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C++ osl::ShadingSystem类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C++中osl::ShadingSystem的典型用法代码示例。如果您正苦于以下问题:C++ ShadingSystem类的具体用法?C++ ShadingSystem怎么用?C++ ShadingSystem使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。



在下文中一共展示了ShadingSystem类的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。

示例1: thread_init

CCL_NAMESPACE_BEGIN

/* Threads */

void OSLShader::thread_init(KernelGlobals *kg, KernelGlobals *kernel_globals, OSLGlobals *osl_globals)
{
	/* no osl used? */
	if(!osl_globals->use) {
		kg->osl = NULL;
		return;
	}

	/* per thread kernel data init*/
	kg->osl = osl_globals;
	kg->osl->services->thread_init(kernel_globals, osl_globals->ts);

	OSL::ShadingSystem *ss = kg->osl->ss;
	OSLThreadData *tdata = new OSLThreadData();

	memset(&tdata->globals, 0, sizeof(OSL::ShaderGlobals));
	tdata->globals.tracedata = &tdata->tracedata;
	tdata->globals.flipHandedness = false;
	tdata->osl_thread_info = ss->create_thread_info();

	for(int i = 0; i < SHADER_CONTEXT_NUM; i++)
		tdata->context[i] = ss->get_context(tdata->osl_thread_info);

	tdata->oiio_thread_info = osl_globals->ts->get_perthread_info();

	kg->osl_ss = (OSLShadingSystem*)ss;
	kg->osl_tdata = tdata;
}
开发者ID:silkentrance,项目名称:blender,代码行数:32,代码来源:osl_shader.cpp


示例2: eval_displacement

void OSLShader::eval_displacement(KernelGlobals *kg, ShaderData *sd, ShaderContext ctx)
{
	/* setup shader globals from shader data */
	OSLThreadData *tdata = kg->osl_tdata;

	PathState state = {0};

	shaderdata_to_shaderglobals(kg, sd, &state, 0, tdata);

	/* execute shader */
	OSL::ShadingSystem *ss = (OSL::ShadingSystem*)kg->osl_ss;
	OSL::ShaderGlobals *globals = &tdata->globals;
	OSL::ShadingContext *octx = tdata->context[(int)ctx];
	int shader = sd->shader & SHADER_MASK;

	if(kg->osl->displacement_state[shader]) {
#if OSL_LIBRARY_VERSION_CODE < 10600
		ss->execute(*octx, *(kg->osl->displacement_state[shader]), *globals);
#else
		ss->execute(octx, *(kg->osl->displacement_state[shader]), *globals);
#endif
	}

	/* get back position */
	sd->P = TO_FLOAT3(globals->P);
}
开发者ID:Moguri,项目名称:blender,代码行数:26,代码来源:osl_shader.cpp


示例3: thread_free

void OSLShader::thread_free(KernelGlobals *kg)
{
	if(!kg->osl)
		return;

	OSL::ShadingSystem *ss = (OSL::ShadingSystem*)kg->osl_ss;
	OSLThreadData *tdata = kg->osl_tdata;
	ss->release_context(tdata->context);

	ss->destroy_thread_info(tdata->osl_thread_info);

	delete tdata;

	kg->osl = NULL;
	kg->osl_ss = NULL;
	kg->osl_tdata = NULL;
}
开发者ID:mdtrooper,项目名称:goxel,代码行数:17,代码来源:osl_shader.cpp


示例4: eval_volume

void OSLShader::eval_volume(KernelGlobals *kg, ShaderData *sd, float randb, int path_flag, ShaderContext ctx)
{
	/* setup shader globals from shader data */
	OSLThreadData *tdata = kg->osl_tdata;
	shaderdata_to_shaderglobals(kg, sd, path_flag, tdata);

	/* execute shader */
	OSL::ShadingSystem *ss = (OSL::ShadingSystem*)kg->osl_ss;
	OSL::ShaderGlobals *globals = &tdata->globals;
	OSL::ShadingContext *octx = tdata->context[(int)ctx];
	int shader = sd->shader & SHADER_MASK;

	if (kg->osl->volume_state[shader])
		ss->execute(*octx, *(kg->osl->volume_state[shader]), *globals);

	if (globals->Ci)
		flatten_volume_closure_tree(sd, globals->Ci);
}
开发者ID:silkentrance,项目名称:blender,代码行数:18,代码来源:osl_shader.cpp


示例5: thread_free

void OSLShader::thread_free(KernelGlobals *kg)
{
	if(!kg->osl)
		return;

	OSL::ShadingSystem *ss = (OSL::ShadingSystem*)kg->osl_ss;
	OSLThreadData *tdata = kg->osl_tdata;

	for(int i = 0; i < SHADER_CONTEXT_NUM; i++)
		ss->release_context(tdata->context[i]);

	ss->destroy_thread_info(tdata->osl_thread_info);

	delete tdata;

	kg->osl = NULL;
	kg->osl_ss = NULL;
	kg->osl_tdata = NULL;
}
开发者ID:silkentrance,项目名称:blender,代码行数:19,代码来源:osl_shader.cpp


示例6: eval_background

void OSLShader::eval_background(KernelGlobals *kg, ShaderData *sd, PathState *state, int path_flag)
{
	/* setup shader globals from shader data */
	OSLThreadData *tdata = kg->osl_tdata;
	shaderdata_to_shaderglobals(kg, sd, state, path_flag, tdata);

	/* execute shader for this point */
	OSL::ShadingSystem *ss = (OSL::ShadingSystem*)kg->osl_ss;
	OSL::ShaderGlobals *globals = &tdata->globals;
	OSL::ShadingContext *octx = tdata->context;

	if(kg->osl->background_state) {
		ss->execute(octx, *(kg->osl->background_state), *globals);
	}

	/* return background color immediately */
	if(globals->Ci)
		flatten_background_closure_tree(sd, globals->Ci);
}
开发者ID:mdtrooper,项目名称:goxel,代码行数:19,代码来源:osl_shader.cpp


示例7: get_shadergroup_globals_info

void ShaderGroup::get_shadergroup_globals_info(OSL::ShadingSystem& shading_system)
{
    m_uses_dPdtime = true;

    int num_globals = 0;
    if (!shading_system.getattribute(
            impl->m_shader_group_ref.get(),
            "num_globals_needed",
            num_globals))
    {
        RENDERER_LOG_WARNING(
            "getattribute: num_globals_needed call failed for shader group %s; "
            "assuming shader group uses all globals.",
            get_name());
        return;
    }

    if (num_globals != 0)
    {
        OIIO::ustring* globals = 0;
        if (!shading_system.getattribute(
                impl->m_shader_group_ref.get(),
                "globals_needed",
                OIIO::TypeDesc::PTR,
                &globals))
        {
            RENDERER_LOG_WARNING(
                "getattribute: globals_needed call failed for shader group %s; "
                "assuming shader group uses all globals.",
                get_name());
            return;
        }

        m_uses_dPdtime = false;

        for (int i = 0; i < num_globals; ++i)
        {
            if (globals[i] == g_dPdtime_str)
                m_uses_dPdtime = true;
        }
    }
}
开发者ID:camargo,项目名称:appleseed,代码行数:42,代码来源:shadergroup.cpp


示例8: eval_background

float3 OSLShader::eval_background(KernelGlobals *kg, ShaderData *sd, int path_flag, ShaderContext ctx)
{
	/* setup shader globals from shader data */
	OSLThreadData *tdata = kg->osl_tdata;
	shaderdata_to_shaderglobals(kg, sd, path_flag, tdata);

	/* execute shader for this point */
	OSL::ShadingSystem *ss = (OSL::ShadingSystem*)kg->osl_ss;
	OSL::ShaderGlobals *globals = &tdata->globals;
	OSL::ShadingContext *octx = tdata->context[(int)ctx];

	if (kg->osl->background_state)
		ss->execute(*octx, *(kg->osl->background_state), *globals);

	/* return background color immediately */
	if (globals->Ci)
		return flatten_background_closure_tree(globals->Ci);

	return make_float3(0.0f, 0.0f, 0.0f);
}
开发者ID:silkentrance,项目名称:blender,代码行数:20,代码来源:osl_shader.cpp


示例9: eval_displacement

void OSLShader::eval_displacement(KernelGlobals *kg, ShaderData *sd, PathState *state)
{
	/* setup shader globals from shader data */
	OSLThreadData *tdata = kg->osl_tdata;

	shaderdata_to_shaderglobals(kg, sd, state, 0, tdata);

	/* execute shader */
	OSL::ShadingSystem *ss = (OSL::ShadingSystem*)kg->osl_ss;
	OSL::ShaderGlobals *globals = &tdata->globals;
	OSL::ShadingContext *octx = tdata->context;
	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);
}
开发者ID:mdtrooper,项目名称:goxel,代码行数:20,代码来源:osl_shader.cpp


示例10:

ShadingContext::ShadingContext(
    const Intersector&          intersector,
    Tracer&                     tracer,
    TextureCache&               texture_cache,
#ifdef WITH_OSL
    OSL::ShadingSystem&         shading_system,
#endif
    ILightingEngine*            lighting_engine,
    const float                 transparency_threshold,
    const size_t                max_iterations)
  : m_intersector(intersector)
  , m_tracer(tracer)
  , m_texture_cache(texture_cache)
  , m_lighting_engine(lighting_engine)
  , m_transparency_threshold(transparency_threshold)
  , m_max_iterations(max_iterations)
#ifdef WITH_OSL
  , m_osl_shading_system(shading_system)
  , m_osl_thread_info(shading_system.create_thread_info())
  , m_osl_shading_context(shading_system.get_context(m_osl_thread_info))
#endif
{
}
开发者ID:Tanmay-r,项目名称:appleseed,代码行数:23,代码来源:shadingcontext.cpp


示例11: eval_surface

void OSLShader::eval_surface(KernelGlobals *kg, ShaderData *sd, float randb, int path_flag, ShaderContext ctx)
{
	/* setup shader globals from shader data */
	OSLThreadData *tdata = kg->osl_tdata;
	shaderdata_to_shaderglobals(kg, sd, path_flag, tdata);

	/* execute shader for this point */
	OSL::ShadingSystem *ss = (OSL::ShadingSystem*)kg->osl_ss;
	OSL::ShaderGlobals *globals = &tdata->globals;
	OSL::ShadingContext *octx = tdata->context[(int)ctx];
	int shader = sd->shader & SHADER_MASK;

	if (kg->osl->surface_state[shader])
		ss->execute(*octx, *(kg->osl->surface_state[shader]), *globals);

	/* flatten closure tree */
	sd->num_closure = 0;
	sd->randb_closure = randb;

	if (globals->Ci) {
		bool no_glossy = (path_flag & PATH_RAY_DIFFUSE) && kernel_data.integrator.no_caustics;
		flatten_surface_closure_tree(sd, no_glossy, globals->Ci);
	}
}
开发者ID:JasonWilkins,项目名称:blender-wayland,代码行数:24,代码来源:osl_shader.cpp


示例12: add

bool ShaderConnection::add(OSL::ShadingSystem& shading_system)
{
    if (!shading_system.ConnectShaders(
            get_src_layer(),
            get_src_param(),
            get_dst_layer(),
            get_dst_param()))
    {
        RENDERER_LOG_ERROR(
            "error connecting shaders %s::%s -> %s::%s.",
            get_src_layer(),
            get_src_param(),
            get_dst_layer(),
            get_dst_param());
        return false;
    }

    return true;
}
开发者ID:Tanmay-r,项目名称:appleseed,代码行数:19,代码来源:shaderconnection.cpp


示例13: add

bool Shader::add(OSL::ShadingSystem& shading_system)
{
    for (each<ShaderParamContainer> i = impl->m_params; i; ++i)
    {
        if (!i->add(shading_system))
            return false;
    }

    // For some reason, OSL only supports the surface shader usage.
    // So, we ignore the user shader type specified in the XML file,
    // and hardcode "surface" here. TODO: research this...
    //if (!shading_system.Shader(get_type(), get_shader(), get_layer()))
    if (!shading_system.Shader("surface", get_shader(), get_layer()))
    {
        RENDERER_LOG_ERROR("error adding shader %s, %s.", get_shader(), get_layer());
        return false;
    }

    return true;
}
开发者ID:johnhaddon,项目名称:appleseed,代码行数:20,代码来源:shader.cpp


示例14:

OSLShaderGroupExec::OSLShaderGroupExec(OSL::ShadingSystem& shading_system)
  : m_osl_shading_system(shading_system)
  , m_osl_thread_info(shading_system.create_thread_info())
  , m_osl_shading_context(shading_system.get_context(m_osl_thread_info))
{
}
开发者ID:davidlee80,项目名称:appleseed,代码行数:6,代码来源:oslshadergroupexec.cpp


示例15: register_appleseed_closures

// We probably want to reuse OSL macros to declare closure params 
// and register the closures. We can use them only inside the OSL namespace.
OSL_NAMESPACE_ENTER

void register_appleseed_closures(OSL::ShadingSystem& shading_system)
{
    // Describe the memory layout of each closure type to the OSL runtime.
    const size_t MaxParams = 32;
    struct BuiltinClosures
    {
        const char*     name;
        int             id;
        ClosureParam    params[MaxParams];
    };

    static const BuiltinClosures builtins[] =
    {
        { "as_ashikhmin_shirley", AshikhminShirleyID, { CLOSURE_VECTOR_PARAM(AshikhminShirleyClosureParams, N),
                                                        CLOSURE_VECTOR_PARAM(AshikhminShirleyClosureParams, T),
                                                        CLOSURE_FLOAT_PARAM(AshikhminShirleyClosureParams, kd),
                                                        CLOSURE_COLOR_PARAM(AshikhminShirleyClosureParams, Cd),
                                                        CLOSURE_FLOAT_PARAM(AshikhminShirleyClosureParams, ks),
                                                        CLOSURE_COLOR_PARAM(AshikhminShirleyClosureParams, Cs),
                                                        CLOSURE_FLOAT_PARAM(AshikhminShirleyClosureParams, nu),
                                                        CLOSURE_FLOAT_PARAM(AshikhminShirleyClosureParams, nv),
                                                        CLOSURE_FINISH_PARAM(AshikhminShirleyClosureParams) } },

        { "as_microfacet_blinn", MicrofacetBlinnID, { CLOSURE_VECTOR_PARAM(MicrofacetBRDFClosureParams, N),
                                                      CLOSURE_FLOAT_PARAM(MicrofacetBRDFClosureParams, glossiness),
                                                      CLOSURE_FINISH_PARAM(MicrofacetBRDFClosureParams) } },

        { "as_microfacet_ward", MicrofacetWardID, { CLOSURE_VECTOR_PARAM(MicrofacetBRDFClosureParams, N),
                                                    CLOSURE_FLOAT_PARAM(MicrofacetBRDFClosureParams, glossiness),
                                                    CLOSURE_FINISH_PARAM(MicrofacetBRDFClosureParams) } },

        { "background", BackgroundID, { CLOSURE_FINISH_PARAM(EmptyClosureParams) } },

        { "debug", DebugID, { CLOSURE_STRING_PARAM(DebugClosureParams, tag),
                              CLOSURE_FINISH_PARAM(DebugClosureParams) } },

        { "diffuse", LambertID, { CLOSURE_VECTOR_PARAM(LambertClosureParams, N),
                                  CLOSURE_FINISH_PARAM(LambertClosureParams) } },

        { "emission", EmissionID, { CLOSURE_FLOAT_PARAM(EmissionClosureParams, inner_angle),
                                    CLOSURE_FLOAT_PARAM(EmissionClosureParams, outer_angle),
                                    CLOSURE_FINISH_PARAM(EmissionClosureParams) } },

        { "holdout", HoldoutID, { CLOSURE_FINISH_PARAM(EmptyClosureParams) } },
        
        { "microfacet_beckmann", MicrofacetBeckmannID, { CLOSURE_VECTOR_PARAM(MicrofacetBRDFClosureParams, N),
                                                         CLOSURE_FLOAT_PARAM(MicrofacetBRDFClosureParams, glossiness),
                                                         CLOSURE_FINISH_PARAM(MicrofacetBRDFClosureParams) } },

        { "microfacet_ggx", MicrofacetGGXID, { CLOSURE_VECTOR_PARAM(MicrofacetBRDFClosureParams, N),
                                               CLOSURE_FLOAT_PARAM(MicrofacetBRDFClosureParams, glossiness),
                                               CLOSURE_FINISH_PARAM(MicrofacetBRDFClosureParams) } },

        { "reflection", ReflectionID, { CLOSURE_VECTOR_PARAM(ReflectionClosureParams, N),
                                        CLOSURE_FINISH_PARAM(ReflectionClosureParams) } },

        { "refraction", RefractionID, { CLOSURE_VECTOR_PARAM(RefractionClosureParams, N),
                                        CLOSURE_FLOAT_PARAM(RefractionClosureParams, from_ior),
                                        CLOSURE_FLOAT_PARAM(RefractionClosureParams, to_ior),
                                        CLOSURE_FINISH_PARAM(RefractionClosureParams) } },

        { "translucent", TranslucentID, { CLOSURE_VECTOR_PARAM(LambertClosureParams, N),
                                          CLOSURE_FINISH_PARAM(LambertClosureParams) } },

        { "transparency", TransparentID, { CLOSURE_FINISH_PARAM(EmptyClosureParams) } },

        { 0, 0, {} }    // mark end of the array
    };

    for (size_t i = 0; builtins[i].name != 0; ++i)
    {
        shading_system.register_closure(
            builtins[i].name,
            builtins[i].id,
            builtins[i].params,
            0,
            0);

        RENDERER_LOG_INFO("registered OSL closure %s.", builtins[i].name);
    }
}
开发者ID:maiziljw,项目名称:appleseed,代码行数:85,代码来源:closures.cpp


示例16: flatten_background_closure_tree

static float3 flatten_background_closure_tree(const OSL::ClosureColor *closure)
{
	/* OSL gives us a closure tree, if we are shading for background there
	 * is only one supported closure type at the moment, which has no evaluation
	 * functions, so we just sum the weights */

#if OSL_LIBRARY_VERSION_CODE < 10700
	switch(closure->type) {
#else
	switch(closure->id) {
#endif
		case OSL::ClosureColor::MUL: {
			OSL::ClosureMul *mul = (OSL::ClosureMul *)closure;

			return TO_FLOAT3(mul->weight) * flatten_background_closure_tree(mul->closure);
		}
		case OSL::ClosureColor::ADD: {
			OSL::ClosureAdd *add = (OSL::ClosureAdd *)closure;

			return flatten_background_closure_tree(add->closureA) +
			       flatten_background_closure_tree(add->closureB);
		}
		default: {
			OSL::ClosureComponent *comp = (OSL::ClosureComponent *)closure;
			CClosurePrimitive *prim = (CClosurePrimitive *)comp->data();

			if(prim && prim->category == CClosurePrimitive::Background)
#ifdef OSL_SUPPORTS_WEIGHTED_CLOSURE_COMPONENTS
				return TO_FLOAT3(comp->w);
#else
				return make_float3(1.0f, 1.0f, 1.0f);
#endif
		}
	}

	return make_float3(0.0f, 0.0f, 0.0f);
}

float3 OSLShader::eval_background(KernelGlobals *kg, ShaderData *sd, PathState *state, int path_flag, ShaderContext ctx)
{
	/* setup shader globals from shader data */
	OSLThreadData *tdata = kg->osl_tdata;
	shaderdata_to_shaderglobals(kg, sd, state, path_flag, tdata);

	/* execute shader for this point */
	OSL::ShadingSystem *ss = (OSL::ShadingSystem*)kg->osl_ss;
	OSL::ShaderGlobals *globals = &tdata->globals;
	OSL::ShadingContext *octx = tdata->context[(int)ctx];

	if(kg->osl->background_state) {
#if OSL_LIBRARY_VERSION_CODE < 10600
		ss->execute(*octx, *(kg->osl->background_state), *globals);
#else
		ss->execute(octx, *(kg->osl->background_state), *globals);
#endif
	}

	/* return background color immediately */
	if(globals->Ci)
		return flatten_background_closure_tree(globals->Ci);

	return make_float3(0.0f, 0.0f, 0.0f);
}
开发者ID:Moguri,项目名称:blender,代码行数:63,代码来源:osl_shader.cpp


示例17: flatten_surface_closure_tree


//.........这里部分代码省略.........
						if(sd->num_closure < MAX_CLOSURE) {
							sd->closure[sd->num_closure++] = sc;
							sd->flag |= SD_AO;
						}
						break;
					}
					case CClosurePrimitive::Holdout: {
						sc.sample_weight = 0.0f;
						sc.type = CLOSURE_HOLDOUT_ID;
						sc.data0 = 0.0f;
						sc.data1 = 0.0f;
						sc.data2 = 0.0f;
						sc.prim = NULL;

						if(sd->num_closure < MAX_CLOSURE) {
							sd->closure[sd->num_closure++] = sc;
							sd->flag |= SD_HOLDOUT;
						}
						break;
					}
					case CClosurePrimitive::BSSRDF: {
						CBSSRDFClosure *bssrdf = (CBSSRDFClosure *)prim;
						float sample_weight = fabsf(average(weight));

						if(sample_weight > CLOSURE_WEIGHT_CUTOFF && sd->num_closure+2 < MAX_CLOSURE) {
							sc.sample_weight = sample_weight;

							sc.type = bssrdf->sc.type;
							sc.N = bssrdf->sc.N;
							sc.data1 = bssrdf->sc.data1;
							sc.T.x = bssrdf->sc.T.x;
							sc.prim = NULL;

							/* disable in case of diffuse ancestor, can't see it well then and
							 * adds considerably noise due to probabilities of continuing path
							 * getting lower and lower */
							if(path_flag & PATH_RAY_DIFFUSE_ANCESTOR)
								bssrdf->radius = make_float3(0.0f, 0.0f, 0.0f);

							/* create one closure for each color channel */
							if(fabsf(weight.x) > 0.0f) {
								sc.weight = make_float3(weight.x, 0.0f, 0.0f);
								sc.data0 = bssrdf->radius.x;
								sc.data1 = 0.0f;
								sd->flag |= bssrdf_setup(&sc, sc.type);
								sd->closure[sd->num_closure++] = sc;
							}

							if(fabsf(weight.y) > 0.0f) {
								sc.weight = make_float3(0.0f, weight.y, 0.0f);
								sc.data0 = bssrdf->radius.y;
								sc.data1 = 0.0f;
								sd->flag |= bssrdf_setup(&sc, sc.type);
								sd->closure[sd->num_closure++] = sc;
							}

							if(fabsf(weight.z) > 0.0f) {
								sc.weight = make_float3(0.0f, 0.0f, weight.z);
								sc.data0 = bssrdf->radius.z;
								sc.data1 = 0.0f;
								sd->flag |= bssrdf_setup(&sc, sc.type);
								sd->closure[sd->num_closure++] = sc;
							}
						}
						break;
					}
					case CClosurePrimitive::Background:
					case CClosurePrimitive::Volume:
						break; /* not relevant */
				}
			}
			break;
		}
	}
}

void OSLShader::eval_surface(KernelGlobals *kg, ShaderData *sd, PathState *state, int path_flag, ShaderContext ctx)
{
	/* setup shader globals from shader data */
	OSLThreadData *tdata = kg->osl_tdata;
	shaderdata_to_shaderglobals(kg, sd, state, path_flag, tdata);

	/* execute shader for this point */
	OSL::ShadingSystem *ss = (OSL::ShadingSystem*)kg->osl_ss;
	OSL::ShaderGlobals *globals = &tdata->globals;
	OSL::ShadingContext *octx = tdata->context[(int)ctx];
	int shader = sd->shader & SHADER_MASK;

	if(kg->osl->surface_state[shader]) {
#if OSL_LIBRARY_VERSION_CODE < 10600
		ss->execute(*octx, *(kg->osl->surface_state[shader]), *globals);
#else
		ss->execute(octx, *(kg->osl->surface_state[shader]), *globals);
#endif
	}

	/* flatten closure tree */
	if(globals->Ci)
		flatten_surface_closure_tree(sd, path_flag, globals->Ci);
}
开发者ID:Moguri,项目名称:blender,代码行数:101,代码来源:osl_shader.cpp


示例18: flatten_volume_closure_tree

static void flatten_volume_closure_tree(ShaderData *sd,
                                        const OSL::ClosureColor *closure, float3 weight = make_float3(1.0f, 1.0f, 1.0f))
{
	/* OSL gives us a closure tree, we flatten it into arrays per
	 * closure type, for evaluation, sampling, etc later on. */

#if OSL_LIBRARY_VERSION_CODE < 10700
	switch(closure->type) {
#else
	switch(closure->id) {
#endif
		case OSL::ClosureColor::MUL: {
			OSL::ClosureMul *mul = (OSL::ClosureMul *)closure;
			flatten_volume_closure_tree(sd, mul->closure, TO_FLOAT3(mul->weight) * weight);
			break;
		}
		case OSL::ClosureColor::ADD: {
			OSL::ClosureAdd *add = (OSL::ClosureAdd *)closure;
			flatten_volume_closure_tree(sd, add->closureA, weight);
			flatten_volume_closure_tree(sd, add->closureB, weight);
			break;
		}
		default: {
			OSL::ClosureComponent *comp = (OSL::ClosureComponent *)closure;
			CClosurePrimitive *prim = (CClosurePrimitive *)comp->data();

			if(prim) {
				ShaderClosure sc;

#ifdef OSL_SUPPORTS_WEIGHTED_CLOSURE_COMPONENTS
				weight = weight*TO_FLOAT3(comp->w);
#endif
				sc.weight = weight;

				prim->setup();

				switch(prim->category) {
					case CClosurePrimitive::Volume: {
						CVolumeClosure *volume = (CVolumeClosure *)prim;
						/* sample weight */
						float sample_weight = fabsf(average(weight));

						sc.sample_weight = sample_weight;
						sc.type = volume->sc.type;
						sc.data0 = volume->sc.data0;
						sc.data1 = volume->sc.data1;

						/* add */
						if((sc.sample_weight > CLOSURE_WEIGHT_CUTOFF) &&
						   (sd->num_closure < MAX_CLOSURE))
						{
							sd->closure[sd->num_closure++] = sc;
							sd->flag |= volume->shaderdata_flag();
						}
						break;
					}
					case CClosurePrimitive::Emissive: {
						/* sample weight */
						float sample_weight = fabsf(average(weight));

						sc.sample_weight = sample_weight;
						sc.type = CLOSURE_EMISSION_ID;
						sc.data0 = 0.0f;
						sc.data1 = 0.0f;
						sc.prim = NULL;

						/* flag */
						if(sd->num_closure < MAX_CLOSURE) {
							sd->closure[sd->num_closure++] = sc;
							sd->flag |= SD_EMISSION;
						}
						break;
					}
					case CClosurePrimitive::Holdout:
						break; /* not implemented */
					case CClosurePrimitive::Background:
					case CClosurePrimitive::BSDF:
					case CClosurePrimitive::BSSRDF:
					case CClosurePrimitive::AmbientOcclusion:
						break; /* not relevant */
				}
			}
		}
	}
}

void OSLShader::eval_volume(KernelGlobals *kg, ShaderData *sd, PathState *state, int path_flag, ShaderContext ctx)
{
	/* setup shader globals from shader data */
	OSLThreadData *tdata = kg->osl_tdata;
	shaderdata_to_shaderglobals(kg, sd, state, path_flag, tdata);

	/* execute shader */
	OSL::ShadingSystem *ss = (OSL::ShadingSystem*)kg->osl_ss;
	OSL::ShaderGlobals *globals = &tdata->globals;
	OSL::ShadingContext *octx = tdata->context[(int)ctx];
	int shader = sd->shader & SHADER_MASK;

	if(kg->osl->volume_state[shader]) {
#if OSL_LIBRARY_VERSION_CODE < 10600
//.........这里部分代码省略.........
开发者ID:Moguri,项目名称:blender,代码行数:101,代码来源:osl_shader.cpp


示例19: register_appleseed_closures

// We probably want to reuse OSL macros to declare closure params
// and register the closures. We can use them only inside the OSL namespace.
OSL_NAMESPACE_ENTER

void register_appleseed_closures(OSL::ShadingSystem& shading_system)
{
    // Describe the memory layout of each closure type to the OSL runtime.
    const size_t MaxParams = 32;
    struct BuiltinClosures
    {
        const char*     name;
        int             id;
        ClosureParam    params[MaxParams];
    };

    static const BuiltinClosures builtins[] =
    {
        { "as_ashikhmin_shirley", AshikhminShirleyID, { CLOSURE_VECTOR_PARAM(AshikhminShirleyBRDFClosureParams, N),
                                                        CLOSURE_VECTOR_PARAM(AshikhminShirleyBRDFClosureParams, T),
                                                        CLOSURE_FLOAT_PARAM(AshikhminShirleyBRDFClosureParams, kd),
                                                        CLOSURE_COLOR_PARAM(AshikhminShirleyBRDFClosureParams, Cd),
                                                        CLOSURE_FLOAT_PARAM(AshikhminShirleyBRDFClosureParams, ks),
                                                        CLOSURE_COLOR_PARAM(AshikhminShirleyBRDFClosureParams, Cs),
                                                        CLOSURE_FLOAT_PARAM(AshikhminShirleyBRDFClosureParams, nu),
                                                        CLOSURE_FLOAT_PARAM(AshikhminShirleyBRDFClosureParams, nv),
                                                        CLOSURE_FINISH_PARAM(AshikhminShirleyBRDFClosureParams) } },

        { "as_disney", DisneyID, { CLOSURE_VECTOR_PARAM(DisneyBRDFClosureParams, N),
                                   CLOSURE_VECTOR_PARAM(DisneyBRDFClosureParams, T),
                                   CLOSURE_COLOR_PARAM(DisneyBRDFClosureParams, base_color),
                                   CLOSURE_FLOAT_PARAM(DisneyBRDFClosureParams, subsurface),
                                   CLOSURE_FLOAT_PARAM(DisneyBRDFClosureParams, metallic),
                                   CLOSURE_FLOAT_PARAM(DisneyBRDFClosureParams, specular),
                                   CLOSURE_FLOAT_PARAM(DisneyBRDFClosureParams, specular_tint),
                                   CLOSURE_FLOAT_PARAM(DisneyBRDFClosureParams, anisotropic),
                                   CLOSURE_FLOAT_PARAM(DisneyBRDFClosureParams, roughness),
                                   CLOSURE_FLOAT_PARAM(DisneyBRDFClosureParams, sheen),
                                   CLOSURE_FLOAT_PARAM(DisneyBRDFClosureParams, sheen_tint),
                                   CLOSURE_FLOAT_PARAM(DisneyBRDFClosureParams, clearcoat),
                                   CLOSURE_FLOAT_PARAM(DisneyBRDFClosureParams, clearcoat_gloss),
                                   CLOSURE_FINISH_PARAM(DisneyBRDFClosureParams) } },

        { "as_oren_nayar", OrenNayarID, { CLOSURE_VECTOR_PARAM(OrenNayarBRDFClosureParams, N),
                                          CLOSURE_FLOAT_PARAM(OrenNayarBRDFClosureParams, roughness),
                                          CLOSURE_FINISH_PARAM(OrenNayarBRDFClosureParams) } },

        { "background", BackgroundID, { CLOSURE_FINISH_PARAM(EmptyClosureParams) } },

        { "debug", DebugID, { CLOSURE_STRING_PARAM(DebugClosureParams, tag),
                              CLOSURE_FINISH_PARAM(DebugClosureParams) } },

        { "diffuse", LambertID, { CLOSURE_VECTOR_PARAM(DiffuseBSDFClosureParams, N),
                                  CLOSURE_FINISH_PARAM(DiffuseBSDFClosureParams) } },

        { "emission", EmissionID, { CLOSURE_FLOAT_PARAM(EmissionClosureParams, inner_angle),
                                    CLOSURE_FLOAT_PARAM(EmissionClosureParams, outer_angle),
                                    CLOSURE_FINISH_PARAM(EmissionClosureParams) } },

        { "holdout", HoldoutID, { CLOSURE_FINISH_PARAM(EmptyClosureParams) } },

        { "microfacet", MicrofacetID, { CLOSURE_STRING_PARAM(MicrofacetClosureParams, dist),
                                        CLOSURE_VECTOR_PARAM(MicrofacetClosureParams, N),
                                        CLOSURE_VECTOR_PARAM(MicrofacetClosureParams, T),
                                        CLOSURE_FLOAT_PARAM(MicrofacetClosureParams, xalpha),
                                        CLOSURE_FLOAT_PARAM(MicrofacetClosureParams, yalpha),
                                        CLOSURE_FLOAT_PARAM(MicrofacetClosureParams, eta),
                                        CLOSURE_INT_PARAM(MicrofacetClosureParams, refract), 
                                        CLOSURE_FINISH_PARAM(MicrofacetClosureParams) } },

        { "reflection", ReflectionID, { CLOSURE_VECTOR_PARAM(ReflectionBRDFClosureParams, N),
                                        CLOSURE_FINISH_PARAM(ReflectionBRDFClosureParams) } },

        { "refraction", RefractionID, { CLOSURE_VECTOR_PARAM(RefractionBTDFClosureParams, N),
                                        CLOSURE_FLOAT_PARAM(RefractionBTDFClosureParams, eta),
                                        CLOSURE_FINISH_PARAM(RefractionBTDFClosureParams) } },

        { "translucent", TranslucentID, { CLOSURE_VECTOR_PARAM(DiffuseBSDFClosureParams, N),
                                          CLOSURE_FINISH_PARAM(DiffuseBSDFClosureParams) } },

        { "transparent", TransparentID, { CLOSURE_FINISH_PARAM(EmptyClosureParams) } },

        { 0, 0, {} }    // mark end of the array
    };

    for (size_t i = 0; builtins[i].name != 0; ++i)
    {
        shading_system.register_closure(
            builtins[i].name,
            builtins[i].id,
            builtins[i].params,
            0,
            0);

        RENDERER_LOG_INFO("registered OSL closure %s.", builtins[i].name);
    }
}
开发者ID:marius-avram,项目名称:appleseed,代码行数:96,代码来源:closures.cpp


示例20: eval_surface

void OSLShader::eval_surface(KernelGlobals *kg, ShaderData *sd, PathState *state, int path_flag)
{
	/* setup shader globals from shader data */
	OSLThreadData *tdata = kg->osl_tdata;
	shaderdata_to_shaderglobals(kg, sd, state, path_flag, tdata);

	/* execute shader for this point */
	OSL::ShadingSystem *ss = (OSL::ShadingSystem*)kg->osl_ss;
	OSL::ShaderGlobals *globals = &tdata->globals;
	OSL::ShadingContext *octx = tdata->context;
	int shader = sd->shader & SHADER_MASK;

	/* automatic bump shader */
	if(kg->osl->bump_state[shader]) {
		/* save state */
		float3 P = sd->P;
		float3 dPdx = sd->dP.dx;
		float3 dPdy = sd->dP.dy;

		/* set state as if undisplaced */
		if(sd->flag & SD_HAS_DISPLACEMENT) {
			float data[9];
			bool found = kg->osl->services->get_attribute(sd, true, OSLRenderServices::u_empty, TypeDesc::TypeVector,
			                                              OSLRenderServices::u_geom_undisplaced, data);
			(void)found;
			assert(found);

			memcpy(&sd->P, data, sizeof(float)*3);
			memcpy(&sd->dP.dx, data+3, sizeof(float)*3);
			memcpy(&sd->dP.dy, data+6, sizeof(float)*3);

			object_position_transform(kg, sd, &sd->P);
			object_dir_transform(kg, sd, &sd->dP.dx);
			object_dir_transform(kg, sd, &sd->dP.dy);

			globals->P = TO_VEC3(sd->P);
			globals->dPdx = TO_VEC3(sd->dP.dx);
			globals->dPdy = TO_VEC3(sd->dP.dy);
		}

		/* execute bump shader */
		ss->execute(octx, *(kg->osl->bump_state[shader]), *globals);

		/* reset state */
		sd->P = P;
		sd->dP.dx = dPdx;
		sd->dP.dy = dPdy;

		globals->P = TO_VEC3(P);
		globals->dPdx = TO_VEC3(dPdx);
		globals->dPdy = TO_VEC3(dPdy);
	}

	/* surface shader */
	if(kg->osl->surface_state[shader]) {
		ss->execute(octx, *(kg->osl->surface_state[shader]), *globals);
	}

	/* flatten closure tree */
	if(globals->Ci)
		flatten_surface_closure_tree(sd, path_flag, globals->Ci);
}
开发者ID:mdtrooper,项目名称:goxel,代码行数:62,代码来源:osl_shader.cpp



注:本文中的osl::ShadingSystem类示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


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