DLLEXPORT void domeAFL_FOV_Stereo_init( miState *state, struct dsDomeAFL_FOV_Stereo *params, miBoolean *inst_init_req) { if (!params) { // version output mi_info(_VER_); *inst_init_req = miTRUE; } else { fov_angle = *mi_eval_scalar(¶ms->FOV_Angle); viewport_offset = *mi_eval_vector(¶ms->View_Offset); camera = *mi_eval_integer(¶ms->Camera); dome_radius = *mi_eval_scalar(¶ms->Dome_Radius); dome_tilt = *mi_eval_scalar(¶ms->Dome_Tilt); cameras_separation = *mi_eval_scalar(¶ms->Cameras_Separation); dome_tilt_compensation = *mi_eval_boolean(¶ms->Dome_Tilt_Compensation); vertical_mode = *mi_eval_boolean(¶ms->Vertical_Mode); //mi_info("II-> fov=%f,cam=%i,rad=%f,tilt=%f,sep=%f,comp=%i,vert=%i",fov_angle,camera,dome_radius,dome_tilt,cameras_separation,dome_tilt_compensation,vertical_mode); // Convert input angles from degrees to radians... fov_angle = (miScalar)(fov_angle*M_PI/180.0); dome_tilt = (miScalar)(dome_tilt*M_PI/180.0); } }
extern "C" DLLEXPORT miBoolean mib_volume( miColor *result, /* in: color at far end, out */ miState *state, struct mib_volume *paras) { miColor *color; /* fog color */ miScalar max, fade; /* max opcity distance, fade factor */ if (!*mi_eval_boolean(¶s->lightrays) && state->type==miRAY_LIGHT) return(miTRUE); /* ignore light rays?*/ color = mi_eval_color (¶s->color); max = *mi_eval_scalar(¶s->max); if (state->dist <= 0 || /* infinite distance */ state->dist >= max) { /* full-opacity dist */ fade = 1 - color->a; result->r = fade * result->r + color->r; result->g = fade * result->g + color->g; result->b = fade * result->b + color->b; result->a = fade * result->a + color->a; return(miTRUE); } fade = (float)state->dist / max; /* fade to fog color */ fade = (1 - fade * fade) * color->a; result->r = fade * result->r + (1-fade) * color->r; result->g = fade * result->g + (1-fade) * color->g; result->b = fade * result->b + (1-fade) * color->b; result->a = fade * result->a + (1-fade) * color->a; return(miTRUE); }
extern "C" DLLEXPORT miBoolean mib_texture_filter_lookup( miColor *result, miState *state, struct mib_texture_filter_lookup *paras) { miTag tex = *mi_eval_tag(¶s->tex); miVector *coord; miUint space; miTag remap; miVector p[3], t[3]; miMatrix ST; miTexfilter ell_opt; miScalar disc_r; if (!tex) { result->r = result->g = result->b = result->a = 0; return(miFALSE); } coord = mi_eval_vector(¶s->coord); space = *mi_eval_integer(¶s->space); disc_r = *mi_eval_scalar(¶s->disc_r); if (disc_r <= 0) disc_r = DISC_R; if (state->reflection_level == 0 && mi_texture_filter_project(p, t, state, disc_r, space) && (remap = *mi_eval_tag(¶s->remap))) { mi_call_shader_x((miColor*)&t[0], miSHADER_TEXTURE, state, remap, &t[0]); mi_call_shader_x((miColor*)&t[1], miSHADER_TEXTURE, state, remap, &t[1]); mi_call_shader_x((miColor*)&t[2], miSHADER_TEXTURE, state, remap, &t[2]); if (mi_texture_filter_transform(ST, p, t)) { ell_opt.eccmax = *mi_eval_scalar(¶s->eccmax); ell_opt.max_minor = *mi_eval_scalar(¶s->maxminor); ell_opt.bilinear = *mi_eval_boolean(¶s->bilinear); ell_opt.circle_radius = CIRCLE_R; /* * when no bump-mapping is used, coord and ST[..] * are identical. for bump mapping, the projection * matrix is calculated for the current raster * position, the ellipse is translated to the * bump position */ ST[2*4+0] = coord->x; ST[2*4+1] = coord->y; if (mi_lookup_filter_color_texture(result, state, tex, &ell_opt, ST)) return(miTRUE); } } /* fallback to standard pyramid or nonfiltered texture lookup */ return(mi_lookup_color_texture(result, state, tex, coord)); }
extern "C" DLLEXPORT miBoolean mib_reflect( miColor *result, miState *state, struct mr *paras) { miBoolean ok; miBoolean notrace; miColor *reflect = mi_eval_color(¶s->reflect); miColor inp; miVector dir; miScalar save_ior; /* check for illegal calls */ if (state->type == miRAY_SHADOW || state->type == miRAY_DISPLACE ) { return(miFALSE); } if (reflect->r == 0.0 && reflect->g == 0.0 && reflect->b == 0.0 && reflect->a == 0.0) { *result = *mi_eval_color(¶s->input); return(miTRUE); } notrace = *mi_eval_boolean(¶s->notrace); save_ior = state->ior; state->ior = state->ior_in; mi_reflection_dir(&dir, state); ok = miFALSE; if (!notrace && state->reflection_level < state->options->reflection_depth && state->reflection_level + state->refraction_level < state->options->trace_depth) ok = mi_trace_reflection(result, state, &dir); if (!ok) { miTag savevol = state->volume; state->volume = 0; ok = mi_trace_environment(result, state, &dir) || !notrace; state->volume = savevol; } if (reflect->r != 1.0 || reflect->g != 1.0 || reflect->b != 1.0 || reflect->a != 1.0) { inp = *mi_eval_color(¶s->input); result->r = result->r * reflect->r + inp.r * (1 - reflect->r); result->g = result->g * reflect->g + inp.g * (1 - reflect->g); result->b = result->b * reflect->b + inp.b * (1 - reflect->b); result->a = result->a * reflect->a + inp.a * (1 - reflect->a); } state->ior = save_ior; return(ok); }
extern "C" DLLEXPORT miBoolean mib_lens_clamp( miColor* result, miState* state, mibClamp_t* paras) { miBoolean res; miScalar f = *mi_eval_scalar(¶s->floor); miScalar c = *mi_eval_scalar(¶s->ceiling); miBoolean b = *mi_eval_boolean(¶s->luminance); if (c == 0.0f) { c = 1.0f; } if (f == c) { f = 0.0f; } res = mi_trace_eye(result, state, &state->org, &state->dir); if(b) { /* clamp based on luminance. */ miScalar lum = mi_luminance(state, result); if(lum < f) { *result = *mi_eval_color(¶s->floor_color); } else if (lum > c) { *result = *mi_eval_color(¶s->ceil_color); } else { lum = (lum - f)/(c - f); result->r *= lum; result->g *= lum; result->b *= lum; } } else { /* clamp based on color components */ result->r = result->r > f ? (result->r < c ? (result->r-f)/(c-f) : 1) : 0; result->g = result->g > f ? (result->g < c ? (result->g-f)/(c-f) : 1) : 0; result->b = result->b > f ? (result->b < c ? (result->b-f)/(c-f) : 1) : 0; } return res; }
DLLEXPORT miBoolean latlong_lens ( miColor * out_pResult, miState * state, latlong_lens_params * in_pParams ) { miBoolean vmirror; miScalar uval, vval, rayx, rayy, rayz; miVector raydir, raydir_internal; vmirror = *mi_eval_boolean(&(in_pParams->m_vmirror)); if (vmirror==miTRUE) { uval = (state->camera->x_resolution - state->raster_x) / state->camera->x_resolution; } else { uval = state->raster_x / state->camera->x_resolution; } vval = (state->camera->y_resolution - state->raster_y) / state->camera->y_resolution; rayx = (float)(sin(vval*M_PI)*cos(M_PI*(2*uval+0.5))); rayy = (float)(cos(vval*M_PI)); rayz = (float)(sin(vval*M_PI)*sin(M_PI*(2*uval+0.5))); raydir.x = rayx; raydir.y = rayy; raydir.z = rayz; mi_vector_from_camera(state, &raydir_internal, &raydir); return (mi_trace_eye(out_pResult, state, &state->org, &raydir_internal)); }
miScalar worleynoise3d_val(miState *state,texture_worleynoise3d_t *param) { miScalar f1, f2, f3; miVector p1, p2, p3; // ways to get the current point: // state->tex_list[0]; // yields good results only in the x and y coordinate // state->point // usable for 3D, but problematic for getting a smooth 2D texture as x,y and z all have to be somehow incorporated in the 2D vector to use // state->tex // does not yield usable results / seems to be constant // // instead, we just take an u and v value explicitly; they would usually be provided by a 2D placement node. // note: getting current values must always be wrapped in mi_eval... calls! miVector pt; miScalar *m = mi_eval_transform(¶m->matrix); mi_point_transform(&pt,&state->point,m); point_distances3(state,param,&pt,&f1,&p1,&f2,&p2,&f3,&p3); miInteger dist_measure = *mi_eval_integer(¶m->distance_measure); miScalar scale = dist_scale(dist_measure) * (*mi_eval_scalar(¶m->scale)) * (*mi_eval_scalar(¶m->scaleX)); miBoolean jagged = *mi_eval_boolean(¶m->jagged_gap); miScalar s = 1.0; { miScalar gap_size = *mi_eval_scalar(¶m->gap_size); miVector ptX = pt; // jagged edges. useful for broken earth crusts if(jagged) { miVector seed = pt; mi_vector_mul(&seed,3 / scale); miScalar jaggingX = (mi_unoise_3d(&seed) - 0.5) * scale * 0.2; ptX.x += jaggingX; seed.x += 1000; miScalar jaggingY = (mi_unoise_3d(&seed) - 0.5) * scale * 0.2; ptX.y += jaggingY; seed.y += 1000; miScalar jaggingZ = (mi_unoise_3d(&seed) - 0.5) * scale * 0.2; ptX.z += jaggingZ; } miScalar f1X, f2X, f3X; miVector p1X, p2X, p3X; point_distances3(state,param,&ptX,&f1X,&p1X,&f2X,&p2X,&f3X,&p3X); // based on code from "Advanced Renderman" // this leads to gaps of equal width, in contrast to just simple thresholding of f2 - f1. miScalar scaleFactor = (distance3(dist_measure, &p1X, &p2X) * scale) / (f1X + f2X); // FIXME: there may be some adjustment needed for distance measures that are not just dist_linear if(gap_size * scaleFactor > f2X - f1X) // on left side s = -1.0; } { f1 /= scale; f2 /= scale; f3 /= scale; } miScalar dist = 0.0; { miInteger dist_mode = *mi_eval_integer(¶m->distance_mode); switch(dist_mode) { case DIST_F1: dist = f1; break; case DIST_F2_M_F1: dist = f2 - f1; break; case DIST_F1_P_F2: dist = (2 * f1 + f2) / 3; break; case DIST_F3_M_F2_M_F1: dist = (2 * f3 - f2 - f1) / 2; break; case DIST_F1_P_F2_P_F3: dist = (0.5 * f1 + 0.33 * f2 + (1 - 0.5 - 0.33) * f3); break; default: ; } } return s * scaling_function(dist); }
miBoolean contour_contrast_function_levels( miStdInfo *info1, miStdInfo *info2, int level, miState *state, Contour_Contrast_Parameters_Levels *paras) { /* * No contour if level too near or too deep */ if (level < *mi_eval_integer(¶s->min_level) || *mi_eval_integer(¶s->max_level) < level) return(miFALSE); /* * Contour if one ray intersected an object and one ray hit background */ miASSERT(info1 || info2); if ((info1 == NULL) != (info2 == NULL)) return(miTRUE); miASSERT(info1 && info2); /* * Contour if sufficiently large difference in depth */ if (fabs(info1->point.z - info2->point.z) > *mi_eval_scalar(¶s->zdelta)) return(miTRUE); /* * Contour if sufficiently large change in normal */ if (mi_vector_dot(&info1->normal, &info2->normal) < cos(*mi_eval_scalar(¶s->ndelta) * M_PI/180.0)) return(miTRUE); /* * Contour if different materials (if specified) */ if (*mi_eval_boolean(¶s->diff_mat) && info1->material != info2->material) return(miTRUE); /* * Contour if different object labels (if specified) */ if (*mi_eval_boolean(¶s->diff_label) && info1->label != info2->label) return(miTRUE); /* * Contour if different triangle indices (if specified) */ if (*mi_eval_boolean(¶s->diff_index) && (info1->index != info2->index || mi_vector_dot(&info1->normal_geom, &info2->normal_geom) < 0.9999)) return(miTRUE); /* * Contour if color contrast (if specified) --- doesn't work properly * on objects behind semitransparent objects since there can be a * contrast on the semistransparent object caused by the color * difference behind it (as a result, it looks like the contrast * shader of the semitransparent object is used on the object behind * even though it isn't). */ if (*mi_eval_boolean(¶s->contrast) && (fabs(info1->color.r-info2->color.r) > state->options->contrast.r || fabs(info1->color.g-info2->color.g) > state->options->contrast.g || fabs(info1->color.b-info2->color.b) > state->options->contrast.b)) return(miTRUE); /* * No contour otherwise */ return(miFALSE); }
DLLEXPORT miBoolean LatLong_Stereo( miColor *result, miState *state, struct dsLatLong_Stereo *params) { miScalar cameras_separation_multiplier = *mi_eval_scalar(¶ms->Cameras_Separation_Map); miScalar head_tilt = *mi_eval_scalar(¶ms->Head_Tilt_Map); miVector org, ray, target, htarget; miMatrix tilt; double x, y, phi, theta, tmp; double sinP, cosP, sinT, cosT; miBoolean zenithMode = *mi_eval_boolean(¶ms->Zenith_Mode); // Normalize image coordinates btwn [-1,-1] and [1,1]... x = 2.0*state->raster_x/state->camera->x_resolution-1.0; y = 2.0*state->raster_y/state->camera->y_resolution-1.0; // Calculate phi and theta... phi = x*(fov_horiz_angle/2.0); if (zenithMode) theta = M_PI_2-y*(fov_vert_angle/2.0); else theta = y*(fov_vert_angle/2.0); // Start by matching camera (center camera) // mi_point_to_camera(state, &org, &state->org); org.x = org.y = org.z = 0.0; // Saves common used values for performance reasons sinP = sin(phi); cosP = cos(phi); sinT = sin(theta); cosT = cos(theta); // Center camera target vector (normalized) if (zenithMode) { target.x = (miScalar)(sinP*sinT); target.y = (miScalar)(-cosP*sinT); target.z = (miScalar)(-cosT); } else { target.x = (miScalar)(sinP*cosT); target.y = (miScalar)(sinT); target.z = (miScalar)(-cosP*cosT); } if (camera != CENTERCAM) { // Camera selection and initial position if (camera == LEFTCAM) { org.x = (miScalar)(-cameras_separation*cameras_separation_multiplier/2); } else if (camera == RIGHTCAM) { org.x = (miScalar)(cameras_separation*cameras_separation_multiplier/2); } // Head rotation = phi // Rotate camera if (zenithMode) { tmp = org.x*cosP-org.y*sinP; org.y = (miScalar)(org.y*cosP+org.x*sinP); org.x = (miScalar)tmp; } else { tmp = org.x*cosP-org.z*sinP; org.z = (miScalar)(org.z*cosP+org.x*sinP); org.x = (miScalar)tmp; } // Calculate head target htarget.x = (miScalar)(sinP*sinT); htarget.y = (miScalar)(-cosP*sinT); htarget.z = (miScalar)target.z; // Head tilt head_tilt = (miScalar)((head_tilt-0.5)*M_PI); mi_matrix_ident(tilt); mi_matrix_rotate_axis(tilt, &htarget, head_tilt); mi_vector_transform(&org, &org, tilt); // Calculate ray from camera to target target.x *= parallax_distance; target.y *= parallax_distance; target.z *= parallax_distance; ray.x = target.x-org.x; ray.y = target.y-org.y; ray.z = target.z-org.z; mi_vector_normalize(&ray); } else{ // Center camera ray = target; } //mi_debug("II->,Phi=%f,Theta=%f,rot=%f,camx=%f,camy=%f", (miScalar)phi, (miScalar)theta, (miScalar)rot, (miScalar)org.x, (miScalar)org.y); // Flip the X ray direction about the Y-axis if(*mi_eval_boolean(¶ms->Flip_Ray_X)) { org.x = (-org.x); ray.x = (-ray.x); } // Flip the Y ray direction about the X-axis if(*mi_eval_boolean(¶ms->Flip_Ray_Y)) { if(zenithMode) { org.z = (-org.z); ray.z = (-ray.z); } else { org.y = (-org.y); ray.y = (-ray.y); } } #if 1 /* Adjust the ray differentials */ rotate_ray_differentials(state, ray); #endif // Convert ray from camera space mi_vector_from_camera(state, &ray, &ray); mi_point_from_camera(state, &org, &org); // Trace new ray... return(mi_trace_eye(result, state, &org, &ray)); }
DLLEXPORT miBoolean domeAFL_FOV( miColor *result, miState *state, register struct dsDomeAFL_FOV *params) { miScalar fov_angle_deg = *mi_eval_scalar(¶ms->FOV_Angle); miGeoScalar fov_angle_rad; miVector viewpt_offset = *mi_eval_vector(¶ms->View_Offset); miVector ray; miGeoScalar x, y, r, phi, theta; /* normalize image coordinates btwn [-1,1]... */ /* [ah] Rotate the cartesian axis 90 deg CW */ x = -2.0*state->raster_y/state->camera->y_resolution+1.0; y = 2.0*state->raster_x/state->camera->x_resolution-1.0; /* Calcaulate the radius value */ r = MI_SQRT( ( x * x ) + ( y * y ) ); if ( r < 1.0 ) { /* Calculate phi... */ if ( (r > -EPSILON) && (r < EPSILON) ) { phi = 0.0; } else { phi = atan2(x,y); // [rz] using atan2 instead of original if-then formula } /* Convert FOV angle of fisheye from degrees to radians... */ fov_angle_rad = fov_angle_deg * M_PI / 180.0; /* Calculate theta... */ theta = r * ( fov_angle_rad / 2.0 ); /* Calculate Ray direction vector... */ ray.x = (float)(sin(theta) * cos(phi)); ray.y = (float)(-sin(theta) * sin(phi)); /* -Z is Look At Direction*/ ray.z = (float)(-cos(theta)); /* Account for view offset... */ /* Offset is added to y & z components because they are negative values...*/ ray.x = ray.x - viewpt_offset.x; ray.y = ray.y + viewpt_offset.y; /* Add because MR uses -Z as Look At */ ray.z = ray.z + viewpt_offset.z; /* Flip the ray direction about the y-axis */ if(*mi_eval_boolean(¶ms->Flip_Ray_X)) { ray.x = (-ray.x); } /* Flip the ray direction about the x-axis */ if(*mi_eval_boolean(¶ms->Flip_Ray_Y)) { ray.y = (-ray.y); } /* Convert ray from camera space */ mi_vector_from_camera(state, &ray, &ray); /* Trace new ray... */ return(mi_trace_eye(result, state, &state->org, &ray)); } else { /* Set the return colors to Black */ result->r = result->g = result->b = result->a = 0; return(miFALSE); } } /* end of dome_FOV_AFL() */
extern "C" DLLEXPORT miBoolean maya_light_point( miColor *result, miState *state, struct maya_light_point *paras) { miScalar d, t, start, stop; /*********************************************************** * MAYA * * Pointers to access the shader state ***********************************************************/ miBoolean *diffuse = NULL, *specular = NULL; *result = *mi_eval_color(¶s->color); if (state->type != miRAY_LIGHT) /* visible area light*/ return(miTRUE); if (*mi_eval_boolean(¶s->atten)) { /* dist atten*/ stop = *mi_eval_scalar(¶s->stop); if (state->dist >= stop) return(miFALSE); start = *mi_eval_scalar(¶s->start); if (state->dist > start && fabs(stop - start) > EPS) { t = 1.0F - ( ((float)(state->dist) - start) / (stop - start)); result->r *= t; result->g *= t; result->b *= t; } } if (*mi_eval_boolean(¶s->shadow)) { /* shadows: */ d = *mi_eval_scalar(¶s->factor); if (d < 1) { miColor filter; filter.r = filter.g = filter.b = filter.a = 1; /* opaque */ if (!mi_trace_shadow(&filter,state) || BLACK(filter)) { result->r *= d; result->g *= d; result->b *= d; if (d == 0) return(miFALSE); } else { /* transparnt*/ float omf = 1 - d; result->r *= d + omf * filter.r; result->g *= d + omf * filter.g; result->b *= d + omf * filter.b; } } } /*********************************************************** * MAYA * * Set custom Maya light properties. * * mayabase_stateitem_get returns pointer to * specified MbStateItem in the shader state. * MBSI_LIGHTDIFFUSE and MBSI_LIGHTSPECULAR * contains information whether the light * emits diffuse and/or specular. * These values are used by material shaders. * The variable-length parameter should terminated * with MBSI_NULL. ***********************************************************/ if (mayabase_stateitem_get(state, MBSI_LIGHTDIFFUSE, &diffuse, MBSI_LIGHTSPECULAR, &specular, MBSI_NULL)) { /*********************************************************** * MAYA * * Sets * MBSI_LIGHTDIFFUSE and MBSI_LIGHTSPECULAR * ***********************************************************/ *diffuse = *mi_eval_boolean(¶s->emitDiffuse); *specular = *mi_eval_boolean(¶s->emitSpecular); } return(miTRUE); }
DLLEXPORT miBoolean domeAFL_WxH( miColor *result, miState *state, register struct dsDomeAFL_WxH *params) { miScalar diameter = *mi_eval_scalar(¶ms->Diameter); miScalar height = *mi_eval_scalar(¶ms->Height); miGeoScalar fov; /* Field-of-View of specified dome */ miGeoScalar radius; /* Radius of dome being subtended */ /* Does this need to be a pointer? */ miVector viewpt_offset = *mi_eval_vector(¶ms->View_Offset); miVector ray; miGeoScalar x, y, r, phi, theta; /* normalize image coordinates btwn [-1,1]... */ x = (2.0 * state->raster_x) / state->camera->x_resolution - 1.0; y = (2.0 * state->raster_y) / state->camera->y_resolution - 1.0; /* Calculate FOV for given Diameter & height of dome... */ /* Equations obtained from: */ /* http://mathforum.org/dr.math/faq/faq.circle.segment.html#8 */ radius = ((diameter * diameter) + (4 * height * height)) / (8 * height); fov = 2 * asin(diameter / (2 * radius)); /* Calcaulate the radius value */ r = MI_SQRT( ( x * x ) + ( y * y ) ); if ( r < 1.0 ) { /* Calculate phi... */ if ( (r > -EPSILON) && (r < EPSILON) ) { phi = 0.0; } else { phi = atan2(x,y); // [rz] using atan2 instead of original if-then formula } /* Calculate theta... */ theta = r * ( fov / 2.0 ); /* Calculate Ray direction vector... */ ray.x = (float)(sin(theta) * cos(phi)); ray.y = (float)(-sin(theta) * sin(phi)); /* -Z is Look At Direction*/ ray.z = (float)(-cos(theta)); /* Account for view offset... */ /* Offset is added to y & z components because they are negative values...*/ ray.x = ray.x - viewpt_offset.x; ray.y = ray.y + viewpt_offset.y; /* Add because MR uses -Z as Look At */ ray.z = ray.z + viewpt_offset.z; // Flip the ray direction about the y-axis if(*mi_eval_boolean(¶ms->Flip_Ray_X)) { ray.x = (-ray.x); } /* Flip the ray direction about the x-axis */ if(*mi_eval_boolean(¶ms->Flip_Ray_Y)) { ray.y = (-ray.y); } /* Convert ray from camera space */ mi_vector_from_camera(state, &ray, &ray); /* Trace new ray... */ return(mi_trace_eye(result, state, &state->org, &ray)); } else { /* Set return color to Black */ result->r = result->g = result->b = result->a = 0; return(miFALSE); } } /* end of domeAFL_WxH() */
extern "C" DLLEXPORT miBoolean mib_bent_normal_env( miColor *result, miState *state, struct mib_bent_normal_env_p *paras) { miTag original_env = state->environment; miTag environment = *mi_eval_tag(¶s->environment); miColor normal = *mi_eval_color(¶s->bent_normals); miColor occlus = *mi_eval_color(¶s->occlusion); miScalar strength = *mi_eval_scalar(¶s->strength); miColor color; /* Work color */ miVector bent; /* Bent normals */ miVector bent_i; /* Bent normals in internal space */ miUint samples; /* # of samples */ /* Displace or light - makes no sense */ if (state->type == miRAY_DISPLACE || state->type == miRAY_LIGHT) return miFALSE; if (strength == 0.0) { result->r = result->g = result->b = 0.0; result->a = 1.0; return miTRUE; } color.r = color.b = color.g = 0.0; /* Does occlusion live in "alpha" component of bn data? */ if (*mi_eval_boolean(¶s->occlusion_in_alpha)) strength *= normal.a; bent.x = (normal.r * 2.0) - 1.0; bent.y = (normal.g * 2.0) - 1.0; bent.z = (normal.b * 2.0) - 1.0; mi_vector_normalize(&bent); /* The different coordinate spaces */ switch(*mi_eval_integer(¶s->coordinate_space)) { case 0: /* No change */ bent_i = bent; break; case 1: /* By matrix */ mi_vector_transform(&bent_i, &bent, mi_eval_transform(¶s->matrix)); break; case 2: /* World */ mi_normal_from_world(state, &bent_i, &bent); break; case 3: /* Camera */ mi_normal_from_camera(state, &bent_i, &bent); break; case 4: /* Object */ mi_normal_from_object(state, &bent_i, &bent); break; } samples = *mi_eval_integer(¶s->env_samples); /* Temporarily override the environment */ if (environment) state->environment = environment; if (samples <= 1) { /* Single sampling */ mi_trace_environment(&color, state, &bent_i); } else { /* Multisampling */ double sample[3]; int counter = 0; miScalar spread = *mi_eval_scalar(¶s->samples_spread); miColor work_color; /* Clear color */ color.r = color.g = color.b = 0.0; while (mi_sample(sample, &counter, state, 3, &samples)) { miVector trace_dir; trace_dir.x = bent_i.x + (sample[0] - 0.5) * spread; trace_dir.y = bent_i.y + (sample[1] - 0.5) * spread; trace_dir.z = bent_i.z + (sample[2] - 0.5) * spread; mi_vector_normalize(&trace_dir); mi_trace_environment(&work_color, state, &trace_dir); color.r += work_color.r; color.g += work_color.g; color.b += work_color.b; } color.r /= samples; color.g /= samples; color.b /= samples; } /* Reset original environment */ state->environment = original_env; result->r = color.r * occlus.r * strength; result->g = color.g * occlus.g * strength; result->b = color.b * occlus.b * strength; result->a = 1.0; return miTRUE; }
extern "C" DLLEXPORT miBoolean mib_amb_occlusion( miColor *result, miState *state, struct mib_amb_occlusion_p *paras) { double sample[3], near_clip, far_clip; int counter = 0; miUint samples = *mi_eval_integer(¶s->samples); miScalar clipdist = *mi_eval_scalar(¶s->max_distance); miBoolean reflecto = *mi_eval_boolean(¶s->reflective); miBoolean ret_type = *mi_eval_integer(¶s->return_type); miTag org_env = state->environment; /* Original environ. */ miVector orig_normal, trace_dir; miScalar output = 0.0, samplesdone = 0.0; miScalar spread = *mi_eval_scalar(¶s->spread); miScalar o_m_spread = 1.0f - spread; miColor env_total; /* environment Total */ miVector norm_total; /* Used for adding up normals */ miBoolean occ_alpha = *mi_eval_boolean(¶s->occlusion_in_alpha); miScalar falloff = 1.0; miao_trace_info ti; int version = 1; /* If called as user area light source, return "no more samples" for any call beyond the first */ if (state->type == miRAY_LIGHT && state->count > 0) return (miBoolean)2; /* Figure out the call version */ mi_query(miQ_DECL_VERSION, 0, state->shader->function_decl, &version); if (version >= 2) { falloff = *mi_eval_scalar(¶s->falloff); if (falloff <= 0.0) falloff = 1.0; ti.id_inclexcl = *mi_eval_integer(¶s->id_includeexclude); ti.id_nonself = *mi_eval_integer(¶s->id_nonself); /* None of these options used, go into compatible mode */ ti.compatible = (ti.id_inclexcl == 0 && ti.id_nonself == 0 ); } else { ti.compatible = miTRUE; } /* Used for adding up environment */ env_total.r = env_total.g = env_total.b = env_total.a = 0; far_clip = near_clip = clipdist; orig_normal = state->normal; norm_total = state->normal; /* Begin by standard normal */ /* Displacement? Shadow? Makes no sense */ if (state->type == miRAY_DISPLACE || state->type == miRAY_SHADOW) { result->r = result->g = result->b = result->a = 0.0; return (miTRUE); } if (clipdist > 0.0) mi_ray_falloff(state, &near_clip, &far_clip); /* Avoid recursion: If we are designated as environment shader, we will be called with rays of type miRAY_ENVIRON, and if so we switch the environment to the global environment */ if (state->type == miRAY_ENVIRONMENT) state->environment = state->camera->environment; while (mi_sample(sample, &counter, state, 2, &samples)) { mi_reflection_dir_diffuse_x(&trace_dir, state, sample); trace_dir.x = orig_normal.x*o_m_spread + trace_dir.x*spread; trace_dir.y = orig_normal.y*o_m_spread + trace_dir.y*spread; trace_dir.z = orig_normal.z*o_m_spread + trace_dir.z*spread; mi_vector_normalize(&trace_dir); if (reflecto) { miVector ref; miScalar nd = state->dot_nd; /* Calculate the reflection direction */ state->normal = trace_dir; state->dot_nd = mi_vector_dot( &state->dir, &state->normal); /* Bugfix: mi_reflection_dir(&ref, state); for some reason gives me the wrong result, doing it "manually" works better */ ref = state->dir; ref.x -= state->normal.x*state->dot_nd*2.0f; ref.y -= state->normal.y*state->dot_nd*2.0f; ref.z -= state->normal.z*state->dot_nd*2.0f; state->normal = orig_normal; state->dot_nd = nd; trace_dir = ref; } if (mi_vector_dot(&trace_dir, &state->normal_geom) < 0.0) continue; output += 1.0; /* Add one */ samplesdone += 1.0; if (state->options->shadow && miao_trace_the_ray(state, &trace_dir, &state->point, &ti)) { /* we hit something */ if (clipdist == 0.0) output -= 1.0; else if (state->child->dist < clipdist) { miScalar f = pow(state->child->dist / clipdist, (double) falloff); output -= (1.0 - f); norm_total.x += trace_dir.x * f; norm_total.y += trace_dir.y * f; norm_total.z += trace_dir.z * f; switch (ret_type) { case 1: { /* Environment sampling */ miColor envsample; mi_trace_environment(&envsample, state, &trace_dir); env_total.r += envsample.r * f; env_total.g += envsample.g * f; env_total.b += envsample.b * f; } break; default: /* Most return types need no special stuff */ break; } } } else { /* We hit nothing */ norm_total.x += trace_dir.x; norm_total.y += trace_dir.y; norm_total.z += trace_dir.z; switch (ret_type) { case 1: /* Environment sampling */ { miColor envsample; mi_trace_environment(&envsample, state, &trace_dir); env_total.r += envsample.r; env_total.g += envsample.g; env_total.b += envsample.b; } break; default: /* Most return types need no special treatment */ break; } } } if (clipdist > 0.0) mi_ray_falloff(state, &near_clip, &far_clip); if (samplesdone <= 0.0) /* No samples? */ samplesdone = 1.0; /* 1.0 to not to break divisons below */ switch (ret_type) { case -1: /* Plain old occlusion with untouched normal*/ case 0: /* Plain old occlusion */ default: /* (also the default for out-of-bounds values) */ { miVector old_dir = state->dir; output /= (miScalar) samplesdone; if (ret_type == -1) norm_total = state->normal; else { mi_vector_normalize(&norm_total); /* If the color shaders use the normal.... give them the bent one... */ state->normal = norm_total; state->dir = norm_total; } if (output == 0.0) *result = *mi_eval_color(¶s->dark); else if (output >= 1.0) *result = *mi_eval_color(¶s->bright); else { miColor bright, dark; bright = *mi_eval_color(¶s->bright); dark = *mi_eval_color(¶s->dark); result->r = bright.r * output + dark.r * (1.0 - output); result->g = bright.g * output + dark.g * (1.0 - output); result->b = bright.b * output + dark.b * (1.0 - output); if (occ_alpha) result->a = output; else result->a = bright.a * output + dark.a * (1.0 - output); } state->normal = orig_normal; state->dir = old_dir; } break; case 1: /* Sampled environment */ { miColor br = *mi_eval_color(¶s->bright), drk = *mi_eval_color(¶s->dark); result->r = drk.r + (br.r * env_total.r / samplesdone); result->g = drk.g + (br.g * env_total.g / samplesdone); result->b = drk.b + (br.b * env_total.b / samplesdone); if (occ_alpha) result->a = output/ samplesdone; else result->a = 1.0; } break; case 2: /* Bent normals, world */ case 3: /* Bent normals, camera */ case 4: /* Bent normals, object */ { miVector retn; /* returned Normal */ mi_vector_normalize(&norm_total); if (ret_type == 2) mi_normal_to_world(state, &retn, &norm_total); if (ret_type == 3) mi_normal_to_camera(state, &retn, &norm_total); if (ret_type == 4) mi_normal_to_object(state, &retn, &norm_total); result->r = (retn.x + 1.0) / 2.0; result->g = (retn.y + 1.0) / 2.0; result->b = (retn.z + 1.0) / 2.0; if (occ_alpha) result->a = output/ samplesdone; else result->a = 1.0; } break; } if (state->type == miRAY_LIGHT) { /* Are we a light shader? */ int type; mi_query(miQ_FUNC_CALLTYPE, state, 0, &type); /* Make sure we are called as light shader */ if (type == miSHADER_LIGHT) { /* If so, move ourselves to above the point... */ state->org.x = state->point.x + state->normal.x; state->org.y = state->point.y + state->normal.y; state->org.z = state->point.z + state->normal.z; /* ...and set dot_nd to 1.0 to illuminate fully */ state->dot_nd = 1.0; } } /* Reset environment, if we changed it */ state->environment = org_env; return miTRUE; }
miTag createNativeParticles(miState *state, mrParticleGeoShader_paras *paras, PartioContainer& pc) { miBoolean useAllAttributes = *mi_eval_boolean(¶s->useAllAttributes); int i_a = *mi_eval_integer(¶s->i_attributeNames); int n_a = *mi_eval_integer(¶s->n_attributeNames); miTag *attributeNames = mi_eval_tag(paras->attributeNames) + i_a; if( !pc.good()) { mi_info("createNativeParticles: Invalid patioContainer"); return miNULLTAG; } Partio::ParticleAttribute posAttr; if(!pc.assertAttribute("position", posAttr)) { mi_info("createNativeParticles: partioContainer: no position."); return miNULLTAG; } Partio::ParticleAttribute idAttr; bool hasId = true; if(!pc.assertAttribute("id", idAttr)) hasId = false; Partio::ParticleAttribute radiusPPAttr; bool hasRadiusPP = true; if(!pc.assertAttribute("radiusPP", radiusPPAttr)) hasRadiusPP = false; Partio::ParticleAttribute radiusRGBPPAttr; bool hasRgbPP = true; if(!pc.assertAttribute("rgbPP", radiusRGBPPAttr)) hasRgbPP = false; mi_info("Creating native particles for cache file: %s", pc.cacheFileName.c_str()); // declare the map as a 3-dimensional map mi_api_map_decl_dim ( 3 ); // the 'mi_api_map_field_decl' function takes four arguments: // // miParam_type type: basic type of the field (miTYPE_SCALAR or miTYPE_INTEGER) // char *name : field name // int dimension : dimension of the field, 0 for single values, > 0 for arrays // miBoolean global : miTRUE if it's a global field, miFALSE otherwise // add the "extension" field as a single float miParameter *extension_field = mi_api_map_field_decl ( miTYPE_SCALAR , mi_mem_strdup("extension") , 0 , miFALSE ); // add the "color" field as an array of 1 color miParameter *color_field = mi_api_map_field_decl ( miTYPE_SCALAR , mi_mem_strdup("color") , 3 , miFALSE ); // append the color to the extension for the declaration // (this also frees the 'color_field' miParameter) miParameter *fields_list = mi_api_map_field_append ( extension_field , color_field ); // create a declaration called "particles" with the given fields list // (this also frees the 'fields_list' miParameter) miMap_decl *decl = mi_api_map_decl_begin ( mi_mem_strdup("particles") , fields_list ); // ends the declaration mi_api_map_decl_end (); // Then you begin the object definition, by calling 'mi_api_object_begin' and possibly setting the object flags as needed, then you begin the definition of the particle object as a set of spheres: miObject *obj = mi_api_object_begin(mi_mem_strdup("TestParticleObject")); obj->visible = miTRUE; // begin the definition of the particle object as spheres mi_api_map_obj_type ( mi_mem_strdup("spheres") ); // the 'mi_api_map_obj_field' function takes 2 arguments: // // char *field_name : name of the field to map ("radius" in this case) // char *mapped_name : name of the mapped field ("extension" in this case) // maps the "radius" field to the "extension" field of this map mi_api_map_obj_field( mi_mem_strdup("radius") , mi_mem_strdup("extension") ); // begins the definition of the map, taking "particles" as the declaration name mi_api_map_begin ( mi_mem_strdup("particles") ); int num_elements = pc.data->numParticles(); for ( int i = 0 ; i < num_elements ; ++i ) { float pos[3]; pc.getPosition(i, pos); // define the position of this element mi_api_map_value ( miTYPE_SCALAR , &pos[0] ); mi_api_map_value ( miTYPE_SCALAR , &pos[1] ); mi_api_map_value ( miTYPE_SCALAR , &pos[2] ); mi_api_map_field_end (); float radiusPP = 1.0f; if( hasRadiusPP ) radiusPP = *pc.data->data<float>(radiusPPAttr, i); radiusPP = rnd() * 0.3; // define the radius of this element mi_api_map_value ( miTYPE_SCALAR , &radiusPP ); mi_api_map_field_end (); // // compute the color in r, g and b // miScalar r = rnd(); miScalar g = rnd(); miScalar b = rnd(); miColor col; col.r = r; col.g = g; col.b = b; // define the color of this element //mi_api_map_value ( miTYPE_COLOR , &col ); mi_api_map_value ( miTYPE_SCALAR , &r ); mi_api_map_value ( miTYPE_SCALAR , &g ); mi_api_map_value ( miTYPE_SCALAR , &b ); mi_api_map_field_end(); // end the definition of this element mi_api_map_element_end (); } // terminates the map definition and stores it in the DB miTag map_tag = mi_api_map_end ( 0 ); miTag particleObjTag = mi_api_object_end(); miEchoOptions options; memset(&options, 0, sizeof(options)); options.ascii_output = true; options.compressed_output = false; options.dont_echo = false; mi_info("Writing to geodump.mi file."); const char *mode = "w"; FILE *fh = fopen("C:/daten/3dprojects/Maya2013/scenes/geodump.mi", mode); //mi_geoshader_echo_tag(fh, particleObjTag, &options); fclose(fh); mi::shader::Access_map map(map_tag); mi::shader::Map_status status; mi::shader::Map_declaration map_declaration(map, &status); mi::shader::Map_field_id field_id = map_declaration->get_field_id(mi_mem_strdup("color"), &status); if (!status.is_ok()) { mi_error("problems getting field_id for color"); return particleObjTag; } mi_info("Field id %d", field_id); mi::shader::Map_field_type f_type; miUint f_dimension; bool f_is_global; status = map_declaration->get_field_info(field_id, f_type, f_dimension, f_is_global); if (!status.is_ok()) { mi_error("problems get_field_info"); return particleObjTag; } mi_info("Field type %d is global %d", f_type.type(), f_is_global); return particleObjTag; }