示例#1
0
float3 OSLShader::bsdf_eval(const ShaderData *sd, const ShaderClosure *sc, const float3& omega_in, float& pdf)
{
	CBSDFClosure *bsdf = (CBSDFClosure *)sc->prim;
	float3 bsdf_eval;

	if (dot(sd->Ng, omega_in) >= 0.0f)
		bsdf_eval = bsdf->eval_reflect(sd->I, omega_in, pdf);
	else
		bsdf_eval = bsdf->eval_transmit(sd->I, omega_in, pdf);
	
	return bsdf_eval;
}
示例#2
0
void OSLShader::bsdf_blur(ShaderClosure *sc, float roughness)
{
	CBSDFClosure *bsdf = (CBSDFClosure *)sc->prim;
	bsdf->blur(roughness);
}
static void flatten_surface_closure_tree(ShaderData *sd, bool no_glossy,
                                         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;
		OSL::ClosurePrimitive *prim = (OSL::ClosurePrimitive *)comp->data();

		if (prim) {
			ShaderClosure sc;
			sc.weight = weight;

			switch (prim->category()) {
				case OSL::ClosurePrimitive::BSDF: {
					CBSDFClosure *bsdf = (CBSDFClosure *)prim;
					int scattering = bsdf->scattering();

					/* no caustics option */
					if (no_glossy && scattering == LABEL_GLOSSY)
						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;

					/* 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 OSL::ClosurePrimitive::Emissive: {
					/* sample weight */
					float sample_weight = fabsf(average(weight));

					sc.sample_weight = sample_weight;
					sc.type = CLOSURE_EMISSION_ID;
					sc.prim = NULL;

					/* flag */
					if(sd->num_closure < MAX_CLOSURE) {
						sd->closure[sd->num_closure++] = sc;
						sd->flag |= SD_EMISSION;
					}
					break;
				}
				case AmbientOcclusion: {
					/* sample weight */
					float sample_weight = fabsf(average(weight));

					sc.sample_weight = sample_weight;
					sc.type = CLOSURE_AMBIENT_OCCLUSION_ID;
					sc.prim = NULL;

					if(sd->num_closure < MAX_CLOSURE) {
						sd->closure[sd->num_closure++] = sc;
						sd->flag |= SD_AO;
					}
					break;
				}
				case OSL::ClosurePrimitive::Holdout: {
					sc.sample_weight = 0.0f;
					sc.type = CLOSURE_HOLDOUT_ID;
					sc.prim = NULL;

					if(sd->num_closure < MAX_CLOSURE) {
						sd->closure[sd->num_closure++] = sc;
						sd->flag |= SD_HOLDOUT;
					}
					break;
				}
				case OSL::ClosurePrimitive::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.prim = NULL;

						/* 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->closure[sd->num_closure++] = sc;
							sd->flag |= bssrdf->shaderdata_flag();
						}

						if(fabsf(weight.y) > 0.0f) {
							sc.weight = make_float3(0.0f, weight.y, 0.0f);
							sc.data0 = bssrdf->radius.y;
							sd->closure[sd->num_closure++] = sc;
							sd->flag |= bssrdf->shaderdata_flag();
						}

						if(fabsf(weight.z) > 0.0f) {
							sc.weight = make_float3(0.0f, 0.0f, weight.z);
							sc.data0 = bssrdf->radius.z;
							sd->closure[sd->num_closure++] = sc;
							sd->flag |= bssrdf->shaderdata_flag();
						}
					}
					break;
				}
				case OSL::ClosurePrimitive::Debug:
					break; /* not implemented */
				case OSL::ClosurePrimitive::Background:
				case OSL::ClosurePrimitive::Volume:
					break; /* not relevant */
			}
		}
	}
	else if (closure->type == OSL::ClosureColor::MUL) {
		OSL::ClosureMul *mul = (OSL::ClosureMul *)closure;
		flatten_surface_closure_tree(sd, no_glossy, 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, no_glossy, add->closureA, weight);
		flatten_surface_closure_tree(sd, no_glossy, add->closureB, weight);
	}
}
示例#4
0
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);
	}
}
示例#5
0
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);
}