forked from bartvdbraak/blender
1f1dcdfd76
This is a good practice to do anyway, plus it'll help with the upcoming change.
567 lines
16 KiB
C++
567 lines
16 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 "closure/bsdf_diffuse.h"
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#include "closure/bssrdf.h"
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#include "osl_bssrdf.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,
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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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}
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/* Surface */
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static void flatten_surface_closure_tree(ShaderData *sd, int path_flag,
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const OSL::ClosureColor *closure, 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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if (closure->type == OSL::ClosureColor::COMPONENT) {
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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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ShaderClosure sc;
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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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sc.weight = weight;
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prim->setup();
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switch (prim->category) {
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case CClosurePrimitive::BSDF: {
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CBSDFClosure *bsdf = (CBSDFClosure *)prim;
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int scattering = bsdf->scattering();
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/* caustic options */
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if((scattering & LABEL_GLOSSY) && (path_flag & PATH_RAY_DIFFUSE)) {
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KernelGlobals *kg = sd->osl_globals;
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if((!kernel_data.integrator.caustics_reflective && (scattering & LABEL_REFLECT)) ||
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(!kernel_data.integrator.caustics_refractive && (scattering & LABEL_TRANSMIT))) {
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return;
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}
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}
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/* sample weight */
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float sample_weight = fabsf(average(weight));
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sc.sample_weight = sample_weight;
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sc.type = bsdf->sc.type;
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sc.N = bsdf->sc.N;
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sc.T = bsdf->sc.T;
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sc.data0 = bsdf->sc.data0;
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sc.data1 = bsdf->sc.data1;
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sc.data2 = bsdf->sc.data2;
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sc.prim = bsdf->sc.prim;
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/* add */
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if(sc.sample_weight > CLOSURE_WEIGHT_CUTOFF && sd->num_closure < MAX_CLOSURE) {
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sd->closure[sd->num_closure++] = sc;
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sd->flag |= bsdf->shaderdata_flag();
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}
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break;
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}
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case CClosurePrimitive::Emissive: {
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/* sample weight */
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float sample_weight = fabsf(average(weight));
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sc.sample_weight = sample_weight;
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sc.type = CLOSURE_EMISSION_ID;
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sc.data0 = 0.0f;
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sc.data1 = 0.0f;
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sc.data2 = 0.0f;
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sc.prim = NULL;
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/* flag */
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if(sd->num_closure < MAX_CLOSURE) {
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sd->closure[sd->num_closure++] = sc;
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sd->flag |= SD_EMISSION;
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}
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break;
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}
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case CClosurePrimitive::AmbientOcclusion: {
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/* sample weight */
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float sample_weight = fabsf(average(weight));
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sc.sample_weight = sample_weight;
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sc.type = CLOSURE_AMBIENT_OCCLUSION_ID;
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sc.data0 = 0.0f;
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sc.data1 = 0.0f;
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sc.data2 = 0.0f;
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sc.prim = NULL;
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if(sd->num_closure < MAX_CLOSURE) {
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sd->closure[sd->num_closure++] = sc;
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sd->flag |= SD_AO;
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}
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break;
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}
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case CClosurePrimitive::Holdout: {
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sc.sample_weight = 0.0f;
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sc.type = CLOSURE_HOLDOUT_ID;
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sc.data0 = 0.0f;
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sc.data1 = 0.0f;
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sc.data2 = 0.0f;
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sc.prim = NULL;
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if(sd->num_closure < MAX_CLOSURE) {
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sd->closure[sd->num_closure++] = sc;
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sd->flag |= SD_HOLDOUT;
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}
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break;
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}
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case CClosurePrimitive::BSSRDF: {
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CBSSRDFClosure *bssrdf = (CBSSRDFClosure *)prim;
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float sample_weight = fabsf(average(weight));
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if(sample_weight > CLOSURE_WEIGHT_CUTOFF && sd->num_closure+2 < MAX_CLOSURE) {
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sc.sample_weight = sample_weight;
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sc.type = bssrdf->sc.type;
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sc.N = bssrdf->sc.N;
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sc.data1 = bssrdf->sc.data1;
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sc.T.x = bssrdf->sc.T.x;
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sc.prim = NULL;
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/* disable in case of diffuse ancestor, can't see it well then and
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* adds considerably noise due to probabilities of continuing path
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* getting lower and lower */
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if(path_flag & PATH_RAY_DIFFUSE_ANCESTOR)
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bssrdf->radius = make_float3(0.0f, 0.0f, 0.0f);
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/* create one closure for each color channel */
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if(fabsf(weight.x) > 0.0f) {
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sc.weight = make_float3(weight.x, 0.0f, 0.0f);
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sc.data0 = bssrdf->radius.x;
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sd->flag |= bssrdf_setup(&sc, sc.type);
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sd->closure[sd->num_closure++] = sc;
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}
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if(fabsf(weight.y) > 0.0f) {
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sc.weight = make_float3(0.0f, weight.y, 0.0f);
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sc.data0 = bssrdf->radius.y;
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sd->flag |= bssrdf_setup(&sc, sc.type);
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sd->closure[sd->num_closure++] = sc;
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}
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if(fabsf(weight.z) > 0.0f) {
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sc.weight = make_float3(0.0f, 0.0f, weight.z);
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sc.data0 = bssrdf->radius.z;
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sd->flag |= bssrdf_setup(&sc, sc.type);
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sd->closure[sd->num_closure++] = sc;
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}
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}
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break;
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}
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case CClosurePrimitive::Background:
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case CClosurePrimitive::Volume:
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break; /* not relevant */
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}
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}
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}
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else if (closure->type == 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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}
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else if (closure->type == 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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}
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}
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void OSLShader::eval_surface(KernelGlobals *kg, ShaderData *sd, 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, 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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/* 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 float3 flatten_background_closure_tree(const OSL::ClosureColor *closure)
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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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if (closure->type == OSL::ClosureColor::COMPONENT) {
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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 && prim->category == CClosurePrimitive::Background)
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#ifdef OSL_SUPPORTS_WEIGHTED_CLOSURE_COMPONENTS
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return TO_FLOAT3(comp->w);
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#else
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return make_float3(1.0f, 1.0f, 1.0f);
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#endif
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}
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else if (closure->type == OSL::ClosureColor::MUL) {
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OSL::ClosureMul *mul = (OSL::ClosureMul *)closure;
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return TO_FLOAT3(mul->weight) * flatten_background_closure_tree(mul->closure);
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}
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else if (closure->type == OSL::ClosureColor::ADD) {
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OSL::ClosureAdd *add = (OSL::ClosureAdd *)closure;
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return flatten_background_closure_tree(add->closureA) +
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flatten_background_closure_tree(add->closureB);
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}
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return make_float3(0.0f, 0.0f, 0.0f);
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}
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float3 OSLShader::eval_background(KernelGlobals *kg, ShaderData *sd, 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, 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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/* return background color immediately */
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if (globals->Ci)
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return flatten_background_closure_tree(globals->Ci);
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return make_float3(0.0f, 0.0f, 0.0f);
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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, 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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if (closure->type == OSL::ClosureColor::COMPONENT) {
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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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ShaderClosure sc;
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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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sc.weight = weight;
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prim->setup();
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switch (prim->category) {
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case CClosurePrimitive::Volume: {
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CVolumeClosure *volume = (CVolumeClosure *)prim;
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/* sample weight */
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float sample_weight = fabsf(average(weight));
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sc.sample_weight = sample_weight;
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sc.type = volume->sc.type;
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sc.data0 = volume->sc.data0;
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sc.data1 = volume->sc.data1;
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/* add */
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if((sc.sample_weight > CLOSURE_WEIGHT_CUTOFF) &&
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(sd->num_closure < MAX_CLOSURE))
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{
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sd->closure[sd->num_closure++] = sc;
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sd->flag |= volume->shaderdata_flag();
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}
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break;
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}
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case CClosurePrimitive::Emissive: {
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/* sample weight */
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float sample_weight = fabsf(average(weight));
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sc.sample_weight = sample_weight;
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sc.type = CLOSURE_EMISSION_ID;
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sc.data0 = 0.0f;
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sc.data1 = 0.0f;
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sc.prim = NULL;
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/* flag */
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if(sd->num_closure < MAX_CLOSURE) {
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sd->closure[sd->num_closure++] = sc;
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sd->flag |= SD_EMISSION;
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}
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break;
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}
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case CClosurePrimitive::Holdout:
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break; /* not implemented */
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case CClosurePrimitive::Background:
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case CClosurePrimitive::BSDF:
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case CClosurePrimitive::BSSRDF:
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case CClosurePrimitive::AmbientOcclusion:
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break; /* not relevant */
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}
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}
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}
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else if (closure->type == 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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}
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else if (closure->type == 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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}
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}
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void OSLShader::eval_volume(KernelGlobals *kg, ShaderData *sd, 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, 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);
|
|
|
|
/* flatten closure tree */
|
|
if (globals->Ci)
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flatten_volume_closure_tree(sd, globals->Ci);
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|
}
|
|
|
|
/* Displacement */
|
|
|
|
void OSLShader::eval_displacement(KernelGlobals *kg, ShaderData *sd, ShaderContext ctx)
|
|
{
|
|
/* setup shader globals from shader data */
|
|
OSLThreadData *tdata = kg->osl_tdata;
|
|
shaderdata_to_shaderglobals(kg, sd, 0, tdata);
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|
|
|
/* 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(*octx, *(kg->osl->displacement_state[shader]), *globals);
|
|
|
|
/* get back position */
|
|
sd->P = TO_FLOAT3(globals->P);
|
|
}
|
|
|
|
/* 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)
|
|
{
|
|
CBSDFClosure *sample_bsdf = (CBSDFClosure *)sc->prim;
|
|
|
|
pdf = 0.0f;
|
|
|
|
return sample_bsdf->sample(sd->Ng,
|
|
sd->I, sd->dI.dx, sd->dI.dy,
|
|
randu, randv,
|
|
omega_in, domega_in.dx, domega_in.dy,
|
|
pdf, eval);
|
|
}
|
|
|
|
float3 OSLShader::bsdf_eval(const ShaderData *sd, const ShaderClosure *sc, const float3& omega_in, float& pdf)
|
|
{
|
|
CBSDFClosure *bsdf = (CBSDFClosure *)sc->prim;
|
|
float3 bsdf_eval;
|
|
|
|
if (dot(sd->Ng, omega_in) >= 0.0f)
|
|
bsdf_eval = bsdf->eval_reflect(sd->I, omega_in, pdf);
|
|
else
|
|
bsdf_eval = bsdf->eval_transmit(sd->I, omega_in, pdf);
|
|
|
|
return bsdf_eval;
|
|
}
|
|
|
|
void OSLShader::bsdf_blur(ShaderClosure *sc, float roughness)
|
|
{
|
|
CBSDFClosure *bsdf = (CBSDFClosure *)sc->prim;
|
|
bsdf->blur(roughness);
|
|
}
|
|
|
|
/* Attributes */
|
|
|
|
int OSLShader::find_attribute(KernelGlobals *kg, const ShaderData *sd, uint id, AttributeElement *elem)
|
|
{
|
|
/* for OSL, a hash map is used to lookup the attribute by name. */
|
|
int object = sd->object*ATTR_PRIM_TYPES;
|
|
#ifdef __HAIR__
|
|
if(sd->type & PRIMITIVE_ALL_CURVE) object += ATTR_PRIM_CURVE;
|
|
#endif
|
|
|
|
OSLGlobals::AttributeMap &attr_map = kg->osl->attribute_map[object];
|
|
ustring stdname(std::string("geom:") + std::string(Attribute::standard_name((AttributeStandard)id)));
|
|
OSLGlobals::AttributeMap::const_iterator it = attr_map.find(stdname);
|
|
|
|
if (it != attr_map.end()) {
|
|
const OSLGlobals::Attribute &osl_attr = it->second;
|
|
*elem = osl_attr.elem;
|
|
|
|
if(sd->prim == PRIM_NONE && (AttributeElement)osl_attr.elem != ATTR_ELEMENT_MESH)
|
|
return ATTR_STD_NOT_FOUND;
|
|
|
|
/* return result */
|
|
return (osl_attr.elem == ATTR_ELEMENT_NONE) ? (int)ATTR_STD_NOT_FOUND : osl_attr.offset;
|
|
}
|
|
else
|
|
return (int)ATTR_STD_NOT_FOUND;
|
|
}
|
|
|
|
CCL_NAMESPACE_END
|
|
|