forked from bartvdbraak/blender
da376e0237
Cycles uses code from some great open source projects, many thanks them: * BVH building and traversal code from NVidia's "Understanding the Efficiency of Ray Traversal on GPUs": http://code.google.com/p/understanding-the-efficiency-of-ray-traversal-on-gpus/ * Open Shading Language for a large part of the shading system: http://code.google.com/p/openshadinglanguage/ * Blender for procedural textures and a few other nodes. * Approximate Catmull Clark subdivision from NVidia Mesh tools: http://code.google.com/p/nvidia-mesh-tools/ * Sobol direction vectors from: http://web.maths.unsw.edu.au/~fkuo/sobol/ * Film response functions from: http://www.cs.columbia.edu/CAVE/software/softlib/dorf.php
472 lines
16 KiB
C
472 lines
16 KiB
C
/////////////////////////////////////////////////////////////////////////////
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// Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al. All Rights Reserved.
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions are
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// met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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// * Neither the name of Sony Pictures Imageworks nor the names of its
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// contributors may be used to endorse or promote products derived from
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// this software without specific prior written permission.
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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/////////////////////////////////////////////////////////////////////////////
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#ifndef CCL_STDOSL_H
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#define CCL_STDOSL_H
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#ifndef M_PI
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#define M_PI 3.1415926535897932 /* pi */
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#define M_PI_2 1.5707963267948966 /* pi/2 */
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#define M_PI_4 0.7853981633974483 /* pi/4 */
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#define M_2_PI 0.6366197723675813 /* 2/pi */
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#define M_2_SQRTPI 1.1283791670955126 /* 2/sqrt(pi) */
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#define M_E 2.7182818284590452 /* e (Euler's number) */
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#define M_LN2 0.6931471805599453 /* ln(2) */
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#define M_LN10 2.3025850929940457 /* ln(10) */
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#define M_LOG2E 1.4426950408889634 /* log_2(e) */
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#define M_LOG10E 0.4342944819032518 /* log_10(e) */
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#define M_SQRT2 1.4142135623730950 /* sqrt(2) */
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#define M_SQRT1_2 0.7071067811865475 /* 1/sqrt(2) */
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#endif
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// Declaration of built-in functions and closures
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#define BUILTIN [[ int builtin = 1 ]]
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#define BUILTIN_DERIV [[ int builtin = 1, int deriv = 1 ]]
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#define PERCOMP1(name) \
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normal name (normal x) BUILTIN; \
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vector name (vector x) BUILTIN; \
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point name (point x) BUILTIN; \
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color name (color x) BUILTIN; \
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float name (float x) BUILTIN;
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#define PERCOMP2(name) \
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normal name (normal x, normal y) BUILTIN; \
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vector name (vector x, vector y) BUILTIN; \
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point name (point x, point y) BUILTIN; \
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color name (color x, color y) BUILTIN; \
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float name (float x, float y) BUILTIN;
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#define PERCOMP2F(name) \
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normal name (normal x, float y) BUILTIN; \
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vector name (vector x, float y) BUILTIN; \
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point name (point x, float y) BUILTIN; \
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color name (color x, float y) BUILTIN; \
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float name (float x, float y) BUILTIN;
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// Basic math
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normal degrees (normal x) { return x*(180.0/M_PI); }
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vector degrees (vector x) { return x*(180.0/M_PI); }
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point degrees (point x) { return x*(180.0/M_PI); }
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color degrees (color x) { return x*(180.0/M_PI); }
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float degrees (float x) { return x*(180.0/M_PI); }
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normal radians (normal x) { return x*(M_PI/180.0); }
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vector radians (vector x) { return x*(M_PI/180.0); }
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point radians (point x) { return x*(M_PI/180.0); }
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color radians (color x) { return x*(M_PI/180.0); }
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float radians (float x) { return x*(M_PI/180.0); }
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PERCOMP1 (cos)
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PERCOMP1 (sin)
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PERCOMP1 (tan)
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PERCOMP1 (acos)
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PERCOMP1 (asin)
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PERCOMP1 (atan)
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PERCOMP2 (atan2)
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PERCOMP1 (cosh)
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PERCOMP1 (sinh)
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PERCOMP1 (tanh)
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PERCOMP2F (pow)
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PERCOMP1 (exp)
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PERCOMP1 (exp2)
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PERCOMP1 (expm1)
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PERCOMP1 (log)
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point log (point a, float b) { return log(a)/log(b); }
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vector log (vector a, float b) { return log(a)/log(b); }
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color log (color a, float b) { return log(a)/log(b); }
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float log (float a, float b) { return log(a)/log(b); }
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PERCOMP1 (log2)
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PERCOMP1 (log10)
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PERCOMP1 (logb)
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PERCOMP1 (sqrt)
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PERCOMP1 (inversesqrt)
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float hypot (float a, float b) { return sqrt (a*a + b*b); }
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float hypot (float a, float b, float c) { return sqrt (a*a + b*b + c*c); }
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PERCOMP1 (abs)
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int abs (int x) BUILTIN;
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PERCOMP1 (fabs)
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int fabs (int x) BUILTIN;
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PERCOMP1 (sign)
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PERCOMP1 (floor)
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PERCOMP1 (ceil)
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PERCOMP1 (round)
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PERCOMP1 (trunc)
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PERCOMP2 (fmod)
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PERCOMP2F (fmod)
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PERCOMP2 (mod)
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PERCOMP2F (mod)
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int mod (int x, int y) BUILTIN;
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PERCOMP2 (min)
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PERCOMP2 (max)
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normal clamp (normal x, normal minval, normal maxval) { return max(min(x,maxval),minval); }
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vector clamp (vector x, vector minval, vector maxval) { return max(min(x,maxval),minval); }
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point clamp (point x, point minval, point maxval) { return max(min(x,maxval),minval); }
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color clamp (color x, color minval, color maxval) { return max(min(x,maxval),minval); }
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float clamp (float x, float minval, float maxval) { return max(min(x,maxval),minval); }
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//normal clamp (normal x, normal minval, normal maxval) BUILTIN;
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//vector clamp (vector x, vector minval, vector maxval) BUILTIN;
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//point clamp (point x, point minval, point maxval) BUILTIN;
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//color clamp (color x, color minval, color maxval) BUILTIN;
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//float clamp (float x, float minval, float maxval) BUILTIN;
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normal mix (normal x, normal y, normal a) { return x*(1-a) + y*a; }
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normal mix (normal x, normal y, float a) { return x*(1-a) + y*a; }
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vector mix (vector x, vector y, vector a) { return x*(1-a) + y*a; }
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vector mix (vector x, vector y, float a) { return x*(1-a) + y*a; }
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point mix (point x, point y, point a) { return x*(1-a) + y*a; }
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point mix (point x, point y, float a) { return x*(1-a) + y*a; }
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color mix (color x, color y, color a) { return x*(1-a) + y*a; }
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color mix (color x, color y, float a) { return x*(1-a) + y*a; }
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float mix (float x, float y, float a) { return x*(1-a) + y*a; }
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int isnan (float x) BUILTIN;
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int isinf (float x) BUILTIN;
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int isfinite (float x) BUILTIN;
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float erf (float x) BUILTIN;
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float erfc (float x) BUILTIN;
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// Vector functions
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vector cross (vector a, vector b) BUILTIN;
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float dot (vector a, vector b) BUILTIN;
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float length (vector v) BUILTIN;
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float distance (point a, point b) BUILTIN;
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float distance (point a, point b, point q) BUILTIN;
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normal normalize (normal v) BUILTIN;
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vector normalize (vector v) BUILTIN;
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vector faceforward (vector N, vector I, vector Nref) BUILTIN;
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vector faceforward (vector N, vector I) BUILTIN;
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vector reflect (vector I, vector N) { return I - 2*dot(N,I)*N; }
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vector refract (vector I, vector N, float eta) {
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float IdotN = dot (I, N);
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float k = 1 - eta*eta * (1 - IdotN*IdotN);
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return (k < 0) ? vector(0,0,0) : (eta*I - N * (eta*IdotN + sqrt(k)));
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}
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void fresnel (vector I, normal N, float eta,
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output float Kr, output float Kt,
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output vector R, output vector T)
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{
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float sqr(float x) { return x*x; }
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float c = dot(I, N);
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if (c < 0)
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c = -c;
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R = reflect(I, N);
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float g = 1.0 / sqr(eta) - 1.0 + c * c;
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if (g >= 0.0) {
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g = sqrt (g);
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float beta = g - c;
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float F = (c * (g+c) - 1.0) / (c * beta + 1.0);
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F = 0.5 * (1.0 + sqr(F));
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F *= sqr (beta / (g+c));
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Kr = F;
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Kt = (1.0 - Kr) * eta*eta;
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// OPT: the following recomputes some of the above values, but it
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// gives us the same result as if the shader-writer called refract()
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T = refract(I, N, eta);
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} else {
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// total internal reflection
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Kr = 1.0;
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Kt = 0.0;
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T = vector (0,0,0);
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}
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#undef sqr
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}
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void fresnel (vector I, normal N, float eta,
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output float Kr, output float Kt)
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{
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vector R, T;
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fresnel(I, N, eta, Kr, Kt, R, T);
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}
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point rotate (point q, float angle, point a, point b) BUILTIN;
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normal transform (matrix Mto, normal p) BUILTIN;
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vector transform (matrix Mto, vector p) BUILTIN;
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point transform (matrix Mto, point p) BUILTIN;
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// Implementation of transform-with-named-space in terms of matrices:
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point transform (string tospace, point x)
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{
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return transform (matrix ("common", tospace), x);
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}
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point transform (string fromspace, string tospace, point x)
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{
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return transform (matrix (fromspace, tospace), x);
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}
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vector transform (string tospace, vector x)
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{
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return transform (matrix ("common", tospace), x);
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}
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vector transform (string fromspace, string tospace, vector x)
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{
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return transform (matrix (fromspace, tospace), x);
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}
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normal transform (string tospace, normal x)
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{
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return transform (matrix ("common", tospace), x);
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}
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normal transform (string fromspace, string tospace, normal x)
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{
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return transform (matrix (fromspace, tospace), x);
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}
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float transformu (string tounits, float x) BUILTIN;
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float transformu (string fromunits, string tounits, float x) BUILTIN;
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// Color functions
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float luminance (color c) {
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return dot ((vector)c, vector(0.2126, 0.7152, 0.0722));
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}
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color transformc (string to, color x)
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{
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color rgb_to_hsv (color rgb) { // See Foley & van Dam
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float r = rgb[0], g = rgb[1], b = rgb[2];
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float mincomp = min (r, min (g, b));
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float maxcomp = max (r, max (g, b));
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float delta = maxcomp - mincomp; // chroma
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float h, s, v;
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v = maxcomp;
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if (maxcomp > 0)
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s = delta / maxcomp;
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else s = 0;
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if (s <= 0)
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h = 0;
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else {
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if (r >= maxcomp) h = (g-b) / delta;
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else if (g >= maxcomp) h = 2 + (b-r) / delta;
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else h = 4 + (r-g) / delta;
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h /= 6;
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if (h < 0)
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h += 1;
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}
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return color (h, s, v);
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}
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color rgb_to_hsl (color rgb) { // See Foley & van Dam
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// First convert rgb to hsv, then to hsl
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float minval = min (rgb[0], min (rgb[1], rgb[2]));
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color hsv = rgb_to_hsv (rgb);
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float maxval = hsv[2]; // v == maxval
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float h = hsv[0], s, l = (minval+maxval) / 2;
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if (minval == maxval)
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s = 0; // special 'achromatic' case, hue is 0
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else if (l <= 0.5)
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s = (maxval - minval) / (maxval + minval);
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else
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s = (maxval - minval) / (2 - maxval - minval);
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return color (h, s, l);
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}
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color r;
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if (to == "rgb" || to == "RGB")
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r = x;
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else if (to == "hsv")
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r = rgb_to_hsv (x);
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else if (to == "hsl")
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r = rgb_to_hsl (x);
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else if (to == "YIQ")
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r = color (dot (vector(0.299, 0.587, 0.114), (vector)x),
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dot (vector(0.596, -0.275, -0.321), (vector)x),
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dot (vector(0.212, -0.523, 0.311), (vector)x));
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else if (to == "xyz")
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r = color (dot (vector(0.412453, 0.357580, 0.180423), (vector)x),
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dot (vector(0.212671, 0.715160, 0.072169), (vector)x),
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dot (vector(0.019334, 0.119193, 0.950227), (vector)x));
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else {
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error ("Unknown color space \"%s\"", to);
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r = x;
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}
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return r;
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}
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color transformc (string from, string to, color x)
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{
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color hsv_to_rgb (color c) { // Reference: Foley & van Dam
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float h = c[0], s = c[1], v = c[2];
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color r;
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if (s < 0.0001) {
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r = v;
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} else {
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h = 6 * (h - floor(h)); // expand to [0..6)
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int hi = (int)h;
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float f = h - hi;
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float p = v * (1-s);
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float q = v * (1-s*f);
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float t = v * (1-s*(1-f));
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if (hi == 0) r = color (v, t, p);
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else if (hi == 1) r = color (q, v, p);
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else if (hi == 2) r = color (p, v, t);
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else if (hi == 3) r = color (p, q, v);
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else if (hi == 4) r = color (t, p, v);
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else r = color (v, p, q);
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}
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return r;
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}
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color hsl_to_rgb (color c) {
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float h = c[0], s = c[1], l = c[2];
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// Easiest to convert hsl -> hsv, then hsv -> RGB (per Foley & van Dam)
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float v = (l <= 0.5) ? (l * (1 + s)) : (l * (1 - s) + s);
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color r;
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if (v <= 0) {
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r = 0;
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} else {
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float min = 2 * l - v;
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s = (v - min) / v;
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r = hsv_to_rgb (color (h, s, v));
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}
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return r;
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}
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color r;
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if (from == "rgb" || from == "RGB")
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r = x;
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else if (from == "hsv")
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r = hsv_to_rgb (x);
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else if (from == "hsl")
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r = hsl_to_rgb (x);
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else if (from == "YIQ")
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r = color (dot (vector(1, 0.9557, 0.6199), (vector)x),
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dot (vector(1, -0.2716, -0.6469), (vector)x),
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dot (vector(1, -1.1082, 1.7051), (vector)x));
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else if (from == "xyz")
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r = color (dot (vector( 3.240479, -1.537150, -0.498535), (vector)x),
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dot (vector(-0.969256, 1.875991, 0.041556), (vector)x),
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dot (vector( 0.055648, -0.204043, 1.057311), (vector)x));
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else {
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error ("Unknown color space \"%s\"", to);
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r = x;
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}
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return transformc (to, r);
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}
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// Matrix functions
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float determinant (matrix m) BUILTIN;
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matrix transpose (matrix m) BUILTIN;
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// Pattern generation
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float step (float edge, float x) BUILTIN;
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color step (color edge, color x) BUILTIN;
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point step (point edge, point x) BUILTIN;
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vector step (vector edge, vector x) BUILTIN;
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normal step (normal edge, normal x) BUILTIN;
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float smoothstep (float edge0, float edge1, float x) BUILTIN;
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// Derivatives and area operators
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// Displacement functions
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// String functions
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int strlen (string s) BUILTIN;
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int startswith (string s, string prefix) BUILTIN;
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int endswith (string s, string suffix) BUILTIN;
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string substr (string s, int start, int len) BUILTIN;
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string substr (string s, int start) { return substr (s, start, strlen(s)); }
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// Define concat in terms of shorter concat
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string concat (string a, string b, string c) {
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return concat(concat(a,b), c);
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}
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string concat (string a, string b, string c, string d) {
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return concat(concat(a,b,c), d);
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}
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string concat (string a, string b, string c, string d, string e) {
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return concat(concat(a,b,c,d), e);
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}
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string concat (string a, string b, string c, string d, string e, string f) {
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return concat(concat(a,b,c,d,e), f);
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}
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// Texture
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// Closures
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closure color diffuse(normal N) BUILTIN;
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closure color translucent(normal N) BUILTIN;
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closure color reflection(normal N, float eta) BUILTIN;
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closure color reflection(normal N) { return reflection (N, 0.0); }
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closure color refraction(normal N, float eta) BUILTIN;
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closure color dielectric(normal N, float eta) BUILTIN;
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closure color transparent() BUILTIN;
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closure color microfacet_ggx(normal N, float ag) BUILTIN;
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closure color microfacet_ggx_refraction(normal N, float ag, float eta) BUILTIN;
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closure color microfacet_beckmann(normal N, float ab) BUILTIN;
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closure color microfacet_beckmann_refraction(normal N, float ab, float eta) BUILTIN;
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closure color ward(normal N, vector T,float ax, float ay) BUILTIN;
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closure color ashikhmin_velvet(normal N, float sigma) BUILTIN;
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closure color westin_backscatter(normal N, float roughness) BUILTIN;
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closure color westin_sheen(normal N, float edginess) BUILTIN;
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closure color bssrdf_cubic(color radius) BUILTIN;
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closure color emission(float inner_angle, float outer_angle) BUILTIN;
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closure color emission(float outer_angle) BUILTIN;
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closure color emission() BUILTIN;
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closure color debug(string tag) BUILTIN;
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closure color background() BUILTIN;
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closure color holdout() BUILTIN;
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closure color subsurface(float eta, float g, float mfp, float albedo) BUILTIN;
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// Renderer state
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int raytype (string typename) BUILTIN;
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#undef BUILTIN
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#undef BUILTIN_DERIV
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#undef PERCOMP1
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#undef PERCOMP2
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#undef PERCOMP2F
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#endif /* CCL_STDOSL_H */
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