Cycles Volume Render: work on nodes and closures.
* Henyey-Greenstein scattering closure implementation. * Rename transparent to absorption node and isotropic to scatter node. * Volume density is folded into the closure weights. * OSL support for volume closures and nodes. * This commit has no user visible changes, there is no volume render code yet. This is work by "storm", Stuart Broadfoot, Thomas Dinges and myself.
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@@ -55,6 +55,7 @@
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#include "closure/bsdf_westin.h"
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#include "closure/bsdf_toon.h"
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#include "closure/bsdf_hair.h"
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#include "closure/volume.h"
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CCL_NAMESPACE_BEGIN
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@@ -169,6 +170,13 @@ BSDF_CLOSURE_CLASS_BEGIN(HairTransmission, hair_transmission, hair_transmission,
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#endif
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BSDF_CLOSURE_CLASS_END(HairTransmission, hair_transmission)
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VOLUME_CLOSURE_CLASS_BEGIN(VolumeHenyeyGreenstein, henyey_greenstein, LABEL_VOLUME_SCATTER)
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CLOSURE_FLOAT_PARAM(VolumeHenyeyGreensteinClosure, sc.data0),
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VOLUME_CLOSURE_CLASS_END(VolumeHenyeyGreenstein, henyey_greenstein)
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VOLUME_CLOSURE_CLASS_BEGIN(VolumeAbsorption, absorption, LABEL_SINGULAR)
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VOLUME_CLOSURE_CLASS_END(VolumeAbsorption, absorption)
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/* Registration */
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static void register_closure(OSL::ShadingSystem *ss, const char *name, int id, OSL::ClosureParam *params, OSL::PrepareClosureFunc prepare)
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@@ -248,6 +256,11 @@ void OSLShader::register_closures(OSLShadingSystem *ss_)
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bsdf_hair_reflection_params(), bsdf_hair_reflection_prepare);
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register_closure(ss, "hair_transmission", id++,
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bsdf_hair_transmission_params(), bsdf_hair_transmission_prepare);
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register_closure(ss, "henyey_greenstein", id++,
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volume_henyey_greenstein_params(), volume_henyey_greenstein_prepare);
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register_closure(ss, "absorption", id++,
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volume_absorption_params(), volume_absorption_prepare);
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}
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CCL_NAMESPACE_END
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@@ -54,6 +54,7 @@ OSL::ClosureParam *closure_bssrdf_cubic_params();
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OSL::ClosureParam *closure_bssrdf_gaussian_params();
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OSL::ClosureParam *closure_bssrdf_cubic_extended_params();
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OSL::ClosureParam *closure_bssrdf_gaussian_extended_params();
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OSL::ClosureParam *closure_henyey_greenstein_volume_params();
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void closure_emission_prepare(OSL::RendererServices *, int id, void *data);
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void closure_background_prepare(OSL::RendererServices *, int id, void *data);
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@@ -65,6 +66,7 @@ void closure_westin_backscatter_prepare(OSL::RendererServices *, int id, void *d
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void closure_westin_sheen_prepare(OSL::RendererServices *, int id, void *data);
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void closure_bssrdf_cubic_prepare(OSL::RendererServices *, int id, void *data);
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void closure_bssrdf_gaussian_prepare(OSL::RendererServices *, int id, void *data);
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void closure_henyey_greenstein_volume_prepare(OSL::RendererServices *, int id, void *data);
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#define CCLOSURE_PREPARE(name, classname) \
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void name(RendererServices *, int id, void *data) \
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@@ -186,6 +188,54 @@ static ClosureParam *bsdf_##lower##_params() \
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\
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CCLOSURE_PREPARE_STATIC(bsdf_##lower##_prepare, Upper##Closure)
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/* Volume */
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class CVolumeClosure : public CClosurePrimitive {
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public:
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ShaderClosure sc;
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CVolumeClosure(int scattering) : CClosurePrimitive(Volume),
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m_scattering_label(scattering), m_shaderdata_flag(0)
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{ memset(&sc, 0, sizeof(sc)); }
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~CVolumeClosure() { }
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int scattering() const { return m_scattering_label; }
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int shaderdata_flag() const { return m_shaderdata_flag; }
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protected:
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int m_scattering_label;
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int m_shaderdata_flag;
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};
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#define VOLUME_CLOSURE_CLASS_BEGIN(Upper, lower, TYPE) \
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\
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class Upper##Closure : public CVolumeClosure { \
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public: \
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Upper##Closure() : CVolumeClosure(TYPE) {} \
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\
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void setup() \
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{ \
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sc.prim = NULL; \
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m_shaderdata_flag = volume_##lower##_setup(&sc); \
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} \
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}; \
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\
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static ClosureParam *volume_##lower##_params() \
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{ \
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static ClosureParam params[] = {
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/* parameters */
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#define VOLUME_CLOSURE_CLASS_END(Upper, lower) \
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CLOSURE_STRING_KEYPARAM("label"), \
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CLOSURE_FINISH_PARAM(Upper##Closure) \
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}; \
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return params; \
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} \
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\
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CCLOSURE_PREPARE_STATIC(volume_##lower##_prepare, Upper##Closure)
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CCL_NAMESPACE_END
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#endif /* __OSL_CLOSURES_H__ */
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@@ -187,7 +187,7 @@ static void flatten_surface_closure_tree(ShaderData *sd, int path_flag,
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#endif
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/* add */
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if(sc.sample_weight > 1e-5f && sd->num_closure < MAX_CLOSURE) {
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if(sc.sample_weight > CLOSURE_WEIGHT_CUTOFF && sd->num_closure < MAX_CLOSURE) {
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sd->closure[sd->num_closure++] = sc;
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sd->flag |= bsdf->shaderdata_flag();
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}
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@@ -243,7 +243,7 @@ static void flatten_surface_closure_tree(ShaderData *sd, int path_flag,
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CBSSRDFClosure *bssrdf = (CBSSRDFClosure *)prim;
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float sample_weight = fabsf(average(weight));
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if(sample_weight > 1e-5f && sd->num_closure+2 < MAX_CLOSURE) {
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if(sample_weight > CLOSURE_WEIGHT_CUTOFF && sd->num_closure+2 < MAX_CLOSURE) {
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sc.sample_weight = sample_weight;
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sc.type = bssrdf->sc.type;
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@@ -401,18 +401,21 @@ static void flatten_volume_closure_tree(ShaderData *sd,
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switch (prim->category) {
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case CClosurePrimitive::Volume: {
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CVolumeClosure *volume = (CVolumeClosure *)prim;
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/* sample weight */
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float sample_weight = fabsf(average(weight));
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sc.sample_weight = sample_weight;
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sc.type = CLOSURE_VOLUME_ID;
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sc.data0 = 0.0f;
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sc.data1 = 0.0f;
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sc.prim = NULL;
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sc.type = volume->sc.type;
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sc.data0 = volume->sc.data0;
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sc.data1 = volume->sc.data1;
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/* add */
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if(sc.sample_weight > 1e-5f && sd->num_closure < MAX_CLOSURE)
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if(sc.sample_weight > CLOSURE_WEIGHT_CUTOFF &&
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sd->num_closure < MAX_CLOSURE) {
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sd->closure[sd->num_closure++] = sc;
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sd->flag |= volume->shaderdata_flag();
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}
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break;
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}
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case CClosurePrimitive::Holdout:
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@@ -451,6 +454,10 @@ void OSLShader::eval_volume(KernelGlobals *kg, ShaderData *sd, float randb, int
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if (kg->osl->volume_state[shader])
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ss->execute(*octx, *(kg->osl->volume_state[shader]), *globals);
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/* flatten closure tree */
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sd->num_closure = 0;
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sd->randb_closure = randb;
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if (globals->Ci)
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flatten_volume_closure_tree(sd, globals->Ci);
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