// set ouput color attribute
		MDataHandle outColorHandle = block.outputValue( aOutColor );
		MFloatVector& outColor = outColorHandle.asFloatVector();
		outColor = resultColor;
		outColorHandle.setClean();

		MDataHandle outDispHandle = block.outputValue( aOutDisplacement );
		float& outDisp = outDispHandle.asFloat();
		outDisp = scalar;
		outDispHandle.setClean( );
	}
	else if ((plug == aOutTransparency) || (plug.parent() == aOutTransparency))
	{
		// set output transparency to be opaque
		MFloatVector transparency(0.0,0.0,0.0);
		MDataHandle outTransHandle = block.outputValue( aOutTransparency );
		MFloatVector& outTrans = outTransHandle.asFloatVector();
		outTrans = transparency;
		outTransHandle.setClean( );
	}
	else
		return MS::kUnknownParameter;

    return MS::kSuccess;
}
Exemplo n.º 3
0
Color FresnelTexture::getTextureColor(const Ray& ray, double u, double v, Vector& normal) const
{
	Vector faceForwardNormal = Vector::faceForward(ray.Direction(), normal);

	double indexOfRefraction = this->indexOfRefraction;
	
	// If the ray is entering the geometry we must use the reciprocal of the index of refraction
	if (Vector::dotProduct(ray.Direction(), normal) > 0.0)
	{
		indexOfRefraction = 1.0 / indexOfRefraction;
	}

	double fresnelCoefficient = this->fresnel(ray.Direction(), faceForwardNormal, indexOfRefraction);

	Color resultColor(fresnelCoefficient, fresnelCoefficient, fresnelCoefficient);

	return resultColor;
}
Exemplo n.º 4
0
// The compute() method does the actual work of the node using the inputs
// of the node to generate its output.
//
// Compute takes two parameters: plug and data.
// - Plug is the the data value that needs to be recomputed
// - Data provides handles to all of the nodes attributes, only these
//   handles should be used when performing computations.
//
MStatus DynamicEnum::compute( const MPlug& plug, MDataBlock& block )
{
	// The plug parameter will allow us to determine which output attribute
	// needs to be calculated.
	//
	if( plug == aOutColor )
	{
		MStatus status;
		MFloatVector resultColor( 0.0, 0.0, 0.0 );

	}
	else
	{
		return( MS::kUnknownParameter ); // We got an unexpected plug
	}

	return( MS::kSuccess );
}
Exemplo n.º 5
0
MStatus hwUnlitShader::compute(
const MPlug&      plug,
      MDataBlock& block ) 
{ 
    bool k = false;
    k |= (plug==outColor);
    k |= (plug==outColorR);
    k |= (plug==outColorG);
    k |= (plug==outColorB);
    if( !k ) return MS::kUnknownParameter;

	// Always return black for now.
    MFloatVector resultColor(0.0,0.0,0.0);

    // set ouput color attribute
    MDataHandle outColorHandle = block.outputValue( outColor );
    MFloatVector& outColor = outColorHandle.asFloatVector();
    outColor = resultColor;
    outColorHandle.setClean();

    return MS::kSuccess;
}
Exemplo n.º 6
0
// Compute takes two parameters: plug and data.
// - Plug is the the data value that needs to be recomputed
// - Data provides handles to all of the nodes attributes, only these
//   handles should be used when performing computations.
//
MStatus asMicrofacet_brdf::compute( const MPlug& plug, MDataBlock& block )
{
    // The plug parameter will allow us to determine which output attribute
    // needs to be calculated.
    //
	if( plug == aOutColor || plug == aOutTransparency || plug.parent() == aOutColor || plug.parent() == aOutTransparency  )
    {
        MStatus status;
        MFloatVector resultColor( 0.0, 0.0, 0.0 );

        // Get surface shading parameters from input block
        //
        MFloatVector& surfaceNormal = block.inputValue( aNormalCamera, &status ).asFloatVector();
        CHECK_MSTATUS( status );

        MFloatVector& surfaceColor = block.inputValue( aColor, &status ).asFloatVector();
        CHECK_MSTATUS( status );

        MFloatVector& incandescence = block.inputValue( aIncandescence,  &status ).asFloatVector();
        CHECK_MSTATUS( status );

        float diffuseReflectivity = block.inputValue( aDiffuseReflectivity, &status ).asFloat();
        CHECK_MSTATUS( status );

//      float translucenceCoeff = block.inputValue( aTranslucenceCoeff,
//              &status ).asFloat();
//      CHECK_MSTATUS( status );


        // Get light list
        //
        MArrayDataHandle lightData = block.inputArrayValue( aLightData, &status );
        CHECK_MSTATUS( status );

        int numLights = lightData.elementCount( &status );
        CHECK_MSTATUS( status );


        // Calculate the effect of the lights in the scene on the color
        //

        // Iterate through light list and get ambient/diffuse values
        //
        for( int count=1; count <= numLights; count++ )
        {
            // Get the current light out of the array
            //
            MDataHandle currentLight = lightData.inputValue( &status );
            CHECK_MSTATUS( status );


            // Get the intensity of that light
            //
            MFloatVector& lightIntensity = currentLight.child( aLightIntensity ).asFloatVector();


            // Find ambient component
            //
            if ( currentLight.child( aLightAmbient ).asBool() )
            {
                resultColor += lightIntensity;
            }


            // Find diffuse component
            //
            if ( currentLight.child( aLightDiffuse ).asBool() )
            {
                MFloatVector& lightDirection = currentLight.child( aLightDirection ).asFloatVector();
                float cosln = lightDirection * surfaceNormal;

               if ( cosln > 0.0f ) 
			   {
                    resultColor += lightIntensity * ( cosln * diffuseReflectivity );
               }
            }


            // Advance to the next light.
            //
            if ( count < numLights ) {
                status = lightData.next();
                CHECK_MSTATUS( status );
            }
        }


        // Factor incident light with surface color and add incandescence
        //
        resultColor[0] = resultColor[0] * surfaceColor[0] + incandescence[0];
        resultColor[1] = resultColor[1] * surfaceColor[1] + incandescence[1];
        resultColor[2] = resultColor[2] * surfaceColor[2] + incandescence[2];


        // Set ouput color attribute
        //
		if ( plug == aOutColor || plug.parent() == aOutColor )
        {
            // Get the handle to the attribute
            //
            MDataHandle outColorHandle = block.outputValue( aOutColor, &status );
            CHECK_MSTATUS( status );
            MFloatVector& outColor = outColorHandle.asFloatVector();

            outColor = resultColor;     // Set the output value
            outColorHandle.setClean(); // Mark the output value as clean
        }


        // Set ouput transparency
        //
		if ( plug == aOutTransparency || plug.parent() == aOutTransparency )
        {
            MFloatVector& transparency = block.inputValue( aInTransparency, &status ).asFloatVector();
            CHECK_MSTATUS( status );


            // Get the handle to the attribute
            //
            MDataHandle outTransHandle = block.outputValue( aOutTransparency, &status );
            CHECK_MSTATUS( status );
            MFloatVector& outTrans = outTransHandle.asFloatVector();

            outTrans = transparency;   // Set the output value
            outTransHandle.setClean(); // Mark the output value as clean
        }
    }
    else
    {
        return( MS::kUnknownParameter ); // We got an unexpected plug
    }

    return( MS::kSuccess );
}
Exemplo n.º 7
0
//
// DESCRIPTION:
///////////////////////////////////////////////////////
MStatus PhongNode::compute(
const MPlug&      plug,
      MDataBlock& block )
{
    if ((plug != aOutColor) && (plug.parent() != aOutColor))
		return MS::kUnknownParameter;

    MFloatVector resultColor(0.0,0.0,0.0);

    // get sample surface shading parameters
    MFloatVector& surfaceNormal = block.inputValue( aNormalCamera ).asFloatVector();
    MFloatVector& cameraPosition = block.inputValue( aPointCamera ).asFloatVector();

	// use for raytracing api enhancement below
	MFloatVector point = cameraPosition;
	MFloatVector normal = surfaceNormal;

    MFloatVector& surfaceColor  = block.inputValue( aColor ).asFloatVector();
    MFloatVector& incandescence = block.inputValue( aIncandescence ).asFloatVector();
    float diffuseReflectivity = block.inputValue( aDiffuseReflectivity ).asFloat();
    // float translucenceCoeff   = block.inputValue( aTranslucenceCoeff ).asFloat();
	// User-defined Reflection Color Gain
	float reflectGain = block.inputValue( aReflectGain ).asFloat();

    // Phong shading attributes
    float power = block.inputValue( aPower ).asFloat();
    float spec = block.inputValue( aSpecularity ).asFloat();

    float specularR, specularG, specularB;
    float diffuseR, diffuseG, diffuseB;
    diffuseR = diffuseG = diffuseB = specularR = specularG = specularB = 0.0;

    // get light list
    MArrayDataHandle lightData = block.inputArrayValue( aLightData );
    int numLights = lightData.elementCount();

    // iterate through light list and get ambient/diffuse values
    for( int count=1; count <= numLights; count++ )
    {
        MDataHandle currentLight = lightData.inputValue();
        MFloatVector& lightIntensity = currentLight.child(aLightIntensity).asFloatVector();

        // Find the blind data
        void*& blindData = currentLight.child( aLightBlindData ).asAddr();

        // find ambient component
        if( currentLight.child(aLightAmbient).asBool() ) {
            diffuseR += lightIntensity[0];
            diffuseG += lightIntensity[1];
            diffuseB += lightIntensity[2];
        }

        MFloatVector& lightDirection = currentLight.child(aLightDirection).asFloatVector();

        if ( blindData == NULL )
        {
			// find diffuse and specular component
			if( currentLight.child(aLightDiffuse).asBool() )
			{
			    float cosln = lightDirection * surfaceNormal;;
			    if( cosln > 0.0f )  // calculate only if facing light
			    {
			         diffuseR += lightIntensity[0] * ( cosln * diffuseReflectivity );
			         diffuseG += lightIntensity[1] * ( cosln * diffuseReflectivity );
			         diffuseB += lightIntensity[2] * ( cosln * diffuseReflectivity );
			    }

			    CHECK_MSTATUS( cameraPosition.normalize() );

				if( cosln > 0.0f ) // calculate only if facing light
				{
				    float RV = ( ( (2*surfaceNormal) * cosln ) - lightDirection ) * cameraPosition;
				    if( RV > 0.0 ) RV = 0.0;
				    if( RV < 0.0 ) RV = -RV;

				    if ( power < 0 ) power = -power;

				    float s = spec * powf( RV, power );

				    specularR += lightIntensity[0] * s;
				    specularG += lightIntensity[1] * s;
				    specularB += lightIntensity[2] * s;
				}
			}
        }
        else
        {
			float cosln = MRenderUtil::diffuseReflectance( blindData, lightDirection, point, surfaceNormal, true );
			if( cosln > 0.0f )  // calculate only if facing light
			{
			     diffuseR += lightIntensity[0] * ( cosln * diffuseReflectivity );
			     diffuseG += lightIntensity[1] * ( cosln * diffuseReflectivity );
			     diffuseB += lightIntensity[2] * ( cosln * diffuseReflectivity );
			}

			CHECK_MSTATUS ( cameraPosition.normalize() );

			if ( currentLight.child(aLightSpecular).asBool() )
			{
				MFloatVector specLightDirection = lightDirection;
				MDataHandle directionH = block.inputValue( aRayDirection );
				MFloatVector direction = directionH.asFloatVector();
				float lightAttenuation = 1.0;

				specLightDirection = MRenderUtil::maximumSpecularReflection( blindData,
										lightDirection, point, surfaceNormal, direction );
				lightAttenuation = MRenderUtil::lightAttenuation( blindData, point, surfaceNormal, false );

				// Are we facing the light
				if ( specLightDirection * surfaceNormal > 0.0f )
				{
					float power2 = block.inputValue( aPower ).asFloat();
					MFloatVector rv = 2 * surfaceNormal * ( surfaceNormal * direction ) - direction;
					float s = spec * powf( rv * specLightDirection, power2 );

					specularR += lightIntensity[0] * s * lightAttenuation;
					specularG += lightIntensity[1] * s * lightAttenuation;
					specularB += lightIntensity[2] * s * lightAttenuation;
				}
			 }
       }
       if( !lightData.next() ) break;
    }

    // factor incident light with surface color and add incandescence
    resultColor[0] = ( diffuseR * surfaceColor[0] ) + specularR + incandescence[0];
    resultColor[1] = ( diffuseG * surfaceColor[1] ) + specularG + incandescence[1];
    resultColor[2] = ( diffuseB * surfaceColor[2] ) + specularB + incandescence[2];

	// add the reflection color
	if (reflectGain > 0.0) {

		MStatus status;

		// required attributes for using raytracer
		// origin, direction, sampler, depth, and object id.
		//
		MDataHandle originH = block.inputValue( aRayOrigin, &status);
		MFloatVector origin = originH.asFloatVector();

		MDataHandle directionH = block.inputValue( aRayDirection, &status);
		MFloatVector direction = directionH.asFloatVector();

		MDataHandle samplerH = block.inputValue( aRaySampler, &status);
		void*& samplerPtr = samplerH.asAddr();

		MDataHandle depthH = block.inputValue( aRayDepth, &status);
		short depth = depthH.asShort();

		MDataHandle objH = block.inputValue( aObjectId, &status);
		void*& objId = objH.asAddr();

		MFloatVector reflectColor;
		MFloatVector reflectTransparency;

		MFloatVector& triangleNormal = block.inputValue( aTriangleNormalCamera ).asFloatVector();

		// compute reflected ray
		MFloatVector l = -direction;
		float dot = l * normal;
		if( dot < 0.0 ) dot = -dot;
		MFloatVector refVector = 2 * normal * dot - l; 	// reflection ray
		float dotRef = refVector * triangleNormal;
		if( dotRef < 0.0 ) {
		    const float s = 0.01f;
			MFloatVector mVec = refVector - dotRef * triangleNormal;
			mVec.normalize();
			refVector = mVec + s * triangleNormal;
		}
		CHECK_MSTATUS ( refVector.normalize() );

		status = MRenderUtil::raytrace(
				point,    	//  origin
				refVector,  //  direction
				objId,		//  object id
				samplerPtr, //  sampler info
				depth,		//  ray depth
				reflectColor,	// output color and transp
				reflectTransparency);

		// add in the reflection color
		resultColor[0] += reflectGain * (reflectColor[0]);
		resultColor[1] += reflectGain * (reflectColor[1]);
		resultColor[2] += reflectGain * (reflectColor[2]);

	}

    // set ouput color attribute
    MDataHandle outColorHandle = block.outputValue( aOutColor );
    MFloatVector& outColor = outColorHandle.asFloatVector();
    outColor = resultColor;
    outColorHandle.setClean();

    return MS::kSuccess;
}
Exemplo n.º 8
0
MStatus anisotropicShaderNode::compute( const MPlug& plug, MDataBlock& block )
{
    if ((plug == aOutColor) || (plug.parent() == aOutColor))
	{
        MFloatVector resultColor(0.0,0.0,0.0);
        MFloatVector diffuseColor( 0.0,0.0,0.0 );
        MFloatVector specularColor( 0.0,0.0,0.0 );
        MFloatVector ambientColor( 0.0,0.0,0.0 );

        // get matrix
        MFloatMatrix& matrixOToW = block.inputValue( aMatrixOToW ).asFloatMatrix();
        MFloatMatrix& matrixWToC = block.inputValue( aMatrixWToC ).asFloatMatrix();

        // spin scratch around this vector (in object space )
        MFloatVector& A = block.inputValue( aAxesVector ).asFloatVector();
        A.normalize();

        // spin scratch around this vector (in world space )
        MFloatVector wa = A * matrixOToW;
        wa.normalize();

        // spin scratch around this vector (in camera space )
        MFloatVector ca = wa * matrixWToC;
        ca.normalize();

        MFloatVector& surfacePoint = block.inputValue( aPointCamera ).asFloatVector();

        // get sample surface shading parameters
        MFloatVector& N = block.inputValue( aNormalCamera ).asFloatVector();
        MFloatVector& surfaceColor = block.inputValue( aColor ).asFloatVector();

        float diffuseReflectivity = block.inputValue( aDiffuseReflectivity ).asFloat();
        float specularCoeff = block.inputValue( aSpecularCoeff ).asFloat();

        // get light list
        MArrayDataHandle lightData = block.inputArrayValue( aLightData );
        int numLights = lightData.elementCount();

        // iterate through light list and get ambient/diffuse values
        for( int count=0; count < numLights; count++ ) {
            MDataHandle currentLight = lightData.inputValue();

            MFloatVector& lightIntensity = 
                currentLight.child( aLightIntensity ).asFloatVector();
            MFloatVector& lightDirection = 
                currentLight.child( aLightDirection ).asFloatVector();

            // find ambient component
            if( currentLight.child(aLightAmbient).asBool()) {
                ambientColor[0] += lightIntensity[0] * surfaceColor[0];
                ambientColor[1] += lightIntensity[1] * surfaceColor[1];
                ambientColor[2] += lightIntensity[2] * surfaceColor[2];
            }

            float cosln = lightDirection * N;
            if( cosln > 0.0f ){ // illuminated!

                // find diffuse component
                if( currentLight.child(aLightDiffuse).asBool()) {
                
                    float cosDif = cosln * diffuseReflectivity;
                    diffuseColor[0] += lightIntensity[0] * cosDif * surfaceColor[0];
                    diffuseColor[1] += lightIntensity[1] * cosDif * surfaceColor[1];
                    diffuseColor[2] += lightIntensity[2] * cosDif * surfaceColor[2];
                }

                // find specular component
                if( currentLight.child( aLightSpecular).asBool()){

                    MFloatVector& rayDirection = block.inputValue( aRayDirection ).asFloatVector();
                    MFloatVector viewDirection = -rayDirection;
                    MFloatVector half = calcHalfVector( viewDirection, lightDirection );


                    // Beckmann function

                    MFloatVector nA;
                    if( fabs(1.0-fabs(N*ca)) <= 0.0001f ){
                        MFloatPoint oo( 0.0,0.0,0.0 );
                        MFloatPoint ow = oo * matrixOToW;
                        MFloatPoint oc = ow * matrixWToC;
                        MFloatVector origin( oc[0], oc[1], oc[2] );
                        nA = origin - surfacePoint;
                        nA.normalize();
                    }else{
                        nA = ca;
                    }

                    MFloatVector x = N ^ nA;
                    x.normalize();
                    MFloatVector y = N ^ x;
                    y.normalize();

                    MFloatVector azimuthH = N ^ half;
                    azimuthH = N ^ azimuthH;
                    azimuthH.normalize();

                    float cos_phai = x * azimuthH;
                    float sin_phai = 0.0;
                    if( fabs(1 - cos_phai*cos_phai) < 0.0001 ){
                        sin_phai = 0.0;
                    }else{
                        sin_phai = sqrtf( 1.0f - cos_phai*cos_phai );
                    }
                    double co = pow( (half * N), 4.0f );
                    double t = tan( acos(half*N) );
                    t *= -t;

                    float rough1 = block.inputValue( aRoughness1 ).asFloat();
                    float rough2 = block.inputValue( aRoughness2 ).asFloat();

                    double aaa = cos_phai / rough1;
                    double bbb = sin_phai / rough2;

                    t = t * ( aaa*aaa + bbb*bbb );

                    double D = pow( (1.0/((double)rough1*(double)rough2 * co)), t );

                    double aa = (2.0 * (N*half) * (N*viewDirection) ) / (viewDirection*half);
                    double bb = (2.0 * (N*half) * (N*lightDirection) ) / (viewDirection*half);
                    double cc = 1.0;
                    double G = 0.0;
                    G = MIN( aa, bb );
                    G = MIN( G, cc );

                    float s = (float) (D * G /
                            (double)((N*lightDirection) * (N*viewDirection)));
                    MFloatVector& specColor = block.inputValue( aSpecColor ).asFloatVector();
                    specularColor[0] += lightIntensity[0] * specColor[0] * 
                                            s * specularCoeff;
                    specularColor[1] += lightIntensity[1] * specColor[1] * 
                                            s * specularCoeff;
                    specularColor[2] += lightIntensity[2] * specColor[2] * 
                                            s * specularCoeff;
                }
            }

            if( !lightData.next() ){
                break;
            }
        }

        // result = specular + diffuse + ambient;
        resultColor = diffuseColor + specularColor + ambientColor;

        MFloatVector& transparency = block.inputValue( aInTransparency ).asFloatVector();
        resultColor[0] *= ( 1.0f - transparency[0] );
        resultColor[1] *= ( 1.0f - transparency[1] );
        resultColor[2] *= ( 1.0f - transparency[2] );

        // set ouput color attribute
        MDataHandle outColorHandle = block.outputValue( aOutColor );
        MFloatVector& outColor = outColorHandle.asFloatVector();
        outColor = resultColor;
        outColorHandle.setClean();
        block.setClean( plug );
    }
	else if ((plug == aOutTransparency) || (plug.parent() == aOutTransparency))
	{
        MFloatVector& tr = block.inputValue( aInTransparency ).asFloatVector();

        // set ouput color attribute
        MDataHandle outTransHandle = block.outputValue( aOutTransparency );
        MFloatVector& outTrans = outTransHandle.asFloatVector();
        outTrans = tr;
        block.setClean( plug );
    } else
		return MS::kUnknownParameter;

    return MS::kSuccess;
}
Exemplo n.º 9
0
MStatus PtexColorNode::compute(const MPlug& plug, MDataBlock& block) 
{
    if( ( plug != aOutColor ) && ( plug.parent() != aOutColor ) )
	{
		return MS::kUnknownParameter;
	}
	
	if ( m_ptex_cache == NULL )
	{
		m_ptex_cache = PtexCache::create( 0, 1024 * 1024 );
	}

	if ( m_ptex_cache && m_ptex_texture == 0 )
	{
		MDataHandle fileNameHnd = block.inputValue( aPtexFileName );
		MDataHandle filterTypeHnd = block.inputValue( aPtexFilterType );

		MString fileNameStr = fileNameHnd.asString();
		int filterTypeValue = filterTypeHnd.asInt();

		const float &filterSize = block.inputValue( aPtexFilterSize ).asFloat();

		if ( fileNameStr.length() )
		{
			Ptex::String error;
			m_ptex_texture = m_ptex_cache->get( fileNameStr.asChar(), error );
		}
		
		if ( m_ptex_texture == 0 )
		{
			MDataHandle outColorHandle = block.outputValue( aOutColor );
			MFloatVector& outColor = outColorHandle.asFloatVector();
			outColor.x = 1.0f;
			outColor.y = 0.0f;
			outColor.z = 1.0f;
			return MS::kSuccess;
		}

		m_ptex_num_channels = m_ptex_texture->numChannels();

		PtexFilter::FilterType ptexFilterType = PtexFilter::f_point;

		switch ( filterTypeValue )
		{
			case 0:   ptexFilterType = PtexFilter::f_point;        break;
			case 1:   ptexFilterType = PtexFilter::f_bilinear;     break;
			case 2:   ptexFilterType = PtexFilter::f_box;          break;
			case 3:   ptexFilterType = PtexFilter::f_gaussian;     break;
			case 4:   ptexFilterType = PtexFilter::f_bicubic;      break;
			case 5:   ptexFilterType = PtexFilter::f_bspline;      break;
			case 6:   ptexFilterType = PtexFilter::f_catmullrom;   break;
			case 7:   ptexFilterType = PtexFilter::f_mitchell;     break;
		}

		PtexFilter::Options opts( ptexFilterType, 0, filterSize );
		m_ptex_filter = PtexFilter::getFilter( m_ptex_texture, opts );
	}

	const float2 &uv  = block.inputValue( aUVPos  ).asFloat2();
	const float2 &duv = block.inputValue( aUVSize ).asFloat2();

	int f = (int)uv[ 0 ];

	float u = uv[ 0 ] - (float)f;
	float v = uv[ 1 ];

	float result[4];
	
	m_critical_section.lock();
	m_ptex_filter->eval( result, 0, m_ptex_num_channels, f, u, v, duv[ 0 ], 0, 0, duv[ 1 ] );
	m_critical_section.unlock();
	
	// set ouput color attribute
	MFloatVector resultColor( result[ 0 ], result[ 1 ], result[ 2 ] );
	MDataHandle outColorHandle = block.outputValue( aOutColor );
	MFloatVector& outColor = outColorHandle.asFloatVector();
	outColor = resultColor;
	outColorHandle.setClean();

	return MS::kSuccess;
}
Exemplo n.º 10
0
MStatus liqSurfaceNode::compute( const MPlug& plug, MDataBlock& block )
{
  // outColor or individual R, G, B channel
  if( (plug == aOutColor) || (plug.parent() == aOutColor) ||
	  (plug == aOutTransparency) || (plug.parent() == aOutTransparency)
  	) {

    //cout <<"compute... "<<endl;

    // init shader
    MStatus status;
    MFloatVector theColor( 0.0f, 0.0f, 0.0f );
    MFloatVector& cColor  = block.inputValue(aColor).asFloatVector();
    MFloatVector& cTrans  = block.inputValue(aOpacity).asFloatVector();
    MFloatVector& ctex    = block.inputValue(aGLPreviewTexture).asFloatVector();

    // exploit maya's free openGL preview
    if ( ctex != MFloatVector( -1.0, -1.0, -1.0 ) ) theColor = ctex;
    else theColor = cColor;

    MFloatVector resultColor( 0.0, 0.0, 0.0 );
    MFloatVector resultTrans( cTrans );



    // lambert calc -------------------
    bool&  ignoreLights = block.inputValue( aMayaIgnoreLights, &status ).asBool();
    float& Ka = block.inputValue( aMayaKa, &status ).asFloat();
    float& Kd = block.inputValue( aMayaKd, &status ).asFloat();

    // get surface normal
    MFloatVector& surfaceNormal = block.inputValue( aNormalCamera, &status ).asFloatVector();
    CHECK_MSTATUS( status );

    if ( ignoreLights ) {

      MFloatVector cam( 0.0, 0.0, 1.0 );
      float cosln = cam * surfaceNormal;
      if ( cosln > 0.0f ) {
        float diff = cosln * cosln * Kd + Ka;
        resultColor = diff * theColor;
      }

    } else {

      // Get light list
      MArrayDataHandle lightData = block.inputArrayValue( aLightData, &status );
      CHECK_MSTATUS( status );
      int numLights = lightData.elementCount( &status );
      CHECK_MSTATUS( status );

      // Iterate through light list and get ambient/diffuse values
      for( int count=1; count <= numLights; count++ )
      {
        // Get the current light out of the array
        MDataHandle currentLight = lightData.inputValue( &status );
        CHECK_MSTATUS( status );

        // Get the intensity of that light
        MFloatVector& lightIntensity = currentLight.child( aLightIntensity ).asFloatVector();

        // Find ambient component
        if ( currentLight.child( aLightAmbient ).asBool() ) {
          resultColor += lightIntensity;
        }

        // Find diffuse component
        if ( currentLight.child( aLightDiffuse ).asBool() ) {
          MFloatVector& lightDirection = currentLight.child( aLightDirection ).asFloatVector();
          float cosln = lightDirection * surfaceNormal;
          if ( cosln > 0.0f )  resultColor += lightIntensity * cosln * Kd ;
        }

        // Advance to the next light.
        if ( count < numLights ) {
          status = lightData.next();
          CHECK_MSTATUS( status );
        }
      }

      resultColor[0] *= theColor[0];
      resultColor[1] *= theColor[1];
      resultColor[2] *= theColor[2];

    }

    resultTrans[0] = ( 1 - resultTrans[0] );
    resultTrans[1] = ( 1 - resultTrans[1] );
    resultTrans[2] = ( 1 - resultTrans[2] );


    // set ouput color attribute
    MDataHandle outColorHandle = block.outputValue( aOutColor );
    MFloatVector& outColor = outColorHandle.asFloatVector();
    outColor = resultColor;
    outColorHandle.setClean();

    MDataHandle outTransHandle = block.outputValue( aOutTransparency );
    MFloatVector& outTrans = outTransHandle.asFloatVector();
    outTrans = resultTrans;
    outTransHandle.setClean();

  } else return MS::kUnknownParameter;


  return MS::kSuccess;
}
Exemplo n.º 11
0
MStatus OnbShader::compute(const MPlug& plug, MDataBlock& block)
{
	// Sanity check
	if (plug != aOutColor && plug.parent() != aOutColor &&
		plug != aOutTransparency && plug.parent() != aOutTransparency)
	{
		return MS::kUnknownParameter;
	}

	// Note that this currently only implements the diffuse portion of the
	// shader and ignores specular. The diffuse portion is the Oren-Nayar
	// computation from:
	//   Engel, Wolfgang et al. Programming Vertex, Geometry, and Pixel Shaders
	//   http://content.gpwiki.org/index.php/D3DBook:(Lighting)_Oren-Nayar
	// Further extensions could be added to this compute method to include
	// the intended Blinn specular component as well as ambient and
	// incandescence components.
	// See the VP2 fragment-based implementation in onbShaderOverride for the
	// full shader.
	MStatus status;
	MFloatVector resultColor(0.0f, 0.0f, 0.0f);
	MFloatVector resultTransparency(0.0f, 0.0f, 0.0f);

	// Get surface shading parameters from input block
	const MFloatVector& surfaceColor =
		block.inputValue(aColor, &status).asFloatVector();
	CHECK_MSTATUS(status);
	const float roughness = block.inputValue(aRoughness, &status).asFloat();
	CHECK_MSTATUS(status);
	const MFloatVector& transparency =
		block.inputValue(aTransparency, &status).asFloatVector();
	CHECK_MSTATUS(status);
	const MFloatVector& surfaceNormal =
		block.inputValue(aNormalCamera, &status).asFloatVector();
	CHECK_MSTATUS(status);
	const MFloatVector& rayDirection =
		block.inputValue(aRayDirection).asFloatVector();
	const MFloatVector viewDirection = -rayDirection;

	// Pre-compute some values that do not vary with lights
	const float NV = viewDirection*surfaceNormal;
	const float acosNV = acosf(NV);
	const float roughnessSq = roughness*roughness;
	const float A = 1.0f - 0.5f*(roughnessSq/(roughnessSq + 0.57f));
	const float B = 0.45f*(roughnessSq/(roughnessSq + 0.09f));

	// Get light list
	MArrayDataHandle lightData = block.inputArrayValue(aLightData, &status);
	CHECK_MSTATUS(status);
	const int numLights = lightData.elementCount(&status);
	CHECK_MSTATUS(status);

	// Iterate through light list and get ambient/diffuse values
	for (int count=1; count<=numLights; count++)
	{
		// Get the current light
		MDataHandle currentLight = lightData.inputValue(&status);
		CHECK_MSTATUS(status);

		// Find diffuse component
		if (currentLight.child(aLightDiffuse).asBool())
		{
			// Get the intensity and direction of that light
			const MFloatVector& lightIntensity =
				currentLight.child(aLightIntensity).asFloatVector();
			const MFloatVector& lightDirection =
				currentLight.child(aLightDirection).asFloatVector();

			// Compute the diffuse factor
			const float NL = lightDirection*surfaceNormal;
			const float acosNL = acosf(NL);
			const float alpha = std::max(acosNV, acosNL);
			const float beta = std::min(acosNV, acosNL);
			const float gamma =
				(viewDirection - (surfaceNormal*NV)) *
				(lightDirection - (surfaceNormal*NL));
			const float C = sinf(alpha)*tanf(beta);
			const float factor =
				std::max(0.0f, NL)*(A + B*std::max(0.0f, gamma)*C);

			// Add to result color
			resultColor += lightIntensity*factor;
		}

		// Advance to the next light.
		if (count < numLights)
		{
			status = lightData.next();
			CHECK_MSTATUS(status);
		}
	}

	// Factor incident light with surface color
	resultColor[0] = resultColor[0]*surfaceColor[0];
	resultColor[1] = resultColor[1]*surfaceColor[1];
	resultColor[2] = resultColor[2]*surfaceColor[2];

	// Set ouput color attribute
	if (plug == aOutColor || plug.parent() == aOutColor)
	{
		// Get the handle to the attribute
		MDataHandle outColorHandle = block.outputValue(aOutColor, &status);
		CHECK_MSTATUS(status);
		MFloatVector& outColor = outColorHandle.asFloatVector();

		// Set the result and mark it clean
		outColor = resultColor;
		outColorHandle.setClean();
	}

	// Set ouput transparency
	if (plug == aOutTransparency || plug.parent() == aOutTransparency)
	{
		// Get the handle to the attribute
		MDataHandle outTransHandle =
			block.outputValue(aOutTransparency, &status);
		CHECK_MSTATUS(status);
		MFloatVector& outTrans = outTransHandle.asFloatVector();

		// Set the result and mark it clean
		outTrans = transparency;
		outTransHandle.setClean();
	}

	return MS::kSuccess;
}
Exemplo n.º 12
0
//
// DESCRIPTION:
///////////////////////////////////////////////////////
MStatus VolumeNode::compute(const MPlug& plug, MDataBlock& block ) 
{ 
    if ((plug != aOutColor) && (plug.parent() != aOutColor) && 
		(plug != aOutTransparency) && (plug.parent() != aOutTransparency))
		return MS::kUnknownParameter;


    MFloatVector&  InputColor = block.inputValue( aColor ).asFloatVector();
    float Distance = block.inputValue( aInputValue ).asFloat();

    MFloatVector&  FarCamera = block.inputValue( aFarPointC ).asFloatVector();
    MFloatVector&  FarObject = block.inputValue( aFarPointO ).asFloatVector();
    MFloatVector&  FarWorld = block.inputValue( aFarPointW ).asFloatVector();
    MFloatVector&  PointCam = block.inputValue( aPointC ).asFloatVector();
    MFloatVector&  PointObj = block.inputValue( aPointO ).asFloatVector();
    MFloatVector&  PointWor = block.inputValue( aPointW ).asFloatVector();

    bool  Camera  = block.inputValue( aToggleCamera ).asBool();
    bool  Object  = block.inputValue( aToggleObject ).asBool();
    bool  World   = block.inputValue( aToggleWorld ).asBool();

    MFloatVector interval(0.0,0.0,0.0);
    if (Camera) {
		interval = FarCamera - PointCam;
    }
    if (Object) {
		interval = FarObject - PointObj;
    }
    if (World) {
		interval = FarWorld - PointWor;
    }

    double value,dist;
    if ((value = ((interval[0]*interval[0]) +
				 (interval[1]*interval[1]) + 
                 (interval[2]*interval[2])) ))
    {
		dist = sqrt ( value );
    }
    else dist = 0.0;

    MFloatVector resultColor(0.0,0.0,0.0);
    if (dist <= Distance) {
	    resultColor[0] = InputColor[0];
	    resultColor[1] = InputColor[1];
	    resultColor[2] = InputColor[2];
    }

    // set ouput color attribute
    MDataHandle outColorHandle = block.outputValue( aOutColor );
    MFloatVector& outColor = outColorHandle.asFloatVector();
    outColor = resultColor;
    outColorHandle.setClean();

    // set output transparency
    MFloatVector transparency(resultColor[2],resultColor[2],resultColor[2]);
    MDataHandle outTransHandle = block.outputValue( aOutTransparency );
    MFloatVector& outTrans = outTransHandle.asFloatVector();
    outTrans = transparency;
    outTransHandle.setClean( );
 
    MDataHandle outAlphaHandle = block.outputValue( aOutAlpha );
    float& outAlpha = outAlphaHandle.asFloat();
    outAlpha = resultColor[2];
    outAlphaHandle.setClean( );

    return MS::kSuccess;
}