forked from bartvdbraak/blender
Brecht Van Lommel
9b6ed3a42b
Reviewed By: dingto, sergey Differential Revision: https://developer.blender.org/D2127
365 lines
11 KiB
C++
365 lines
11 KiB
C++
/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include <OSL/oslexec.h>
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#include "kernel_compat_cpu.h"
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#include "kernel_montecarlo.h"
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#include "kernel_types.h"
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#include "kernel_globals.h"
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#include "geom/geom_object.h"
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#include "osl_closures.h"
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#include "osl_globals.h"
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#include "osl_services.h"
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#include "osl_shader.h"
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#include "util_foreach.h"
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#include "attribute.h"
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CCL_NAMESPACE_BEGIN
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/* Threads */
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void OSLShader::thread_init(KernelGlobals *kg, KernelGlobals *kernel_globals, OSLGlobals *osl_globals)
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{
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/* no osl used? */
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if(!osl_globals->use) {
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kg->osl = NULL;
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return;
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}
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/* per thread kernel data init*/
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kg->osl = osl_globals;
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kg->osl->services->thread_init(kernel_globals, osl_globals->ts);
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OSL::ShadingSystem *ss = kg->osl->ss;
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OSLThreadData *tdata = new OSLThreadData();
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memset(&tdata->globals, 0, sizeof(OSL::ShaderGlobals));
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tdata->globals.tracedata = &tdata->tracedata;
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tdata->globals.flipHandedness = false;
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tdata->osl_thread_info = ss->create_thread_info();
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for(int i = 0; i < SHADER_CONTEXT_NUM; i++)
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tdata->context[i] = ss->get_context(tdata->osl_thread_info);
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tdata->oiio_thread_info = osl_globals->ts->get_perthread_info();
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kg->osl_ss = (OSLShadingSystem*)ss;
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kg->osl_tdata = tdata;
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}
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void OSLShader::thread_free(KernelGlobals *kg)
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{
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if(!kg->osl)
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return;
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OSL::ShadingSystem *ss = (OSL::ShadingSystem*)kg->osl_ss;
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OSLThreadData *tdata = kg->osl_tdata;
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for(int i = 0; i < SHADER_CONTEXT_NUM; i++)
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ss->release_context(tdata->context[i]);
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ss->destroy_thread_info(tdata->osl_thread_info);
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delete tdata;
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kg->osl = NULL;
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kg->osl_ss = NULL;
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kg->osl_tdata = NULL;
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}
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/* Globals */
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static void shaderdata_to_shaderglobals(KernelGlobals *kg, ShaderData *sd, PathState *state,
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int path_flag, OSLThreadData *tdata)
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{
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OSL::ShaderGlobals *globals = &tdata->globals;
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/* copy from shader data to shader globals */
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globals->P = TO_VEC3(sd->P);
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globals->dPdx = TO_VEC3(sd->dP.dx);
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globals->dPdy = TO_VEC3(sd->dP.dy);
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globals->I = TO_VEC3(sd->I);
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globals->dIdx = TO_VEC3(sd->dI.dx);
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globals->dIdy = TO_VEC3(sd->dI.dy);
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globals->N = TO_VEC3(sd->N);
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globals->Ng = TO_VEC3(sd->Ng);
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globals->u = sd->u;
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globals->dudx = sd->du.dx;
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globals->dudy = sd->du.dy;
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globals->v = sd->v;
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globals->dvdx = sd->dv.dx;
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globals->dvdy = sd->dv.dy;
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globals->dPdu = TO_VEC3(sd->dPdu);
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globals->dPdv = TO_VEC3(sd->dPdv);
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globals->surfacearea = (sd->object == OBJECT_NONE) ? 1.0f : object_surface_area(kg, sd->object);
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globals->time = sd->time;
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/* booleans */
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globals->raytype = path_flag;
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globals->backfacing = (sd->flag & SD_BACKFACING);
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/* shader data to be used in services callbacks */
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globals->renderstate = sd;
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/* hacky, we leave it to services to fetch actual object matrix */
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globals->shader2common = sd;
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globals->object2common = sd;
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/* must be set to NULL before execute */
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globals->Ci = NULL;
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/* clear trace data */
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tdata->tracedata.init = false;
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/* used by renderservices */
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sd->osl_globals = kg;
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sd->osl_path_state = state;
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}
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/* Surface */
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static void flatten_surface_closure_tree(ShaderData *sd,
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int path_flag,
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const OSL::ClosureColor *closure,
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float3 weight = make_float3(1.0f, 1.0f, 1.0f))
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{
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/* OSL gives us a closure tree, we flatten it into arrays per
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* closure type, for evaluation, sampling, etc later on. */
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switch(closure->id) {
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case OSL::ClosureColor::MUL: {
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OSL::ClosureMul *mul = (OSL::ClosureMul *)closure;
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flatten_surface_closure_tree(sd, path_flag, mul->closure, TO_FLOAT3(mul->weight) * weight);
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break;
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}
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case OSL::ClosureColor::ADD: {
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OSL::ClosureAdd *add = (OSL::ClosureAdd *)closure;
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flatten_surface_closure_tree(sd, path_flag, add->closureA, weight);
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flatten_surface_closure_tree(sd, path_flag, add->closureB, weight);
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break;
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}
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default: {
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OSL::ClosureComponent *comp = (OSL::ClosureComponent *)closure;
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CClosurePrimitive *prim = (CClosurePrimitive *)comp->data();
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if(prim) {
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#ifdef OSL_SUPPORTS_WEIGHTED_CLOSURE_COMPONENTS
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weight = weight*TO_FLOAT3(comp->w);
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#endif
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prim->setup(sd, path_flag, weight);
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}
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break;
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}
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}
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}
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void OSLShader::eval_surface(KernelGlobals *kg, ShaderData *sd, PathState *state, int path_flag, ShaderContext ctx)
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{
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/* setup shader globals from shader data */
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OSLThreadData *tdata = kg->osl_tdata;
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shaderdata_to_shaderglobals(kg, sd, state, path_flag, tdata);
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/* execute shader for this point */
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OSL::ShadingSystem *ss = (OSL::ShadingSystem*)kg->osl_ss;
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OSL::ShaderGlobals *globals = &tdata->globals;
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OSL::ShadingContext *octx = tdata->context[(int)ctx];
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int shader = sd->shader & SHADER_MASK;
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if(kg->osl->surface_state[shader]) {
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ss->execute(octx, *(kg->osl->surface_state[shader]), *globals);
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}
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/* flatten closure tree */
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if(globals->Ci)
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flatten_surface_closure_tree(sd, path_flag, globals->Ci);
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}
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/* Background */
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static void flatten_background_closure_tree(ShaderData *sd,
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const OSL::ClosureColor *closure,
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float3 weight = make_float3(1.0f, 1.0f, 1.0f))
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{
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/* OSL gives us a closure tree, if we are shading for background there
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* is only one supported closure type at the moment, which has no evaluation
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* functions, so we just sum the weights */
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switch(closure->id) {
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case OSL::ClosureColor::MUL: {
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OSL::ClosureMul *mul = (OSL::ClosureMul *)closure;
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flatten_background_closure_tree(sd, mul->closure, weight * TO_FLOAT3(mul->weight));
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break;
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}
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case OSL::ClosureColor::ADD: {
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OSL::ClosureAdd *add = (OSL::ClosureAdd *)closure;
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flatten_background_closure_tree(sd, add->closureA, weight);
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flatten_background_closure_tree(sd, add->closureB, weight);
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break;
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}
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default: {
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OSL::ClosureComponent *comp = (OSL::ClosureComponent *)closure;
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CClosurePrimitive *prim = (CClosurePrimitive *)comp->data();
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if(prim) {
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#ifdef OSL_SUPPORTS_WEIGHTED_CLOSURE_COMPONENTS
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weight = weight*TO_FLOAT3(comp->w);
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#endif
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prim->setup(sd, 0, weight);
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}
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break;
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}
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}
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}
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void OSLShader::eval_background(KernelGlobals *kg, ShaderData *sd, PathState *state, int path_flag, ShaderContext ctx)
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{
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/* setup shader globals from shader data */
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OSLThreadData *tdata = kg->osl_tdata;
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shaderdata_to_shaderglobals(kg, sd, state, path_flag, tdata);
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/* execute shader for this point */
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OSL::ShadingSystem *ss = (OSL::ShadingSystem*)kg->osl_ss;
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OSL::ShaderGlobals *globals = &tdata->globals;
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OSL::ShadingContext *octx = tdata->context[(int)ctx];
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if(kg->osl->background_state) {
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ss->execute(octx, *(kg->osl->background_state), *globals);
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}
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/* return background color immediately */
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if(globals->Ci)
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flatten_background_closure_tree(sd, globals->Ci);
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}
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/* Volume */
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static void flatten_volume_closure_tree(ShaderData *sd,
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const OSL::ClosureColor *closure,
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float3 weight = make_float3(1.0f, 1.0f, 1.0f))
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{
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/* OSL gives us a closure tree, we flatten it into arrays per
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* closure type, for evaluation, sampling, etc later on. */
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switch(closure->id) {
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case OSL::ClosureColor::MUL: {
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OSL::ClosureMul *mul = (OSL::ClosureMul *)closure;
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flatten_volume_closure_tree(sd, mul->closure, TO_FLOAT3(mul->weight) * weight);
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break;
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}
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case OSL::ClosureColor::ADD: {
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OSL::ClosureAdd *add = (OSL::ClosureAdd *)closure;
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flatten_volume_closure_tree(sd, add->closureA, weight);
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flatten_volume_closure_tree(sd, add->closureB, weight);
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break;
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}
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default: {
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OSL::ClosureComponent *comp = (OSL::ClosureComponent *)closure;
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CClosurePrimitive *prim = (CClosurePrimitive *)comp->data();
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if(prim) {
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#ifdef OSL_SUPPORTS_WEIGHTED_CLOSURE_COMPONENTS
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weight = weight*TO_FLOAT3(comp->w);
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#endif
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prim->setup(sd, 0, weight);
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}
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}
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}
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}
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void OSLShader::eval_volume(KernelGlobals *kg, ShaderData *sd, PathState *state, int path_flag, ShaderContext ctx)
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{
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/* setup shader globals from shader data */
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OSLThreadData *tdata = kg->osl_tdata;
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shaderdata_to_shaderglobals(kg, sd, state, path_flag, tdata);
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/* execute shader */
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OSL::ShadingSystem *ss = (OSL::ShadingSystem*)kg->osl_ss;
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OSL::ShaderGlobals *globals = &tdata->globals;
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OSL::ShadingContext *octx = tdata->context[(int)ctx];
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int shader = sd->shader & SHADER_MASK;
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if(kg->osl->volume_state[shader]) {
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ss->execute(octx, *(kg->osl->volume_state[shader]), *globals);
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}
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/* flatten closure tree */
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if(globals->Ci)
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flatten_volume_closure_tree(sd, globals->Ci);
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}
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/* Displacement */
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void OSLShader::eval_displacement(KernelGlobals *kg, ShaderData *sd, ShaderContext ctx)
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{
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/* setup shader globals from shader data */
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OSLThreadData *tdata = kg->osl_tdata;
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PathState state = {0};
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shaderdata_to_shaderglobals(kg, sd, &state, 0, tdata);
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/* execute shader */
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OSL::ShadingSystem *ss = (OSL::ShadingSystem*)kg->osl_ss;
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OSL::ShaderGlobals *globals = &tdata->globals;
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OSL::ShadingContext *octx = tdata->context[(int)ctx];
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int shader = sd->shader & SHADER_MASK;
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if(kg->osl->displacement_state[shader]) {
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ss->execute(octx, *(kg->osl->displacement_state[shader]), *globals);
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}
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/* get back position */
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sd->P = TO_FLOAT3(globals->P);
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}
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/* Attributes */
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int OSLShader::find_attribute(KernelGlobals *kg, const ShaderData *sd, uint id, AttributeElement *elem)
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{
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/* for OSL, a hash map is used to lookup the attribute by name. */
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int object = sd->object*ATTR_PRIM_TYPES;
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#ifdef __HAIR__
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if(sd->type & PRIMITIVE_ALL_CURVE) object += ATTR_PRIM_CURVE;
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#endif
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OSLGlobals::AttributeMap &attr_map = kg->osl->attribute_map[object];
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ustring stdname(std::string("geom:") + std::string(Attribute::standard_name((AttributeStandard)id)));
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OSLGlobals::AttributeMap::const_iterator it = attr_map.find(stdname);
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if(it != attr_map.end()) {
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const OSLGlobals::Attribute &osl_attr = it->second;
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*elem = osl_attr.elem;
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if(sd->prim == PRIM_NONE && (AttributeElement)osl_attr.elem != ATTR_ELEMENT_MESH)
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return ATTR_STD_NOT_FOUND;
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/* return result */
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return (osl_attr.elem == ATTR_ELEMENT_NONE) ? (int)ATTR_STD_NOT_FOUND : osl_attr.offset;
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}
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else
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return (int)ATTR_STD_NOT_FOUND;
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}
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CCL_NAMESPACE_END
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