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. */ switch(closure->id) { 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) { #ifdef OSL_SUPPORTS_WEIGHTED_CLOSURE_COMPONENTS weight = weight*TO_FLOAT3(comp->w); #endif prim->setup(sd, 0, weight); } } } }
static void flatten_background_closure_tree(ShaderData *sd, const OSL::ClosureColor *closure, float3 weight = make_float3(1.0f, 1.0f, 1.0f)) { /* OSL gives us a closure tree, if we are shading for background there * is only one supported closure type at the moment, which has no evaluation * functions, so we just sum the weights */ switch(closure->id) { case OSL::ClosureColor::MUL: { OSL::ClosureMul *mul = (OSL::ClosureMul *)closure; flatten_background_closure_tree(sd, mul->closure, weight * TO_FLOAT3(mul->weight)); break; } case OSL::ClosureColor::ADD: { OSL::ClosureAdd *add = (OSL::ClosureAdd *)closure; flatten_background_closure_tree(sd, add->closureA, weight); flatten_background_closure_tree(sd, add->closureB, weight); break; } default: { OSL::ClosureComponent *comp = (OSL::ClosureComponent *)closure; CClosurePrimitive *prim = (CClosurePrimitive *)comp->data(); if(prim) { #ifdef OSL_SUPPORTS_WEIGHTED_CLOSURE_COMPONENTS weight = weight*TO_FLOAT3(comp->w); #endif prim->setup(sd, 0, weight); } break; } } }
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: { /* sample weight */ float sample_weight = fabsf(average(weight)); sc.sample_weight = sample_weight; sc.type = CLOSURE_VOLUME_ID; sc.data0 = 0.0f; sc.data1 = 0.0f; sc.prim = NULL; /* add */ if(sc.sample_weight > 1e-5f && sd->num_closure < MAX_CLOSURE) sd->closure[sd->num_closure++] = sc; break; } case CClosurePrimitive::Holdout: break; /* not implemented */ case CClosurePrimitive::Background: case CClosurePrimitive::BSDF: case CClosurePrimitive::Emissive: 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); } }
static void flatten_surface_closure_tree(ShaderData *sd, int path_flag, 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::BSDF: { CBSDFClosure *bsdf = (CBSDFClosure *)prim; int scattering = bsdf->scattering(); /* no caustics option */ if(scattering == LABEL_GLOSSY && (path_flag & PATH_RAY_DIFFUSE)) { KernelGlobals *kg = sd->osl_globals; if(kernel_data.integrator.no_caustics) return; } /* sample weight */ float sample_weight = fabsf(average(weight)); sc.sample_weight = sample_weight; sc.type = bsdf->sc.type; sc.N = bsdf->sc.N; sc.T = bsdf->sc.T; sc.data0 = bsdf->sc.data0; sc.data1 = bsdf->sc.data1; sc.prim = bsdf->sc.prim; #ifdef __HAIR__ sc.offset = bsdf->sc.offset; #endif /* add */ if(sc.sample_weight > 1e-5f && sd->num_closure < MAX_CLOSURE) { sd->closure[sd->num_closure++] = sc; sd->flag |= bsdf->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::AmbientOcclusion: { /* sample weight */ float sample_weight = fabsf(average(weight)); sc.sample_weight = sample_weight; sc.type = CLOSURE_AMBIENT_OCCLUSION_ID; sc.data0 = 0.0f; sc.data1 = 0.0f; sc.prim = NULL; if(sd->num_closure < MAX_CLOSURE) { sd->closure[sd->num_closure++] = sc; sd->flag |= SD_AO; } break; } case CClosurePrimitive::Holdout: { sc.sample_weight = 0.0f; sc.type = CLOSURE_HOLDOUT_ID; sc.data0 = 0.0f; sc.data1 = 0.0f; sc.prim = NULL; if(sd->num_closure < MAX_CLOSURE) { sd->closure[sd->num_closure++] = sc; sd->flag |= SD_HOLDOUT; } break; } case CClosurePrimitive::BSSRDF: { CBSSRDFClosure *bssrdf = (CBSSRDFClosure *)prim; float sample_weight = fabsf(average(weight)); if(sample_weight > 1e-5f && sd->num_closure+2 < MAX_CLOSURE) { sc.sample_weight = sample_weight; sc.type = bssrdf->sc.type; sc.N = bssrdf->sc.N; sc.data1 = bssrdf->sc.data1; sc.T.x = bssrdf->sc.T.x; sc.prim = NULL; /* disable in case of diffuse ancestor, can't see it well then and * adds considerably noise due to probabilities of continuing path * getting lower and lower */ if(path_flag & PATH_RAY_DIFFUSE_ANCESTOR) bssrdf->radius = make_float3(0.0f, 0.0f, 0.0f); /* create one closure for each color channel */ if(fabsf(weight.x) > 0.0f) { sc.weight = make_float3(weight.x, 0.0f, 0.0f); sc.data0 = bssrdf->radius.x; sd->flag |= bssrdf_setup(&sc, sc.type); sd->closure[sd->num_closure++] = sc; } if(fabsf(weight.y) > 0.0f) { sc.weight = make_float3(0.0f, weight.y, 0.0f); sc.data0 = bssrdf->radius.y; sd->flag |= bssrdf_setup(&sc, sc.type); sd->closure[sd->num_closure++] = sc; } if(fabsf(weight.z) > 0.0f) { sc.weight = make_float3(0.0f, 0.0f, weight.z); sc.data0 = bssrdf->radius.z; sd->flag |= bssrdf_setup(&sc, sc.type); sd->closure[sd->num_closure++] = sc; } } break; } case CClosurePrimitive::Background: case CClosurePrimitive::Volume: break; /* not relevant */ } } } else if (closure->type == OSL::ClosureColor::MUL) { OSL::ClosureMul *mul = (OSL::ClosureMul *)closure; flatten_surface_closure_tree(sd, path_flag, mul->closure, TO_FLOAT3(mul->weight) * weight); } else if (closure->type == OSL::ClosureColor::ADD) { OSL::ClosureAdd *add = (OSL::ClosureAdd *)closure; flatten_surface_closure_tree(sd, path_flag, add->closureA, weight); flatten_surface_closure_tree(sd, path_flag, add->closureB, weight); } }
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); }
static void flatten_surface_closure_tree(ShaderData *sd, int path_flag, 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_surface_closure_tree(sd, path_flag, mul->closure, TO_FLOAT3(mul->weight) * weight); break; } case OSL::ClosureColor::ADD: { OSL::ClosureAdd *add = (OSL::ClosureAdd *)closure; flatten_surface_closure_tree(sd, path_flag, add->closureA, weight); flatten_surface_closure_tree(sd, path_flag, 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::BSDF: { CBSDFClosure *bsdf = (CBSDFClosure *)prim; int scattering = bsdf->scattering(); /* caustic options */ if((scattering & LABEL_GLOSSY) && (path_flag & PATH_RAY_DIFFUSE)) { KernelGlobals *kg = sd->osl_globals; if((!kernel_data.integrator.caustics_reflective && (scattering & LABEL_REFLECT)) || (!kernel_data.integrator.caustics_refractive && (scattering & LABEL_TRANSMIT))) { return; } } /* sample weight */ float sample_weight = fabsf(average(weight)); sc.sample_weight = sample_weight; sc.type = bsdf->sc.type; sc.N = bsdf->sc.N; sc.T = bsdf->sc.T; sc.data0 = bsdf->sc.data0; sc.data1 = bsdf->sc.data1; sc.data2 = bsdf->sc.data2; sc.prim = bsdf->sc.prim; /* add */ if(sc.sample_weight > CLOSURE_WEIGHT_CUTOFF && sd->num_closure < MAX_CLOSURE) { sd->closure[sd->num_closure++] = sc; sd->flag |= bsdf->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.data2 = 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::AmbientOcclusion: { /* sample weight */ float sample_weight = fabsf(average(weight)); sc.sample_weight = sample_weight; sc.type = CLOSURE_AMBIENT_OCCLUSION_ID; sc.data0 = 0.0f; sc.data1 = 0.0f; sc.data2 = 0.0f; sc.prim = NULL; if(sd->num_closure < MAX_CLOSURE) { sd->closure[sd->num_closure++] = sc; sd->flag |= SD_AO; } break; } case CClosurePrimitive::Holdout: { sc.sample_weight = 0.0f; sc.type = CLOSURE_HOLDOUT_ID; sc.data0 = 0.0f; sc.data1 = 0.0f; sc.data2 = 0.0f; sc.prim = NULL; if(sd->num_closure < MAX_CLOSURE) { sd->closure[sd->num_closure++] = sc; sd->flag |= SD_HOLDOUT; } break; } case CClosurePrimitive::BSSRDF: { CBSSRDFClosure *bssrdf = (CBSSRDFClosure *)prim; float sample_weight = fabsf(average(weight)); if(sample_weight > CLOSURE_WEIGHT_CUTOFF && sd->num_closure+2 < MAX_CLOSURE) { sc.sample_weight = sample_weight; sc.type = bssrdf->sc.type; sc.N = bssrdf->sc.N; sc.data1 = bssrdf->sc.data1; sc.T.x = bssrdf->sc.T.x; sc.prim = NULL; /* disable in case of diffuse ancestor, can't see it well then and * adds considerably noise due to probabilities of continuing path * getting lower and lower */ if(path_flag & PATH_RAY_DIFFUSE_ANCESTOR) bssrdf->radius = make_float3(0.0f, 0.0f, 0.0f); /* create one closure for each color channel */ if(fabsf(weight.x) > 0.0f) { sc.weight = make_float3(weight.x, 0.0f, 0.0f); sc.data0 = bssrdf->radius.x; sc.data1 = 0.0f; sd->flag |= bssrdf_setup(&sc, sc.type); sd->closure[sd->num_closure++] = sc; } if(fabsf(weight.y) > 0.0f) { sc.weight = make_float3(0.0f, weight.y, 0.0f); sc.data0 = bssrdf->radius.y; sc.data1 = 0.0f; sd->flag |= bssrdf_setup(&sc, sc.type); sd->closure[sd->num_closure++] = sc; } if(fabsf(weight.z) > 0.0f) { sc.weight = make_float3(0.0f, 0.0f, weight.z); sc.data0 = bssrdf->radius.z; sc.data1 = 0.0f; sd->flag |= bssrdf_setup(&sc, sc.type); sd->closure[sd->num_closure++] = sc; } } break; } case CClosurePrimitive::Background: case CClosurePrimitive::Volume: break; /* not relevant */ } } break; } } } void OSLShader::eval_surface(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 for this point */ 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->surface_state[shader]) { #if OSL_LIBRARY_VERSION_CODE < 10600 ss->execute(*octx, *(kg->osl->surface_state[shader]), *globals); #else ss->execute(octx, *(kg->osl->surface_state[shader]), *globals); #endif } /* flatten closure tree */ if(globals->Ci) flatten_surface_closure_tree(sd, path_flag, globals->Ci); }