Merged changes in the trunk up to revision 53146.

Conflicts resolved:
release/datafiles/startup.blend
source/blender/blenkernel/CMakeLists.txt
source/blender/blenlib/intern/bpath.c
source/blender/blenloader/intern/readfile.c
This commit is contained in:
2012-12-19 01:49:58 +00:00
687 changed files with 140941 additions and 7500 deletions

View File

@@ -644,20 +644,15 @@ if(UNIX AND NOT APPLE)
if(WITH_BOOST)
# uses in build instructions to override include and library variables
if(NOT BOOST_CUSTOM)
# XXX No more lib dir, is this multithread stuff still needed?
if(${WITH_STATIC_LIBS})
set(Boost_USE_STATIC_LIBS ON)
endif()
if(NOT BOOST_ROOT)
set(Boost_USE_MULTITHREADED OFF)
else()
set(Boost_USE_MULTITHREADED ON)
endif()
set(__boost_packages filesystem regex system thread date_time)
if (WITH_INTERNATIONAL)
list(APPEND __boost_packages locale)
endif()
find_package(Boost 1.34 COMPONENTS ${__boost_packages})
find_package(Boost 1.48 COMPONENTS ${__boost_packages})
if(Boost_USE_STATIC_LIBS AND Boost_USE_ICU)
find_package(IcuLinux)
endif()
@@ -1521,7 +1516,8 @@ elseif(APPLE)
endif()
if(WITH_INPUT_NDOF)
set(PLATFORM_LINKFLAGS "${PLATFORM_LINKFLAGS} -weak_framework 3DconnexionClient")
set(PLATFORM_LINKFLAGS "${PLATFORM_LINKFLAGS} -F/Library/Frameworks -weak_framework 3DconnexionClient")
set(NDOF_INCLUDE_DIRS /Library/Frameworks/3DconnexionClient.framework/Headers )
endif()
endif()

View File

@@ -14,7 +14,7 @@
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# The Original Code is Copyright (C) 2006, Blender Foundation
# All rights reserved.
@@ -294,7 +294,8 @@ if env['OURPLATFORM']=='darwin':
print "3D_CONNEXION_CLIENT_LIBRARY not found, disabling WITH_BF_3DMOUSE" # avoid build errors !
env['WITH_BF_3DMOUSE'] = 0
else:
env.Append(LINKFLAGS=['-Xlinker','-weak_framework','-Xlinker','3DconnexionClient'])
env.Append(LINKFLAGS=['-F/Library/Frameworks','-Xlinker','-weak_framework','-Xlinker','3DconnexionClient'])
env['BF_3DMOUSE_INC'] = '/Library/Frameworks/3DconnexionClient.framework/Headers'
# for now, Mac builders must download and install the JackOSX framework
# necessary header file lives here when installed:
@@ -304,7 +305,7 @@ if env['OURPLATFORM']=='darwin':
print "JackOSX install not found, disabling WITH_BF_JACK" # avoid build errors !
env['WITH_BF_JACK'] = 0
else:
env.Append(LINKFLAGS=['-Xlinker','-weak_framework','-Xlinker','Jackmp'])
env.Append(LINKFLAGS=['-L/Library/Frameworks','-Xlinker','-weak_framework','-Xlinker','Jackmp'])
if env['WITH_BF_CYCLES_OSL'] == 1:
OSX_OSL_LIBPATH = Dir(env.subst(env['BF_OSL_LIBPATH'])).abspath
@@ -531,7 +532,8 @@ data_to_c_simple("release/datafiles/bfont.ttf")
data_to_c_simple("release/datafiles/bmonofont.ttf")
data_to_c_simple("release/datafiles/splash.png")
data_to_c_simple("release/datafiles/blender_icons.png")
data_to_c_simple("release/datafiles/blender_icons16.png")
data_to_c_simple("release/datafiles/blender_icons32.png")
data_to_c_simple("release/datafiles/prvicons.png")
data_to_c_simple("release/datafiles/brushicons/add.png")

View File

@@ -876,6 +876,7 @@ compile_OSL() {
cmake_d="$cmake_d -D CMAKE_INSTALL_PREFIX=$_inst"
cmake_d="$cmake_d -D BUILDSTATIC=ON"
cmake_d="$cmake_d -D BUILD_TESTING=OFF"
cmake_d="$cmake_d -D STOP_ON_WARNING=OFF"
if [ -d $INST/boost ]; then
cmake_d="$cmake_d -D BOOST_ROOT=$INST/boost -D Boost_NO_SYSTEM_PATHS=ON"
@@ -1587,11 +1588,6 @@ install_SUSE() {
INFO ""
install_packages_SUSE $_packages
OPENJPEG_USE=true
SCHRO_USE=true
VORBIS_USE=true
THEORA_USE=true
INFO ""
X264_DEV="x264-devel"
check_package_version_ge_SUSE $X264_DEV $X264_VERSION_MIN

View File

@@ -165,7 +165,7 @@ BF_CXX_LIB_STATIC = '${BF_CXX}/lib/libstdc++.a'
WITH_BF_JACK = True
BF_JACK = '/Library/Frameworks/Jackmp.framework'
BF_JACK_INC = '${BF_JACK}/headers'
BF_JACK_LIB = 'jack'
#BF_JACK_LIB = 'jack' # not used due framework
BF_JACK_LIBPATH = '${BF_JACK}'
WITH_BF_SNDFILE = True

View File

@@ -1,15 +1,5 @@
# find library directory
import platform
import os
from Modules.FindPython import FindPython
bitness = platform.architecture()[0]
if bitness == '64bit':
LCGDIR = '../lib/linux64'
else:
LCGDIR = '../lib/linux'
LIBDIR = "#${LCGDIR}"
py = FindPython()
BF_PYTHON_ABI_FLAGS = py['ABI_FLAGS']
@@ -113,7 +103,7 @@ BF_QUICKTIME = '/usr/local'
BF_QUICKTIME_INC = '${BF_QUICKTIME}/include'
WITH_BF_ICONV = False
BF_ICONV = LIBDIR + "/iconv"
BF_ICONV = "/usr"
BF_ICONV_INC = '${BF_ICONV}/include'
BF_ICONV_LIB = 'iconv'
BF_ICONV_LIBPATH = '${BF_ICONV}/lib'
@@ -122,18 +112,7 @@ WITH_BF_BINRELOC = True
# enable ffmpeg support
WITH_BF_FFMPEG = True
BF_FFMPEG = LIBDIR + '/ffmpeg'
if os.path.exists(LCGDIR + '/ffmpeg'):
WITH_BF_STATICFFMPEG = True
BF_FFMPEG_LIB_STATIC = '${BF_FFMPEG_LIBPATH}/libavformat.a ${BF_FFMPEG_LIBPATH}/libswscale.a ' + \
'${BF_FFMPEG_LIBPATH}/libavcodec.a ${BF_FFMPEG_LIBPATH}/libavdevice.a ${BF_FFMPEG_LIBPATH}/libavutil.a ' + \
'${BF_FFMPEG_LIBPATH}/libxvidcore.a ${BF_FFMPEG_LIBPATH}/libx264.a ${BF_FFMPEG_LIBPATH}/libmp3lame.a ' + \
'${BF_FFMPEG_LIBPATH}/libvpx.a ${BF_FFMPEG_LIBPATH}/libvorbis.a ${BF_FFMPEG_LIBPATH}/libogg.a ' + \
'${BF_FFMPEG_LIBPATH}/libvorbisenc.a ${BF_FFMPEG_LIBPATH}/libtheora.a ' + \
'${BF_FFMPEG_LIBPATH}/libschroedinger-1.0.a ${BF_FFMPEG_LIBPATH}/liborc-0.4.a ${BF_FFMPEG_LIBPATH}/libdirac_encoder.a ' + \
'${BF_FFMPEG_LIBPATH}/libfaad.a'
else:
BF_FFMPEG = '/usr'
BF_FFMPEG = '/usr'
BF_FFMPEG_LIB = 'avformat avcodec swscale avutil avdevice'
BF_FFMPEG_INC = '${BF_FFMPEG}/include'
BF_FFMPEG_LIBPATH='${BF_FFMPEG}/lib'
@@ -198,34 +177,30 @@ BF_JEMALLOC_LIBPATH = '${BF_JEMALLOC}/lib'
BF_JEMALLOC_LIB = 'jemalloc'
BF_JEMALLOC_LIB_STATIC = '${BF_JEMALLOC_LIBPATH}/libjemalloc.a'
WITH_BF_OIIO = True
WITH_BF_OIIO = False
WITH_BF_STATICOIIO = False
BF_OIIO = LIBDIR + '/oiio'
if not os.path.exists(LCGDIR + '/oiio'):
WITH_BF_OIIO = False
BF_OIIO = '/usr'
BF_OIIO = '/usr'
BF_OIIO_INC = '${BF_OIIO}/include'
BF_OIIO_LIB = 'OpenImageIO'
BF_OIIO_LIB_STATIC = '${BF_OIIO_LIBPATH}/libOpenImageIO.a ${BF_OPENEXR}/lib/libIlmImf.a ${BF_JPEG}/lib/libjpeg.a'
BF_OIIO_LIBPATH = '${BF_OIIO}/lib'
WITH_BF_OCIO = True
WITH_BF_OCIO = False
WITH_BF_STATICOCIO = False
BF_OCIO = LIBDIR + '/ocio'
if not os.path.exists(LCGDIR + '/ocio'):
WITH_BF_OCIO = False
BF_OCIO = '/usr'
BF_OCIO = '/usr'
BF_OCIO_INC = '${BF_OCIO}/include'
BF_OCIO_LIB = 'OpenColorIO yaml-cpp tinyxml'
BF_OCIO_LIB_STATIC = '${BF_OCIO_LIBPATH}/libOpenColorIO.a ${BF_OCIO_LIBPATH}/libtinyxml.a ${BF_OCIO_LIBPATH}/libyaml-cpp.a'
BF_OCIO_LIBPATH = '${BF_OCIO}/lib'
WITH_BF_BOOST = True
WITH_BF_BOOST = False
WITH_BF_STATICBOOST = False
BF_BOOST = LIBDIR + '/boost'
if not os.path.exists(LCGDIR + '/boost'):
WITH_BF_BOOST = False
BF_BOOST = '/usr'
BF_BOOST = '/usr'
BF_BOOST_INC = '${BF_BOOST}/include'
BF_BOOST_LIB = 'boost_date_time boost_filesystem boost_regex boost_system boost_thread'
BF_BOOST_LIB = 'boost_filesystem boost_regex boost_system boost_thread boost_date_time'
BF_BOOST_LIB_STATIC = '${BF_BOOST_LIBPATH}/libboost_filesystem.a ${BF_BOOST_LIBPATH}/libboost_date_time.a ' + \
'${BF_BOOST_LIBPATH}/libboost_regex.a ${BF_BOOST_LIBPATH}/libboost_locale.a ${BF_BOOST_LIBPATH}/libboost_system.a' + \
'${BF_BOOST_LIBPATH}/libboost_thread.a'
BF_BOOST_LIB_INTERNATIONAL = 'boost_locale'
BF_BOOST_LIBPATH = '${BF_BOOST}/lib'
@@ -253,8 +228,6 @@ BF_3DMOUSE_LIB_STATIC = '${BF_3DMOUSE_LIBPATH}/libspnav.a'
##
CC = 'gcc'
CXX = 'g++'
##ifeq ($CPU),alpha)
## CFLAGS += -pipe -fPIC -funsigned-char -fno-strict-aliasing -mieee
CCFLAGS = ['-pipe','-fPIC','-funsigned-char','-fno-strict-aliasing','-D_LARGEFILE_SOURCE', '-D_FILE_OFFSET_BITS=64','-D_LARGEFILE64_SOURCE']
CXXFLAGS = []
@@ -268,22 +241,12 @@ if WITH_BF_FFMPEG:
REL_CFLAGS = []
REL_CXXFLAGS = []
REL_CCFLAGS = ['-DNDEBUG', '-O2']
##BF_DEPEND = True
##
##AR = ar
##ARFLAGS = ruv
##ARFLAGSQUIET = ru
##
C_WARN = ['-Wno-char-subscripts', '-Wdeclaration-after-statement', '-Wunused-parameter', '-Wstrict-prototypes', '-Werror=declaration-after-statement', '-Werror=implicit-function-declaration', '-Werror=return-type']
CC_WARN = ['-Wall']
CXX_WARN = ['-Wno-invalid-offsetof', '-Wno-sign-compare']
##FIX_STUBS_WARNINGS = -Wno-unused
LLIBS = ['util', 'c', 'm', 'dl', 'pthread', 'stdc++']
##LOPTS = --dynamic
##DYNLDFLAGS = -shared $(LDFLAGS)
BF_PROFILE = False
BF_PROFILE_CCFLAGS = ['-pg','-g']
@@ -301,4 +264,3 @@ PLATFORM_LINKFLAGS = ['-pthread']
#Fix for LLVM conflict with Mesa llvmpipe
if WITH_BF_LLVM:
PLATFORM_LINKFLAGS += ['-Wl,--version-script=source/creator/blender.map']

View File

@@ -3896,3 +3896,433 @@ Added
^^^^^
* :class:`bpy.types.LatticePoint.select`
2.64 to 2.65
============
bpy.types.SmokeDomainSettings
-----------------------------
Added
^^^^^
* :class:`bpy.types.SmokeDomainSettings.adapt_margin`
* :class:`bpy.types.SmokeDomainSettings.adapt_threshold`
* :class:`bpy.types.SmokeDomainSettings.additional_res`
* :class:`bpy.types.SmokeDomainSettings.burning_rate`
* :class:`bpy.types.SmokeDomainSettings.flame_ignition`
* :class:`bpy.types.SmokeDomainSettings.flame_max_temp`
* :class:`bpy.types.SmokeDomainSettings.flame_smoke`
* :class:`bpy.types.SmokeDomainSettings.flame_smoke_color`
* :class:`bpy.types.SmokeDomainSettings.flame_vorticity`
* :class:`bpy.types.SmokeDomainSettings.use_adaptive_domain`
Removed
^^^^^^^
* **scale**
bpy.types.BezierSplinePoint
---------------------------
Renamed
^^^^^^^
* **weight** -> :class:`bpy.types.BezierSplinePoint.weight_softbody`
bpy.types.Material
------------------
Added
^^^^^
* :class:`bpy.types.Material.use_light_group_local`
bpy.types.Curve
---------------
Added
^^^^^
* :class:`bpy.types.Curve.use_map_taper`
bpy.types.EffectorWeights
-------------------------
Added
^^^^^
* :class:`bpy.types.EffectorWeights.smokeflow`
bpy.types.FieldSettings
-----------------------
Added
^^^^^
* :class:`bpy.types.FieldSettings.source_object`
* :class:`bpy.types.FieldSettings.use_smoke_density`
bpy.types.GPencilFrame
----------------------
Added
^^^^^
* :class:`bpy.types.GPencilFrame.clear`
bpy.types.UserPreferencesView
-----------------------------
Renamed
^^^^^^^
* **quit_dialog** -> :class:`bpy.types.UserPreferencesView.use_quit_dialog`
bpy.types.GreasePencilLayers
----------------------------
Added
^^^^^
* :class:`bpy.types.GreasePencilLayers.new`
* :class:`bpy.types.GreasePencilLayers.remove`
bpy.types.PointCache
--------------------
Removed
^^^^^^^
* **use_quick_cache**
bpy.types.KinematicConstraint
-----------------------------
Removed
^^^^^^^
* **use_target**
bpy.types.DopeSheet
-------------------
Added
^^^^^
* :class:`bpy.types.DopeSheet.show_only_errors`
bpy.types.UILayout
------------------
Renamed
^^^^^^^
* **template_color_wheel** -> :class:`bpy.types.UILayout.template_color_picker`
bpy.types.GPencilStroke
-----------------------
Added
^^^^^
* :class:`bpy.types.GPencilStroke.draw_mode`
bpy.types.UserPreferencesEdit
-----------------------------
Added
^^^^^
* :class:`bpy.types.UserPreferencesEdit.use_auto_keying_warning`
bpy.types.MovieTrackingObject
-----------------------------
Added
^^^^^
* :class:`bpy.types.MovieTrackingObject.keyframe_a`
* :class:`bpy.types.MovieTrackingObject.keyframe_b`
bpy.types.ShrinkwrapModifier
----------------------------
Added
^^^^^
* :class:`bpy.types.ShrinkwrapModifier.project_limit`
bpy.types.FileSelectParams
--------------------------
Added
^^^^^
* :class:`bpy.types.FileSelectParams.use_filter_backup`
bpy.types.RenderSettings
------------------------
Added
^^^^^
* :class:`bpy.types.RenderSettings.tile_x`
* :class:`bpy.types.RenderSettings.tile_y`
* :class:`bpy.types.RenderSettings.use_persistent_data`
Removed
^^^^^^^
* **parts_x**
* **parts_y**
* **use_sequencer_gl_render**
bpy.types.Sculpt
----------------
Added
^^^^^
* :class:`bpy.types.Sculpt.show_diffuse_color`
bpy.types.SmokeFlowSettings
---------------------------
Added
^^^^^
* :class:`bpy.types.SmokeFlowSettings.density_vertex_group`
* :class:`bpy.types.SmokeFlowSettings.fuel_amount`
* :class:`bpy.types.SmokeFlowSettings.noise_texture`
* :class:`bpy.types.SmokeFlowSettings.smoke_color`
* :class:`bpy.types.SmokeFlowSettings.smoke_flow_source`
* :class:`bpy.types.SmokeFlowSettings.smoke_flow_type`
* :class:`bpy.types.SmokeFlowSettings.surface_distance`
* :class:`bpy.types.SmokeFlowSettings.texture_map_type`
* :class:`bpy.types.SmokeFlowSettings.texture_offset`
* :class:`bpy.types.SmokeFlowSettings.texture_size`
* :class:`bpy.types.SmokeFlowSettings.use_texture`
* :class:`bpy.types.SmokeFlowSettings.uv_layer`
* :class:`bpy.types.SmokeFlowSettings.velocity_normal`
* :class:`bpy.types.SmokeFlowSettings.velocity_random`
* :class:`bpy.types.SmokeFlowSettings.volume_density`
Removed
^^^^^^^
* **use_outflow**
bpy.types.GameObjectSettings
----------------------------
Added
^^^^^
* :class:`bpy.types.GameObjectSettings.collision_group`
* :class:`bpy.types.GameObjectSettings.collision_mask`
bpy.types.SpaceView3D
---------------------
Added
^^^^^
* :class:`bpy.types.SpaceView3D.grid_scale_unit`
* :class:`bpy.types.SpaceView3D.render_border_max_x`
* :class:`bpy.types.SpaceView3D.render_border_max_y`
* :class:`bpy.types.SpaceView3D.render_border_min_x`
* :class:`bpy.types.SpaceView3D.render_border_min_y`
* :class:`bpy.types.SpaceView3D.use_render_border`
bpy.types.DupliObject
---------------------
Added
^^^^^
* :class:`bpy.types.DupliObject.orco`
* :class:`bpy.types.DupliObject.particle_system`
* :class:`bpy.types.DupliObject.persistent_id`
* :class:`bpy.types.DupliObject.type`
* :class:`bpy.types.DupliObject.uv`
Removed
^^^^^^^
* **particle_index**
bpy.types.CyclesRenderSettings
------------------------------
Added
^^^^^
* :class:`bpy.types.CyclesRenderSettings.use_progressive_refine`
bpy.types.MaterialTextureSlot
-----------------------------
Added
^^^^^
* :class:`bpy.types.MaterialTextureSlot.use_map_to_bounds`
bpy.types.MovieSequence
-----------------------
Added
^^^^^
* :class:`bpy.types.MovieSequence.colorspace_settings`
bpy.types.GPencilLayer
----------------------
Added
^^^^^
* :class:`bpy.types.GPencilLayer.clear`
bpy.types.CYCLES
----------------
Added
^^^^^
* :class:`bpy.types.CYCLES.update_script_node`
bpy.types.ImageSequence
-----------------------
Added
^^^^^
* :class:`bpy.types.ImageSequence.colorspace_settings`
bpy.types.LatticePoint
----------------------
Added
^^^^^
* :class:`bpy.types.LatticePoint.weight_softbody`
bpy.types.DecimateModifier
--------------------------
Added
^^^^^
* :class:`bpy.types.DecimateModifier.angle_limit`
* :class:`bpy.types.DecimateModifier.decimate_type`
* :class:`bpy.types.DecimateModifier.invert_vertex_group`
* :class:`bpy.types.DecimateModifier.iterations`
* :class:`bpy.types.DecimateModifier.use_collapse_triangulate`
* :class:`bpy.types.DecimateModifier.use_dissolve_boundaries`
* :class:`bpy.types.DecimateModifier.vertex_group`
bpy.types.UserPreferencesSystem
-------------------------------
Added
^^^^^
* :class:`bpy.types.UserPreferencesSystem.multi_sample`
Removed
^^^^^^^
* **use_antialiasing**
bpy.types.Text
--------------
Removed
^^^^^^^
* **markers**
bpy.types.GreasePencil
----------------------
Added
^^^^^
* :class:`bpy.types.GreasePencil.clear`
bpy.types.UserPreferencesFilePaths
----------------------------------
Added
^^^^^
* :class:`bpy.types.UserPreferencesFilePaths.hide_system_bookmarks`
bpy.types.ToolSettings
----------------------
Added
^^^^^
* :class:`bpy.types.ToolSettings.snap_uv_element`
bpy.types.ShaderNodeTexCoord
----------------------------
Added
^^^^^
* :class:`bpy.types.ShaderNodeTexCoord.from_dupli`
bpy.types.RenderEngine
----------------------
Added
^^^^^
* :class:`bpy.types.RenderEngine.update_memory_stats`
* :class:`bpy.types.RenderEngine.update_script_node`
bpy.types.MovieTrackingSettings
-------------------------------
Added
^^^^^
* :class:`bpy.types.MovieTrackingSettings.reconstruction_success_threshold`
* :class:`bpy.types.MovieTrackingSettings.use_fallback_reconstruction`
Removed
^^^^^^^
* **keyframe_a**
* **keyframe_b**
bpy.types.ThemeUserInterface
----------------------------
Added
^^^^^
* :class:`bpy.types.ThemeUserInterface.axis_x`
* :class:`bpy.types.ThemeUserInterface.axis_y`
* :class:`bpy.types.ThemeUserInterface.axis_z`
bpy.types.BlendDataGreasePencils
--------------------------------
Added
^^^^^
* :class:`bpy.types.BlendDataGreasePencils.new`
* :class:`bpy.types.BlendDataGreasePencils.remove`
bpy.types.Object
----------------
Function Arguments
^^^^^^^^^^^^^^^^^^
* :class:`bpy.types.Object.dupli_list_create` (scene, settings), *was (scene)*

View File

@@ -0,0 +1,98 @@
#ifndef BT_COMPOUND_FROM_GIMPACT
#define BT_COMPOUND_FROM_GIMPACT
#include "BulletCollision/CollisionShapes/btCompoundShape.h"
#include "btGImpactShape.h"
#include "BulletCollision/NarrowPhaseCollision/btRaycastCallback.h"
struct MyCallback : public btTriangleRaycastCallback
{
int m_ignorePart;
int m_ignoreTriangleIndex;
MyCallback(const btVector3& from, const btVector3& to, int ignorePart, int ignoreTriangleIndex)
:btTriangleRaycastCallback(from,to),
m_ignorePart(ignorePart),
m_ignoreTriangleIndex(ignoreTriangleIndex)
{
}
virtual btScalar reportHit(const btVector3& hitNormalLocal, btScalar hitFraction, int partId, int triangleIndex)
{
if (partId!=m_ignorePart || triangleIndex!=m_ignoreTriangleIndex)
{
if (hitFraction < m_hitFraction)
return hitFraction;
}
return m_hitFraction;
}
};
struct MyInternalTriangleIndexCallback :public btInternalTriangleIndexCallback
{
const btGImpactMeshShape* m_gimpactShape;
btCompoundShape* m_colShape;
btScalar m_depth;
MyInternalTriangleIndexCallback (btCompoundShape* colShape, const btGImpactMeshShape* meshShape, btScalar depth)
:m_colShape(colShape),
m_gimpactShape(meshShape),
m_depth(depth)
{
}
virtual void internalProcessTriangleIndex(btVector3* triangle,int partId,int triangleIndex)
{
btVector3 scale = m_gimpactShape->getLocalScaling();
btVector3 v0=triangle[0]*scale;
btVector3 v1=triangle[1]*scale;
btVector3 v2=triangle[2]*scale;
btVector3 centroid = (v0+v1+v2)/3;
btVector3 normal = (v1-v0).cross(v2-v0);
normal.normalize();
btVector3 rayFrom = centroid;
btVector3 rayTo = centroid-normal*m_depth;
MyCallback cb(rayFrom,rayTo,partId,triangleIndex);
m_gimpactShape->processAllTrianglesRay(&cb,rayFrom, rayTo);
if (cb.m_hitFraction<1)
{
rayTo.setInterpolate3(cb.m_from,cb.m_to,cb.m_hitFraction);
//rayTo = cb.m_from;
//rayTo = rayTo.lerp(cb.m_to,cb.m_hitFraction);
//gDebugDraw.drawLine(tr(centroid),tr(centroid+normal),btVector3(1,0,0));
}
btConvexHullShape* tet = new btConvexHullShape();
tet->addPoint(v0);
tet->addPoint(v1);
tet->addPoint(v2);
tet->addPoint(rayTo);
btTransform ident;
ident.setIdentity();
m_colShape->addChildShape(ident,tet);
}
};
btCompoundShape* btCreateCompoundFromGimpactShape(const btGImpactMeshShape* gimpactMesh, btScalar depth)
{
btCompoundShape* colShape = new btCompoundShape();
btTransform tr;
tr.setIdentity();
MyInternalTriangleIndexCallback cb(colShape,gimpactMesh, depth);
btVector3 aabbMin,aabbMax;
gimpactMesh->getAabb(tr,aabbMin,aabbMax);
gimpactMesh->getMeshInterface()->InternalProcessAllTriangles(&cb,aabbMin,aabbMax);
return colShape;
}
#endif //BT_COMPOUND_FROM_GIMPACT

View File

@@ -384,7 +384,7 @@ bool btGImpactQuantizedBvh::rayQuery(
SIMD_FORCE_INLINE bool _quantized_node_collision(
btGImpactQuantizedBvh * boxset0, btGImpactQuantizedBvh * boxset1,
const btGImpactQuantizedBvh * boxset0, const btGImpactQuantizedBvh * boxset1,
const BT_BOX_BOX_TRANSFORM_CACHE & trans_cache_1to0,
int node0 ,int node1, bool complete_primitive_tests)
{
@@ -402,7 +402,7 @@ SIMD_FORCE_INLINE bool _quantized_node_collision(
//stackless recursive collision routine
static void _find_quantized_collision_pairs_recursive(
btGImpactQuantizedBvh * boxset0, btGImpactQuantizedBvh * boxset1,
const btGImpactQuantizedBvh * boxset0, const btGImpactQuantizedBvh * boxset1,
btPairSet * collision_pairs,
const BT_BOX_BOX_TRANSFORM_CACHE & trans_cache_1to0,
int node0, int node1, bool complete_primitive_tests)
@@ -501,8 +501,8 @@ static void _find_quantized_collision_pairs_recursive(
}
void btGImpactQuantizedBvh::find_collision(btGImpactQuantizedBvh * boxset0, const btTransform & trans0,
btGImpactQuantizedBvh * boxset1, const btTransform & trans1,
void btGImpactQuantizedBvh::find_collision(const btGImpactQuantizedBvh * boxset0, const btTransform & trans0,
const btGImpactQuantizedBvh * boxset1, const btTransform & trans1,
btPairSet & collision_pairs)
{

View File

@@ -363,8 +363,8 @@ public:
static float getAverageTreeCollisionTime();
#endif //TRI_COLLISION_PROFILING
static void find_collision(btGImpactQuantizedBvh * boxset1, const btTransform & trans1,
btGImpactQuantizedBvh * boxset2, const btTransform & trans2,
static void find_collision(const btGImpactQuantizedBvh * boxset1, const btTransform & trans1,
const btGImpactQuantizedBvh * boxset2, const btTransform & trans2,
btPairSet & collision_pairs);
};

View File

@@ -25,6 +25,7 @@ subject to the following restrictions:
#define CALC_EXACT_INERTIA 1
void btGImpactCompoundShape::calculateLocalInertia(btScalar mass,btVector3& inertia) const
{
lockChildShapes();
@@ -144,6 +145,31 @@ void btGImpactMeshShape::rayTest(const btVector3& rayFrom, const btVector3& rayT
{
}
void btGImpactMeshShapePart::processAllTrianglesRay(btTriangleCallback* callback,const btVector3& rayFrom, const btVector3& rayTo) const
{
lockChildShapes();
btAlignedObjectArray<int> collided;
btVector3 rayDir(rayTo - rayFrom);
rayDir.normalize();
m_box_set.rayQuery(rayDir, rayFrom, collided);
if(collided.size()==0)
{
unlockChildShapes();
return;
}
int part = (int)getPart();
btPrimitiveTriangle triangle;
int i = collided.size();
while(i--)
{
getPrimitiveTriangle(collided[i],triangle);
callback->processTriangle(triangle.m_vertices,part,collided[i]);
}
unlockChildShapes();
}
void btGImpactMeshShapePart::processAllTriangles(btTriangleCallback* callback,const btVector3& aabbMin,const btVector3& aabbMax) const
{
@@ -182,6 +208,15 @@ void btGImpactMeshShape::processAllTriangles(btTriangleCallback* callback,const
}
}
void btGImpactMeshShape::processAllTrianglesRay(btTriangleCallback* callback,const btVector3& rayFrom, const btVector3& rayTo) const
{
int i = m_mesh_parts.size();
while(i--)
{
m_mesh_parts[i]->processAllTrianglesRay(callback, rayFrom, rayTo);
}
}
///fills the dataBuffer and returns the struct name (and 0 on failure)
const char* btGImpactMeshShape::serialize(void* dataBuffer, btSerializer* serializer) const

View File

@@ -51,6 +51,7 @@ enum eGIMPACT_SHAPE_TYPE
};
//! Helper class for tetrahedrons
class btTetrahedronShapeEx:public btBU_Simplex1to4
{
@@ -192,7 +193,7 @@ public:
virtual eGIMPACT_SHAPE_TYPE getGImpactShapeType() const = 0 ;
//! gets boxset
SIMD_FORCE_INLINE btGImpactBoxSet * getBoxSet()
SIMD_FORCE_INLINE const btGImpactBoxSet * getBoxSet() const
{
return &m_box_set;
}
@@ -288,6 +289,15 @@ public:
(void) callback; (void) aabbMin; (void) aabbMax;
}
//! Function for retrieve triangles.
/*!
It gives the triangles in local space
*/
virtual void processAllTrianglesRay(btTriangleCallback* /*callback*/,const btVector3& /*rayFrom*/, const btVector3& /*rayTo*/) const
{
}
//!@}
};
@@ -635,25 +645,25 @@ public:
return (int )numverts;
}
SIMD_FORCE_INLINE void get_indices(int face_index,int &i0,int &i1,int &i2) const
SIMD_FORCE_INLINE void get_indices(int face_index,unsigned int &i0,unsigned int &i1,unsigned int &i2) const
{
if(indicestype == PHY_SHORT)
{
short * s_indices = (short *)(indexbase + face_index*indexstride);
unsigned short* s_indices = (unsigned short *)(indexbase + face_index * indexstride);
i0 = s_indices[0];
i1 = s_indices[1];
i2 = s_indices[2];
}
else
{
int * i_indices = (int *)(indexbase + face_index*indexstride);
unsigned int * i_indices = (unsigned int *)(indexbase + face_index*indexstride);
i0 = i_indices[0];
i1 = i_indices[1];
i2 = i_indices[2];
}
}
SIMD_FORCE_INLINE void get_vertex(int vertex_index, btVector3 & vertex) const
SIMD_FORCE_INLINE void get_vertex(unsigned int vertex_index, btVector3 & vertex) const
{
if(type == PHY_DOUBLE)
{
@@ -682,7 +692,7 @@ public:
virtual void get_primitive_triangle(int prim_index,btPrimitiveTriangle & triangle) const
{
int indices[3];
unsigned int indices[3];
get_indices(prim_index,indices[0],indices[1],indices[2]);
get_vertex(indices[0],triangle.m_vertices[0]);
get_vertex(indices[1],triangle.m_vertices[1]);
@@ -692,7 +702,7 @@ public:
SIMD_FORCE_INLINE void get_bullet_triangle(int prim_index,btTriangleShapeEx & triangle) const
{
int indices[3];
unsigned int indices[3];
get_indices(prim_index,indices[0],indices[1],indices[2]);
get_vertex(indices[0],triangle.m_vertices1[0]);
get_vertex(indices[1],triangle.m_vertices1[1]);
@@ -885,6 +895,7 @@ public:
}
virtual void processAllTriangles(btTriangleCallback* callback,const btVector3& aabbMin,const btVector3& aabbMax) const;
virtual void processAllTrianglesRay(btTriangleCallback* callback,const btVector3& rayFrom,const btVector3& rayTo) const;
};
@@ -1141,6 +1152,8 @@ public:
*/
virtual void processAllTriangles(btTriangleCallback* callback,const btVector3& aabbMin,const btVector3& aabbMax) const;
virtual void processAllTrianglesRay (btTriangleCallback* callback,const btVector3& rayFrom,const btVector3& rayTo) const;
virtual int calculateSerializeBufferSize() const;
///fills the dataBuffer and returns the struct name (and 0 on failure)

View File

@@ -1,4 +1,30 @@
#!/usr/bin/python
#!/usr/bin/env python
#
# ***** BEGIN GPL LICENSE BLOCK *****
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# The Original Code is Copyright (C) 2006, Blender Foundation
# All rights reserved.
#
# The Original Code is: all of this file.
#
# Contributor(s): Nathan Letwory.
#
# ***** END GPL LICENSE BLOCK *****
Import ('env')
SConscript(['audaspace/SConscript',

View File

@@ -33,6 +33,7 @@ set(INC_SYS
set(SRC
FX/AUD_AccumulatorFactory.cpp
FX/AUD_BandpassCalculator.cpp
FX/AUD_BaseIIRFilterReader.cpp
FX/AUD_ButterworthCalculator.cpp
FX/AUD_ButterworthFactory.cpp
@@ -147,6 +148,7 @@ set(SRC
intern/AUD_StreamBufferFactory.h
FX/AUD_AccumulatorFactory.h
FX/AUD_BandpassCalculator.h
FX/AUD_BaseIIRFilterReader.h
FX/AUD_ButterworthCalculator.h
FX/AUD_ButterworthFactory.h

View File

@@ -1,4 +1,25 @@
#!/usr/bin/python
#!/usr/bin/env python
#
# ***** BEGIN LGPL LICENSE BLOCK *****
#
# Copyright 2009 Jrg Hermann Mller
#
# This file is part of AudaSpace.
#
# AudaSpace is free software: you can redistribute it and/or modify
# it under the terms of the GNU Lesser General Public License as published by
# the Free Software Foundation, either version 3 of the License, or
# (at your option) any later version.
#
# AudaSpace is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU Lesser General Public License for more details.
#
# You should have received a copy of the GNU Lesser General Public License
# along with AudaSpace. If not, see <http://www.gnu.org/licenses/>.
#
# ***** END LGPL LICENSE BLOCK *****
Import ('env')

View File

@@ -1,4 +1,30 @@
#!/usr/bin/python
#!/usr/bin/env python
#
# ***** BEGIN GPL LICENSE BLOCK *****
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# The Original Code is Copyright (C) 2006, Blender Foundation
# All rights reserved.
#
# The Original Code is: all of this file.
#
# Contributor(s): Nathan Letwory.
#
# ***** END GPL LICENSE BLOCK *****
Import ('env')
sources = env.Glob('intern/*.cpp')

View File

@@ -1,4 +1,30 @@
#!/usr/bin/python
#!/usr/bin/env python
#
# ***** BEGIN GPL LICENSE BLOCK *****
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# The Original Code is Copyright (C) 2006, Blender Foundation
# All rights reserved.
#
# The Original Code is: all of this file.
#
# Contributor(s): Nathan Letwory.
#
# ***** END GPL LICENSE BLOCK *****
Import ('env')
sources = env.Glob('intern/*.cpp')

View File

@@ -1,4 +1,30 @@
#!/usr/bin/python
#!/usr/bin/env python
#
# ***** BEGIN GPL LICENSE BLOCK *****
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# The Original Code is Copyright (C) 2011, Blender Foundation
# All rights reserved.
#
# The Original Code is: all of this file.
#
# Contributor(s): Nathan Letwory.
#
# ***** END GPL LICENSE BLOCK *****
from os import path
Import('env')

View File

@@ -38,7 +38,6 @@ set(SRC
set(ADDON_FILES
addon/__init__.py
addon/engine.py
addon/enums.py
addon/osl.py
addon/presets.py
addon/properties.py

View File

@@ -21,7 +21,7 @@
bl_info = {
"name": "Cycles Render Engine",
"author": "",
"blender": (2, 6, 3),
"blender": (2, 6, 5),
"location": "Info header, render engine menu",
"description": "Cycles Render Engine integration",
"warning": "",
@@ -31,8 +31,8 @@ bl_info = {
"category": "Render"}
import bpy
from . import ui, properties, engine, presets
from . import engine
class CyclesRender(bpy.types.RenderEngine):
bl_idname = 'CYCLES'
@@ -84,6 +84,10 @@ class CyclesRender(bpy.types.RenderEngine):
def register():
from . import ui
from . import properties
from . import presets
properties.register()
ui.register()
presets.register()
@@ -91,6 +95,10 @@ def register():
def unregister():
from . import ui
from . import properties
from . import presets
ui.unregister()
properties.unregister()
presets.unregister()

View File

@@ -18,10 +18,8 @@
# <pep8 compliant>
import bpy
def init():
import bpy
import _cycles
import os.path
@@ -32,6 +30,7 @@ def init():
def create(engine, data, scene, region=0, v3d=0, rv3d=0):
import bpy
import _cycles
data = data.as_pointer()

View File

@@ -1,63 +0,0 @@
#
# Copyright 2011, Blender Foundation.
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# <pep8 compliant>
from . import engine
devices = (
('CPU', "CPU", "Use CPU for rendering"),
('GPU', "GPU Compute", "Use GPU compute device for rendering, configured in user preferences"))
feature_set = (
('SUPPORTED', "Supported", "Only use finished and supported features"),
('EXPERIMENTAL', "Experimental", "Use experimental and incomplete features that might be broken or change in the future"),
)
shading_systems = (
('GPU_COMPATIBLE', "GPU Compatible", "Restricted shading system compatible with GPU rendering"),
('OSL', "Open Shading Language", "Open Shading Language shading system that only runs on the CPU"),
)
displacement_methods = (
('BUMP', "Bump", "Bump mapping to simulate the appearance of displacement"),
('TRUE', "True", "Use true displacement only, requires fine subdivision"),
('BOTH', "Both", "Combination of displacement and bump mapping"),
)
bvh_types = (
('DYNAMIC_BVH', "Dynamic BVH", "Objects can be individually updated, at the cost of slower render time"),
('STATIC_BVH', "Static BVH", "Any object modification requires a complete BVH rebuild, but renders faster"),
)
filter_types = (
('BOX', "Box", "Box filter"),
('GAUSSIAN', "Gaussian", "Gaussian filter"),
)
aperture_types = (
('RADIUS', "Radius", "Directly change the size of the aperture"),
('FSTOP', "F/stop", "Change the size of the aperture by f/stops"),
)
panorama_types = (
('EQUIRECTANGULAR', "Equirectangular", "Render the scene with a spherical camera, also known as Lat Long panorama"),
('FISHEYE_EQUIDISTANT', "Fisheye Equidistant", "Ideal for fulldomes, ignore the sensor dimensions"),
('FISHEYE_EQUISOLID', "Fisheye Equisolid",
"Similar to most fisheye modern lens, takes sensor dimensions into consideration"),
)

View File

@@ -25,10 +25,44 @@ from bpy.props import (BoolProperty,
IntProperty,
PointerProperty)
import math
# enums
from . import enums
enum_devices = (
('CPU', "CPU", "Use CPU for rendering"),
('GPU', "GPU Compute", "Use GPU compute device for rendering, configured in user preferences"))
enum_feature_set = (
('SUPPORTED', "Supported", "Only use finished and supported features"),
('EXPERIMENTAL', "Experimental", "Use experimental and incomplete features that might be broken or change in the future"),
)
enum_displacement_methods = (
('BUMP', "Bump", "Bump mapping to simulate the appearance of displacement"),
('TRUE', "True", "Use true displacement only, requires fine subdivision"),
('BOTH', "Both", "Combination of displacement and bump mapping"),
)
enum_bvh_types = (
('DYNAMIC_BVH', "Dynamic BVH", "Objects can be individually updated, at the cost of slower render time"),
('STATIC_BVH', "Static BVH", "Any object modification requires a complete BVH rebuild, but renders faster"),
)
enum_filter_types = (
('BOX', "Box", "Box filter"),
('GAUSSIAN', "Gaussian", "Gaussian filter"),
)
enum_aperture_types = (
('RADIUS', "Radius", "Directly change the size of the aperture"),
('FSTOP', "F/stop", "Change the size of the aperture by f/stops"),
)
enum_panorama_types = (
('EQUIRECTANGULAR', "Equirectangular", "Render the scene with a spherical camera, also known as Lat Long panorama"),
('FISHEYE_EQUIDISTANT', "Fisheye Equidistant", "Ideal for fulldomes, ignore the sensor dimensions"),
('FISHEYE_EQUISOLID', "Fisheye Equisolid",
"Similar to most fisheye modern lens, takes sensor dimensions into consideration"),
)
class CyclesRenderSettings(bpy.types.PropertyGroup):
@classmethod
@@ -41,20 +75,18 @@ class CyclesRenderSettings(bpy.types.PropertyGroup):
cls.device = EnumProperty(
name="Device",
description="Device to use for rendering",
items=enums.devices,
items=enum_devices,
default='CPU',
)
cls.feature_set = EnumProperty(
name="Feature Set",
description="Feature set to use for rendering",
items=enums.feature_set,
items=enum_feature_set,
default='SUPPORTED',
)
cls.shading_system = EnumProperty(
name="Shading System",
description="Shading system to use for rendering",
items=enums.shading_systems,
default='GPU_COMPATIBLE',
cls.shading_system = BoolProperty(
name="Open Shading Language",
description="Use Open Shading Language (CPU rendering only)",
)
cls.progressive = BoolProperty(
@@ -212,7 +244,7 @@ class CyclesRenderSettings(bpy.types.PropertyGroup):
cls.filter_type = EnumProperty(
name="Filter Type",
description="Pixel filter type",
items=enums.filter_types,
items=enum_filter_types,
default='GAUSSIAN',
)
cls.filter_width = FloatProperty(
@@ -275,7 +307,7 @@ class CyclesRenderSettings(bpy.types.PropertyGroup):
cls.debug_bvh_type = EnumProperty(
name="Viewport BVH Type",
description="Choose between faster updates, or faster render",
items=enums.bvh_types,
items=enum_bvh_types,
default='DYNAMIC_BVH',
)
cls.debug_use_spatial_splits = BoolProperty(
@@ -305,6 +337,8 @@ class CyclesRenderSettings(bpy.types.PropertyGroup):
class CyclesCameraSettings(bpy.types.PropertyGroup):
@classmethod
def register(cls):
import math
bpy.types.Camera.cycles = PointerProperty(
name="Cycles Camera Settings",
description="Cycles camera settings",
@@ -314,7 +348,7 @@ class CyclesCameraSettings(bpy.types.PropertyGroup):
cls.aperture_type = EnumProperty(
name="Aperture Type",
description="Use F/stop number or aperture radius",
items=enums.aperture_types,
items=enum_aperture_types,
default='RADIUS',
)
cls.aperture_fstop = FloatProperty(
@@ -349,7 +383,7 @@ class CyclesCameraSettings(bpy.types.PropertyGroup):
cls.panorama_type = EnumProperty(
name="Panorama Type",
description="Distortion to use for the calculation",
items=enums.panorama_types,
items=enum_panorama_types,
default='FISHEYE_EQUISOLID',
)
cls.fisheye_fov = FloatProperty(
@@ -518,7 +552,7 @@ class CyclesMeshSettings(bpy.types.PropertyGroup):
cls.displacement_method = EnumProperty(
name="Displacement Method",
description="Method to use for the displacement",
items=enums.displacement_methods,
items=enum_displacement_methods,
default='BUMP',
)
cls.use_subdivision = BoolProperty(

View File

@@ -22,8 +22,6 @@ import bpy
from bpy.types import Panel, Menu
from . import enums, engine
class CYCLES_MT_integrator_presets(Menu):
bl_label = "Integrator Presets"
@@ -947,6 +945,37 @@ class CyclesTexture_PT_colors(CyclesButtonsPanel, Panel):
layout.template_color_ramp(mapping, "color_ramp", expand=True)
class CyclesParticle_PT_textures(CyclesButtonsPanel, Panel):
bl_label = "Textures"
bl_context = "particle"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
psys = context.particle_system
return psys and CyclesButtonsPanel.poll(context)
def draw(self, context):
layout = self.layout
psys = context.particle_system
part = psys.settings
row = layout.row()
row.template_list(part, "texture_slots", part, "active_texture_index", rows=2)
col = row.column(align=True)
col.operator("texture.slot_move", text="", icon='TRIA_UP').type = 'UP'
col.operator("texture.slot_move", text="", icon='TRIA_DOWN').type = 'DOWN'
col.menu("TEXTURE_MT_specials", icon='DOWNARROW_HLT', text="")
if not part.active_texture:
layout.template_ID(part, "active_texture", new="texture.new")
else:
slot = part.texture_slots[part.active_texture_index]
layout.template_ID(slot, "texture", new="texture.new")
class CyclesScene_PT_simplify(CyclesButtonsPanel, Panel):
bl_label = "Simplify"
bl_context = "scene"
@@ -977,6 +1006,7 @@ def draw_device(self, context):
layout = self.layout
if scene.render.engine == 'CYCLES':
from . import engine
cscene = scene.cycles
layout.prop(cscene, "feature_set")
@@ -1058,6 +1088,7 @@ def get_panels():
bpy.types.TEXTURE_PT_pointdensity_turbulence,
bpy.types.TEXTURE_PT_mapping,
bpy.types.TEXTURE_PT_influence,
bpy.types.TEXTURE_PT_colors,
bpy.types.PARTICLE_PT_context_particles,
bpy.types.PARTICLE_PT_emission,
bpy.types.PARTICLE_PT_hair_dynamics,

View File

@@ -173,7 +173,6 @@ static ShaderNode *add_node(Scene *scene, BL::BlendData b_data, BL::Scene b_scen
switch(b_node.type()) {
/* not supported */
case BL::ShaderNode::type_CURVE_VEC: break;
case BL::ShaderNode::type_GEOMETRY: break;
case BL::ShaderNode::type_MATERIAL: break;
case BL::ShaderNode::type_MATERIAL_EXT: break;
@@ -193,9 +192,18 @@ static ShaderNode *add_node(Scene *scene, BL::BlendData b_data, BL::Scene b_scen
node = proxy;
break;
}
case BL::ShaderNode::type_CURVE_VEC: {
BL::ShaderNodeVectorCurve b_curve_node(b_node);
VectorCurvesNode *curves = new VectorCurvesNode();
curvemapping_color_to_array(b_curve_node.mapping(), curves->curves, RAMP_TABLE_SIZE, false);
node = curves;
break;
}
case BL::ShaderNode::type_CURVE_RGB: {
RGBCurvesNode *ramp = new RGBCurvesNode();
node = ramp;
BL::ShaderNodeRGBCurve b_curve_node(b_node);
RGBCurvesNode *curves = new RGBCurvesNode();
curvemapping_color_to_array(b_curve_node.mapping(), curves->curves, RAMP_TABLE_SIZE, true);
node = curves;
break;
}
case BL::ShaderNode::type_VALTORGB: {

View File

@@ -289,7 +289,7 @@ SceneParams BlenderSync::get_scene_params(BL::Scene b_scene, bool background)
BL::RenderSettings r = b_scene.render();
SceneParams params;
PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
int shadingsystem = RNA_enum_get(&cscene, "shading_system");
int shadingsystem = RNA_boolean_get(&cscene, "shading_system");
if(shadingsystem == 0)
params.shadingsystem = SceneParams::SVM;
@@ -414,7 +414,7 @@ SessionParams BlenderSync::get_session_params(BL::RenderEngine b_engine, BL::Use
params.progressive = true;
/* shading system - scene level needs full refresh */
int shadingsystem = RNA_enum_get(&cscene, "shading_system");
int shadingsystem = RNA_boolean_get(&cscene, "shading_system");
if(shadingsystem == 0)
params.shadingsystem = SessionParams::SVM;

View File

@@ -52,6 +52,36 @@ static inline void colorramp_to_array(BL::ColorRamp ramp, float4 *data, int size
}
}
static inline void curvemapping_color_to_array(BL::CurveMapping cumap, float4 *data, int size, bool rgb_curve)
{
cumap.update();
BL::CurveMap mapR = cumap.curves[0];
BL::CurveMap mapG = cumap.curves[1];
BL::CurveMap mapB = cumap.curves[2];
if(rgb_curve) {
BL::CurveMap mapI = cumap.curves[3];
for(int i = 0; i < size; i++) {
float t = i/(float)(size-1);
data[i][0] = mapR.evaluate(mapI.evaluate(t));
data[i][1] = mapG.evaluate(mapI.evaluate(t));
data[i][2] = mapB.evaluate(mapI.evaluate(t));
}
}
else {
for(int i = 0; i < size; i++) {
float t = i/(float)(size-1);
data[i][0] = mapR.evaluate(t);
data[i][1] = mapG.evaluate(t);
data[i][2] = mapB.evaluate(t);
}
}
}
static inline bool BKE_object_is_modified(BL::Object self, BL::Scene scene, bool preview)
{
return self.is_modified(scene, (preview)? (1<<0): (1<<1))? true: false;

View File

@@ -49,12 +49,14 @@ set(SRC_CLOSURE_HEADERS
closure/bsdf.h
closure/bsdf_ashikhmin_velvet.h
closure/bsdf_diffuse.h
closure/bsdf_diffuse_ramp.h
closure/bsdf_microfacet.h
closure/bsdf_oren_nayar.h
closure/bsdf_phong_ramp.h
closure/bsdf_reflection.h
closure/bsdf_refraction.h
closure/bsdf_transparent.h
closure/bsdf_util.h
closure/bsdf_ward.h
closure/bsdf_westin.h
closure/emissive.h
@@ -63,7 +65,6 @@ set(SRC_CLOSURE_HEADERS
set(SRC_SVM_HEADERS
svm/svm.h
svm/svm_attribute.h
svm/svm_bsdf.h
svm/svm_camera.h
svm/svm_closure.h
svm/svm_convert.h

View File

@@ -1,4 +1,30 @@
#!/usr/bin/python
#!/usr/bin/env python
#
# ***** BEGIN GPL LICENSE BLOCK *****
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# The Original Code is Copyright (C) 2011, Blender Foundation
# All rights reserved.
#
# The Original Code is: all of this file.
#
# Contributor(s): Nathan Letwory.
#
# ***** END GPL LICENSE BLOCK *****
import sys
import os
import Blender as B

View File

@@ -1,137 +1,296 @@
/*
* Adapted from Open Shading Language with this license:
* Copyright 2011, Blender Foundation.
*
* Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al.
* All Rights Reserved.
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* Modifications Copyright 2011, Blender Foundation.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of Sony Pictures Imageworks nor the names of its
* contributors may be used to endorse or promote products derived from
* this software without specific prior written permission.
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#ifndef __OSL_BSDF_H__
#define __OSL_BSDF_H__
#include "../closure/bsdf_ashikhmin_velvet.h"
#include "../closure/bsdf_diffuse.h"
#include "../closure/bsdf_oren_nayar.h"
#include "../closure/bsdf_phong_ramp.h"
#include "../closure/bsdf_diffuse_ramp.h"
#include "../closure/bsdf_microfacet.h"
#include "../closure/bsdf_reflection.h"
#include "../closure/bsdf_refraction.h"
#include "../closure/bsdf_transparent.h"
#ifdef __ANISOTROPIC__
#include "../closure/bsdf_ward.h"
#endif
#include "../closure/bsdf_westin.h"
CCL_NAMESPACE_BEGIN
__device float fresnel_dielectric(float eta, const float3 N,
const float3 I, float3 *R, float3 *T,
#ifdef __RAY_DIFFERENTIALS__
const float3 dIdx, const float3 dIdy,
float3 *dRdx, float3 *dRdy,
float3 *dTdx, float3 *dTdy,
#endif
bool *is_inside)
__device int bsdf_sample(KernelGlobals *kg, const ShaderData *sd, const ShaderClosure *sc, float randu, float randv, float3 *eval, float3 *omega_in, differential3 *domega_in, float *pdf)
{
float cos = dot(N, I), neta;
float3 Nn;
// compute reflection
*R = (2 * cos)* N - I;
#ifdef __RAY_DIFFERENTIALS__
*dRdx = (2 * dot(N, dIdx)) * N - dIdx;
*dRdy = (2 * dot(N, dIdy)) * N - dIdy;
int label;
#ifdef __OSL__
if(kg->osl && sc->prim)
return OSLShader::bsdf_sample(sd, sc, randu, randv, *eval, *omega_in, *domega_in, *pdf);
#endif
// check which side of the surface we are on
if(cos > 0) {
// we are on the outside of the surface, going in
neta = 1 / eta;
Nn = N;
*is_inside = false;
}
else {
// we are inside the surface,
cos = -cos;
neta = eta;
Nn = -N;
*is_inside = true;
}
*R = (2 * cos)* Nn - I;
float arg = 1 -(neta * neta *(1 -(cos * cos)));
if(arg < 0) {
*T = make_float3(0.0f, 0.0f, 0.0f);
#ifdef __RAY_DIFFERENTIALS__
*dTdx = make_float3(0.0f, 0.0f, 0.0f);
*dTdy = make_float3(0.0f, 0.0f, 0.0f);
switch(sc->type) {
case CLOSURE_BSDF_DIFFUSE_ID:
label = bsdf_diffuse_sample(sc, sd->Ng, sd->I, sd->dI.dx, sd->dI.dy, randu, randv,
eval, omega_in, &domega_in->dx, &domega_in->dy, pdf);
break;
#ifdef __SVM__
case CLOSURE_BSDF_OREN_NAYAR_ID:
label = bsdf_oren_nayar_sample(sc, sd->Ng, sd->I, sd->dI.dx, sd->dI.dy, randu, randv,
eval, omega_in, &domega_in->dx, &domega_in->dy, pdf);
break;
/*case CLOSURE_BSDF_PHONG_RAMP_ID:
label = bsdf_phong_ramp_sample(sc, sd->Ng, sd->I, sd->dI.dx, sd->dI.dy, randu, randv,
eval, omega_in, &domega_in->dx, &domega_in->dy, pdf);
break;
case CLOSURE_BSDF_DIFFUSE_RAMP_ID:
label = bsdf_diffuse_ramp_sample(sc, sd->Ng, sd->I, sd->dI.dx, sd->dI.dy, randu, randv,
eval, omega_in, &domega_in->dx, &domega_in->dy, pdf);
break;*/
case CLOSURE_BSDF_TRANSLUCENT_ID:
label = bsdf_translucent_sample(sc, sd->Ng, sd->I, sd->dI.dx, sd->dI.dy, randu, randv,
eval, omega_in, &domega_in->dx, &domega_in->dy, pdf);
break;
case CLOSURE_BSDF_REFLECTION_ID:
label = bsdf_reflection_sample(sc, sd->Ng, sd->I, sd->dI.dx, sd->dI.dy, randu, randv,
eval, omega_in, &domega_in->dx, &domega_in->dy, pdf);
break;
case CLOSURE_BSDF_REFRACTION_ID:
label = bsdf_refraction_sample(sc, sd->Ng, sd->I, sd->dI.dx, sd->dI.dy, randu, randv,
eval, omega_in, &domega_in->dx, &domega_in->dy, pdf);
break;
case CLOSURE_BSDF_TRANSPARENT_ID:
label = bsdf_transparent_sample(sc, sd->Ng, sd->I, sd->dI.dx, sd->dI.dy, randu, randv,
eval, omega_in, &domega_in->dx, &domega_in->dy, pdf);
break;
case CLOSURE_BSDF_MICROFACET_GGX_ID:
case CLOSURE_BSDF_MICROFACET_GGX_REFRACTION_ID:
label = bsdf_microfacet_ggx_sample(sc, sd->Ng, sd->I, sd->dI.dx, sd->dI.dy, randu, randv,
eval, omega_in, &domega_in->dx, &domega_in->dy, pdf);
break;
case CLOSURE_BSDF_MICROFACET_BECKMANN_ID:
case CLOSURE_BSDF_MICROFACET_BECKMANN_REFRACTION_ID:
label = bsdf_microfacet_beckmann_sample(sc, sd->Ng, sd->I, sd->dI.dx, sd->dI.dy, randu, randv,
eval, omega_in, &domega_in->dx, &domega_in->dy, pdf);
break;
#ifdef __ANISOTROPIC__
case CLOSURE_BSDF_WARD_ID:
label = bsdf_ward_sample(sc, sd->Ng, sd->I, sd->dI.dx, sd->dI.dy, randu, randv,
eval, omega_in, &domega_in->dx, &domega_in->dy, pdf);
break;
#endif
return 1; // total internal reflection
}
else {
float dnp = sqrtf(arg);
float nK = (neta * cos)- dnp;
*T = -(neta * I)+(nK * Nn);
#ifdef __RAY_DIFFERENTIALS__
*dTdx = -(neta * dIdx) + ((neta - neta * neta * cos / dnp) * dot(dIdx, Nn)) * Nn;
*dTdy = -(neta * dIdy) + ((neta - neta * neta * cos / dnp) * dot(dIdy, Nn)) * Nn;
case CLOSURE_BSDF_ASHIKHMIN_VELVET_ID:
label = bsdf_ashikhmin_velvet_sample(sc, sd->Ng, sd->I, sd->dI.dx, sd->dI.dy, randu, randv,
eval, omega_in, &domega_in->dx, &domega_in->dy, pdf);
break;
case CLOSURE_BSDF_WESTIN_BACKSCATTER_ID:
label = bsdf_westin_backscatter_sample(sc, sd->Ng, sd->I, sd->dI.dx, sd->dI.dy, randu, randv,
eval, omega_in, &domega_in->dx, &domega_in->dy, pdf);
break;
case CLOSURE_BSDF_WESTIN_SHEEN_ID:
label = bsdf_westin_sheen_sample(sc, sd->Ng, sd->I, sd->dI.dx, sd->dI.dy, randu, randv,
eval, omega_in, &domega_in->dx, &domega_in->dy, pdf);
break;
#endif
// compute Fresnel terms
float cosTheta1 = cos; // N.R
float cosTheta2 = -dot(Nn, *T);
float pPara = (cosTheta1 - eta * cosTheta2)/(cosTheta1 + eta * cosTheta2);
float pPerp = (eta * cosTheta1 - cosTheta2)/(eta * cosTheta1 + cosTheta2);
return 0.5f * (pPara * pPara + pPerp * pPerp);
default:
label = LABEL_NONE;
break;
}
return label;
}
__device float fresnel_dielectric_cos(float cosi, float eta)
__device float3 bsdf_eval(KernelGlobals *kg, const ShaderData *sd, const ShaderClosure *sc, const float3 omega_in, float *pdf)
{
// compute fresnel reflectance without explicitly computing
// the refracted direction
float c = fabsf(cosi);
float g = eta * eta - 1 + c * c;
if(g > 0) {
g = sqrtf(g);
float A = (g - c)/(g + c);
float B = (c *(g + c)- 1)/(c *(g - c)+ 1);
return 0.5f * A * A *(1 + B * B);
float3 eval;
#ifdef __OSL__
if(kg->osl && sc->prim)
return OSLShader::bsdf_eval(sd, sc, omega_in, *pdf);
#endif
if(dot(sd->Ng, omega_in) >= 0.0f) {
switch(sc->type) {
case CLOSURE_BSDF_DIFFUSE_ID:
eval = bsdf_diffuse_eval_reflect(sc, sd->I, omega_in, pdf);
break;
#ifdef __SVM__
case CLOSURE_BSDF_OREN_NAYAR_ID:
eval = bsdf_oren_nayar_eval_reflect(sc, sd->I, omega_in, pdf);
break;
/*case CLOSURE_BSDF_PHONG_RAMP_ID:
eval = bsdf_phong_ramp_eval_reflect(sc, sd->I, omega_in, pdf);
break;
case CLOSURE_BSDF_DIFFUSE_RAMP_ID:
eval = bsdf_diffuse_ramp_eval_reflect(sc, sd->I, omega_in, pdf);
break;*/
case CLOSURE_BSDF_TRANSLUCENT_ID:
eval = bsdf_translucent_eval_reflect(sc, sd->I, omega_in, pdf);
break;
case CLOSURE_BSDF_REFLECTION_ID:
eval = bsdf_reflection_eval_reflect(sc, sd->I, omega_in, pdf);
break;
case CLOSURE_BSDF_REFRACTION_ID:
eval = bsdf_refraction_eval_reflect(sc, sd->I, omega_in, pdf);
break;
case CLOSURE_BSDF_TRANSPARENT_ID:
eval = bsdf_transparent_eval_reflect(sc, sd->I, omega_in, pdf);
break;
case CLOSURE_BSDF_MICROFACET_GGX_ID:
case CLOSURE_BSDF_MICROFACET_GGX_REFRACTION_ID:
eval = bsdf_microfacet_ggx_eval_reflect(sc, sd->I, omega_in, pdf);
break;
case CLOSURE_BSDF_MICROFACET_BECKMANN_ID:
case CLOSURE_BSDF_MICROFACET_BECKMANN_REFRACTION_ID:
eval = bsdf_microfacet_beckmann_eval_reflect(sc, sd->I, omega_in, pdf);
break;
#ifdef __ANISOTROPIC__
case CLOSURE_BSDF_WARD_ID:
eval = bsdf_ward_eval_reflect(sc, sd->I, omega_in, pdf);
break;
#endif
case CLOSURE_BSDF_ASHIKHMIN_VELVET_ID:
eval = bsdf_ashikhmin_velvet_eval_reflect(sc, sd->I, omega_in, pdf);
break;
case CLOSURE_BSDF_WESTIN_BACKSCATTER_ID:
eval = bsdf_westin_backscatter_eval_reflect(sc, sd->I, omega_in, pdf);
break;
case CLOSURE_BSDF_WESTIN_SHEEN_ID:
eval = bsdf_westin_sheen_eval_reflect(sc, sd->I, omega_in, pdf);
break;
#endif
default:
eval = make_float3(0.0f, 0.0f, 0.0f);
break;
}
}
return 1.0f; // TIR(no refracted component)
}
__device float fresnel_conductor(float cosi, float eta, float k)
{
float tmp_f = eta * eta + k * k;
float tmp = tmp_f * cosi * cosi;
float Rparl2 = (tmp - (2.0f * eta * cosi) + 1)/
(tmp + (2.0f * eta * cosi) + 1);
float Rperp2 = (tmp_f - (2.0f * eta * cosi) + cosi * cosi)/
(tmp_f + (2.0f * eta * cosi) + cosi * cosi);
return(Rparl2 + Rperp2) * 0.5f;
}
__device float smooth_step(float edge0, float edge1, float x)
{
float result;
if(x < edge0) result = 0.0f;
else if(x >= edge1) result = 1.0f;
else {
float t = (x - edge0)/(edge1 - edge0);
result = (3.0f-2.0f*t)*(t*t);
switch(sc->type) {
case CLOSURE_BSDF_DIFFUSE_ID:
eval = bsdf_diffuse_eval_transmit(sc, sd->I, omega_in, pdf);
break;
#ifdef __SVM__
case CLOSURE_BSDF_OREN_NAYAR_ID:
eval = bsdf_oren_nayar_eval_transmit(sc, sd->I, omega_in, pdf);
break;
case CLOSURE_BSDF_TRANSLUCENT_ID:
eval = bsdf_translucent_eval_transmit(sc, sd->I, omega_in, pdf);
break;
case CLOSURE_BSDF_REFLECTION_ID:
eval = bsdf_reflection_eval_transmit(sc, sd->I, omega_in, pdf);
break;
case CLOSURE_BSDF_REFRACTION_ID:
eval = bsdf_refraction_eval_transmit(sc, sd->I, omega_in, pdf);
break;
case CLOSURE_BSDF_TRANSPARENT_ID:
eval = bsdf_transparent_eval_transmit(sc, sd->I, omega_in, pdf);
break;
case CLOSURE_BSDF_MICROFACET_GGX_ID:
case CLOSURE_BSDF_MICROFACET_GGX_REFRACTION_ID:
eval = bsdf_microfacet_ggx_eval_transmit(sc, sd->I, omega_in, pdf);
break;
case CLOSURE_BSDF_MICROFACET_BECKMANN_ID:
case CLOSURE_BSDF_MICROFACET_BECKMANN_REFRACTION_ID:
eval = bsdf_microfacet_beckmann_eval_transmit(sc, sd->I, omega_in, pdf);
break;
#ifdef __ANISOTROPIC__
case CLOSURE_BSDF_WARD_ID:
eval = bsdf_ward_eval_transmit(sc, sd->I, omega_in, pdf);
break;
#endif
case CLOSURE_BSDF_ASHIKHMIN_VELVET_ID:
eval = bsdf_ashikhmin_velvet_eval_transmit(sc, sd->I, omega_in, pdf);
break;
case CLOSURE_BSDF_WESTIN_BACKSCATTER_ID:
eval = bsdf_westin_backscatter_eval_transmit(sc, sd->I, omega_in, pdf);
break;
case CLOSURE_BSDF_WESTIN_SHEEN_ID:
eval = bsdf_westin_sheen_eval_transmit(sc, sd->I, omega_in, pdf);
break;
#endif
default:
eval = make_float3(0.0f, 0.0f, 0.0f);
break;
}
}
return eval;
}
__device void bsdf_blur(KernelGlobals *kg, ShaderClosure *sc, float roughness)
{
#ifdef __OSL__
if(kg->osl && sc->prim) {
OSLShader::bsdf_blur(sc, roughness);
return;
}
#endif
switch(sc->type) {
case CLOSURE_BSDF_DIFFUSE_ID:
bsdf_diffuse_blur(sc, roughness);
break;
#ifdef __SVM__
case CLOSURE_BSDF_OREN_NAYAR_ID:
bsdf_oren_nayar_blur(sc, roughness);
break;
/*case CLOSURE_BSDF_PHONG_RAMP_ID:
bsdf_phong_ramp_blur(sc, roughness);
break;
case CLOSURE_BSDF_DIFFUSE_RAMP_ID:
bsdf_diffuse_ramp_blur(sc, roughness);
break;*/
case CLOSURE_BSDF_TRANSLUCENT_ID:
bsdf_translucent_blur(sc, roughness);
break;
case CLOSURE_BSDF_REFLECTION_ID:
bsdf_reflection_blur(sc, roughness);
break;
case CLOSURE_BSDF_REFRACTION_ID:
bsdf_refraction_blur(sc, roughness);
break;
case CLOSURE_BSDF_TRANSPARENT_ID:
bsdf_transparent_blur(sc, roughness);
break;
case CLOSURE_BSDF_MICROFACET_GGX_ID:
case CLOSURE_BSDF_MICROFACET_GGX_REFRACTION_ID:
bsdf_microfacet_ggx_blur(sc, roughness);
break;
case CLOSURE_BSDF_MICROFACET_BECKMANN_ID:
case CLOSURE_BSDF_MICROFACET_BECKMANN_REFRACTION_ID:
bsdf_microfacet_beckmann_blur(sc, roughness);
break;
#ifdef __ANISOTROPIC__
case CLOSURE_BSDF_WARD_ID:
bsdf_ward_blur(sc, roughness);
break;
#endif
case CLOSURE_BSDF_ASHIKHMIN_VELVET_ID:
bsdf_ashikhmin_velvet_blur(sc, roughness);
break;
case CLOSURE_BSDF_WESTIN_BACKSCATTER_ID:
bsdf_westin_backscatter_blur(sc, roughness);
break;
case CLOSURE_BSDF_WESTIN_SHEEN_ID:
bsdf_westin_sheen_blur(sc, roughness);
break;
#endif
default:
break;
}
return result;
}
CCL_NAMESPACE_END
#endif /* __OSL_BSDF_H__ */

View File

@@ -134,8 +134,6 @@ __device int bsdf_ashikhmin_velvet_sample(const ShaderClosure *sc, float3 Ng, fl
// TODO: find a better approximation for the retroreflective bounce
*domega_in_dx = (2 * dot(N, dIdx)) * N - dIdx;
*domega_in_dy = (2 * dot(N, dIdy)) * N - dIdy;
*domega_in_dx *= 125.0f;
*domega_in_dy *= 125.0f;
#endif
}
else

View File

@@ -74,8 +74,6 @@ __device int bsdf_diffuse_sample(const ShaderClosure *sc, float3 Ng, float3 I, f
// TODO: find a better approximation for the diffuse bounce
*domega_in_dx = (2 * dot(N, dIdx)) * N - dIdx;
*domega_in_dy = (2 * dot(N, dIdy)) * N - dIdy;
*domega_in_dx *= 125.0f;
*domega_in_dy *= 125.0f;
#endif
}
else
@@ -126,10 +124,8 @@ __device int bsdf_translucent_sample(const ShaderClosure *sc, float3 Ng, float3
*eval = make_float3(*pdf, *pdf, *pdf);
#ifdef __RAY_DIFFERENTIALS__
// TODO: find a better approximation for the diffuse bounce
*domega_in_dx = (2 * dot(N, dIdx)) * N - dIdx;
*domega_in_dy = (2 * dot(N, dIdy)) * N - dIdy;
*domega_in_dx *= -125.0f;
*domega_in_dy *= -125.0f;
*domega_in_dx = -((2 * dot(N, dIdx)) * N - dIdx);
*domega_in_dy = -((2 * dot(N, dIdy)) * N - dIdy);
#endif
}
else {

View File

@@ -0,0 +1,96 @@
/*
* Adapted from Open Shading Language with this license:
*
* Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al.
* All Rights Reserved.
*
* Modifications Copyright 2012, Blender Foundation.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of Sony Pictures Imageworks nor the names of its
* contributors may be used to endorse or promote products derived from
* this software without specific prior written permission.
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#ifndef __BSDF_DIFFUSE_RAMP_H__
#define __BSDF_DIFFUSE_RAMP_H__
CCL_NAMESPACE_BEGIN
__device float3 bsdf_diffuse_ramp_get_color(const ShaderClosure *sc, const float3 colors[8], float pos)
{
int MAXCOLORS = 8;
float npos = pos * (float)(MAXCOLORS - 1);
int ipos = (int)npos;
if (ipos >= (MAXCOLORS - 1))
return colors[MAXCOLORS - 1];
float offset = npos - (float)ipos;
return colors[ipos] * (1.0f - offset) + colors[ipos+1] * offset;
}
__device int bsdf_diffuse_ramp_setup(ShaderClosure *sc)
{
sc->type = CLOSURE_BSDF_DIFFUSE_RAMP_ID;
return SD_BSDF | SD_BSDF_HAS_EVAL;
}
__device void bsdf_diffuse_ramp_blur(ShaderClosure *sc, float roughness)
{
}
__device float3 bsdf_diffuse_ramp_eval_reflect(const ShaderClosure *sc, const float3 colors[8], const float3 I, const float3 omega_in, float *pdf)
{
float3 N = sc->N;
float cos_pi = fmaxf(dot(N, omega_in), 0.0f);
*pdf = cos_pi * M_1_PI_F;
return bsdf_diffuse_ramp_get_color(sc, colors, cos_pi) * M_1_PI_F;
}
__device float3 bsdf_diffuse_ramp_eval_transmit(const ShaderClosure *sc, const float3 colors[8], const float3 I, const float3 omega_in, float *pdf)
{
return make_float3(0.0f, 0.0f, 0.0f);
}
__device int bsdf_diffuse_ramp_sample(const ShaderClosure *sc, const float3 colors[8], float3 Ng, float3 I, float3 dIdx, float3 dIdy, float randu, float randv, float3 *eval, float3 *omega_in, float3 *domega_in_dx, float3 *domega_in_dy, float *pdf)
{
float3 N = sc->N;
// distribution over the hemisphere
sample_cos_hemisphere(N, randu, randv, omega_in, pdf);
if(dot(Ng, *omega_in) > 0.0f) {
*eval = bsdf_diffuse_ramp_get_color(sc, colors, *pdf * M_PI_F) * M_1_PI_F;
#ifdef __RAY_DIFFERENTIALS__
*domega_in_dx = (2 * dot(N, dIdx)) * N - dIdx;
*domega_in_dy = (2 * dot(N, dIdy)) * N - dIdy;
#endif
}
else
*pdf = 0.0f;
return LABEL_REFLECT|LABEL_DIFFUSE;
}
CCL_NAMESPACE_END
#endif /* __BSDF_DIFFUSE_RAMP_H__ */

View File

@@ -199,12 +199,6 @@ __device int bsdf_microfacet_ggx_sample(const ShaderClosure *sc, float3 Ng, floa
#ifdef __RAY_DIFFERENTIALS__
*domega_in_dx = (2 * dot(m, dIdx)) * m - dIdx;
*domega_in_dy = (2 * dot(m, dIdy)) * m - dIdy;
// Since there is some blur to this reflection, make the
// derivatives a bit bigger. In theory this varies with the
// roughness but the exact relationship is complex and
// requires more ops than are practical.
*domega_in_dx *= 10.0f;
*domega_in_dy *= 10.0f;
#endif
}
}
@@ -251,14 +245,6 @@ __device int bsdf_microfacet_ggx_sample(const ShaderClosure *sc, float3 Ng, floa
// eq. 38 and eq. 17
*pdf = pm * (m_eta * m_eta) * fabsf(cosHI) / Ht2;
*eval = make_float3(out, out, out);
#ifdef __RAY_DIFFERENTIALS__
// Since there is some blur to this refraction, make the
// derivatives a bit bigger. In theory this varies with the
// roughness but the exact relationship is complex and
// requires more ops than are practical.
*domega_in_dx *= 10.0f;
*domega_in_dy *= 10.0f;
#endif
}
}
}
@@ -430,12 +416,6 @@ __device int bsdf_microfacet_beckmann_sample(const ShaderClosure *sc, float3 Ng,
#ifdef __RAY_DIFFERENTIALS__
*domega_in_dx = (2 * dot(m, dIdx)) * m - dIdx;
*domega_in_dy = (2 * dot(m, dIdy)) * m - dIdy;
// Since there is some blur to this reflection, make the
// derivatives a bit bigger. In theory this varies with the
// roughness but the exact relationship is complex and
// requires more ops than are practical.
*domega_in_dx *= 10.0f;
*domega_in_dy *= 10.0f;
#endif
}
}
@@ -486,14 +466,6 @@ __device int bsdf_microfacet_beckmann_sample(const ShaderClosure *sc, float3 Ng,
// eq. 38 and eq. 17
*pdf = pm * (m_eta * m_eta) * fabsf(cosHI) / Ht2;
*eval = make_float3(out, out, out);
#ifdef __RAY_DIFFERENTIALS__
// Since there is some blur to this refraction, make the
// derivatives a bit bigger. In theory this varies with the
// roughness but the exact relationship is complex and
// requires more ops than are practical.
*domega_in_dx *= 10.0f;
*domega_in_dy *= 10.0f;
#endif
}
}
}

View File

@@ -81,8 +81,6 @@ __device int bsdf_oren_nayar_sample(const ShaderClosure *sc, float3 Ng, float3 I
// TODO: find a better approximation for the bounce
*domega_in_dx = (2.0f * dot(sc->N, dIdx)) * sc->N - dIdx;
*domega_in_dy = (2.0f * dot(sc->N, dIdy)) * sc->N - dIdy;
*domega_in_dx *= 125.0f;
*domega_in_dy *= 125.0f;
#endif
}
else {

View File

@@ -119,15 +119,6 @@ __device int bsdf_phong_ramp_sample(const ShaderClosure *sc, const float3 colors
*pdf = (m_exponent + 1) * common;
float out = cosNI * (m_exponent + 2) * common;
*eval = bsdf_phong_ramp_get_color(sc, colors, cosp) * out;
#ifdef __RAY_DIFFERENTIALS__
// Since there is some blur to this reflection, make the
// derivatives a bit bigger. In theory this varies with the
// exponent but the exact relationship is complex and
// requires more ops than are practical.
*domega_in_dx *= 10;
*domega_in_dy *= 10;
#endif
}
}
}

View File

@@ -0,0 +1,137 @@
/*
* Adapted from Open Shading Language with this license:
*
* Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al.
* All Rights Reserved.
*
* Modifications Copyright 2011, Blender Foundation.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of Sony Pictures Imageworks nor the names of its
* contributors may be used to endorse or promote products derived from
* this software without specific prior written permission.
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#ifndef __OSL_BSDF_H__
#define __OSL_BSDF_H__
CCL_NAMESPACE_BEGIN
__device float fresnel_dielectric(float eta, const float3 N,
const float3 I, float3 *R, float3 *T,
#ifdef __RAY_DIFFERENTIALS__
const float3 dIdx, const float3 dIdy,
float3 *dRdx, float3 *dRdy,
float3 *dTdx, float3 *dTdy,
#endif
bool *is_inside)
{
float cos = dot(N, I), neta;
float3 Nn;
// compute reflection
*R = (2 * cos)* N - I;
#ifdef __RAY_DIFFERENTIALS__
*dRdx = (2 * dot(N, dIdx)) * N - dIdx;
*dRdy = (2 * dot(N, dIdy)) * N - dIdy;
#endif
// check which side of the surface we are on
if(cos > 0) {
// we are on the outside of the surface, going in
neta = 1 / eta;
Nn = N;
*is_inside = false;
}
else {
// we are inside the surface,
cos = -cos;
neta = eta;
Nn = -N;
*is_inside = true;
}
*R = (2 * cos)* Nn - I;
float arg = 1 -(neta * neta *(1 -(cos * cos)));
if(arg < 0) {
*T = make_float3(0.0f, 0.0f, 0.0f);
#ifdef __RAY_DIFFERENTIALS__
*dTdx = make_float3(0.0f, 0.0f, 0.0f);
*dTdy = make_float3(0.0f, 0.0f, 0.0f);
#endif
return 1; // total internal reflection
}
else {
float dnp = sqrtf(arg);
float nK = (neta * cos)- dnp;
*T = -(neta * I)+(nK * Nn);
#ifdef __RAY_DIFFERENTIALS__
*dTdx = -(neta * dIdx) + ((neta - neta * neta * cos / dnp) * dot(dIdx, Nn)) * Nn;
*dTdy = -(neta * dIdy) + ((neta - neta * neta * cos / dnp) * dot(dIdy, Nn)) * Nn;
#endif
// compute Fresnel terms
float cosTheta1 = cos; // N.R
float cosTheta2 = -dot(Nn, *T);
float pPara = (cosTheta1 - eta * cosTheta2)/(cosTheta1 + eta * cosTheta2);
float pPerp = (eta * cosTheta1 - cosTheta2)/(eta * cosTheta1 + cosTheta2);
return 0.5f * (pPara * pPara + pPerp * pPerp);
}
}
__device float fresnel_dielectric_cos(float cosi, float eta)
{
// compute fresnel reflectance without explicitly computing
// the refracted direction
float c = fabsf(cosi);
float g = eta * eta - 1 + c * c;
if(g > 0) {
g = sqrtf(g);
float A = (g - c)/(g + c);
float B = (c *(g + c)- 1)/(c *(g - c)+ 1);
return 0.5f * A * A *(1 + B * B);
}
return 1.0f; // TIR(no refracted component)
}
__device float fresnel_conductor(float cosi, float eta, float k)
{
float tmp_f = eta * eta + k * k;
float tmp = tmp_f * cosi * cosi;
float Rparl2 = (tmp - (2.0f * eta * cosi) + 1)/
(tmp + (2.0f * eta * cosi) + 1);
float Rperp2 = (tmp_f - (2.0f * eta * cosi) + cosi * cosi)/
(tmp_f + (2.0f * eta * cosi) + cosi * cosi);
return(Rparl2 + Rperp2) * 0.5f;
}
__device float smooth_step(float edge0, float edge1, float x)
{
float result;
if(x < edge0) result = 0.0f;
else if(x >= edge1) result = 1.0f;
else {
float t = (x - edge0)/(edge1 - edge0);
result = (3.0f-2.0f*t)*(t*t);
}
return result;
}
CCL_NAMESPACE_END
#endif /* __OSL_BSDF_H__ */

View File

@@ -182,12 +182,6 @@ __device int bsdf_ward_sample(const ShaderClosure *sc, float3 Ng, float3 I, floa
#ifdef __RAY_DIFFERENTIALS__
*domega_in_dx = (2 * dot(N, dIdx)) * N - dIdx;
*domega_in_dy = (2 * dot(N, dIdy)) * N - dIdy;
// Since there is some blur to this reflection, make the
// derivatives a bit bigger. In theory this varies with the
// roughness but the exact relationship is complex and
// requires more ops than are practical.
*domega_in_dx *= 10.0f;
*domega_in_dy *= 10.0f;
#endif
}
}

View File

@@ -108,14 +108,6 @@ __device int bsdf_westin_backscatter_sample(const ShaderClosure *sc, float3 Ng,
*pdf = 0.5f * M_1_PI_F * powf(cosTheta, m_invroughness);
*pdf = (m_invroughness + 1) * (*pdf);
*eval = make_float3(*pdf, *pdf, *pdf);
#ifdef __RAY_DIFFERENTIALS__
// Since there is some blur to this reflection, make the
// derivatives a bit bigger. In theory this varies with the
// exponent but the exact relationship is complex and
// requires more ops than are practical.
*domega_in_dx *= 10.0f;
*domega_in_dy *= 10.0f;
#endif
}
}
}
@@ -176,8 +168,6 @@ __device int bsdf_westin_sheen_sample(const ShaderClosure *sc, float3 Ng, float3
// TODO: find a better approximation for the diffuse bounce
*domega_in_dx = (2 * dot(N, dIdx)) * N - dIdx;
*domega_in_dy = (2 * dot(N, dIdy)) * N - dIdy;
*domega_in_dx *= 125.0f;
*domega_in_dy *= 125.0f;
#endif
}
else {

View File

@@ -49,17 +49,12 @@ __device void emissive_sample(const float3 Ng, float randu, float randv,
/* todo: not implemented and used yet */
}
__device float3 emissive_eval(const float3 Ng, const float3 I)
__device float3 emissive_simple_eval(const float3 Ng, const float3 I)
{
float res = emissive_pdf(Ng, I);
return make_float3(res, res, res);
}
__device float3 svm_emissive_eval(ShaderData *sd, ShaderClosure *sc)
{
return emissive_eval(sd->Ng, sd->I);
}
CCL_NAMESPACE_END

View File

@@ -53,8 +53,13 @@ __device float3 volume_transparent_eval_phase(const ShaderClosure *sc, const flo
/* VOLUME CLOSURE */
__device float3 volume_eval_phase(const ShaderClosure *sc, const float3 omega_in, const float3 omega_out)
__device float3 volume_eval_phase(KernelGlobals *kg, const ShaderClosure *sc, const float3 omega_in, const float3 omega_out)
{
#ifdef __OSL__
if(kg->osl && sc->prim)
return OSLShader::volume_eval_phase(sc, omega_in, omega_out);
#endif
float3 eval;
switch(sc->type) {

View File

@@ -112,8 +112,8 @@ template<typename T> struct texture_image {
return make_float4(0.0f, 0.0f, 0.0f, 0.0f);
int ix, iy, nix, niy;
float tx = frac(x*width, &ix);
float ty = frac(y*height, &iy);
float tx = frac(x*width - 0.5f, &ix);
float ty = frac(y*height - 0.5f, &iy);
if(periodic) {
ix = wrap_periodic(ix, width);

View File

@@ -35,7 +35,7 @@ __device void kernel_shader_evaluate(KernelGlobals *kg, uint4 *input, float4 *ou
/* evaluate */
float3 P = sd.P;
shader_eval_displacement(kg, &sd);
shader_eval_displacement(kg, &sd, SHADER_CONTEXT_MAIN);
out = sd.P - P;
}
else { // SHADER_EVAL_BACKGROUND
@@ -63,7 +63,7 @@ __device void kernel_shader_evaluate(KernelGlobals *kg, uint4 *input, float4 *ou
/* evaluate */
int flag = 0; /* we can't know which type of BSDF this is for */
out = shader_eval_background(kg, &sd, flag);
out = shader_eval_background(kg, &sd, flag, SHADER_CONTEXT_MAIN);
}
shader_release(kg, &sd);

View File

@@ -42,7 +42,7 @@ __device float3 direct_emissive_eval(KernelGlobals *kg, float rando,
ray.time = time;
#endif
shader_setup_from_background(kg, &sd, &ray);
eval = shader_eval_background(kg, &sd, 0);
eval = shader_eval_background(kg, &sd, 0, SHADER_CONTEXT_EMISSION);
}
else
#endif
@@ -52,7 +52,7 @@ __device float3 direct_emissive_eval(KernelGlobals *kg, float rando,
/* no path flag, we're evaluating this for all closures. that's weak but
* we'd have to do multiple evaluations otherwise */
shader_eval_surface(kg, &sd, rando, 0);
shader_eval_surface(kg, &sd, rando, 0, SHADER_CONTEXT_EMISSION);
/* evaluate emissive closure */
if(sd.flag & SD_EMISSION)
@@ -170,7 +170,7 @@ __device float3 indirect_background(KernelGlobals *kg, Ray *ray, int path_flag,
/* evaluate background closure */
ShaderData sd;
shader_setup_from_background(kg, &sd, ray);
float3 L = shader_eval_background(kg, &sd, path_flag);
float3 L = shader_eval_background(kg, &sd, path_flag, SHADER_CONTEXT_EMISSION);
shader_release(kg, &sd);
#ifdef __BACKGROUND_MIS__

View File

@@ -207,7 +207,7 @@ __device_inline bool shadow_blocked(KernelGlobals *kg, PathState *state, Ray *ra
ShaderData sd;
shader_setup_from_ray(kg, &sd, &isect, ray);
shader_eval_surface(kg, &sd, 0.0f, PATH_RAY_SHADOW);
shader_eval_surface(kg, &sd, 0.0f, PATH_RAY_SHADOW, SHADER_CONTEXT_SHADOW);
throughput *= shader_bsdf_transparency(kg, &sd);
@@ -272,7 +272,7 @@ __device float4 kernel_path_progressive(KernelGlobals *kg, RNG *rng, int sample,
ShaderData sd;
shader_setup_from_ray(kg, &sd, &isect, &ray);
float rbsdf = path_rng(kg, rng, sample, rng_offset + PRNG_BSDF);
shader_eval_surface(kg, &sd, rbsdf, state.flag);
shader_eval_surface(kg, &sd, rbsdf, state.flag, SHADER_CONTEXT_MAIN);
kernel_write_data_passes(kg, buffer, &L, &sd, sample, state.flag, throughput);
@@ -478,7 +478,7 @@ __device void kernel_path_indirect(KernelGlobals *kg, RNG *rng, int sample, Ray
ShaderData sd;
shader_setup_from_ray(kg, &sd, &isect, &ray);
float rbsdf = path_rng(kg, rng, sample, rng_offset + PRNG_BSDF);
shader_eval_surface(kg, &sd, rbsdf, state.flag);
shader_eval_surface(kg, &sd, rbsdf, state.flag, SHADER_CONTEXT_INDIRECT);
shader_merge_closures(kg, &sd);
/* blurring of bsdf after bounces, for rays that have a small likelihood
@@ -666,7 +666,7 @@ __device float4 kernel_path_non_progressive(KernelGlobals *kg, RNG *rng, int sam
ShaderData sd;
shader_setup_from_ray(kg, &sd, &isect, &ray);
float rbsdf = path_rng(kg, rng, sample, rng_offset + PRNG_BSDF);
shader_eval_surface(kg, &sd, rbsdf, state.flag);
shader_eval_surface(kg, &sd, rbsdf, state.flag, SHADER_CONTEXT_MAIN);
shader_merge_closures(kg, &sd);
kernel_write_data_passes(kg, buffer, &L, &sd, sample, state.flag, throughput);

View File

@@ -26,11 +26,11 @@
*
*/
#include "closure/bsdf_util.h"
#include "closure/bsdf.h"
#include "closure/emissive.h"
#include "closure/volume.h"
#include "svm/svm_bsdf.h"
#include "svm/svm.h"
CCL_NAMESPACE_BEGIN
@@ -56,11 +56,6 @@ __device_noinline void shader_setup_object_transforms(KernelGlobals *kg, ShaderD
__device_inline void shader_setup_from_ray(KernelGlobals *kg, ShaderData *sd,
const Intersection *isect, const Ray *ray)
{
#ifdef __OSL__
if (kg->osl)
OSLShader::init(kg, sd);
#endif
/* fetch triangle data */
int prim = kernel_tex_fetch(__prim_index, isect->prim);
float4 Ns = kernel_tex_fetch(__tri_normal, prim);
@@ -142,11 +137,6 @@ __device void shader_setup_from_sample(KernelGlobals *kg, ShaderData *sd,
const float3 P, const float3 Ng, const float3 I,
int shader, int object, int prim, float u, float v, float t, float time)
{
#ifdef __OSL__
if (kg->osl)
OSLShader::init(kg, sd);
#endif
/* vectors */
sd->P = P;
sd->N = Ng;
@@ -273,11 +263,6 @@ __device void shader_setup_from_displace(KernelGlobals *kg, ShaderData *sd,
__device_inline void shader_setup_from_background(KernelGlobals *kg, ShaderData *sd, const Ray *ray)
{
#ifdef __OSL__
if (kg->osl)
OSLShader::init(kg, sd);
#endif
/* vectors */
sd->P = ray->D;
sd->N = -sd->P;
@@ -320,9 +305,8 @@ __device_inline void shader_setup_from_background(KernelGlobals *kg, ShaderData
#ifdef __MULTI_CLOSURE__
#ifdef __OSL__
__device_inline void _shader_bsdf_multi_eval_osl(const ShaderData *sd, const float3 omega_in, float *pdf,
int skip_bsdf, BsdfEval *bsdf_eval, float sum_pdf, float sum_sample_weight)
__device_inline void _shader_bsdf_multi_eval(KernelGlobals *kg, const ShaderData *sd, const float3 omega_in, float *pdf,
int skip_bsdf, BsdfEval *result_eval, float sum_pdf, float sum_sample_weight)
{
for(int i = 0; i< sd->num_closure; i++) {
if(i == skip_bsdf)
@@ -332,38 +316,10 @@ __device_inline void _shader_bsdf_multi_eval_osl(const ShaderData *sd, const flo
if(CLOSURE_IS_BSDF(sc->type)) {
float bsdf_pdf = 0.0f;
float3 eval = OSLShader::bsdf_eval(sd, sc, omega_in, bsdf_pdf);
float3 eval = bsdf_eval(kg, sd, sc, omega_in, &bsdf_pdf);
if(bsdf_pdf != 0.0f) {
bsdf_eval_accum(bsdf_eval, sc->type, eval*sc->weight);
sum_pdf += bsdf_pdf*sc->sample_weight;
}
sum_sample_weight += sc->sample_weight;
}
}
*pdf = (sum_sample_weight > 0.0f)? sum_pdf/sum_sample_weight: 0.0f;
}
#endif
__device_inline void _shader_bsdf_multi_eval_svm(const ShaderData *sd, const float3 omega_in, float *pdf,
int skip_bsdf, BsdfEval *bsdf_eval, float sum_pdf, float sum_sample_weight)
{
for(int i = 0; i< sd->num_closure; i++) {
if(i == skip_bsdf)
continue;
const ShaderClosure *sc = &sd->closure[i];
if(CLOSURE_IS_BSDF(sc->type)) {
float bsdf_pdf = 0.0f;
float3 eval = svm_bsdf_eval(sd, sc, omega_in, &bsdf_pdf);
if(bsdf_pdf != 0.0f) {
bsdf_eval_accum(bsdf_eval, sc->type, eval*sc->weight);
bsdf_eval_accum(result_eval, sc->type, eval*sc->weight);
sum_pdf += bsdf_pdf*sc->sample_weight;
}
@@ -382,17 +338,12 @@ __device void shader_bsdf_eval(KernelGlobals *kg, const ShaderData *sd,
#ifdef __MULTI_CLOSURE__
bsdf_eval_init(eval, NBUILTIN_CLOSURES, make_float3(0.0f, 0.0f, 0.0f), kernel_data.film.use_light_pass);
#ifdef __OSL__
if (kg->osl)
return _shader_bsdf_multi_eval_osl(sd, omega_in, pdf, -1, eval, 0.0f, 0.0f);
else
#endif
return _shader_bsdf_multi_eval_svm(sd, omega_in, pdf, -1, eval, 0.0f, 0.0f);
return _shader_bsdf_multi_eval(kg, sd, omega_in, pdf, -1, eval, 0.0f, 0.0f);
#else
const ShaderClosure *sc = &sd->closure;
*pdf = 0.0f;
*eval = svm_bsdf_eval(sd, sc, omega_in, pdf)*sc->weight;
*eval = bsdf_eval(kg, sd, sc, omega_in, pdf)*sc->weight;
#endif
}
@@ -439,24 +390,14 @@ __device int shader_bsdf_sample(KernelGlobals *kg, const ShaderData *sd,
float3 eval;
*pdf = 0.0f;
#ifdef __OSL__
if (kg->osl)
label = OSLShader::bsdf_sample(sd, sc, randu, randv, eval, *omega_in, *domega_in, *pdf);
else
#endif
label = svm_bsdf_sample(sd, sc, randu, randv, &eval, omega_in, domega_in, pdf);
label = bsdf_sample(kg, sd, sc, randu, randv, &eval, omega_in, domega_in, pdf);
if(*pdf != 0.0f) {
bsdf_eval_init(bsdf_eval, sc->type, eval*sc->weight, kernel_data.film.use_light_pass);
if(sd->num_closure > 1) {
float sweight = sc->sample_weight;
#ifdef __OSL__
if (kg->osl)
_shader_bsdf_multi_eval_osl(sd, *omega_in, pdf, sampled, bsdf_eval, *pdf*sweight, sweight);
else
#endif
_shader_bsdf_multi_eval_svm(sd, *omega_in, pdf, sampled, bsdf_eval, *pdf*sweight, sweight);
_shader_bsdf_multi_eval(kg, sd, *omega_in, pdf, sampled, bsdf_eval, *pdf*sweight, sweight);
}
}
@@ -464,7 +405,7 @@ __device int shader_bsdf_sample(KernelGlobals *kg, const ShaderData *sd,
#else
/* sample the single closure that we picked */
*pdf = 0.0f;
int label = svm_bsdf_sample(sd, &sd->closure, randu, randv, bsdf_eval, omega_in, domega_in, pdf);
int label = bsdf_sample(kg, sd, &sd->closure, randu, randv, bsdf_eval, omega_in, domega_in, pdf);
*bsdf_eval *= sd->closure.weight;
return label;
#endif
@@ -478,12 +419,7 @@ __device int shader_bsdf_sample_closure(KernelGlobals *kg, const ShaderData *sd,
float3 eval;
*pdf = 0.0f;
#ifdef __OSL__
if (kg->osl)
label = OSLShader::bsdf_sample(sd, sc, randu, randv, eval, *omega_in, *domega_in, *pdf);
else
#endif
label = svm_bsdf_sample(sd, sc, randu, randv, &eval, omega_in, domega_in, pdf);
label = bsdf_sample(kg, sd, sc, randu, randv, &eval, omega_in, domega_in, pdf);
if(*pdf != 0.0f)
bsdf_eval_init(bsdf_eval, sc->type, eval*sc->weight, kernel_data.film.use_light_pass);
@@ -497,17 +433,11 @@ __device void shader_bsdf_blur(KernelGlobals *kg, ShaderData *sd, float roughnes
for(int i = 0; i< sd->num_closure; i++) {
ShaderClosure *sc = &sd->closure[i];
if(CLOSURE_IS_BSDF(sc->type)) {
#ifdef __OSL__
if (kg->osl)
OSLShader::bsdf_blur(sc, roughness);
else
#endif
svm_bsdf_blur(sc, roughness);
}
if(CLOSURE_IS_BSDF(sc->type))
bsdf_blur(kg, sc, roughness);
}
#else
svm_bsdf_blur(&sd->closure, roughness);
bsdf_blur(kg, &sd->closure, roughness);
#endif
}
@@ -635,6 +565,16 @@ __device float3 shader_bsdf_ao(KernelGlobals *kg, ShaderData *sd, float ao_facto
/* Emission */
__device float3 emissive_eval(KernelGlobals *kg, ShaderData *sd, ShaderClosure *sc)
{
#ifdef __OSL__
if(kg->osl && sc->prim)
return OSLShader::emissive_eval(sd, sc);
#endif
return emissive_simple_eval(sd->Ng, sd->I);
}
__device float3 shader_emissive_eval(KernelGlobals *kg, ShaderData *sd)
{
float3 eval;
@@ -644,18 +584,11 @@ __device float3 shader_emissive_eval(KernelGlobals *kg, ShaderData *sd)
for(int i = 0; i < sd->num_closure; i++) {
ShaderClosure *sc = &sd->closure[i];
if(CLOSURE_IS_EMISSION(sc->type)) {
#ifdef __OSL__
if (kg->osl)
eval += OSLShader::emissive_eval(sd, sc)*sc->weight;
else
#endif
eval += svm_emissive_eval(sd, sc)*sc->weight;
}
if(CLOSURE_IS_EMISSION(sc->type))
eval += emissive_eval(kg, sd, sc)*sc->weight;
}
#else
eval = svm_emissive_eval(sd, &sd->closure)*sd->closure.weight;
eval = emissive_eval(kg, sd, &sd->closure)*sd->closure.weight;
#endif
return eval;
@@ -687,11 +620,11 @@ __device float3 shader_holdout_eval(KernelGlobals *kg, ShaderData *sd)
/* Surface Evaluation */
__device void shader_eval_surface(KernelGlobals *kg, ShaderData *sd,
float randb, int path_flag)
float randb, int path_flag, ShaderContext ctx)
{
#ifdef __OSL__
if (kg->osl)
OSLShader::eval_surface(kg, sd, randb, path_flag);
OSLShader::eval_surface(kg, sd, randb, path_flag, ctx);
else
#endif
{
@@ -706,11 +639,11 @@ __device void shader_eval_surface(KernelGlobals *kg, ShaderData *sd,
/* Background Evaluation */
__device float3 shader_eval_background(KernelGlobals *kg, ShaderData *sd, int path_flag)
__device float3 shader_eval_background(KernelGlobals *kg, ShaderData *sd, int path_flag, ShaderContext ctx)
{
#ifdef __OSL__
if (kg->osl)
return OSLShader::eval_background(kg, sd, path_flag);
return OSLShader::eval_background(kg, sd, path_flag, ctx);
else
#endif
@@ -753,31 +686,25 @@ __device float3 shader_volume_eval_phase(KernelGlobals *kg, ShaderData *sd,
for(int i = 0; i< sd->num_closure; i++) {
const ShaderClosure *sc = &sd->closure[i];
if(CLOSURE_IS_VOLUME(sc->type)) {
#ifdef __OSL__
if (kg->osl)
eval += OSLShader::volume_eval_phase(sc, omega_in, omega_out);
else
#endif
eval += volume_eval_phase(sc, omega_in, omega_out);
}
if(CLOSURE_IS_VOLUME(sc->type))
eval += volume_eval_phase(kg, sc, omega_in, omega_out);
}
return eval;
#else
return volume_eval_phase(&sd->closure, omega_in, omega_out);
return volume_eval_phase(kg, &sd->closure, omega_in, omega_out);
#endif
}
/* Volume Evaluation */
__device void shader_eval_volume(KernelGlobals *kg, ShaderData *sd,
float randb, int path_flag)
float randb, int path_flag, ShaderContext ctx)
{
#ifdef __SVM__
#ifdef __OSL__
if (kg->osl)
OSLShader::eval_volume(kg, sd, randb, path_flag);
OSLShader::eval_volume(kg, sd, randb, path_flag, ctx);
else
#endif
svm_eval_nodes(kg, sd, SHADER_TYPE_VOLUME, randb, path_flag);
@@ -786,13 +713,13 @@ __device void shader_eval_volume(KernelGlobals *kg, ShaderData *sd,
/* Displacement Evaluation */
__device void shader_eval_displacement(KernelGlobals *kg, ShaderData *sd)
__device void shader_eval_displacement(KernelGlobals *kg, ShaderData *sd, ShaderContext ctx)
{
/* this will modify sd->P */
#ifdef __SVM__
#ifdef __OSL__
if (kg->osl)
OSLShader::eval_displacement(kg, sd);
OSLShader::eval_displacement(kg, sd, ctx);
else
#endif
svm_eval_nodes(kg, sd, SHADER_TYPE_DISPLACEMENT, 0.0f, 0);
@@ -818,7 +745,6 @@ __device bool shader_transparent_shadow(KernelGlobals *kg, Intersection *isect)
#ifdef __NON_PROGRESSIVE__
__device void shader_merge_closures(KernelGlobals *kg, ShaderData *sd)
{
#ifndef __OSL__
/* merge identical closures, better when we sample a single closure at a time */
for(int i = 0; i < sd->num_closure; i++) {
ShaderClosure *sci = &sd->closure[i];
@@ -826,7 +752,11 @@ __device void shader_merge_closures(KernelGlobals *kg, ShaderData *sd)
for(int j = i + 1; j < sd->num_closure; j++) {
ShaderClosure *scj = &sd->closure[j];
#ifdef __OSL__
if(!sci->prim && sci->type == scj->type && sci->data0 == scj->data0 && sci->data1 == scj->data1) {
#else
if(sci->type == scj->type && sci->data0 == scj->data0 && sci->data1 == scj->data1) {
#endif
sci->weight += scj->weight;
sci->sample_weight += scj->sample_weight;
@@ -838,7 +768,6 @@ __device void shader_merge_closures(KernelGlobals *kg, ShaderData *sd)
}
}
}
#endif
}
#endif
@@ -846,10 +775,7 @@ __device void shader_merge_closures(KernelGlobals *kg, ShaderData *sd)
__device void shader_release(KernelGlobals *kg, ShaderData *sd)
{
#ifdef __OSL__
if (kg->osl)
OSLShader::release(kg, sd);
#endif
/* nothing to do currently */
}
CCL_NAMESPACE_END

View File

@@ -379,6 +379,18 @@ typedef struct ShaderClosure {
#endif
} ShaderClosure;
/* Shader Context
*
* For OSL we recycle a fixed number of contexts for speed */
typedef enum ShaderContext {
SHADER_CONTEXT_MAIN = 0,
SHADER_CONTEXT_INDIRECT = 1,
SHADER_CONTEXT_EMISSION = 2,
SHADER_CONTEXT_SHADOW = 3,
SHADER_CONTEXT_NUM = 4
} ShaderContext;
/* Shader Data
*
* Main shader state at a point on the surface or in a volume. All coordinates
@@ -466,11 +478,6 @@ typedef struct ShaderData {
/* Closure data, with a single sampled closure for low memory usage */
ShaderClosure closure;
#endif
#ifdef __OSL__
/* OSL context */
void *osl_ctx;
#endif
} ShaderData;
/* Constrant Kernel Data

View File

@@ -14,6 +14,7 @@ set(INC_SYS
set(SRC
background.cpp
bsdf_diffuse_ramp.cpp
bsdf_phong_ramp.cpp
emissive.cpp
osl_closures.cpp

View File

@@ -1,4 +1,29 @@
#!/usr/bin/python
#!/usr/bin/env python
#
# ***** BEGIN GPL LICENSE BLOCK *****
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# The Original Code is Copyright (C) 2011, Blender Foundation
# All rights reserved.
#
# The Original Code is: all of this file.
#
# Contributor(s): Nathan Letwory.
#
# ***** END GPL LICENSE BLOCK *****
Import('env')

View File

@@ -0,0 +1,115 @@
/*
* Adapted from Open Shading Language with this license:
*
* Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al.
* All Rights Reserved.
*
* Modifications Copyright 2011, Blender Foundation.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of Sony Pictures Imageworks nor the names of its
* contributors may be used to endorse or promote products derived from
* this software without specific prior written permission.
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#include <OpenImageIO/fmath.h>
#include <OSL/genclosure.h>
#include "osl_closures.h"
#include "kernel_types.h"
#include "kernel_montecarlo.h"
#include "closure/bsdf_diffuse_ramp.h"
CCL_NAMESPACE_BEGIN
using namespace OSL;
class DiffuseRampClosure : public CBSDFClosure {
public:
DiffuseRampClosure() : CBSDFClosure(LABEL_DIFFUSE) {}
Color3 colors[8];
float3 fcolors[8];
size_t memsize() const { return sizeof(*this); }
const char *name() const { return "diffuse_ramp"; }
void setup()
{
sc.prim = this;
m_shaderdata_flag = bsdf_diffuse_ramp_setup(&sc);
for(int i = 0; i < 8; i++)
fcolors[i] = TO_FLOAT3(colors[i]);
}
bool mergeable(const ClosurePrimitive *other) const
{
return false;
}
void blur(float roughness)
{
bsdf_diffuse_ramp_blur(&sc, roughness);
}
void print_on(std::ostream &out) const
{
out << name() << " ((" << sc.N[0] << ", " << sc.N[1] << ", " << sc.N[2] << "))";
}
float3 eval_reflect(const float3 &omega_out, const float3 &omega_in, float& pdf) const
{
return bsdf_diffuse_ramp_eval_reflect(&sc, fcolors, omega_out, omega_in, &pdf);
}
float3 eval_transmit(const float3 &omega_out, const float3 &omega_in, float& pdf) const
{
return bsdf_diffuse_ramp_eval_transmit(&sc, fcolors, omega_out, omega_in, &pdf);
}
int sample(const float3 &Ng,
const float3 &omega_out, const float3 &domega_out_dx, const float3 &domega_out_dy,
float randu, float randv,
float3 &omega_in, float3 &domega_in_dx, float3 &domega_in_dy,
float &pdf, float3 &eval) const
{
return bsdf_diffuse_ramp_sample(&sc, fcolors, Ng, omega_out, domega_out_dx, domega_out_dy,
randu, randv, &eval, &omega_in, &domega_in_dx, &domega_in_dy, &pdf);
}
};
ClosureParam *closure_bsdf_diffuse_ramp_params()
{
static ClosureParam params[] = {
CLOSURE_FLOAT3_PARAM(DiffuseRampClosure, sc.N),
CLOSURE_COLOR_ARRAY_PARAM(DiffuseRampClosure, colors, 8),
CLOSURE_STRING_KEYPARAM("label"),
CLOSURE_FINISH_PARAM(DiffuseRampClosure)
};
return params;
}
CLOSURE_PREPARE(closure_bsdf_diffuse_ramp_prepare, DiffuseRampClosure)
CCL_NAMESPACE_END

View File

@@ -54,7 +54,7 @@ public:
void setup()
{
sc.N = TO_FLOAT3(N);
sc.prim = this;
m_shaderdata_flag = bsdf_phong_ramp_setup(&sc);
for(int i = 0; i < 8; i++)
@@ -100,7 +100,7 @@ public:
ClosureParam *closure_bsdf_phong_ramp_params()
{
static ClosureParam params[] = {
CLOSURE_VECTOR_PARAM(PhongRampClosure, N),
CLOSURE_FLOAT3_PARAM(PhongRampClosure, sc.N),
CLOSURE_FLOAT_PARAM(PhongRampClosure, sc.data0),
CLOSURE_COLOR_ARRAY_PARAM(PhongRampClosure, colors, 8),
CLOSURE_STRING_KEYPARAM("label"),

View File

@@ -65,7 +65,7 @@ public:
Color3 eval(const Vec3 &Ng, const Vec3 &omega_out) const
{
float3 result = emissive_eval(TO_FLOAT3(Ng), TO_FLOAT3(omega_out));
float3 result = emissive_simple_eval(TO_FLOAT3(Ng), TO_FLOAT3(omega_out));
return TO_COLOR3(result);
}

View File

@@ -43,7 +43,7 @@
#include "kernel_types.h"
#include "kernel_montecarlo.h"
#include "closure/bsdf.h"
#include "closure/bsdf_util.h"
#include "closure/bsdf_ashikhmin_velvet.h"
#include "closure/bsdf_diffuse.h"
#include "closure/bsdf_microfacet.h"
@@ -62,34 +62,34 @@ using namespace OSL;
/* BSDF class definitions */
BSDF_CLOSURE_CLASS_BEGIN(Diffuse, diffuse, diffuse, LABEL_DIFFUSE)
CLOSURE_VECTOR_PARAM(DiffuseClosure, N),
CLOSURE_FLOAT3_PARAM(DiffuseClosure, sc.N),
BSDF_CLOSURE_CLASS_END(Diffuse, diffuse)
BSDF_CLOSURE_CLASS_BEGIN(Translucent, translucent, translucent, LABEL_DIFFUSE)
CLOSURE_VECTOR_PARAM(TranslucentClosure, N),
CLOSURE_FLOAT3_PARAM(TranslucentClosure, sc.N),
BSDF_CLOSURE_CLASS_END(Translucent, translucent)
BSDF_CLOSURE_CLASS_BEGIN(OrenNayar, oren_nayar, oren_nayar, LABEL_DIFFUSE)
CLOSURE_VECTOR_PARAM(OrenNayarClosure, N),
CLOSURE_FLOAT3_PARAM(OrenNayarClosure, sc.N),
CLOSURE_FLOAT_PARAM(OrenNayarClosure, sc.data0),
BSDF_CLOSURE_CLASS_END(OrenNayar, oren_nayar)
BSDF_CLOSURE_CLASS_BEGIN(Reflection, reflection, reflection, LABEL_SINGULAR)
CLOSURE_VECTOR_PARAM(ReflectionClosure, N),
CLOSURE_FLOAT3_PARAM(ReflectionClosure, sc.N),
BSDF_CLOSURE_CLASS_END(Reflection, reflection)
BSDF_CLOSURE_CLASS_BEGIN(Refraction, refraction, refraction, LABEL_SINGULAR)
CLOSURE_VECTOR_PARAM(RefractionClosure, N),
CLOSURE_FLOAT3_PARAM(RefractionClosure, sc.N),
CLOSURE_FLOAT_PARAM(RefractionClosure, sc.data0),
BSDF_CLOSURE_CLASS_END(Refraction, refraction)
BSDF_CLOSURE_CLASS_BEGIN(WestinBackscatter, westin_backscatter, westin_backscatter, LABEL_GLOSSY)
CLOSURE_VECTOR_PARAM(WestinBackscatterClosure, N),
CLOSURE_FLOAT3_PARAM(WestinBackscatterClosure, sc.N),
CLOSURE_FLOAT_PARAM(WestinBackscatterClosure, sc.data0),
BSDF_CLOSURE_CLASS_END(WestinBackscatter, westin_backscatter)
BSDF_CLOSURE_CLASS_BEGIN(WestinSheen, westin_sheen, westin_sheen, LABEL_DIFFUSE)
CLOSURE_VECTOR_PARAM(WestinSheenClosure, N),
CLOSURE_FLOAT3_PARAM(WestinSheenClosure, sc.N),
CLOSURE_FLOAT_PARAM(WestinSheenClosure, sc.data0),
BSDF_CLOSURE_CLASS_END(WestinSheen, westin_sheen)
@@ -97,35 +97,35 @@ BSDF_CLOSURE_CLASS_BEGIN(Transparent, transparent, transparent, LABEL_SINGULAR)
BSDF_CLOSURE_CLASS_END(Transparent, transparent)
BSDF_CLOSURE_CLASS_BEGIN(AshikhminVelvet, ashikhmin_velvet, ashikhmin_velvet, LABEL_DIFFUSE)
CLOSURE_VECTOR_PARAM(AshikhminVelvetClosure, N),
CLOSURE_FLOAT3_PARAM(AshikhminVelvetClosure, sc.N),
CLOSURE_FLOAT_PARAM(AshikhminVelvetClosure, sc.data0),
BSDF_CLOSURE_CLASS_END(AshikhminVelvet, ashikhmin_velvet)
BSDF_CLOSURE_CLASS_BEGIN(Ward, ward, ward, LABEL_GLOSSY)
CLOSURE_VECTOR_PARAM(WardClosure, N),
CLOSURE_VECTOR_PARAM(WardClosure, T),
CLOSURE_FLOAT3_PARAM(WardClosure, sc.N),
CLOSURE_FLOAT3_PARAM(WardClosure, sc.T),
CLOSURE_FLOAT_PARAM(WardClosure, sc.data0),
CLOSURE_FLOAT_PARAM(WardClosure, sc.data1),
BSDF_CLOSURE_CLASS_END(Ward, ward)
BSDF_CLOSURE_CLASS_BEGIN(MicrofacetGGX, microfacet_ggx, microfacet_ggx, LABEL_GLOSSY)
CLOSURE_VECTOR_PARAM(MicrofacetGGXClosure, N),
CLOSURE_FLOAT3_PARAM(MicrofacetGGXClosure, sc.N),
CLOSURE_FLOAT_PARAM(MicrofacetGGXClosure, sc.data0),
BSDF_CLOSURE_CLASS_END(MicrofacetGGX, microfacet_ggx)
BSDF_CLOSURE_CLASS_BEGIN(MicrofacetBeckmann, microfacet_beckmann, microfacet_beckmann, LABEL_GLOSSY)
CLOSURE_VECTOR_PARAM(MicrofacetBeckmannClosure, N),
CLOSURE_FLOAT3_PARAM(MicrofacetBeckmannClosure, sc.N),
CLOSURE_FLOAT_PARAM(MicrofacetBeckmannClosure, sc.data0),
BSDF_CLOSURE_CLASS_END(MicrofacetBeckmann, microfacet_beckmann)
BSDF_CLOSURE_CLASS_BEGIN(MicrofacetGGXRefraction, microfacet_ggx_refraction, microfacet_ggx, LABEL_GLOSSY)
CLOSURE_VECTOR_PARAM(MicrofacetGGXRefractionClosure, N),
CLOSURE_FLOAT3_PARAM(MicrofacetGGXRefractionClosure, sc.N),
CLOSURE_FLOAT_PARAM(MicrofacetGGXRefractionClosure, sc.data0),
CLOSURE_FLOAT_PARAM(MicrofacetGGXRefractionClosure, sc.data1),
BSDF_CLOSURE_CLASS_END(MicrofacetGGXRefraction, microfacet_ggx_refraction)
BSDF_CLOSURE_CLASS_BEGIN(MicrofacetBeckmannRefraction, microfacet_beckmann_refraction, microfacet_beckmann, LABEL_GLOSSY)
CLOSURE_VECTOR_PARAM(MicrofacetBeckmannRefractionClosure, N),
CLOSURE_FLOAT3_PARAM(MicrofacetBeckmannRefractionClosure, sc.N),
CLOSURE_FLOAT_PARAM(MicrofacetBeckmannRefractionClosure, sc.data0),
CLOSURE_FLOAT_PARAM(MicrofacetBeckmannRefractionClosure, sc.data1),
BSDF_CLOSURE_CLASS_END(MicrofacetBeckmannRefraction, microfacet_beckmann_refraction)
@@ -196,6 +196,8 @@ void OSLShader::register_closures(OSLShadingSystem *ss_)
closure_ambient_occlusion_params(), closure_ambient_occlusion_prepare);
register_closure(ss, "phong_ramp", id++,
closure_bsdf_phong_ramp_params(), closure_bsdf_phong_ramp_prepare);
register_closure(ss, "diffuse_ramp", id++,
closure_bsdf_diffuse_ramp_params(), closure_bsdf_diffuse_ramp_prepare);
}
CCL_NAMESPACE_END

View File

@@ -48,12 +48,14 @@ OSL::ClosureParam *closure_background_params();
OSL::ClosureParam *closure_holdout_params();
OSL::ClosureParam *closure_ambient_occlusion_params();
OSL::ClosureParam *closure_bsdf_phong_ramp_params();
OSL::ClosureParam *closure_bsdf_diffuse_ramp_params();
void closure_emission_prepare(OSL::RendererServices *, int id, void *data);
void closure_background_prepare(OSL::RendererServices *, int id, void *data);
void closure_holdout_prepare(OSL::RendererServices *, int id, void *data);
void closure_ambient_occlusion_prepare(OSL::RendererServices *, int id, void *data);
void closure_bsdf_phong_ramp_prepare(OSL::RendererServices *, int id, void *data);
void closure_bsdf_diffuse_ramp_prepare(OSL::RendererServices *, int id, void *data);
enum {
AmbientOcclusion = 100
@@ -68,8 +70,11 @@ void name(RendererServices *, int id, void *data) \
#define CLOSURE_PREPARE_STATIC(name, classname) static CLOSURE_PREPARE(name, classname)
#define TO_VEC3(v) (*(OSL::Vec3 *)&(v))
#define TO_COLOR3(v) (*(OSL::Color3 *)&(v))
#define CLOSURE_FLOAT3_PARAM(st, fld) \
{ TypeDesc::TypeVector, reckless_offsetof(st, fld), NULL, sizeof(OSL::Vec3) }
#define TO_VEC3(v) OSL::Vec3(v.x, v.y, v.z)
#define TO_COLOR3(v) OSL::Color3(v.x, v.y, v.z)
#define TO_FLOAT3(v) make_float3(v[0], v[1], v[2])
/* BSDF */
@@ -77,7 +82,6 @@ void name(RendererServices *, int id, void *data) \
class CBSDFClosure : public OSL::ClosurePrimitive {
public:
ShaderClosure sc;
OSL::Vec3 N, T;
CBSDFClosure(int scattering) : OSL::ClosurePrimitive(BSDF),
m_scattering_label(scattering), m_shaderdata_flag(0) { }
@@ -85,7 +89,6 @@ public:
int scattering() const { return m_scattering_label; }
int shaderdata_flag() const { return m_shaderdata_flag; }
ClosureType shaderclosure_type() const { return sc.type; }
virtual void blur(float roughness) = 0;
virtual float3 eval_reflect(const float3 &omega_out, const float3 &omega_in, float &pdf) const = 0;
@@ -112,8 +115,7 @@ public: \
\
void setup() \
{ \
sc.N = TO_FLOAT3(N); \
sc.T = TO_FLOAT3(T); \
sc.prim = NULL; \
m_shaderdata_flag = bsdf_##lower##_setup(&sc); \
} \
\

View File

@@ -75,10 +75,21 @@ struct OSLGlobals {
vector<ustring> object_names;
};
/* trace() call result */
struct OSLTraceData {
Ray ray;
Intersection isect;
ShaderData sd;
bool setup;
bool init;
};
/* thread key for thread specific data lookup */
struct OSLThreadData {
OSL::ShaderGlobals globals;
OSL::PerThreadInfo *thread_info;
OSLTraceData tracedata;
OSL::ShadingContext *context[SHADER_CONTEXT_NUM];
};
CCL_NAMESPACE_END

View File

@@ -47,7 +47,7 @@ CCL_NAMESPACE_BEGIN
/* RenderServices implementation */
#define TO_MATRIX44(m) (*(OSL::Matrix44 *)&(m))
#define COPY_MATRIX44(m1, m2) memcpy(m1, m2, sizeof(*m2))
/* static ustrings */
ustring OSLRenderServices::u_distance("distance");
@@ -121,7 +121,7 @@ bool OSLRenderServices::get_matrix(OSL::Matrix44 &result, OSL::TransformationPtr
Transform tfm = object_fetch_transform(kg, object, OBJECT_TRANSFORM);
#endif
tfm = transform_transpose(tfm);
result = TO_MATRIX44(tfm);
COPY_MATRIX44(&result, &tfm);
return true;
}
@@ -151,7 +151,7 @@ bool OSLRenderServices::get_inverse_matrix(OSL::Matrix44 &result, OSL::Transform
Transform itfm = object_fetch_transform(kg, object, OBJECT_INVERSE_TRANSFORM);
#endif
itfm = transform_transpose(itfm);
result = TO_MATRIX44(itfm);
COPY_MATRIX44(&result, &itfm);
return true;
}
@@ -166,22 +166,22 @@ bool OSLRenderServices::get_matrix(OSL::Matrix44 &result, ustring from, float ti
if (from == u_ndc) {
Transform tfm = transform_transpose(transform_quick_inverse(kernel_data.cam.worldtondc));
result = TO_MATRIX44(tfm);
COPY_MATRIX44(&result, &tfm);
return true;
}
else if (from == u_raster) {
Transform tfm = transform_transpose(kernel_data.cam.rastertoworld);
result = TO_MATRIX44(tfm);
COPY_MATRIX44(&result, &tfm);
return true;
}
else if (from == u_screen) {
Transform tfm = transform_transpose(kernel_data.cam.screentoworld);
result = TO_MATRIX44(tfm);
COPY_MATRIX44(&result, &tfm);
return true;
}
else if (from == u_camera) {
Transform tfm = transform_transpose(kernel_data.cam.cameratoworld);
result = TO_MATRIX44(tfm);
COPY_MATRIX44(&result, &tfm);
return true;
}
@@ -194,22 +194,22 @@ bool OSLRenderServices::get_inverse_matrix(OSL::Matrix44 &result, ustring to, fl
if (to == u_ndc) {
Transform tfm = transform_transpose(kernel_data.cam.worldtondc);
result = TO_MATRIX44(tfm);
COPY_MATRIX44(&result, &tfm);
return true;
}
else if (to == u_raster) {
Transform tfm = transform_transpose(kernel_data.cam.worldtoraster);
result = TO_MATRIX44(tfm);
COPY_MATRIX44(&result, &tfm);
return true;
}
else if (to == u_screen) {
Transform tfm = transform_transpose(kernel_data.cam.worldtoscreen);
result = TO_MATRIX44(tfm);
COPY_MATRIX44(&result, &tfm);
return true;
}
else if (to == u_camera) {
Transform tfm = transform_transpose(kernel_data.cam.worldtocamera);
result = TO_MATRIX44(tfm);
COPY_MATRIX44(&result, &tfm);
return true;
}
@@ -232,7 +232,7 @@ bool OSLRenderServices::get_matrix(OSL::Matrix44 &result, OSL::TransformationPtr
Transform tfm = object_fetch_transform(kg, object, OBJECT_TRANSFORM);
#endif
tfm = transform_transpose(tfm);
result = TO_MATRIX44(tfm);
COPY_MATRIX44(&result, &tfm);
return true;
}
@@ -257,7 +257,7 @@ bool OSLRenderServices::get_inverse_matrix(OSL::Matrix44 &result, OSL::Transform
Transform tfm = object_fetch_transform(kg, object, OBJECT_INVERSE_TRANSFORM);
#endif
tfm = transform_transpose(tfm);
result = TO_MATRIX44(tfm);
COPY_MATRIX44(&result, &tfm);
return true;
}
@@ -272,22 +272,22 @@ bool OSLRenderServices::get_matrix(OSL::Matrix44 &result, ustring from)
if (from == u_ndc) {
Transform tfm = transform_transpose(transform_quick_inverse(kernel_data.cam.worldtondc));
result = TO_MATRIX44(tfm);
COPY_MATRIX44(&result, &tfm);
return true;
}
else if (from == u_raster) {
Transform tfm = transform_transpose(kernel_data.cam.rastertoworld);
result = TO_MATRIX44(tfm);
COPY_MATRIX44(&result, &tfm);
return true;
}
else if (from == u_screen) {
Transform tfm = transform_transpose(kernel_data.cam.screentoworld);
result = TO_MATRIX44(tfm);
COPY_MATRIX44(&result, &tfm);
return true;
}
else if (from == u_camera) {
Transform tfm = transform_transpose(kernel_data.cam.cameratoworld);
result = TO_MATRIX44(tfm);
COPY_MATRIX44(&result, &tfm);
return true;
}
@@ -300,22 +300,22 @@ bool OSLRenderServices::get_inverse_matrix(OSL::Matrix44 &result, ustring to)
if (to == u_ndc) {
Transform tfm = transform_transpose(kernel_data.cam.worldtondc);
result = TO_MATRIX44(tfm);
COPY_MATRIX44(&result, &tfm);
return true;
}
else if (to == u_raster) {
Transform tfm = transform_transpose(kernel_data.cam.worldtoraster);
result = TO_MATRIX44(tfm);
COPY_MATRIX44(&result, &tfm);
return true;
}
else if (to == u_screen) {
Transform tfm = transform_transpose(kernel_data.cam.worldtoscreen);
result = TO_MATRIX44(tfm);
COPY_MATRIX44(&result, &tfm);
return true;
}
else if (to == u_camera) {
Transform tfm = transform_transpose(kernel_data.cam.worldtocamera);
result = TO_MATRIX44(tfm);
COPY_MATRIX44(&result, &tfm);
return true;
}
@@ -815,13 +815,10 @@ bool OSLRenderServices::trace(TraceOpt &options, OSL::ShaderGlobals *sg,
ray.dD.dy = TO_FLOAT3(dRdy);
/* allocate trace data */
TraceData *tracedata = new TraceData();
OSLTraceData *tracedata = (OSLTraceData*)sg->tracedata;
tracedata->ray = ray;
tracedata->setup = false;
if(sg->tracedata)
delete (TraceData*)sg->tracedata;
sg->tracedata = tracedata;
tracedata->init = true;
/* raytrace */
return scene_intersect(kernel_globals, &ray, ~0, &tracedata->isect);
@@ -831,9 +828,9 @@ bool OSLRenderServices::trace(TraceOpt &options, OSL::ShaderGlobals *sg,
bool OSLRenderServices::getmessage(OSL::ShaderGlobals *sg, ustring source, ustring name,
TypeDesc type, void *val, bool derivatives)
{
TraceData *tracedata = (TraceData*)sg->tracedata;
OSLTraceData *tracedata = (OSLTraceData*)sg->tracedata;
if(source == u_trace && tracedata) {
if(source == u_trace && tracedata->init) {
if(name == u_hit) {
return set_attribute_int((tracedata->isect.prim != ~0), type, derivatives, val);
}

View File

@@ -106,13 +106,6 @@ public:
static bool get_object_standard_attribute(KernelGlobals *kg, ShaderData *sd, ustring name,
TypeDesc type, bool derivatives, void *val);
struct TraceData {
Ray ray;
Intersection isect;
ShaderData sd;
bool setup;
};
static ustring u_distance;
static ustring u_index;
static ustring u_camera;

View File

@@ -51,8 +51,13 @@ void OSLShader::thread_init(KernelGlobals *kg, KernelGlobals *kernel_globals, OS
OSLThreadData *tdata = new OSLThreadData();
memset(&tdata->globals, 0, sizeof(OSL::ShaderGlobals));
tdata->globals.tracedata = &tdata->tracedata;
tdata->globals.flipHandedness = false;
tdata->thread_info = ss->create_thread_info();
for(int i = 0; i < SHADER_CONTEXT_NUM; i++)
tdata->context[i] = ss->get_context(tdata->thread_info);
kg->osl_ss = (OSLShadingSystem*)ss;
kg->osl_tdata = tdata;
}
@@ -65,6 +70,9 @@ void OSLShader::thread_free(KernelGlobals *kg)
OSL::ShadingSystem *ss = (OSL::ShadingSystem*)kg->osl_ss;
OSLThreadData *tdata = kg->osl_tdata;
for(int i = 0; i < SHADER_CONTEXT_NUM; i++)
ss->release_context(tdata->context[i]);
ss->destroy_thread_info(tdata->thread_info);
delete tdata;
@@ -77,8 +85,10 @@ void OSLShader::thread_free(KernelGlobals *kg)
/* Globals */
static void shaderdata_to_shaderglobals(KernelGlobals *kg, ShaderData *sd,
int path_flag, OSL::ShaderGlobals *globals)
int path_flag, OSLThreadData *tdata)
{
OSL::ShaderGlobals *globals = &tdata->globals;
/* copy from shader data to shader globals */
globals->P = TO_VEC3(sd->P);
globals->dPdx = TO_VEC3(sd->dP.dx);
@@ -100,15 +110,11 @@ static void shaderdata_to_shaderglobals(KernelGlobals *kg, ShaderData *sd,
globals->time = sd->time;
/* booleans */
globals->raytype = path_flag; /* todo: add our own ray types */
globals->raytype = path_flag;
globals->backfacing = (sd->flag & SD_BACKFACING);
/* don't know yet if we need this */
globals->flipHandedness = false;
/* shader data to be used in services callbacks */
globals->renderstate = sd;
globals->tracedata = NULL;
/* hacky, we leave it to services to fetch actual object matrix */
globals->shader2common = sd;
@@ -116,6 +122,9 @@ static void shaderdata_to_shaderglobals(KernelGlobals *kg, ShaderData *sd,
/* must be set to NULL before execute */
globals->Ci = NULL;
/* clear trace data */
tdata->tracedata.init = false;
}
/* Surface */
@@ -132,14 +141,10 @@ static void flatten_surface_closure_tree(ShaderData *sd, bool no_glossy,
if (prim) {
ShaderClosure sc;
sc.prim = prim;
sc.weight = weight;
switch (prim->category()) {
case OSL::ClosurePrimitive::BSDF: {
if (sd->num_closure == MAX_CLOSURE)
return;
CBSDFClosure *bsdf = (CBSDFClosure *)prim;
int scattering = bsdf->scattering();
@@ -151,8 +156,13 @@ static void flatten_surface_closure_tree(ShaderData *sd, bool no_glossy,
float sample_weight = fabsf(average(weight));
sc.sample_weight = sample_weight;
sc.type = bsdf->shaderclosure_type();
sc.N = bsdf->sc.N; /* needed for AO */
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) {
@@ -162,14 +172,12 @@ static void flatten_surface_closure_tree(ShaderData *sd, bool no_glossy,
break;
}
case OSL::ClosurePrimitive::Emissive: {
if (sd->num_closure == MAX_CLOSURE)
return;
/* 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) {
@@ -179,14 +187,12 @@ static void flatten_surface_closure_tree(ShaderData *sd, bool no_glossy,
break;
}
case AmbientOcclusion: {
if (sd->num_closure == MAX_CLOSURE)
return;
/* 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;
@@ -195,11 +201,9 @@ static void flatten_surface_closure_tree(ShaderData *sd, bool no_glossy,
break;
}
case OSL::ClosurePrimitive::Holdout:
if (sd->num_closure == MAX_CLOSURE)
return;
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;
@@ -226,26 +230,20 @@ static void flatten_surface_closure_tree(ShaderData *sd, bool no_glossy,
}
}
void OSLShader::eval_surface(KernelGlobals *kg, ShaderData *sd, float randb, int path_flag)
void OSLShader::eval_surface(KernelGlobals *kg, ShaderData *sd, float randb, int path_flag, ShaderContext ctx)
{
/* gather pointers */
OSL::ShadingSystem *ss = (OSL::ShadingSystem*)kg->osl_ss;
OSLThreadData *tdata = kg->osl_tdata;
OSL::ShaderGlobals *globals = &tdata->globals;
OSL::ShadingContext *ctx = (OSL::ShadingContext *)sd->osl_ctx;
/* setup shader globals from shader data */
shaderdata_to_shaderglobals(kg, sd, path_flag, globals);
OSLThreadData *tdata = kg->osl_tdata;
shaderdata_to_shaderglobals(kg, sd, 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])
ss->execute(*ctx, *(kg->osl->surface_state[shader]), *globals);
/* free trace data */
if(globals->tracedata)
delete (OSLRenderServices::TraceData*)globals->tracedata;
ss->execute(*octx, *(kg->osl->surface_state[shader]), *globals);
/* flatten closure tree */
sd->num_closure = 0;
@@ -287,24 +285,19 @@ static float3 flatten_background_closure_tree(const OSL::ClosureColor *closure)
return make_float3(0.0f, 0.0f, 0.0f);
}
float3 OSLShader::eval_background(KernelGlobals *kg, ShaderData *sd, int path_flag)
float3 OSLShader::eval_background(KernelGlobals *kg, ShaderData *sd, int path_flag, ShaderContext ctx)
{
/* gather pointers */
OSL::ShadingSystem *ss = (OSL::ShadingSystem*)kg->osl_ss;
OSLThreadData *tdata = kg->osl_tdata;
OSL::ShaderGlobals *globals = &tdata->globals;
OSL::ShadingContext *ctx = (OSL::ShadingContext *)sd->osl_ctx;
/* setup shader globals from shader data */
shaderdata_to_shaderglobals(kg, sd, path_flag, globals);
OSLThreadData *tdata = kg->osl_tdata;
shaderdata_to_shaderglobals(kg, sd, path_flag, tdata);
/* execute shader for this point */
if (kg->osl->background_state)
ss->execute(*ctx, *(kg->osl->background_state), *globals);
OSL::ShadingSystem *ss = (OSL::ShadingSystem*)kg->osl_ss;
OSL::ShaderGlobals *globals = &tdata->globals;
OSL::ShadingContext *octx = tdata->context[(int)ctx];
/* free trace data */
if(globals->tracedata)
delete (OSLRenderServices::TraceData*)globals->tracedata;
if (kg->osl->background_state)
ss->execute(*octx, *(kg->osl->background_state), *globals);
/* return background color immediately */
if (globals->Ci)
@@ -327,19 +320,16 @@ static void flatten_volume_closure_tree(ShaderData *sd,
if (prim) {
ShaderClosure sc;
sc.prim = prim;
sc.weight = weight;
switch (prim->category()) {
case OSL::ClosurePrimitive::Volume: {
if (sd->num_closure == MAX_CLOSURE)
return;
/* sample weight */
float sample_weight = fabsf(average(weight));
sc.sample_weight = sample_weight;
sc.type = CLOSURE_VOLUME_ID;
sc.prim = NULL;
/* add */
if(sc.sample_weight > 1e-5f && sd->num_closure < MAX_CLOSURE)
@@ -368,26 +358,20 @@ static void flatten_volume_closure_tree(ShaderData *sd,
}
}
void OSLShader::eval_volume(KernelGlobals *kg, ShaderData *sd, float randb, int path_flag)
void OSLShader::eval_volume(KernelGlobals *kg, ShaderData *sd, float randb, int path_flag, ShaderContext ctx)
{
/* gather pointers */
OSL::ShadingSystem *ss = (OSL::ShadingSystem*)kg->osl_ss;
OSLThreadData *tdata = kg->osl_tdata;
OSL::ShaderGlobals *globals = &tdata->globals;
OSL::ShadingContext *ctx = (OSL::ShadingContext *)sd->osl_ctx;
/* setup shader globals from shader data */
shaderdata_to_shaderglobals(kg, sd, path_flag, globals);
OSLThreadData *tdata = kg->osl_tdata;
shaderdata_to_shaderglobals(kg, sd, 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])
ss->execute(*ctx, *(kg->osl->volume_state[shader]), *globals);
/* free trace data */
if(globals->tracedata)
delete (OSLRenderServices::TraceData*)globals->tracedata;
ss->execute(*octx, *(kg->osl->volume_state[shader]), *globals);
if (globals->Ci)
flatten_volume_closure_tree(sd, globals->Ci);
@@ -395,46 +379,25 @@ void OSLShader::eval_volume(KernelGlobals *kg, ShaderData *sd, float randb, int
/* Displacement */
void OSLShader::eval_displacement(KernelGlobals *kg, ShaderData *sd)
void OSLShader::eval_displacement(KernelGlobals *kg, ShaderData *sd, ShaderContext ctx)
{
/* gather pointers */
OSL::ShadingSystem *ss = (OSL::ShadingSystem*)kg->osl_ss;
OSLThreadData *tdata = kg->osl_tdata;
OSL::ShaderGlobals *globals = &tdata->globals;
OSL::ShadingContext *ctx = (OSL::ShadingContext *)sd->osl_ctx;
/* setup shader globals from shader data */
shaderdata_to_shaderglobals(kg, sd, 0, globals);
OSLThreadData *tdata = kg->osl_tdata;
shaderdata_to_shaderglobals(kg, sd, 0, 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->displacement_state[shader])
ss->execute(*ctx, *(kg->osl->displacement_state[shader]), *globals);
/* free trace data */
if(globals->tracedata)
delete (OSLRenderServices::TraceData*)globals->tracedata;
ss->execute(*octx, *(kg->osl->displacement_state[shader]), *globals);
/* get back position */
sd->P = TO_FLOAT3(globals->P);
}
void OSLShader::init(KernelGlobals *kg, ShaderData *sd)
{
OSL::ShadingSystem *ss = (OSL::ShadingSystem*)kg->osl_ss;
OSLThreadData *tdata = kg->osl_tdata;
sd->osl_ctx = ss->get_context(tdata->thread_info);
}
void OSLShader::release(KernelGlobals *kg, ShaderData *sd)
{
OSL::ShadingSystem *ss = (OSL::ShadingSystem*)kg->osl_ss;
ss->release_context((OSL::ShadingContext *)sd->osl_ctx);
}
/* BSDF Closure */
int OSLShader::bsdf_sample(const ShaderData *sd, const ShaderClosure *sc, float randu, float randv, float3& eval, float3& omega_in, differential3& domega_in, float& pdf)

View File

@@ -55,10 +55,10 @@ public:
static void thread_free(KernelGlobals *kg);
/* eval */
static void eval_surface(KernelGlobals *kg, ShaderData *sd, float randb, int path_flag);
static float3 eval_background(KernelGlobals *kg, ShaderData *sd, int path_flag);
static void eval_volume(KernelGlobals *kg, ShaderData *sd, float randb, int path_flag);
static void eval_displacement(KernelGlobals *kg, ShaderData *sd);
static void eval_surface(KernelGlobals *kg, ShaderData *sd, float randb, int path_flag, ShaderContext ctx);
static float3 eval_background(KernelGlobals *kg, ShaderData *sd, int path_flag, ShaderContext ctx);
static void eval_volume(KernelGlobals *kg, ShaderData *sd, float randb, int path_flag, ShaderContext ctx);
static void eval_displacement(KernelGlobals *kg, ShaderData *sd, ShaderContext ctx);
/* sample & eval */
static int bsdf_sample(const ShaderData *sd, const ShaderClosure *sc,
@@ -73,10 +73,6 @@ public:
static float3 volume_eval_phase(const ShaderClosure *sc,
const float3 omega_in, const float3 omega_out);
/* release */
static void init(KernelGlobals *kg, ShaderData *sd);
static void release(KernelGlobals *kg, ShaderData *sd);
/* attributes */
static int find_attribute(KernelGlobals *kg, const ShaderData *sd, uint id);
};

View File

@@ -49,6 +49,7 @@ set(SRC_OSL
node_output_volume.osl
node_particle_info.osl
node_refraction_bsdf.osl
node_rgb_curves.osl
node_rgb_ramp.osl
node_separate_rgb.osl
node_set_normal.osl
@@ -58,6 +59,7 @@ set(SRC_OSL
node_translucent_bsdf.osl
node_transparent_bsdf.osl
node_value.osl
node_vector_curves.osl
node_vector_math.osl
node_velvet_bsdf.osl
node_voronoi_texture.osl

View File

@@ -1,4 +1,30 @@
#!/usr/bin/python
#!/usr/bin/env python
#
# ***** BEGIN GPL LICENSE BLOCK *****
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# The Original Code is Copyright (C) 2011, Blender Foundation
# All rights reserved.
#
# The Original Code is: all of this file.
#
# Contributor(s): Nathan Letwory.
#
# ***** END GPL LICENSE BLOCK *****
import sys
import os
import Blender as B

View File

@@ -19,9 +19,9 @@
#include "stdosl.h"
shader node_add_closure(
closure color Closure1 = background(),
closure color Closure2 = background(),
output closure color Closure = background())
closure color Closure1 = 0,
closure color Closure2 = 0,
output closure color Closure = 0)
{
Closure = Closure1 + Closure2;
}

View File

@@ -20,8 +20,8 @@
shader node_ambient_occlusion(
normal NormalIn = N,
color Color = color(0.8, 0.8, 0.8),
output closure color AO = ambient_occlusion())
color Color = 0.8,
output closure color AO = 0)
{
AO = Color * ambient_occlusion();
}

View File

@@ -22,7 +22,7 @@ shader node_attribute(
string bump_offset = "center",
string name = "",
output point Vector = point(0.0, 0.0, 0.0),
output color Color = color(0.0, 0.0, 0.0),
output color Color = 0.0,
output float Fac = 0.0)
{
getattribute(name, Color);

View File

@@ -19,9 +19,9 @@
#include "stdosl.h"
shader node_background(
color Color = color(0.8, 0.8, 0.8),
color Color = 0.8,
float Strength = 1.0,
output closure color Background = background())
output closure color Background = 0)
{
Background = Color * Strength * background();
}

View File

@@ -65,16 +65,16 @@ shader node_brick_texture(
float Squash = 1.0,
int SquashFrequency = 1,
point Vector = P,
color Color1 = color(0.2, 0.2, 0.2),
color Color2 = color(0.8, 0.8, 0.8),
color Mortar = color(0.0, 0.0, 0.0),
color Color1 = 0.2,
color Color2 = 0.8,
color Mortar = 0.0,
float Scale = 5.0,
float MortarSize = 0.02,
float Bias = 0.0,
float BrickWidth = 0.5,
float RowHeight = 0.25,
output float Fac = 0.0,
output color Color = color(0.2, 0.2, 0.2))
output color Color = 0.2)
{
point p = Vector;

View File

@@ -19,10 +19,10 @@
#include "stdosl.h"
shader node_brightness(
color ColorIn = color(0.8, 0.8, 0.8),
color ColorIn = 0.8,
float Bright = 0.0,
float Contrast = 0.0,
output color ColorOut = color(0.8, 0.8, 0.8))
output color ColorOut = 0.8)
{
float a = 1.0 + Contrast;
float b = Bright - Contrast*0.5;

View File

@@ -44,10 +44,10 @@ shader node_checker_texture(
matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
float Scale = 5.0,
point Vector = P,
color Color1 = color(0.8, 0.8, 0.8),
color Color2 = color(0.2, 0.2, 0.2),
color Color1 = 0.8,
color Color2 = 0.2,
output float Fac = 0.0,
output color Color = color(0.0, 0.0, 0.0))
output color Color = 0.0)
{
point p = Vector;

View File

@@ -22,7 +22,7 @@ shader node_combine_rgb(
float R = 0.0,
float G = 0.0,
float B = 0.0,
output color Image = color(0.8, 0.8, 0.8))
output color Image = 0.8)
{
Image = color(R, G, B);
}

View File

@@ -19,7 +19,7 @@
#include "stdosl.h"
shader node_convert_from_color(
color Color = color(0.0, 0.0, 0.0),
color Color = 0.0,
output string String = "",
output float Val = 0.0,
output int ValInt = 0,

View File

@@ -22,7 +22,7 @@ shader node_convert_from_float(
float Val = 0.0,
output string String = "",
output int ValInt = 0,
output color Color = color(0.0, 0.0, 0.0),
output color Color = 0.0,
output vector Vector = vector(0.0, 0.0, 0.0),
output point Point = point(0.0, 0.0, 0.0),
output normal Normal = normal(0.0, 0.0, 0.0))

View File

@@ -22,7 +22,7 @@ shader node_convert_from_int(
int ValInt = 0,
output string String = "",
output float Val = 0.0,
output color Color = color(0.0, 0.0, 0.0),
output color Color = 0.0,
output vector Vector = vector(0.0, 0.0, 0.0),
output point Point = point(0.0, 0.0, 0.0),
output normal Normal = normal(0.0, 0.0, 0.0))

View File

@@ -24,7 +24,7 @@ shader node_convert_from_normal(
output float Val = 0.0,
output int ValInt = 0,
output vector Vector = vector(0.0, 0.0, 0.0),
output color Color = color(0.0, 0.0, 0.0),
output color Color = 0.0,
output point Point = point(0.0, 0.0, 0.0))
{
Val = (Normal[0] + Normal[1] + Normal[2]) * (1.0 / 3.0);

View File

@@ -24,7 +24,7 @@ shader node_convert_from_point(
output float Val = 0.0,
output int ValInt = 0,
output vector Vector = vector(0.0, 0.0, 0.0),
output color Color = color(0.0, 0.0, 0.0),
output color Color = 0.0,
output normal Normal = normal(0.0, 0.0, 0.0))
{
Val = (Point[0] + Point[1] + Point[2]) * (1.0 / 3.0);

View File

@@ -19,10 +19,10 @@
#include "stdosl.h"
shader node_diffuse_bsdf(
color Color = color(0.8, 0.8, 0.8),
color Color = 0.8,
float Roughness = 0.0,
normal Normal = N,
output closure color BSDF = diffuse(Normal))
output closure color BSDF = 0)
{
if (Roughness == 0.0)
BSDF = Color * diffuse(Normal);

View File

@@ -20,9 +20,9 @@
shader node_emission(
int TotalPower = 0,
color Color = color(0.8, 0.8, 0.8),
color Color = 0.8,
float Strength = 1.0,
output closure color Emission = emission())
output closure color Emission = 0)
{
if (TotalPower)
Emission = ((Strength / surfacearea()) * Color) * emission();

View File

@@ -48,7 +48,7 @@ shader node_environment_texture(
string filename = "",
string projection = "Equirectangular",
string color_space = "sRGB",
output color Color = color(0.0, 0.0, 0.0),
output color Color = 0.0,
output float Alpha = 1.0)
{
vector p = Vector;

View File

@@ -19,9 +19,9 @@
#include "stdosl.h"
shader node_gamma(
color ColorIn = color(0.8, 0.8, 0.8),
color ColorIn = 0.8,
float Gamma = 1.0,
output color ColorOut = color(0.0, 0.0, 0.0))
output color ColorOut = 0.0)
{
ColorOut = pow(ColorIn, Gamma);
}

View File

@@ -56,8 +56,7 @@ shader node_geometry(
0.0, 0.0, 0.0, 0.0,
0.5, -0.5, 0.0, 1.0);
vector T = transform(project, generated);
T = transform("object", "world", T);
vector T = transform("object", "world", transform(project, generated));
Tangent = cross(Normal, normalize(cross(T, Normal)));
}
else {

View File

@@ -20,12 +20,12 @@
#include "node_fresnel.h"
shader node_glass_bsdf(
color Color = color(0.8, 0.8, 0.8),
color Color = 0.8,
string distribution = "Sharp",
float Roughness = 0.2,
float IOR = 1.45,
normal Normal = N,
output closure color BSDF = diffuse(Normal))
output closure color BSDF = 0)
{
float f = max(IOR, 1.0 + 1e-5);
float eta = backfacing() ? 1.0 / f: f;

View File

@@ -20,11 +20,11 @@
#include "node_fresnel.h"
shader node_glossy_bsdf(
color Color = color(0.8, 0.8, 0.8),
color Color = 0.8,
string distribution = "Beckmann",
float Roughness = 0.2,
normal Normal = N,
output closure color BSDF = diffuse(Normal))
output closure color BSDF = 0)
{
if (distribution == "Sharp")
BSDF = Color * reflection(Normal);

View File

@@ -68,7 +68,7 @@ shader node_gradient_texture(
string Type = "Linear",
point Vector = P,
output float Fac = 0.0,
output color Color = color(0.0, 0.0, 0.0))
output color Color = 0.0)
{
point p = Vector;

View File

@@ -24,8 +24,8 @@ shader node_hsv(
float Saturation = 1.0,
float Value = 1.0,
float Fac = 0.5,
color ColorIn = color(0.0, 0.0, 0.0),
output color ColorOut = color(0.0, 0.0, 0.0))
color ColorIn = 0.0,
output color ColorOut = 0.0)
{
color Color = rgb_to_hsv(ColorIn);

View File

@@ -37,7 +37,7 @@ shader node_image_texture(
string color_space = "sRGB",
string projection = "Flat",
float projection_blend = 0.0,
output color Color = color(0.0, 0.0, 0.0),
output color Color = 0.0,
output float Alpha = 1.0)
{
point p = Vector;

View File

@@ -20,8 +20,8 @@
shader node_invert(
float Fac = 1.0,
color ColorIn = color(0.8, 0.8, 0.8),
output color ColorOut = color(0.8, 0.8, 0.8))
color ColorIn = 0.8,
output color ColorOut = 0.8)
{
color ColorInv = color(1.0) - ColorIn;
ColorOut = mix(ColorIn, ColorInv, Fac);

View File

@@ -99,7 +99,7 @@ shader node_magic_texture(
float Distortion = 5.0,
float Scale = 5.0,
point Vector = P,
output color Color = color(0.0, 0.0, 0.0))
output color Color = 0.0)
{
point p = Vector;

View File

@@ -28,9 +28,8 @@ shader node_mapping(
{
point p = transform(Matrix, VectorIn);
if(use_minmax)
if (use_minmax)
p = min(max(mapping_min, p), mapping_max);
VectorOut = p;
}

View File

@@ -282,9 +282,9 @@ shader node_mix(
string type = "Mix",
int Clamp = 0,
float Fac = 0.5,
color Color1 = color(0.0, 0.0, 0.0),
color Color2 = color(0.0, 0.0, 0.0),
output color Color = color(0.0, 0.0, 0.0))
color Color1 = 0.0,
color Color2 = 0.0,
output color Color = 0.0)
{
float t = clamp(Fac, 0.0, 1.0);

View File

@@ -20,9 +20,9 @@
shader node_mix_closure(
float Fac = 0.5,
closure color Closure1 = background(),
closure color Closure2 = background(),
output closure color Closure = background())
closure color Closure1 = 0,
closure color Closure2 = 0,
output closure color Closure = 0)
{
float t = clamp(Fac, 0.0, 1.0);
Closure = (1.0 - t) * Closure1 + t * Closure2;

View File

@@ -198,7 +198,7 @@ shader node_musgrave_texture(
float Scale = 5.0,
point Vector = P,
output float Fac = 0.0,
output color Color = color(0.0, 0.0, 0.0))
output color Color = 0.0)
{
float dimension = max(Dimension, 1e-5);
float octaves = clamp(Detail, 0.0, 16.0);

View File

@@ -50,7 +50,7 @@ shader node_noise_texture(
float Detail = 2.0,
point Vector = P,
output float Fac = 0.0,
output color Color = color(0.2, 0.2, 0.2))
output color Color = 0.0)
{
point p = Vector;

View File

@@ -18,7 +18,7 @@
#include "stdosl.h"
surface node_output_surface(closure color Surface = background())
surface node_output_surface(closure color Surface = 0)
{
Ci = Surface;
}

View File

@@ -18,7 +18,7 @@
#include "stdosl.h"
volume node_output_volume(closure color Volume = background())
volume node_output_volume(closure color Volume = 0)
{
Ci = Volume;
}

View File

@@ -19,12 +19,12 @@
#include "stdosl.h"
shader node_refraction_bsdf(
color Color = color(0.8, 0.8, 0.8),
color Color = 0.8,
string distribution = "Sharp",
float Roughness = 0.2,
float IOR = 1.45,
normal Normal = N,
output closure color BSDF = diffuse(Normal))
output closure color BSDF = 0)
{
float f = max(IOR, 1.0 + 1e-5);
float eta = backfacing() ? 1.0 / f: f;

View File

@@ -0,0 +1,53 @@
/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "stdosl.h"
#include "oslutil.h"
float ramp_lookup(color ramp[RAMP_TABLE_SIZE], float at, int component)
{
float f = clamp(at, 0.0, 1.0) * (RAMP_TABLE_SIZE - 1);
/* clamp int as well in case of NaN */
int i = (int)f;
if (i < 0) i = 0;
if (i >= RAMP_TABLE_SIZE) i = RAMP_TABLE_SIZE - 1;
float t = f - (float)i;
float result = ramp[i][component];
if (t > 0.0)
result = (1.0 - t) * result + t * ramp[i + 1][component];
return result;
}
shader node_rgb_curves(
color ramp[RAMP_TABLE_SIZE] = {0.0},
color ColorIn = 0.0,
float Fac = 0.0,
output color ColorOut = 0.0)
{
ColorOut[0] = ramp_lookup(ramp, ColorIn[0], 0);
ColorOut[1] = ramp_lookup(ramp, ColorIn[1], 1);
ColorOut[2] = ramp_lookup(ramp, ColorIn[2], 2);
ColorOut = mix(ColorIn, ColorOut, Fac);
}

View File

@@ -24,7 +24,7 @@ shader node_rgb_ramp(
float ramp_alpha[RAMP_TABLE_SIZE] = {0.0},
float Fac = 0.0,
output color Color = color(0.0, 0.0, 0.0),
output color Color = 0.0,
output float Alpha = 1.0)
{
float f = clamp(Fac, 0.0, 1.0) * (RAMP_TABLE_SIZE - 1);

View File

@@ -19,7 +19,7 @@
#include "stdosl.h"
shader node_separate_rgb(
color Image = color(0.8, 0.8, 0.8),
color Image = 0.8,
output float R = 0.0,
output float G = 0.0,
output float B = 0.0)

View File

@@ -154,7 +154,7 @@ shader node_sky_texture(
vector Vector = P,
vector sun_direction = vector(0, 0, 1),
float turbidity = 2.2,
output color Color = color(0.0, 0.0, 0.0))
output color Color = 0.0)
{
vector p = Vector;

View File

@@ -19,9 +19,9 @@
#include "stdosl.h"
shader node_translucent_bsdf(
color Color = color(0.8, 0.8, 0.8),
color Color = 0.8,
normal Normal = N,
output closure color BSDF = diffuse(Normal))
output closure color BSDF = 0)
{
BSDF = Color * translucent(Normal);
}

View File

@@ -19,9 +19,9 @@
#include "stdosl.h"
shader node_transparent_bsdf(
color Color = color(0.8, 0.8, 0.8),
color Color = 0.8,
normal Normal = N,
output closure color BSDF = diffuse(Normal))
output closure color BSDF = 0)
{
BSDF = Color * transparent();
}

View File

@@ -21,10 +21,10 @@
shader node_value(
float value_value = 0.0,
vector vector_value = vector(0.0, 0.0, 0.0),
color color_value = color(0.0, 0.0, 0.0),
color color_value = 0.0,
output float Value = 0.0,
output vector Vector = vector(0.0, 0.0, 0.0),
output color Color = color(0.0, 0.0, 0.0))
output color Color = 0.0)
{
Value = value_value;
Vector = vector_value;

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