Cycles OSL: refactoring and fixes

* Moved kernel/osl/nodes to kernel/shaders
* Renamed standard attributes to use geom:, particle:, object: prefixes
* Update stdosl.h to properly reflect the closures we support
* Fix the wrong stdosl.h being used for building shaders
* Add geom:numpolyvertices, geom:trianglevertices, geom:polyvertices attributes
This commit is contained in:
Brecht Van Lommel
2012-11-03 14:32:13 +00:00
parent 6b098d7406
commit 615fe0295f
74 changed files with 124 additions and 151 deletions

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@@ -34,4 +34,3 @@ include_directories(SYSTEM ${INC_SYS})
add_library(cycles_kernel_osl ${SRC} ${HEADER_SRC})
add_subdirectory(nodes)

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@@ -1,96 +0,0 @@
# OSL node shaders
set(SRC_OSL
node_add_closure.osl
node_attribute.osl
node_background.osl
node_brick_texture.osl
node_bump.osl
node_camera.osl
node_checker_texture.osl
node_combine_rgb.osl
node_convert_from_color.osl
node_convert_from_float.osl
node_convert_from_int.osl
node_convert_from_normal.osl
node_convert_from_point.osl
node_convert_from_vector.osl
node_diffuse_bsdf.osl
node_emission.osl
node_environment_texture.osl
node_fresnel.osl
node_gamma.osl
node_gradient_texture.osl
node_brightness.osl
node_geometry.osl
node_glass_bsdf.osl
node_glossy_bsdf.osl
node_holdout.osl
node_hsv.osl
node_image_texture.osl
node_invert.osl
node_layer_weight.osl
node_light_path.osl
node_light_falloff.osl
node_magic_texture.osl
node_mapping.osl
node_math.osl
node_mix.osl
node_mix_closure.osl
node_musgrave_texture.osl
node_normal.osl
node_noise_texture.osl
node_object_info.osl
node_output_displacement.osl
node_output_surface.osl
node_output_volume.osl
node_particle_info.osl
node_rgb_ramp.osl
node_separate_rgb.osl
node_set_normal.osl
node_sky_texture.osl
node_texture_coordinate.osl
node_translucent_bsdf.osl
node_transparent_bsdf.osl
node_value.osl
node_vector_math.osl
node_velvet_bsdf.osl
node_voronoi_texture.osl
node_ward_bsdf.osl
node_wave_texture.osl
)
set(SRC_OSL_HEADERS
node_texture.h
node_color.h
node_fresnel.h
stdosl.h
oslutil.h
)
set(SRC_OSO
)
# TODO, add a module to compile OSL
foreach(_file ${SRC_OSL})
set(_OSL_FILE ${CMAKE_CURRENT_SOURCE_DIR}/${_file})
string(REPLACE ".osl" ".oso" _OSO_FILE ${_OSL_FILE}) # TODO, replace extension only
string(REPLACE ${CMAKE_SOURCE_DIR} ${CMAKE_BINARY_DIR} _OSO_FILE ${_OSO_FILE})
add_custom_command(
OUTPUT ${_OSO_FILE}
COMMAND ${OSL_COMPILER} -O2 ${_OSL_FILE}
DEPENDS ${_OSL_FILE} ${SRC_OSL_HEADERS})
list(APPEND SRC_OSO
${_OSO_FILE}
)
unset(_OSL_FILE)
unset(_OSO_FILE)
endforeach()
add_custom_target(cycles_osl_shaders ALL DEPENDS ${SRC_OSO} ${SRC_OSL_HEADERS})
# CMAKE_CURRENT_SOURCE_DIR is already included in OSO paths
delayed_install("" "${SRC_OSO}" ${CYCLES_INSTALL_PATH}/shader)

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@@ -1,28 +0,0 @@
/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "stdosl.h"
shader node_add_closure(
closure color Closure1 = background(),
closure color Closure2 = background(),
output closure color Closure = background())
{
Closure = Closure1 + Closure2;
}

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@@ -1,43 +0,0 @@
/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "stdosl.h"
shader node_attribute(
string bump_offset = "center",
string name = "",
output point Vector = point(0.0, 0.0, 0.0),
output color Color = color(0.0, 0.0, 0.0),
output float Fac = 0.0)
{
getattribute(name, Color);
Vector = point(Color);
getattribute(name, Fac);
if (bump_offset == "dx") {
Color += Dx(Color);
Vector += Dx(Vector);
Fac += Dx(Fac);
}
else if (bump_offset == "dy") {
Color += Dy(Color);
Vector += Dy(Vector);
Fac += Dy(Fac);
}
}

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@@ -1,28 +0,0 @@
/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "stdosl.h"
shader node_background(
color Color = color(0.8, 0.8, 0.8),
float Strength = 1.0,
output closure color Background = background())
{
Background = Color * Strength * background();
}

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@@ -1,93 +0,0 @@
/*
* Copyright 2012, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "stdosl.h"
#include "node_texture.h"
/* Brick */
float brick_noise(int n) /* fast integer noise */
{
int nn;
n = (n >> 13) ^ n;
nn = (n * (n * n * 60493 + 19990303) + 1376312589) & 2147483647;
return 0.5 * ((float)nn / 1073741824.0);
}
float brick(point p, float mortar_size, float bias,
float BrickWidth, float row_height, float offset_amount, int offset_frequency,
float squash_amount, int squash_frequency, float tint)
{
int bricknum, rownum;
float offset = 0.0;
float brick_width = BrickWidth;
float x, y;
rownum = (int)floor(p[1] / row_height);
if (offset_frequency && squash_frequency) {
brick_width *= ((int)(rownum) % squash_frequency) ? 1.0 : squash_amount; /* squash */
offset = ((int)(rownum) % offset_frequency) ? 0 : (brick_width * offset_amount); /* offset */
}
bricknum = (int)floor((p[0] + offset) / brick_width);
x = (p[0] + offset) - brick_width * bricknum;
y = p[1] - row_height * rownum;
tint = clamp((brick_noise((rownum << 16) + (bricknum & 65535)) + bias), 0.0, 1.0);
return (x < mortar_size || y < mortar_size ||
x > (brick_width - mortar_size) ||
y > (row_height - mortar_size)) ? 1.0 : 0.0;
}
shader node_brick_texture(
float Offset = 0.5,
int OffsetFrequency = 2,
float Squash = 1.0,
int SquashFrequency = 1,
point Vector = P,
color Color1 = color(0.2, 0.2, 0.2),
color Color2 = color(0.8, 0.8, 0.8),
color Mortar = color(0.0, 0.0, 0.0),
float Scale = 5.0,
float MortarSize = 0.02,
float Bias = 0.0,
float BrickWidth = 0.5,
float RowHeight = 0.25,
output float Fac = 0.0,
output color Color = color(0.2, 0.2, 0.2))
{
float tint = 0.0;
color Col = Color1;
Fac = brick(Vector * Scale, MortarSize, Bias, BrickWidth, RowHeight,
Offset, OffsetFrequency, Squash, SquashFrequency, tint);
if (Fac != 1.0) {
float facm = 1.0 - tint;
Col[0] = facm * (Color1[0]) + tint * Color2[0];
Col[1] = facm * (Color1[1]) + tint * Color2[1];
Col[2] = facm * (Color1[2]) + tint * Color2[2];
}
Color = (Fac == 1.0) ? Mortar: Col;
}

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@@ -1,51 +0,0 @@
/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "stdosl.h"
shader node_brightness(
color ColorIn = color(0.8, 0.8, 0.8),
float Brightness = 0.0,
float Contrast = 0.0,
output color ColorOut = color(0.8, 0.8, 0.8))
{
float delta = Contrast * (1.0 / 200.0);
float a = 1.0 - delta * 2.0;
float b;
/* input value is a percentage */
float bright_factor = Brightness / 100.0;
/*
* The algorithm is by Werner D. Streidt
* (http://visca.com/ffactory/archives/5-99/msg00021.html)
* Extracted of OpenCV demhist.c
*/
if (Contrast > 0.0) {
a = (a < 0.0 ? 1.0 / a : 0.0);
b = a * (bright_factor - delta);
}
else {
delta *= -1.0;
b = a * (bright_factor + delta);
}
ColorOut = a * ColorIn + b;
}

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@@ -1,49 +0,0 @@
/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "stdosl.h"
/* "Bump Mapping Unparameterized Surfaces on the GPU"
* Morten S. Mikkelsen, 2010 */
surface node_bump(
normal NormalIn = N,
float Strength = 0.0,
float SampleCenter = 0.0,
float SampleX = 0.0,
float SampleY = 0.0,
output normal Normal = N)
{
/* get surface tangents from normal */
vector dPdx = Dx(P);
vector dPdy = Dy(P);
vector Rx = cross(dPdy, NormalIn);
vector Ry = cross(NormalIn, dPdx);
/* compute surface gradient and determinant */
float det = dot(dPdx, Rx);
vector surfgrad = (SampleX - SampleCenter) * Rx + (SampleY - SampleCenter) * Ry;
surfgrad *= Strength;
float absdet = fabs(det);
/* compute and output perturbed normal */
Normal = normalize(absdet * NormalIn - sign(det) * surfgrad);
}

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@@ -1,33 +0,0 @@
/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "stdosl.h"
shader node_camera(
output vector ViewVector = vector(0.0, 0.0, 0.0),
output float ViewZDepth = 0.0,
output float ViewDistance = 0.0)
{
ViewVector = (vector)transform("world", "camera", P);
ViewZDepth = fabs(ViewVector[2]);
ViewDistance = length(ViewVector);
ViewVector = normalize(ViewVector);
}

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@@ -1,58 +0,0 @@
/*
* Copyright 2012, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "stdosl.h"
#include "node_texture.h"
/* Checker */
float checker(point p)
{
p[0] = (p[0] + 0.00001) * 0.9999;
p[1] = (p[1] + 0.00001) * 0.9999;
p[2] = (p[2] + 0.00001) * 0.9999;
int xi = (int)fabs(floor(p[0]));
int yi = (int)fabs(floor(p[1]));
int zi = (int)fabs(floor(p[2]));
if ((xi % 2 == yi % 2) == (zi % 2)) {
return 1.0;
}
else {
return 0.0;
}
}
shader node_checker_texture(
float Scale = 5.0,
point Vector = P,
color Color1 = color(0.8, 0.8, 0.8),
color Color2 = color(0.2, 0.2, 0.2),
output float Fac = 0.0,
output color Color = color(0.0, 0.0, 0.0))
{
Fac = checker(Vector * Scale);
if (Fac == 1.0) {
Color = Color1;
}
else {
Color = Color2;
}
}

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@@ -1,125 +0,0 @@
/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
/* Color Management */
float color_srgb_to_scene_linear(float c)
{
if (c < 0.04045)
return (c < 0.0) ? 0.0 : c * (1.0 / 12.92);
else
return pow((c + 0.055) * (1.0 / 1.055), 2.4);
}
float color_scene_linear_to_srgb(float c)
{
if (c < 0.0031308)
return (c < 0.0) ? 0.0 : c * 12.92;
else
return 1.055 * pow(c, 1.0 / 2.4) - 0.055;
}
color color_srgb_to_scene_linear(color c)
{
return color(
color_srgb_to_scene_linear(c[0]),
color_srgb_to_scene_linear(c[1]),
color_srgb_to_scene_linear(c[2]));
}
color color_scene_linear_to_srgb(color c)
{
return color(
color_scene_linear_to_srgb(c[0]),
color_scene_linear_to_srgb(c[1]),
color_scene_linear_to_srgb(c[2]));
}
/* Color Operations */
color rgb_to_hsv(color rgb)
{
float cmax, cmin, h, s, v, cdelta;
color c;
cmax = max(rgb[0], max(rgb[1], rgb[2]));
cmin = min(rgb[0], min(rgb[1], rgb[2]));
cdelta = cmax - cmin;
v = cmax;
if (cmax != 0.0) {
s = cdelta / cmax;
}
else {
s = 0.0;
h = 0.0;
}
if (s == 0.0) {
h = 0.0;
}
else {
c = (color(cmax, cmax, cmax) - rgb) / cdelta;
if (rgb[0] == cmax) h = c[2] - c[1];
else if (rgb[1] == cmax) h = 2.0 + c[0] - c[2];
else h = 4.0 + c[1] - c[0];
h /= 6.0;
if (h < 0.0)
h += 1.0;
}
return color(h, s, v);
}
color hsv_to_rgb(color hsv)
{
float i, f, p, q, t, h, s, v;
color rgb;
h = hsv[0];
s = hsv[1];
v = hsv[2];
if (s == 0.0) {
rgb = color(v, v, v);
}
else {
if (h == 1.0)
h = 0.0;
h *= 6.0;
i = floor(h);
f = h - i;
rgb = color(f, f, f);
p = v * (1.0 - s);
q = v * (1.0 - (s * f));
t = v * (1.0 - (s * (1.0 - f)));
if (i == 0.0) rgb = color(v, t, p);
else if (i == 1.0) rgb = color(q, v, p);
else if (i == 2.0) rgb = color(p, v, t);
else if (i == 3.0) rgb = color(p, q, v);
else if (i == 4.0) rgb = color(t, p, v);
else rgb = color(v, p, q);
}
return rgb;
}

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@@ -1,29 +0,0 @@
/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "stdosl.h"
shader node_combine_rgb(
float R = 0.0,
float G = 0.0,
float B = 0.0,
output color Image = color(0.8, 0.8, 0.8))
{
Image = color(R, G, B);
}

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@@ -1,35 +0,0 @@
/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "stdosl.h"
shader node_convert_from_color(
color Color = color(0.0, 0.0, 0.0),
output float Val = 0.0,
output int ValInt = 0,
output vector Vector = vector(0.0, 0.0, 0.0),
output point Point = point(0.0, 0.0, 0.0),
output normal Normal = normal(0.0, 0.0, 0.0))
{
Val = Color[0] * 0.2126 + Color[1] * 0.7152 + Color[2] * 0.0722;
ValInt = (int)(Color[0]*0.2126 + Color[1]*0.7152 + Color[2]*0.0722);
Vector = vector(Color[0], Color[1], Color[2]);
Point = point(Color[0], Color[1], Color[2]);
Normal = normal(Color[0], Color[1], Color[2]);
}

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@@ -1,35 +0,0 @@
/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "stdosl.h"
shader node_convert_from_float(
float Val = 0.0,
output int ValInt = 0,
output color Color = color(0.0, 0.0, 0.0),
output vector Vector = vector(0.0, 0.0, 0.0),
output point Point = point(0.0, 0.0, 0.0),
output normal Normal = normal(0.0, 0.0, 0.0))
{
ValInt = (int)Val;
Color = color(Val, Val, Val);
Vector = vector(Val, Val, Val);
Point = point(Val, Val, Val);
Normal = normal(Val, Val, Val);
}

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@@ -1,36 +0,0 @@
/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "stdosl.h"
shader node_convert_from_int(
int ValInt = 0,
output float Val = 0.0,
output color Color = color(0.0, 0.0, 0.0),
output vector Vector = vector(0.0, 0.0, 0.0),
output point Point = point(0.0, 0.0, 0.0),
output normal Normal = normal(0.0, 0.0, 0.0))
{
float f = (float)ValInt;
Val = f;
Color = color(f, f, f);
Vector = vector(f, f, f);
Point = point(f, f, f);
Normal = normal(f, f, f);
}

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@@ -1,35 +0,0 @@
/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "stdosl.h"
shader node_convert_from_normal(
normal Normal = normal(0.0, 0.0, 0.0),
output float Val = 0.0,
output int ValInt = 0,
output vector Vector = vector(0.0, 0.0, 0.0),
output color Color = color(0.0, 0.0, 0.0),
output point Point = point(0.0, 0.0, 0.0))
{
Val = (Normal[0] + Normal[1] + Normal[2]) * (1.0 / 3.0);
ValInt = (int)((Normal[0] + Normal[1] + Normal[2]) * (1.0 / 3.0));
Vector = vector(Normal[0], Normal[1], Normal[2]);
Color = color(Normal[0], Normal[1], Normal[2]);
Point = point(Normal[0], Normal[1], Normal[2]);
}

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@@ -1,35 +0,0 @@
/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "stdosl.h"
shader node_convert_from_point(
point Point = point(0.0, 0.0, 0.0),
output float Val = 0.0,
output int ValInt = 0,
output vector Vector = vector(0.0, 0.0, 0.0),
output color Color = color(0.0, 0.0, 0.0),
output normal Normal = normal(0.0, 0.0, 0.0))
{
Val = (Point[0] + Point[1] + Point[2]) * (1.0 / 3.0);
ValInt = (int)((Normal[0] + Normal[1] + Normal[2]) * (1.0 / 3.0));
Vector = vector(Point[0], Point[1], Point[2]);
Color = color(Point[0], Point[1], Point[2]);
Normal = normal(Point[0], Point[1], Point[2]);
}

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@@ -1,35 +0,0 @@
/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "stdosl.h"
shader node_convert_from_vector(
vector Vector = vector(0.0, 0.0, 0.0),
output float Val = 0.0,
output int ValInt = 0,
output color Color = color(0.0, 0.0, 0.0),
output point Point = point(0.0, 0.0, 0.0),
output normal Normal = normal(0.0, 0.0, 0.0))
{
Val = (Vector[0] + Vector[1] + Vector[2]) * (1.0 / 3.0);
ValInt = (int)((Normal[0] + Normal[1] + Normal[2]) * (1.0 / 3.0));
Color = color(Vector[0], Vector[1], Vector[2]);
Point = point(Vector[0], Vector[1], Vector[2]);
Normal = normal(Vector[0], Vector[1], Vector[2]);
}

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@@ -1,32 +0,0 @@
/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "stdosl.h"
shader node_diffuse_bsdf(
color Color = color(0.8, 0.8, 0.8),
float Roughness = 0.0,
normal Normal = N,
output closure color BSDF = diffuse(Normal))
{
if (Roughness == 0.0)
BSDF = Color * diffuse(Normal);
else
BSDF = Color * oren_nayar(Normal, Roughness);
}

View File

@@ -1,32 +0,0 @@
/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "stdosl.h"
shader node_emission(
int TotalPower = 0,
color Color = color(0.8, 0.8, 0.8),
float Strength = 1.0,
output closure color Emission = emission())
{
if (TotalPower)
Emission = ((Strength / surfacearea()) * Color) * emission();
else
Emission = (Strength * Color) * emission();
}

View File

@@ -1,34 +0,0 @@
/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "stdosl.h"
#include "node_color.h"
shader node_environment_texture(
vector Vector = P,
string filename = "",
string color_space = "sRGB",
output color Color = color(0.0, 0.0, 0.0),
output float Alpha = 1.0)
{
Color = (color)environment(filename, Vector, "alpha", Alpha);
if (color_space == "sRGB")
Color = color_srgb_to_scene_linear(Color);
}

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@@ -1,36 +0,0 @@
/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
float fresnel_dielectric(vector Incoming, normal Normal, float eta)
{
/* compute fresnel reflectance without explicitly computing
* the refracted direction */
float c = fabs(dot(Incoming, Normal));
float g = eta * eta - 1 + c * c;
float result;
if (g > 0) {
g = sqrt(g);
float A = (g - c) / (g + c);
float B = (c * (g + c) - 1) / (c * (g - c) + 1);
result = 0.5 * A * A * (1 + B * B);
}
else
result = 1.0; /* TIR (no refracted component) */
return result;
}

View File

@@ -1,31 +0,0 @@
/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "stdosl.h"
#include "node_fresnel.h"
shader node_fresnel(
float IOR = 1.45,
normal Normal = N,
output float Fac = 0.0)
{
float f = max(IOR, 1.0 + 1e-5);
float eta = backfacing() ? 1.0 / f: f;
Fac = fresnel_dielectric(I, Normal, eta);
}

View File

@@ -1,27 +0,0 @@
/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "stdosl.h"
shader node_gamma(
color ColorIn = color(0.8, 0.8, 0.8),
float Gamma = 1.0,
output color ColorOut = color(0.0, 0.0, 0.0))
{
ColorOut = pow(ColorIn, Gamma);
}

View File

@@ -1,50 +0,0 @@
/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "stdosl.h"
shader node_geometry(
normal NormalIn = N,
string bump_offset = "center",
output point Position = point(0.0, 0.0, 0.0),
output normal Normal = normal(0.0, 0.0, 0.0),
output normal Tangent = normal(0.0, 0.0, 0.0),
output normal TrueNormal = normal(0.0, 0.0, 0.0),
output vector Incoming = vector(0.0, 0.0, 0.0),
output point Parametric = point(0.0, 0.0, 0.0),
output float Backfacing = 0.0)
{
Position = P;
Normal = NormalIn;
Tangent = normalize(dPdu);
TrueNormal = Ng;
Incoming = I;
Parametric = point(u, v, 0.0);
Backfacing = backfacing();
if (bump_offset == "dx") {
Position += Dx(Position);
Parametric += Dx(Parametric);
}
else if (bump_offset == "dy") {
Position += Dy(Position);
Parametric += Dy(Parametric);
}
}

View File

@@ -1,43 +0,0 @@
/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "stdosl.h"
#include "node_fresnel.h"
shader node_glass_bsdf(
color Color = color(0.8, 0.8, 0.8),
string distribution = "Sharp",
float Roughness = 0.2,
float IOR = 1.45,
normal Normal = N,
output closure color BSDF = diffuse(Normal))
{
float f = max(IOR, 1.0 + 1e-5);
float eta = backfacing() ? 1.0 / f: f;
float Fr = fresnel_dielectric(I, Normal, eta);
if (distribution == "Sharp")
BSDF = Color * (Fr * reflection(Normal) + (1.0 - Fr) * refraction(Normal, eta));
else if (distribution == "Beckmann")
BSDF = Color * (Fr * microfacet_beckmann(Normal, Roughness, eta) +
(1.0 - Fr) * microfacet_beckmann_refraction(Normal, Roughness, eta));
else if (distribution == "GGX")
BSDF = Color * (Fr * microfacet_ggx(Normal, Roughness, eta) +
(1.0 - Fr) * microfacet_ggx_refraction(Normal, Roughness, eta));
}

View File

@@ -1,37 +0,0 @@
/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "stdosl.h"
#include "node_fresnel.h"
shader node_glossy_bsdf(
color Color = color(0.8, 0.8, 0.8),
string distribution = "Beckmann",
float Roughness = 0.2,
normal Normal = N,
output closure color BSDF = diffuse(Normal))
{
if (distribution == "Sharp")
BSDF = Color * reflection(Normal);
else if (distribution == "Beckmann")
BSDF = Color * microfacet_beckmann(Normal, Roughness, 1.0);
else if (distribution == "GGX")
BSDF = Color * microfacet_ggx(Normal, Roughness, 1.0);
}

View File

@@ -1,74 +0,0 @@
/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "stdosl.h"
#include "node_texture.h"
/* Gradient */
float gradient(point p, string type)
{
float x, y, z;
x = p[0];
y = p[1];
z = p[2];
float result = 0.0;
if (type == "Linear") {
result = x;
}
else if (type == "Quadratic") {
float r = max(x, 0.0);
result = r * r;
}
else if (type == "Easing") {
float r = min(max(x, 0.0), 1.0);
float t = r * r;
result = (3.0 * t - 2.0 * t * r);
}
else if (type == "Diagonal") {
result = (x + y) / 2.0;
}
else if (type == "Radial") {
result = atan2(y, x) / (2.0 * M_PI) + 0.5;
}
else {
float r = max(1.0 - sqrt(x * x + y * y + z * z), 0.0);
if (type == "Quadratic Sphere")
result = r * r;
else if (type == "Spherical")
result = r;
}
return result;
}
shader node_gradient_texture(
string Type = "Linear",
point Vector = P,
output float Fac = 0.0,
output color Color = color(0.0, 0.0, 0.0))
{
Fac = gradient(Vector, Type);
Color = color(Fac, Fac, Fac);
}

View File

@@ -1,26 +0,0 @@
/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "stdosl.h"
shader node_holdout(
output closure color Holdout = holdout())
{
}

View File

@@ -1,43 +0,0 @@
/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "stdosl.h"
#include "node_color.h"
shader node_hsv(
float Hue = 0.5,
float Saturation = 1.0,
float Value = 1.0,
float Fac = 0.5,
color ColorIn = color(0.0, 0.0, 0.0),
output color ColorOut = color(0.0, 0.0, 0.0))
{
float t = clamp(Fac, 0.0, 1.0);
color Color = rgb_to_hsv(ColorIn);
// remember: fmod doesn't work for negative numbers
Color[0] += Hue + 0.5;
Color[0] = fmod(Color[0], 1.0);
Color[1] *= Saturation;
Color[2] *= Value;
Color = hsv_to_rgb(Color);
ColorOut = mix(Color, ColorIn, t);
}

View File

@@ -1,120 +0,0 @@
/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "stdosl.h"
#include "node_color.h"
color image_texture_lookup(string filename, string color_space, float u, float v, output float Alpha)
{
color rgb = (color)texture(filename, u, 1.0 - v, "wrap", "periodic", "alpha", Alpha);
if (color_space == "sRGB")
rgb = color_srgb_to_scene_linear(rgb);
return rgb;
}
shader node_image_texture(
point Vector = P,
string filename = "",
string color_space = "sRGB",
string projection = "Flat",
float projection_blend = 0.0,
output color Color = color(0.0, 0.0, 0.0),
output float Alpha = 1.0)
{
if (projection == "Flat") {
Color = image_texture_lookup(filename, color_space, Vector[0], Vector[1], Alpha);
}
else if (projection == "Box") {
/* object space normal */
vector Nob = transform("world", "object", N);
/* project from direction vector to barycentric coordinates in triangles */
Nob = vector(fabs(Nob[0]), fabs(Nob[1]), fabs(Nob[2]));
Nob /= (Nob[0] + Nob[1] + Nob[2]);
/* basic idea is to think of this as a triangle, each corner representing
* one of the 3 faces of the cube. in the corners we have single textures,
* in between we blend between two textures, and in the middle we a blend
* between three textures.
*
* the Nxyz values are the barycentric coordinates in an equilateral
* triangle, which in case of blending, in the middle has a smaller
* equilateral triangle where 3 textures blend. this divides things into
* 7 zones, with an if () test for each zone */
vector weight = vector(0.0, 0.0, 0.0);
float blend = projection_blend;
float limit = 0.5*(1.0 + blend);
/* first test for corners with single texture */
if (Nob[0] > limit*(Nob[0] + Nob[1]) && Nob[0] > limit*(Nob[0] + Nob[2])) {
weight[0] = 1.0;
}
else if (Nob[1] > limit*(Nob[0] + Nob[1]) && Nob[1] > limit*(Nob[1] + Nob[2])) {
weight[1] = 1.0;
}
else if (Nob[2] > limit*(Nob[0] + Nob[2]) && Nob[2] > limit*(Nob[1] + Nob[2])) {
weight[2] = 1.0;
}
else if (blend > 0.0) {
/* in case of blending, test for mixes between two textures */
if (Nob[2] < (1.0 - limit)*(Nob[1] + Nob[0])) {
weight[0] = Nob[0] / (Nob[0] + Nob[1]);
weight[0] = clamp((weight[0] - 0.5 * (1.0 - blend)) / blend, 0.0, 1.0);
weight[1] = 1.0 - weight[0];
}
else if (Nob[0] < (1.0 - limit)*(Nob[1] + Nob[2])) {
weight[1] = Nob[1] / (Nob[1] + Nob[2]);
weight[1] = clamp((weight[1] - 0.5 * (1.0 - blend)) / blend, 0.0, 1.0);
weight[2] = 1.0 - weight[1];
}
else if (Nob[1] < (1.0 - limit) * (Nob[0] + Nob[2])) {
weight[0] = Nob[0] / (Nob[0] + Nob[2]);
weight[0] = clamp((weight[0] - 0.5 * (1.0 - blend)) / blend, 0.0, 1.0);
weight[2] = 1.0 - weight[0];
}
else {
/* last case, we have a mix between three */
weight[0] = ((2.0 - limit) * Nob[0] + (limit - 1.0)) / (2.0 * limit - 1.0);
weight[1] = ((2.0 - limit) * Nob[1] + (limit - 1.0)) / (2.0 * limit - 1.0);
weight[2] = ((2.0 - limit) * Nob[2] + (limit - 1.0)) / (2.0 * limit - 1.0);
}
}
Color = color(0.0, 0.0, 0.0);
Alpha = 0.0;
float tmp_alpha;
if (weight[0] > 0.0) {
Color += weight[0]*image_texture_lookup(filename, color_space, Vector[1], Vector[2], tmp_alpha);
Alpha += weight[0]*tmp_alpha;
}
if (weight[1] > 0.0) {
Color += weight[1]*image_texture_lookup(filename, color_space, Vector[0], Vector[2], tmp_alpha);
Alpha += weight[1]*tmp_alpha;
}
if (weight[2] > 0.0) {
Color += weight[2]*image_texture_lookup(filename, color_space, Vector[1], Vector[0], tmp_alpha);
Alpha += weight[2]*tmp_alpha;
}
}
}

View File

@@ -1,29 +0,0 @@
/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "stdosl.h"
shader node_invert(
float Fac = 1.0,
color ColorIn = color(0.8, 0.8, 0.8),
output color ColorOut = color(0.8, 0.8, 0.8))
{
color ColorInv = color(1.0) - ColorIn;
ColorOut = mix(ColorIn, ColorInv, Fac);
}

View File

@@ -1,46 +0,0 @@
/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "stdosl.h"
#include "node_fresnel.h"
shader node_layer_weight(
float Blend = 0.5,
normal Normal = N,
output float Fresnel = 0.0,
output float Facing = 0.0)
{
float blend = Blend;
/* Fresnel */
float eta = max(1.0 - Blend, 1e-5);
eta = backfacing() ? eta : 1.0 / eta;
Fresnel = fresnel_dielectric(I, Normal, eta);
/* Facing */
Facing = abs(dot(I, Normal));
if (blend != 0.5) {
blend = clamp(blend, 0.0, 1.0 - 1e-5);
blend = (blend < 0.5) ? 2.0 * blend : 0.5 / (1.0 - blend);
Facing = pow(Facing, blend);
}
Facing = 1.0 - Facing;
}

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@@ -1,46 +0,0 @@
/*
* Copyright 2012, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "stdosl.h"
shader node_light_falloff(
float Strength = 0.0,
float Smooth = 0.0,
output float Quadratic = 0.0,
output float Linear = 0.0,
output float Constant = 0.0)
{
float ray_length = 0.0;
float strength = Strength;
getattribute("std::ray_length", ray_length);
if (Smooth > 0.0) {
float squared = ray_length*ray_length;
strength *= squared / (Smooth + squared);
}
/* Quadratic */
Quadratic = strength;
/* Linear */
Linear = (strength*ray_length);
/* Constant */
Constant = (strength*ray_length*ray_length);
}

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@@ -1,41 +0,0 @@
/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "stdosl.h"
shader node_light_path(
output float IsCameraRay = 0.0,
output float IsShadowRay = 0.0,
output float IsDiffuseRay = 0.0,
output float IsGlossyRay = 0.0,
output float IsSingularRay = 0.0,
output float IsReflectionRay = 0.0,
output float IsTransmissionRay = 0.0,
output float RayLength = 0.0)
{
IsCameraRay = raytype("camera");
IsShadowRay = raytype("shadow");
IsDiffuseRay = raytype("diffuse");
IsGlossyRay = raytype("glossy");
IsSingularRay = raytype("singular");
IsReflectionRay = raytype("reflection");
IsTransmissionRay = raytype("refraction");
getattribute("std::ray_length", RayLength);
}

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@@ -1,104 +0,0 @@
/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "stdosl.h"
#include "node_texture.h"
/* Magic */
color magic(point p, int n, float distortion)
{
float dist = distortion;
float x = sin(( p[0] + p[1] + p[2]) * 5.0);
float y = cos((-p[0] + p[1] - p[2]) * 5.0);
float z = -cos((-p[0] - p[1] + p[2]) * 5.0);
if (n > 0) {
x *= dist;
y *= dist;
z *= dist;
y = -cos(x - y + z);
y *= dist;
if (n > 1) {
x = cos(x - y - z);
x *= dist;
if (n > 2) {
z = sin(-x - y - z);
z *= dist;
if (n > 3) {
x = -cos(-x + y - z);
x *= dist;
if (n > 4) {
y = -sin(-x + y + z);
y *= dist;
if (n > 5) {
y = -cos(-x + y + z);
y *= dist;
if (n > 6) {
x = cos(x + y + z);
x *= dist;
if (n > 7) {
z = sin(x + y - z);
z *= dist;
if (n > 8) {
x = -cos(-x - y + z);
x *= dist;
if (n > 9) {
y = -sin(x - y + z);
y *= dist;
}
}
}
}
}
}
}
}
}
}
if (dist != 0.0) {
dist *= 2.0;
x /= dist;
y /= dist;
z /= dist;
}
return color(0.5 - x, 0.5 - y, 0.5 - z);
}
shader node_magic_texture(
int Depth = 2,
float Distortion = 5.0,
float Scale = 5.0,
point Vector = P,
output color Color = color(0.0, 0.0, 0.0))
{
Color = magic(Vector * Scale, Depth, Distortion);
}

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@@ -1,28 +0,0 @@
/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "stdosl.h"
shader node_mapping(
matrix Matrix = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
point VectorIn = point(0.0, 0.0, 0.0),
output point VectorOut = point(0.0, 0.0, 0.0))
{
VectorOut = transform(Matrix, VectorIn);
}

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@@ -1,88 +0,0 @@
/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "stdosl.h"
float safe_divide(float a, float b)
{
float result;
if (b == 0.0)
result = 0.0;
else
result = a / b;
return result;
}
float safe_log(float a, float b)
{
if (a < 0.0 || b < 0.0)
return 0.0;
return log(a) / log(b);
}
shader node_math(
string type = "Add",
int Clamp = 0,
float Value1 = 0.0,
float Value2 = 0.0,
output float Value = 0.0)
{
/* OSL asin, acos, pow check for values that could give rise to nan */
if (type == "Add")
Value = Value1 + Value2;
if (type == "Subtract")
Value = Value1 - Value2;
if (type == "Multiply")
Value = Value1 * Value2;
if (type == "Divide")
Value = safe_divide(Value1, Value2);
if (type == "Sine")
Value = sin(Value1);
if (type == "Cosine")
Value = cos(Value1);
if (type == "Tangent")
Value = tan(Value1);
if (type == "Arcsine")
Value = asin(Value1);
if (type == "Arccosine")
Value = acos(Value1);
if (type == "Arctangent")
Value = atan(Value1);
if (type == "Power")
Value = pow(Value1, Value2);
if (type == "Logarithm")
Value = safe_log(Value1, Value2);
if (type == "Minimum")
Value = min(Value1, Value2);
if (type == "Maximum")
Value = max(Value1, Value2);
if (type == "Round")
Value = floor(Value1 + 0.5);
if (type == "Less Than")
Value = Value1 < Value2;
if (type == "Greater Than")
Value = Value1 > Value2;
if (Clamp)
Value = clamp(Value1, 0.0, 1.0);
}

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@@ -1,331 +0,0 @@
/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "stdosl.h"
#include "node_color.h"
color node_mix_blend(float t, color col1, color col2)
{
return mix(col1, col2, t);
}
color node_mix_add(float t, color col1, color col2)
{
return mix(col1, col1 + col2, t);
}
color node_mix_mul(float t, color col1, color col2)
{
return mix(col1, col1 * col2, t);
}
color node_mix_screen(float t, color col1, color col2)
{
float tm = 1.0 - t;
return color(1.0) - (color(tm) + t * (color(1.0) - col2)) * (color(1.0) - col1);
}
color node_mix_overlay(float t, color col1, color col2)
{
float tm = 1.0 - t;
color outcol = col1;
if (outcol[0] < 0.5)
outcol[0] *= tm + 2.0 * t * col2[0];
else
outcol[0] = 1.0 - (tm + 2.0 * t * (1.0 - col2[0])) * (1.0 - outcol[0]);
if (outcol[1] < 0.5)
outcol[1] *= tm + 2.0 * t * col2[1];
else
outcol[1] = 1.0 - (tm + 2.0 * t * (1.0 - col2[1])) * (1.0 - outcol[1]);
if (outcol[2] < 0.5)
outcol[2] *= tm + 2.0 * t * col2[2];
else
outcol[2] = 1.0 - (tm + 2.0 * t * (1.0 - col2[2])) * (1.0 - outcol[2]);
return outcol;
}
color node_mix_sub(float t, color col1, color col2)
{
return mix(col1, col1 - col2, t);
}
color node_mix_div(float t, color col1, color col2)
{
float tm = 1.0 - t;
color outcol = col1;
if (col2[0] != 0.0) outcol[0] = tm * outcol[0] + t * outcol[0] / col2[0];
if (col2[1] != 0.0) outcol[1] = tm * outcol[1] + t * outcol[1] / col2[1];
if (col2[2] != 0.0) outcol[2] = tm * outcol[2] + t * outcol[2] / col2[2];
return outcol;
}
color node_mix_diff(float t, color col1, color col2)
{
return mix(col1, abs(col1 - col2), t);
}
color node_mix_dark(float t, color col1, color col2)
{
return min(col1, col2 * t);
}
color node_mix_light(float t, color col1, color col2)
{
return max(col1, col2 * t);
}
color node_mix_dodge(float t, color col1, color col2)
{
color outcol = col1;
if (outcol[0] != 0.0) {
float tmp = 1.0 - t * col2[0];
if (tmp <= 0.0)
outcol[0] = 1.0;
else if ((tmp = outcol[0] / tmp) > 1.0)
outcol[0] = 1.0;
else
outcol[0] = tmp;
}
if (outcol[1] != 0.0) {
float tmp = 1.0 - t * col2[1];
if (tmp <= 0.0)
outcol[1] = 1.0;
else if ((tmp = outcol[1] / tmp) > 1.0)
outcol[1] = 1.0;
else
outcol[1] = tmp;
}
if (outcol[2] != 0.0) {
float tmp = 1.0 - t * col2[2];
if (tmp <= 0.0)
outcol[2] = 1.0;
else if ((tmp = outcol[2] / tmp) > 1.0)
outcol[2] = 1.0;
else
outcol[2] = tmp;
}
return outcol;
}
color node_mix_burn(float t, color col1, color col2)
{
float tmp, tm = 1.0 - t;
color outcol = col1;
tmp = tm + t * col2[0];
if (tmp <= 0.0)
outcol[0] = 0.0;
else if ((tmp = (1.0 - (1.0 - outcol[0]) / tmp)) < 0.0)
outcol[0] = 0.0;
else if (tmp > 1.0)
outcol[0] = 1.0;
else
outcol[0] = tmp;
tmp = tm + t * col2[1];
if (tmp <= 0.0)
outcol[1] = 0.0;
else if ((tmp = (1.0 - (1.0 - outcol[1]) / tmp)) < 0.0)
outcol[1] = 0.0;
else if (tmp > 1.0)
outcol[1] = 1.0;
else
outcol[1] = tmp;
tmp = tm + t * col2[2];
if (tmp <= 0.0)
outcol[2] = 0.0;
else if ((tmp = (1.0 - (1.0 - outcol[2]) / tmp)) < 0.0)
outcol[2] = 0.0;
else if (tmp > 1.0)
outcol[2] = 1.0;
else
outcol[2] = tmp;
return outcol;
}
color node_mix_hue(float t, color col1, color col2)
{
color outcol = col1;
color hsv2 = rgb_to_hsv(col2);
if (hsv2[1] != 0.0) {
color hsv = rgb_to_hsv(outcol);
hsv[0] = hsv2[0];
color tmp = hsv_to_rgb(hsv);
outcol = mix(outcol, tmp, t);
}
return outcol;
}
color node_mix_sat(float t, color col1, color col2)
{
float tm = 1.0 - t;
color outcol = col1;
color hsv = rgb_to_hsv(outcol);
if (hsv[1] != 0.0) {
color hsv2 = rgb_to_hsv(col2);
hsv[1] = tm * hsv[1] + t * hsv2[1];
outcol = hsv_to_rgb(hsv);
}
return outcol;
}
color node_mix_val(float t, color col1, color col2)
{
float tm = 1.0 - t;
color hsv = rgb_to_hsv(col1);
color hsv2 = rgb_to_hsv(col2);
hsv[2] = tm * hsv[2] + t * hsv2[2];
return hsv_to_rgb(hsv);
}
color node_mix_color(float t, color col1, color col2)
{
color outcol = col1;
color hsv2 = rgb_to_hsv(col2);
if (hsv2[1] != 0.0) {
color hsv = rgb_to_hsv(outcol);
hsv[0] = hsv2[0];
hsv[1] = hsv2[1];
color tmp = hsv_to_rgb(hsv);
outcol = mix(outcol, tmp, t);
}
return outcol;
}
color node_mix_soft(float t, color col1, color col2)
{
float tm = 1.0 - t;
color one = color(1.0);
color scr = one - (one - col2) * (one - col1);
return tm * col1 + t * ((one - col1) * col2 * col1 + col1 * scr);
}
color node_mix_linear(float t, color col1, color col2)
{
color outcol = col1;
if (col2[0] > 0.5)
outcol[0] = col1[0] + t * (2.0 * (col2[0] - 0.5));
else
outcol[0] = col1[0] + t * (2.0 * (col2[0]) - 1.0);
if (col2[1] > 0.5)
outcol[1] = col1[1] + t * (2.0 * (col2[1] - 0.5));
else
outcol[1] = col1[1] + t * (2.0 * (col2[1]) - 1.0);
if (col2[2] > 0.5)
outcol[2] = col1[2] + t * (2.0 * (col2[2] - 0.5));
else
outcol[2] = col1[2] + t * (2.0 * (col2[2]) - 1.0);
return outcol;
}
color node_mix_clamp(color col)
{
color outcol = col;
outcol[0] = clamp(col[0], 0.0, 1.0);
outcol[1] = clamp(col[2], 0.0, 1.0);
outcol[2] = clamp(col[2], 0.0, 1.0);
return outcol;
}
shader node_mix(
string type = "Mix",
int Clamp = 0,
float Fac = 0.5,
color Color1 = color(0.0, 0.0, 0.0),
color Color2 = color(0.0, 0.0, 0.0),
output color Color = color(0.0, 0.0, 0.0))
{
float t = clamp(Fac, 0.0, 1.0);
if (type == "Mix")
Color = node_mix_blend(t, Color1, Color2);
if (type == "Add")
Color = node_mix_add(t, Color1, Color2);
if (type == "Multiply")
Color = node_mix_mul(t, Color1, Color2);
if (type == "Screen")
Color = node_mix_screen(t, Color1, Color2);
if (type == "Overlay")
Color = node_mix_overlay(t, Color1, Color2);
if (type == "Subtract")
Color = node_mix_sub(t, Color1, Color2);
if (type == "Divide")
Color = node_mix_div(t, Color1, Color2);
if (type == "Difference")
Color = node_mix_diff(t, Color1, Color2);
if (type == "Darken")
Color = node_mix_dark(t, Color1, Color2);
if (type == "Lighten")
Color = node_mix_light(t, Color1, Color2);
if (type == "Dodge")
Color = node_mix_dodge(t, Color1, Color2);
if (type == "Burn")
Color = node_mix_burn(t, Color1, Color2);
if (type == "Hue")
Color = node_mix_hue(t, Color1, Color2);
if (type == "Saturation")
Color = node_mix_sat(t, Color1, Color2);
if (type == "Value")
Color = node_mix_val (t, Color1, Color2);
if (type == "Color")
Color = node_mix_color(t, Color1, Color2);
if (type == "Soft Light")
Color = node_mix_soft(t, Color1, Color2);
if (type == "Linear Light")
Color = node_mix_linear(t, Color1, Color2);
if (Clamp)
Color = node_mix_clamp(Color);
}

View File

@@ -1,30 +0,0 @@
/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "stdosl.h"
shader node_mix_closure(
float Fac = 0.5,
closure color Closure1 = background(),
closure color Closure2 = background(),
output closure color Closure = background())
{
float t = clamp(Fac, 0.0, 1.0);
Closure = (1.0 - t) * Closure1 + t * Closure2;
}

View File

@@ -1,222 +0,0 @@
/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "stdosl.h"
#include "node_texture.h"
/* Musgrave fBm
*
* H: fractal increment parameter
* lacunarity: gap between successive frequencies
* octaves: number of frequencies in the fBm
*
* from "Texturing and Modelling: A procedural approach"
*/
float noise_musgrave_fBm(point p, string basis, float H, float lacunarity, float octaves)
{
float rmd;
float value = 0.0;
float pwr = 1.0;
float pwHL = pow(lacunarity, -H);
int i;
for (i = 0; i < (int)octaves; i++) {
value += noise("perlin", p) * pwr;
pwr *= pwHL;
p *= lacunarity;
}
rmd = octaves - floor(octaves);
if (rmd != 0.0)
value += rmd * noise("perlin", p) * pwr;
return value;
}
/* Musgrave Multifractal
*
* H: highest fractal dimension
* lacunarity: gap between successive frequencies
* octaves: number of frequencies in the fBm
*/
float noise_musgrave_multi_fractal(point p, string basis, float H, float lacunarity, float octaves)
{
float rmd;
float value = 1.0;
float pwr = 1.0;
float pwHL = pow(lacunarity, -H);
int i;
for (i = 0; i < (int)octaves; i++) {
value *= (pwr * noise("perlin", p) + 1.0);
pwr *= pwHL;
p *= lacunarity;
}
rmd = octaves - floor(octaves);
if (rmd != 0.0)
value *= (rmd * pwr * noise("perlin", p) + 1.0); /* correct? */
return value;
}
/* Musgrave Heterogeneous Terrain
*
* H: fractal dimension of the roughest area
* lacunarity: gap between successive frequencies
* octaves: number of frequencies in the fBm
* offset: raises the terrain from `sea level'
*/
float noise_musgrave_hetero_terrain(point p, string basis, float H, float lacunarity, float octaves, float offset)
{
float value, increment, rmd;
float pwHL = pow(lacunarity, -H);
float pwr = pwHL;
int i;
/* first unscaled octave of function; later octaves are scaled */
value = offset + noise("perlin", p);
p *= lacunarity;
for (i = 1; i < (int)octaves; i++) {
increment = (noise("perlin", p) + offset) * pwr * value;
value += increment;
pwr *= pwHL;
p *= lacunarity;
}
rmd = octaves - floor(octaves);
if (rmd != 0.0) {
increment = (noise("perlin", p) + offset) * pwr * value;
value += rmd * increment;
}
return value;
}
/* Hybrid Additive/Multiplicative Multifractal Terrain
*
* H: fractal dimension of the roughest area
* lacunarity: gap between successive frequencies
* octaves: number of frequencies in the fBm
* offset: raises the terrain from `sea level'
*/
float noise_musgrave_hybrid_multi_fractal(point p, string basis, float H,
float lacunarity, float octaves, float offset, float gain)
{
float result, signal, weight, rmd;
float pwHL = pow(lacunarity, -H);
float pwr = pwHL;
int i;
result = noise("perlin", p) + offset;
weight = gain * result;
p *= lacunarity;
for (i = 1; (weight > 0.001) && (i < (int)octaves); i++) {
if (weight > 1.0)
weight = 1.0;
signal = (noise("perlin", p) + offset) * pwr;
pwr *= pwHL;
result += weight * signal;
weight *= gain * signal;
p *= lacunarity;
}
rmd = octaves - floor(octaves);
if (rmd != 0.0)
result += rmd * ((noise("perlin", p) + offset) * pwr);
return result;
}
/* Ridged Multifractal Terrain
*
* H: fractal dimension of the roughest area
* lacunarity: gap between successive frequencies
* octaves: number of frequencies in the fBm
* offset: raises the terrain from `sea level'
*/
float noise_musgrave_ridged_multi_fractal(point p, string basis, float H,
float lacunarity, float octaves, float offset, float gain)
{
float result, signal, weight;
float pwHL = pow(lacunarity, -H);
float pwr = pwHL;
int i;
signal = offset - fabs(noise("perlin", p));
signal *= signal;
result = signal;
weight = 1.0;
for (i = 1; i < (int)octaves; i++) {
p *= lacunarity;
weight = clamp(signal * gain, 0.0, 1.0);
signal = offset - fabs(noise("perlin", p));
signal *= signal;
signal *= weight;
result += signal * pwr;
pwr *= pwHL;
}
return result;
}
/* Shader */
shader node_musgrave_texture(
string Type = "fBM",
float Dimension = 2.0,
float Lacunarity = 1.0,
float Detail = 2.0,
float Offset = 0.0,
float Gain = 1.0,
float Scale = 5.0,
point Vector = P,
output float Fac = 0.0,
output color Color = color(0.0, 0.0, 0.0))
{
float dimension = max(Dimension, 1e-5);
float octaves = clamp(Detail, 0.0, 16.0);
float lacunarity = max(Lacunarity, 1e-5);
string Basis = "Perlin";
float intensity = 1.0;
point p = Vector * Scale;
if (Type == "Multifractal")
Fac = intensity * noise_musgrave_multi_fractal(p, Basis, dimension, lacunarity, octaves);
else if (Type == "fBM")
Fac = intensity * noise_musgrave_fBm(p, Basis, dimension, lacunarity, octaves);
else if (Type == "Hybrid Multifractal")
Fac = intensity * noise_musgrave_hybrid_multi_fractal(p, Basis, dimension, lacunarity, octaves, Offset, Gain);
else if (Type == "Ridged Multifractal")
Fac = intensity * noise_musgrave_ridged_multi_fractal(p, Basis, dimension, lacunarity, octaves, Offset, Gain);
else if (Type == "Hetero Terrain")
Fac = intensity * noise_musgrave_hetero_terrain(p, Basis, dimension, lacunarity, octaves, Offset);
Color = color(Fac, Fac, Fac);
}

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@@ -1,56 +0,0 @@
/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "stdosl.h"
#include "node_texture.h"
/* Noise */
float noise(point p, string basis, float distortion, float detail, float fac, color Color)
{
point r;
int hard = 0;
if (distortion != 0.0) {
r[0] = noise_basis(p + point(13.5), basis) * distortion;
r[1] = noise_basis(p, basis) * distortion;
r[2] = noise_basis(p - point(13.5), basis) * distortion;
p += r;
}
fac = noise_turbulence(p, basis, detail, hard);
Color = color(fac, noise_turbulence(point(p[1], p[0], p[2]), basis, detail, hard),
noise_turbulence(point(p[1], p[2], p[0]), basis, detail, hard));
return fac;
}
shader node_noise_texture(
float Distortion = 0.0,
float Scale = 5.0,
float Detail = 2.0,
point Vector = P,
output float Fac = 0.0,
output color Color = color(0.2, 0.2, 0.2))
{
string Basis = "Perlin";
Fac = noise(Vector * Scale, Basis, Distortion, Detail, Fac, Color);
}

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@@ -1,30 +0,0 @@
/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "stdosl.h"
shader node_normal(
normal Direction = normal(0.0, 0.0, 0.0),
normal NormalIn = normal(0.0, 0.0, 0.0),
output normal NormalOut = normal(0.0, 0.0, 0.0),
output float Dot = 1.0)
{
NormalOut = normalize(Direction);
Dot = dot(NormalOut, NormalIn);
}

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@@ -1,32 +0,0 @@
/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "stdosl.h"
shader node_object_info(
output point Location = point(0.0, 0.0, 0.0),
output float ObjectIndex = 0.0,
output float MaterialIndex = 0.0,
output float Random = 0.0)
{
getattribute("std::object_location", Location);
getattribute("std::object_index", ObjectIndex);
getattribute("std::material_index", MaterialIndex);
getattribute("std::object_random", Random);
}

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@@ -1,25 +0,0 @@
/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "stdosl.h"
displacement node_output_displacement(float Displacement = 0.0)
{
P += N * Displacement * 0.1; /* todo: get rid of this factor */
}

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@@ -1,25 +0,0 @@
/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "stdosl.h"
surface node_output_surface(closure color Surface = background())
{
Ci = Surface;
}

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@@ -1,25 +0,0 @@
/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "stdosl.h"
volume node_output_volume(closure color Volume = background())
{
Ci = Volume;
}

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@@ -1,38 +0,0 @@
/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "stdosl.h"
shader node_particle_info(
output float Index = 0.0,
output float Age = 0.0,
output float Lifetime = 0.0,
output point Location = point(0.0, 0.0, 0.0),
output float Size = 0.0,
output vector Velocity = point(0.0, 0.0, 0.0),
output vector AngularVelocity = point(0.0, 0.0, 0.0))
{
getattribute("std::particle_index", Index);
getattribute("std::particle_age", Age);
getattribute("std::particle_lifetime", Lifetime);
getattribute("std::particle_location", Location);
getattribute("std::particle_size", Size);
getattribute("std::particle_velocity", Velocity);
getattribute("std::particle_angular_velocity", AngularVelocity);
}

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@@ -1,43 +0,0 @@
/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "stdosl.h"
#include "oslutil.h"
shader node_rgb_ramp(
color ramp_color[RAMP_TABLE_SIZE] = {0.0},
float ramp_alpha[RAMP_TABLE_SIZE] = {0.0},
float Fac = 0.0,
output color Color = color(0.0, 0.0, 0.0),
output float Alpha = 1.0)
{
float f = clamp(Fac, 0.0, 1.0) * (RAMP_TABLE_SIZE - 1);
int i = (int)f;
float t = f - (float)i;
Color = ramp_color[i];
Alpha = ramp_alpha[i];
if (t > 0.0) {
Color = (1.0 - t) * Color + t * ramp_color[i + 1];
Alpha = (1.0 - t) * Alpha + t * ramp_alpha[i + 1];
}
}

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@@ -1,30 +0,0 @@
/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "stdosl.h"
shader node_separate_rgb(
color Image = color(0.8, 0.8, 0.8),
output float R = 0.0,
output float G = 0.0,
output float B = 0.0)
{
R = Image[0];
G = Image[1];
B = Image[2];
}

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@@ -1,28 +0,0 @@
/*
* Copyright 2012, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "stdosl.h"
surface node_set_normal(
normal Direction = N,
output normal Normal = N)
{
N = Direction;
Normal = Direction;
}

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@@ -1,162 +0,0 @@
/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "stdosl.h"
struct KernelSunSky {
/* sun direction in spherical and cartesian */
float theta, phi;
vector dir;
/* perez function parameters */
float zenith_Y, zenith_x, zenith_y;
float perez_Y[5], perez_x[5], perez_y[5];
};
color xyY_to_xyz(float x, float y, float Y)
{
float X, Z;
if (y != 0.0) X = (x / y) * Y;
else X = 0.0;
if (y != 0.0 && Y != 0.0) Z = ((1.0 - x - y) / y) * Y;
else Z = 0.0;
return color(X, Y, Z);
}
color xyz_to_rgb(float x, float y, float z)
{
return color(3.240479 * x + -1.537150 * y + -0.498535 * z,
-0.969256 * x + 1.875991 * y + 0.041556 * z,
0.055648 * x + -0.204043 * y + 1.057311 * z);
}
float sky_angle_between(float thetav, float phiv, float theta, float phi)
{
float cospsi = sin(thetav) * sin(theta) * cos(phi - phiv) + cos(thetav) * cos(theta);
if (cospsi > 1.0)
return 0.0;
if (cospsi < -1.0)
return M_PI;
return acos(cospsi);
}
vector sky_spherical_coordinates(vector dir)
{
return vector(acos(dir[2]), atan2(dir[0], dir[1]), 0);
}
float sky_perez_function(float lam[5], float theta, float gamma)
{
float ctheta = cos(theta);
float cgamma = cos(gamma);
return (1.0 + lam[0] * exp(lam[1] / ctheta)) * (1.0 + lam[2] * exp(lam[3] * gamma) + lam[4] * cgamma * cgamma);
}
color sky_xyz_radiance(KernelSunSky sunsky, vector dir)
{
/* convert vector to spherical coordinates */
vector spherical = sky_spherical_coordinates(dir);
float theta = spherical[0];
float phi = spherical[1];
/* angle between sun direction and dir */
float gamma = sky_angle_between(theta, phi, sunsky.theta, sunsky.phi);
/* clamp theta to horizon */
theta = min(theta, M_PI_2 - 0.001);
/* compute xyY color space values */
float x = sunsky.zenith_x * sky_perez_function(sunsky.perez_x, theta, gamma);
float y = sunsky.zenith_y * sky_perez_function(sunsky.perez_y, theta, gamma);
float Y = sunsky.zenith_Y * sky_perez_function(sunsky.perez_Y, theta, gamma);
/* convert to RGB */
color xyz = xyY_to_xyz(x, y, Y);
return xyz_to_rgb(xyz[0], xyz[1], xyz[2]);
}
void precompute_sunsky(vector dir, float turbidity, output KernelSunSky sunsky)
{
vector spherical = sky_spherical_coordinates(dir);
float theta = spherical[0];
float phi = spherical[1];
sunsky.theta = theta;
sunsky.phi = phi;
sunsky.dir = dir;
float theta2 = theta * theta;
float theta3 = theta * theta * theta;
float T = turbidity;
float T2 = T * T;
float chi = (4.0 / 9.0 - T / 120.0) * (M_PI - 2.0 * theta);
sunsky.zenith_Y = (4.0453 * T - 4.9710) * tan(chi) - 0.2155 * T + 2.4192;
sunsky.zenith_Y *= 0.06;
sunsky.zenith_x =
( 0.00166 * theta3 - 0.00375 * theta2 + 0.00209 * theta) * T2 +
(-0.02903 * theta3 + 0.06377 * theta2 - 0.03202 * theta + 0.00394) * T +
( 0.11693 * theta3 - 0.21196 * theta2 + 0.06052 * theta + 0.25886);
sunsky.zenith_y =
( 0.00275 * theta3 - 0.00610 * theta2 + 0.00317 * theta) * T2 +
(-0.04214 * theta3 + 0.08970 * theta2 - 0.04153 * theta + 0.00516) * T +
( 0.15346 * theta3 - 0.26756 * theta2 + 0.06670 * theta + 0.26688);
sunsky.perez_Y[0] = ( 0.1787 * T - 1.4630);
sunsky.perez_Y[1] = (-0.3554 * T + 0.4275);
sunsky.perez_Y[2] = (-0.0227 * T + 5.3251);
sunsky.perez_Y[3] = ( 0.1206 * T - 2.5771);
sunsky.perez_Y[4] = (-0.0670 * T + 0.3703);
sunsky.perez_x[0] = (-0.0193 * T - 0.2592);
sunsky.perez_x[1] = (-0.0665 * T + 0.0008);
sunsky.perez_x[2] = (-0.0004 * T + 0.2125);
sunsky.perez_x[3] = (-0.0641 * T - 0.8989);
sunsky.perez_x[4] = (-0.0033 * T + 0.0452);
sunsky.perez_y[0] = (-0.0167 * T - 0.2608);
sunsky.perez_y[1] = (-0.0950 * T + 0.0092);
sunsky.perez_y[2] = (-0.0079 * T + 0.2102);
sunsky.perez_y[3] = (-0.0441 * T - 1.6537);
sunsky.perez_y[4] = (-0.0109 * T + 0.0529);
sunsky.zenith_Y /= sky_perez_function(sunsky.perez_Y, 0, theta);
sunsky.zenith_x /= sky_perez_function(sunsky.perez_x, 0, theta);
sunsky.zenith_y /= sky_perez_function(sunsky.perez_y, 0, theta);
}
shader node_sky_texture(
vector Vector = P,
vector sun_direction = vector(0, 0, 1),
float turbidity = 2.2,
output color Color = color(0.0, 0.0, 0.0))
{
KernelSunSky sunsky;
precompute_sunsky(sun_direction, turbidity, sunsky);
Color = sky_xyz_radiance(sunsky, Vector);
}

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@@ -1,270 +0,0 @@
/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
/* Voronoi Distances */
float voronoi_distance(string distance_metric, vector d, float e)
{
float result = 0.0;
if (distance_metric == "Distance Squared")
result = dot(d, d);
if (distance_metric == "Actual Distance")
result = length(d);
if (distance_metric == "Manhattan")
result = fabs(d[0]) + fabs(d[1]) + fabs(d[2]);
if (distance_metric == "Chebychev")
result = max(fabs(d[0]), max(fabs(d[1]), fabs(d[2])));
if (distance_metric == "Minkovsky 1/2")
result = sqrt(fabs(d[0])) + sqrt(fabs(d[1])) + sqrt(fabs(d[1]));
if (distance_metric == "Minkovsky 4")
result = sqrt(sqrt(dot(d * d, d * d)));
if (distance_metric == "Minkovsky")
result = pow(pow(fabs(d[0]), e) + pow(fabs(d[1]), e) + pow(fabs(d[2]), e), 1.0 / e);
return result;
}
/* Voronoi / Worley like */
color cellnoise_color(point p)
{
float r = cellnoise(p);
float g = cellnoise(point(p[1], p[0], p[2]));
float b = cellnoise(point(p[1], p[2], p[0]));
return color(r, g, b);
}
void voronoi(point p, string distance_metric, float e, float da[4], point pa[4])
{
/* returns distances in da and point coords in pa */
int xx, yy, zz, xi, yi, zi;
xi = (int)floor(p[0]);
yi = (int)floor(p[1]);
zi = (int)floor(p[2]);
da[0] = 1e10;
da[1] = 1e10;
da[2] = 1e10;
da[3] = 1e10;
for (xx = xi - 1; xx <= xi + 1; xx++) {
for (yy = yi - 1; yy <= yi + 1; yy++) {
for (zz = zi - 1; zz <= zi + 1; zz++) {
point ip = point(xx, yy, zz);
point vp = (point)cellnoise_color(ip);
point pd = p - (vp + ip);
float d = voronoi_distance(distance_metric, pd, e);
vp += point(xx, yy, zz);
if (d < da[0]) {
da[3] = da[2];
da[2] = da[1];
da[1] = da[0];
da[0] = d;
pa[3] = pa[2];
pa[2] = pa[1];
pa[1] = pa[0];
pa[0] = vp;
}
else if (d < da[1]) {
da[3] = da[2];
da[2] = da[1];
da[1] = d;
pa[3] = pa[2];
pa[2] = pa[1];
pa[1] = vp;
}
else if (d < da[2]) {
da[3] = da[2];
da[2] = d;
pa[3] = pa[2];
pa[2] = vp;
}
else if (d < da[3]) {
da[3] = d;
pa[3] = vp;
}
}
}
}
}
float voronoi_Fn(point p, int n)
{
float da[4];
point pa[4];
voronoi(p, "Distance Squared", 0, da, pa);
return da[n];
}
float voronoi_FnFn(point p, int n1, int n2)
{
float da[4];
point pa[4];
voronoi(p, "Distance Squared", 0, da, pa);
return da[n2] - da[n1];
}
float voronoi_F1(point p) { return voronoi_Fn(p, 0); }
float voronoi_F2(point p) { return voronoi_Fn(p, 1); }
float voronoi_F3(point p) { return voronoi_Fn(p, 2); }
float voronoi_F4(point p) { return voronoi_Fn(p, 3); }
float voronoi_F1F2(point p) { return voronoi_FnFn(p, 0, 1); }
float voronoi_Cr(point p)
{
/* crackle type pattern, just a scale/clamp of F2-F1 */
float t = 10.0 * voronoi_F1F2(p);
return (t > 1.0) ? 1.0 : t;
}
float voronoi_F1S(point p) { return 2.0 * voronoi_F1(p) - 1.0; }
float voronoi_F2S(point p) { return 2.0 * voronoi_F2(p) - 1.0; }
float voronoi_F3S(point p) { return 2.0 * voronoi_F3(p) - 1.0; }
float voronoi_F4S(point p) { return 2.0 * voronoi_F4(p) - 1.0; }
float voronoi_F1F2S(point p) { return 2.0 * voronoi_F1F2(p) - 1.0; }
float voronoi_CrS(point p) { return 2.0 * voronoi_Cr(p) - 1.0; }
/* Noise Bases */
float noise_basis(point p, string basis)
{
float result = 0.0;
if (basis == "Perlin")
result = noise(p); /* returns perlin noise in range 0..1 */
if (basis == "Voronoi F1")
result = voronoi_F1S(p);
if (basis == "Voronoi F2")
result = voronoi_F2S(p);
if (basis == "Voronoi F3")
result = voronoi_F3S(p);
if (basis == "Voronoi F4")
result = voronoi_F4S(p);
if (basis == "Voronoi F2-F1")
result = voronoi_F1F2S(p);
if (basis == "Voronoi Crackle")
result = voronoi_CrS(p);
if (basis == "Cell Noise")
result = cellnoise(p);
return result;
}
/* Soft/Hard Noise */
float noise_basis_hard(point p, string basis, int hard)
{
float t = noise_basis(p, basis);
return (hard) ? fabs(2.0 * t - 1.0) : t;
}
/* Waves */
float noise_wave(string wave, float a)
{
float result = 0.0;
if (wave == "Sine") {
result = 0.5 + 0.5 * sin(a);
}
else if (wave == "Saw") {
float b = 2 * M_PI;
int n = (int)(a / b);
a -= n * b;
if (a < 0) a += b;
result = a / b;
}
else if (wave == "Tri") {
float b = 2 * M_PI;
float rmax = 1.0;
result = rmax - 2.0 * fabs(floor((a * (1.0 / b)) + 0.5) - (a * (1.0 / b)));
}
return result;
}
/* Turbulence */
float noise_turbulence(point p, string basis, float details, int hard)
{
float fscale = 1.0;
float amp = 1.0;
float sum = 0.0;
int i, n;
float octaves = clamp(details, 0.0, 16.0);
n = (int)octaves;
for (i = 0; i <= n; i++) {
float t = noise_basis(fscale * p, basis);
if (hard)
t = fabs(2.0 * t - 1.0);
sum += t * amp;
amp *= 0.5;
fscale *= 2.0;
}
float rmd = octaves - floor(octaves);
if (rmd != 0.0) {
float t = noise_basis(fscale * p, basis);
if (hard)
t = fabs(2.0 * t - 1.0);
float sum2 = sum + t*amp;
sum *= ((float)(1 << n) / (float)((1 << (n + 1)) - 1));
sum2 *= ((float)(1 << (n + 1)) / (float)((1 << (n + 2)) - 1));
return (1.0 - rmd)*sum + rmd*sum2;
}
else {
sum *= ((float)(1 << n) / (float)((1 << (n + 1)) - 1));
return sum;
}
}
/* Utility */
float nonzero(float f, float eps)
{
float r;
if (abs(f) < eps)
r = sign(f) * eps;
else
r = f;
return r;
}

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@@ -1,81 +0,0 @@
/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "stdosl.h"
shader node_texture_coordinate(
normal NormalIn = N,
int is_background = 0,
int from_dupli = 0,
string bump_offset = "center",
output point Generated = point(0.0, 0.0, 0.0),
output point UV = point(0.0, 0.0, 0.0),
output point Object = point(0.0, 0.0, 0.0),
output point Camera = point(0.0, 0.0, 0.0),
output point Window = point(0.0, 0.0, 0.0),
output normal Normal = normal(0.0, 0.0, 0.0),
output point Reflection = point(0.0, 0.0, 0.0))
{
if (is_background) {
Generated = P;
UV = point(0.0, 0.0, 0.0);
Object = P;
point Pcam = transform("camera", "world", point(0, 0, 0));
Camera = transform("camera", P + Pcam);
Window = transform("NDC", P + Pcam);
Normal = NormalIn;
Reflection = I;
}
else {
if (from_dupli) {
getattribute("std::dupli_generated", Generated);
getattribute("std::dupli_uv", UV);
}
else {
getattribute("std::generated", Generated);
getattribute("std::uv", UV);
}
Object = transform("object", P);
Camera = transform("camera", P);
Window = transform("NDC", P);
Normal = transform("world", "object", NormalIn);
Reflection = reflect(I, NormalIn);
}
if (bump_offset == "dx") {
if (!from_dupli) {
Generated += Dx(Generated);
UV += Dx(UV);
}
Object += Dx(Object);
Camera += Dx(Camera);
Window += Dx(Window);
}
else if (bump_offset == "dy") {
if (!from_dupli) {
Generated += Dy(Generated);
UV += Dy(UV);
}
Object += Dy(Object);
Camera += Dy(Camera);
Window += Dy(Window);
}
}

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@@ -1,28 +0,0 @@
/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "stdosl.h"
shader node_translucent_bsdf(
color Color = color(0.8, 0.8, 0.8),
normal Normal = N,
output closure color BSDF = diffuse(Normal))
{
BSDF = Color * translucent(Normal);
}

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@@ -1,28 +0,0 @@
/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "stdosl.h"
shader node_transparent_bsdf(
color Color = color(0.8, 0.8, 0.8),
normal Normal = N,
output closure color BSDF = diffuse(Normal))
{
BSDF = Color * transparent();
}

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@@ -1,33 +0,0 @@
/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "stdosl.h"
shader node_value(
float value_value = 0.0,
vector vector_value = vector(0.0, 0.0, 0.0),
color color_value = color(0.0, 0.0, 0.0),
output float Value = 0.0,
output vector Vector = vector(0.0, 0.0, 0.0),
output color Color = color(0.0, 0.0, 0.0))
{
Value = value_value;
Vector = vector_value;
Color = color_value;
}

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@@ -1,53 +0,0 @@
/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "stdosl.h"
shader node_vector_math(
string type = "Add",
vector Vector1 = vector(0.0, 0.0, 0.0),
vector Vector2 = vector(0.0, 0.0, 0.0),
output float Value = 0.0,
output vector Vector = vector(0.0, 0.0, 0.0))
{
if (type == "Add") {
Vector = Vector1 + Vector2;
Value = (abs(Vector[0]) + abs(Vector[1]) + abs(Vector[2])) / 3.0;
}
if (type == "Subtract") {
Vector = Vector1 - Vector2;
Value = (abs(Vector[0]) + abs(Vector[1]) + abs(Vector[2])) / 3.0;
}
if (type == "Average") {
Value = length(Vector1 + Vector2);
Vector = normalize(Vector1 + Vector2);
}
if (type == "Dot Product") {
Value = dot(Vector1, Vector2);
}
if (type == "Cross Product") {
vector c = cross(Vector1, Vector2);
Value = length(c);
Vector = normalize(c);
}
if (type == "Normalize") {
Value = length(Vector1);
Vector = normalize(Vector1);
}
}

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@@ -1,32 +0,0 @@
/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "stdosl.h"
#include "node_fresnel.h"
shader node_velvet_bsdf(
color Color = color(0.8, 0.8, 0.8),
float Sigma = 0.0,
normal Normal = N,
output closure color BSDF = diffuse(Normal))
{
float sigma = clamp(Sigma, 0.0, 1.0);
BSDF = Color * ashikhmin_velvet(Normal, sigma, 1.0);
}

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@@ -1,48 +0,0 @@
/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "stdosl.h"
#include "node_texture.h"
/* Voronoi */
shader node_voronoi_texture(
string Coloring = "Intensity",
float Scale = 5.0,
point Vector = P,
output float Fac = 0.0,
output color Color = color(0.0, 0.0, 0.0))
{
/* compute distance and point coordinate of 4 nearest neighbours */
float da[4];
point pa[4];
voronoi(Vector * Scale, "Distance Squared", 1.0, da, pa);
/* Colored output */
if (Coloring == "Intensity") {
Fac = fabs(da[0]);
Color = color(Fac);
}
else {
Color = cellnoise_color(pa[0]);
Fac = (Color[0] + Color[1] + Color[2]) * (1.0 / 3.0);
}
}

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@@ -1,30 +0,0 @@
/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "stdosl.h"
shader node_ward_bsdf(
color Color = color(0.8, 0.8, 0.8),
float RoughnessU = 0.0,
float RoughnessV = 0.0,
normal Normal = N,
output closure color BSDF = diffuse(Normal))
{
BSDF = Color * ward(Normal, normalize(dPdu), RoughnessU, RoughnessV);
}

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@@ -1,61 +0,0 @@
/*
* Copyright 2012, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "stdosl.h"
#include "node_texture.h"
/* Wave */
float wave(point p, float scale, string type, float detail, float distortion, float dscale)
{
float x = p[0] * scale;
float y = p[1] * scale;
float z = p[2] * scale;
float result = 0.0;
float n = 0.0;
if (type == "Bands") {
n = (x + y + z) * 10.0;
}
else if (type == "Rings") {
n = (sqrt(x * x + y * y + z * z) * 20.0);
}
if (distortion != 0.0) {
n = n + (distortion * noise_turbulence(p * dscale, "Perlin", detail, 0));
}
result = noise_wave("Sine", n);
return result;
}
shader node_wave_texture(
string Type = "Bands",
float Scale = 5.0,
float Distortion = 0.0,
float Detail = 2.0,
float DetailScale = 1.0,
point Vector = P,
output float Fac = 0.0,
output color Color = color (0.0, 0.0, 0.0))
{
Fac = wave(Vector, Scale, Type, Detail, Distortion, DetailScale);
Color = color(Fac, Fac, Fac);
}

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@@ -1,94 +0,0 @@
/////////////////////////////////////////////////////////////////////////////
// Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al. All Rights Reserved.
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are
// met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of Sony Pictures Imageworks nor the names of its
// contributors may be used to endorse or promote products derived from
// this software without specific prior written permission.
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
/////////////////////////////////////////////////////////////////////////////
#ifndef CCL_OSLUTIL_H
#define CCL_OSLUTIL_H
/* NB: must match the value in kernel_types.h */
#define RAMP_TABLE_SIZE 256
// Return wireframe opacity factor [0, 1] given a geometry type in
// ("triangles", "polygons" or "patches"), and a line_width in raster
// or world space depending on the last (raster) boolean argument.
//
float wireframe(string edge_type, float line_width, int raster)
{
// ray differentials are so big in diffuse context that this function would always return "wire"
if (raytype("path:diffuse")) return 0.0;
int np = 0;
point p[64];
float pixelWidth = 1;
if (edge_type == "triangles")
{
np = 3;
if (!getattribute("geom:trianglevertices", p))
return 0.0;
}
else if (edge_type == "polygons" || edge_type == "patches")
{
getattribute("geom:numpolyvertices", np);
if (np < 3 || !getattribute("geom:polyvertices", p))
return 0.0;
}
if (raster)
{
// Project the derivatives of P to the viewing plane defined
// by I so we have a measure of how big is a pixel at this point
float pixelWidthX = length(Dx(P) - dot(Dx(P), I) * I);
float pixelWidthY = length(Dy(P) - dot(Dy(P), I) * I);
// Take the average of both axis' length
pixelWidth = (pixelWidthX + pixelWidthY) / 2;
}
// Use half the width as the neighbor face will render the
// other half. And take the square for fast comparison
pixelWidth *= 0.5 * line_width;
pixelWidth *= pixelWidth;
for (int i = 0; i < np; i++)
{
int i2 = i ? i - 1 : np - 1;
vector dir = P - p[i];
vector edge = p[i] - p[i2];
vector crs = cross(edge, dir);
// At this point dot(crs, crs) / dot(edge, edge) is
// the square of area / length(edge) == square of the
// distance to the edge.
if (dot(crs, crs) < (dot(edge, edge) * pixelWidth))
return 1;
}
return 0;
}
float wireframe(string edge_type, float line_width) { return wireframe(edge_type, line_width, 1); }
float wireframe(string edge_type) { return wireframe(edge_type, 1.0, 1); }
float wireframe() { return wireframe("polygons", 1.0, 1); }
#endif /* CCL_OSLUTIL_H */

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@@ -1,537 +0,0 @@
/////////////////////////////////////////////////////////////////////////////
// Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al. All Rights Reserved.
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are
// met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of Sony Pictures Imageworks nor the names of its
// contributors may be used to endorse or promote products derived from
// this software without specific prior written permission.
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
/////////////////////////////////////////////////////////////////////////////
#ifndef CCL_STDOSL_H
#define CCL_STDOSL_H
#ifndef M_PI
#define M_PI 3.1415926535897932 /* pi */
#define M_PI_2 1.5707963267948966 /* pi/2 */
#define M_PI_4 0.7853981633974483 /* pi/4 */
#define M_2_PI 0.6366197723675813 /* 2/pi */
#define M_2PI 6.2831853071795865 /* 2*pi */
#define M_4PI 12.566370614359173 /* 4*pi */
#define M_2_SQRTPI 1.1283791670955126 /* 2/sqrt(pi) */
#define M_E 2.7182818284590452 /* e (Euler's number) */
#define M_LN2 0.6931471805599453 /* ln(2) */
#define M_LN10 2.3025850929940457 /* ln(10) */
#define M_LOG2E 1.4426950408889634 /* log_2(e) */
#define M_LOG10E 0.4342944819032518 /* log_10(e) */
#define M_SQRT2 1.4142135623730950 /* sqrt(2) */
#define M_SQRT1_2 0.7071067811865475 /* 1/sqrt(2) */
#endif
// Declaration of built-in functions and closures
#define BUILTIN [[ int builtin = 1 ]]
#define BUILTIN_DERIV [[ int builtin = 1, int deriv = 1 ]]
#define PERCOMP1(name) \
normal name (normal x) BUILTIN; \
vector name (vector x) BUILTIN; \
point name (point x) BUILTIN; \
color name (color x) BUILTIN; \
float name (float x) BUILTIN;
#define PERCOMP2(name) \
normal name (normal x, normal y) BUILTIN; \
vector name (vector x, vector y) BUILTIN; \
point name (point x, point y) BUILTIN; \
color name (color x, color y) BUILTIN; \
float name (float x, float y) BUILTIN;
#define PERCOMP2F(name) \
normal name (normal x, float y) BUILTIN; \
vector name (vector x, float y) BUILTIN; \
point name (point x, float y) BUILTIN; \
color name (color x, float y) BUILTIN; \
float name (float x, float y) BUILTIN;
// Basic math
normal degrees (normal x) { return x*(180.0/M_PI); }
vector degrees (vector x) { return x*(180.0/M_PI); }
point degrees (point x) { return x*(180.0/M_PI); }
color degrees (color x) { return x*(180.0/M_PI); }
float degrees (float x) { return x*(180.0/M_PI); }
normal radians (normal x) { return x*(M_PI/180.0); }
vector radians (vector x) { return x*(M_PI/180.0); }
point radians (point x) { return x*(M_PI/180.0); }
color radians (color x) { return x*(M_PI/180.0); }
float radians (float x) { return x*(M_PI/180.0); }
PERCOMP1 (cos)
PERCOMP1 (sin)
PERCOMP1 (tan)
PERCOMP1 (acos)
PERCOMP1 (asin)
PERCOMP1 (atan)
PERCOMP2 (atan2)
PERCOMP1 (cosh)
PERCOMP1 (sinh)
PERCOMP1 (tanh)
PERCOMP2F (pow)
PERCOMP1 (exp)
PERCOMP1 (exp2)
PERCOMP1 (expm1)
PERCOMP1 (log)
point log (point a, float b) { return log(a)/log(b); }
vector log (vector a, float b) { return log(a)/log(b); }
color log (color a, float b) { return log(a)/log(b); }
float log (float a, float b) { return log(a)/log(b); }
PERCOMP1 (log2)
PERCOMP1 (log10)
PERCOMP1 (logb)
PERCOMP1 (sqrt)
PERCOMP1 (inversesqrt)
float hypot (float a, float b) { return sqrt (a*a + b*b); }
float hypot (float a, float b, float c) { return sqrt (a*a + b*b + c*c); }
PERCOMP1 (abs)
int abs (int x) BUILTIN;
PERCOMP1 (fabs)
int fabs (int x) BUILTIN;
PERCOMP1 (sign)
PERCOMP1 (floor)
PERCOMP1 (ceil)
PERCOMP1 (round)
PERCOMP1 (trunc)
PERCOMP2 (fmod)
PERCOMP2F (fmod)
int mod (int a, int b) { return a - b*(int)floor(a/b); }
point mod (point a, point b) { return a - b*floor(a/b); }
vector mod (vector a, vector b) { return a - b*floor(a/b); }
normal mod (normal a, normal b) { return a - b*floor(a/b); }
color mod (color a, color b) { return a - b*floor(a/b); }
point mod (point a, float b) { return a - b*floor(a/b); }
vector mod (vector a, float b) { return a - b*floor(a/b); }
normal mod (normal a, float b) { return a - b*floor(a/b); }
color mod (color a, float b) { return a - b*floor(a/b); }
float mod (float a, float b) { return a - b*floor(a/b); }
PERCOMP2 (min)
PERCOMP2 (max)
normal clamp (normal x, normal minval, normal maxval) { return max(min(x,maxval),minval); }
vector clamp (vector x, vector minval, vector maxval) { return max(min(x,maxval),minval); }
point clamp (point x, point minval, point maxval) { return max(min(x,maxval),minval); }
color clamp (color x, color minval, color maxval) { return max(min(x,maxval),minval); }
float clamp (float x, float minval, float maxval) { return max(min(x,maxval),minval); }
normal mix (normal x, normal y, normal a) { return x*(1-a) + y*a; }
normal mix (normal x, normal y, float a) { return x*(1-a) + y*a; }
vector mix (vector x, vector y, vector a) { return x*(1-a) + y*a; }
vector mix (vector x, vector y, float a) { return x*(1-a) + y*a; }
point mix (point x, point y, point a) { return x*(1-a) + y*a; }
point mix (point x, point y, float a) { return x*(1-a) + y*a; }
color mix (color x, color y, color a) { return x*(1-a) + y*a; }
color mix (color x, color y, float a) { return x*(1-a) + y*a; }
float mix (float x, float y, float a) { return x*(1-a) + y*a; }
int isnan (float x) BUILTIN;
int isinf (float x) BUILTIN;
int isfinite (float x) BUILTIN;
float erf (float x) BUILTIN;
float erfc (float x) BUILTIN;
// Vector functions
vector cross (vector a, vector b) BUILTIN;
float dot (vector a, vector b) BUILTIN;
float length (vector v) BUILTIN;
float distance (point a, point b) BUILTIN;
float distance (point a, point b, point q) BUILTIN;
normal normalize (normal v) BUILTIN;
vector normalize (vector v) BUILTIN;
vector faceforward (vector N, vector I, vector Nref) BUILTIN;
vector faceforward (vector N, vector I) BUILTIN;
vector reflect (vector I, vector N) { return I - 2*dot(N,I)*N; }
vector refract (vector I, vector N, float eta) {
float IdotN = dot (I, N);
float k = 1 - eta*eta * (1 - IdotN*IdotN);
return (k < 0) ? vector(0,0,0) : (eta*I - N * (eta*IdotN + sqrt(k)));
}
void fresnel (vector I, normal N, float eta,
output float Kr, output float Kt,
output vector R, output vector T)
{
float sqr(float x) { return x*x; }
float c = dot(I, N);
if (c < 0)
c = -c;
R = reflect(I, N);
float g = 1.0 / sqr(eta) - 1.0 + c * c;
if (g >= 0.0) {
g = sqrt (g);
float beta = g - c;
float F = (c * (g+c) - 1.0) / (c * beta + 1.0);
F = 0.5 * (1.0 + sqr(F));
F *= sqr (beta / (g+c));
Kr = F;
Kt = (1.0 - Kr) * eta*eta;
// OPT: the following recomputes some of the above values, but it
// gives us the same result as if the shader-writer called refract()
T = refract(I, N, eta);
} else {
// total internal reflection
Kr = 1.0;
Kt = 0.0;
T = vector (0,0,0);
}
}
void fresnel (vector I, normal N, float eta,
output float Kr, output float Kt)
{
vector R, T;
fresnel(I, N, eta, Kr, Kt, R, T);
}
normal transform (matrix Mto, normal p) BUILTIN;
vector transform (matrix Mto, vector p) BUILTIN;
point transform (matrix Mto, point p) BUILTIN;
normal transform (string from, string to, normal p) BUILTIN;
vector transform (string from, string to, vector p) BUILTIN;
point transform (string from, string to, point p) BUILTIN;
normal transform (string to, normal p) { return transform("common",to,p); }
vector transform (string to, vector p) { return transform("common",to,p); }
point transform (string to, point p) { return transform("common",to,p); }
float transformu (string tounits, float x) BUILTIN;
float transformu (string fromunits, string tounits, float x) BUILTIN;
point rotate (point p, float angle, point a, point b)
{
vector axis = normalize (b - a);
float cosang, sinang;
sincos (angle, sinang, cosang);
float cosang1 = 1.0 - cosang;
float x = axis[0], y = axis[1], z = axis[2];
matrix M = matrix (x * x + (1.0 - x * x) * cosang,
x * y * cosang1 + z * sinang,
x * z * cosang1 - y * sinang,
0.0,
x * y * cosang1 - z * sinang,
y * y + (1.0 - y * y) * cosang,
y * z * cosang1 + x * sinang,
0.0,
x * z * cosang1 + y * sinang,
y * z * cosang1 - x * sinang,
z * z + (1.0 - z * z) * cosang,
0.0,
0.0, 0.0, 0.0, 1.0);
return transform (M, p-a) + a;
}
// Color functions
float luminance (color c) BUILTIN;
color blackbody (float temperatureK) BUILTIN;
color wavelength_color (float wavelength_nm) BUILTIN;
color transformc (string to, color x)
{
color rgb_to_hsv (color rgb) { // See Foley & van Dam
float r = rgb[0], g = rgb[1], b = rgb[2];
float mincomp = min (r, min (g, b));
float maxcomp = max (r, max (g, b));
float delta = maxcomp - mincomp; // chroma
float h, s, v;
v = maxcomp;
if (maxcomp > 0)
s = delta / maxcomp;
else s = 0;
if (s <= 0)
h = 0;
else {
if (r >= maxcomp) h = (g-b) / delta;
else if (g >= maxcomp) h = 2 + (b-r) / delta;
else h = 4 + (r-g) / delta;
h /= 6;
if (h < 0)
h += 1;
}
return color (h, s, v);
}
color rgb_to_hsl (color rgb) { // See Foley & van Dam
// First convert rgb to hsv, then to hsl
float minval = min (rgb[0], min (rgb[1], rgb[2]));
color hsv = rgb_to_hsv (rgb);
float maxval = hsv[2]; // v == maxval
float h = hsv[0], s, l = (minval+maxval) / 2;
if (minval == maxval)
s = 0; // special 'achromatic' case, hue is 0
else if (l <= 0.5)
s = (maxval - minval) / (maxval + minval);
else
s = (maxval - minval) / (2 - maxval - minval);
return color (h, s, l);
}
color r;
if (to == "rgb" || to == "RGB")
r = x;
else if (to == "hsv")
r = rgb_to_hsv (x);
else if (to == "hsl")
r = rgb_to_hsl (x);
else if (to == "YIQ")
r = color (dot (vector(0.299, 0.587, 0.114), (vector)x),
dot (vector(0.596, -0.275, -0.321), (vector)x),
dot (vector(0.212, -0.523, 0.311), (vector)x));
else if (to == "xyz")
r = color (dot (vector(0.412453, 0.357580, 0.180423), (vector)x),
dot (vector(0.212671, 0.715160, 0.072169), (vector)x),
dot (vector(0.019334, 0.119193, 0.950227), (vector)x));
else {
error ("Unknown color space \"%s\"", to);
r = x;
}
return r;
}
color transformc (string from, string to, color x)
{
color hsv_to_rgb (color c) { // Reference: Foley & van Dam
float h = c[0], s = c[1], v = c[2];
color r;
if (s < 0.0001) {
r = v;
} else {
h = 6 * (h - floor(h)); // expand to [0..6)
int hi = (int)h;
float f = h - hi;
float p = v * (1-s);
float q = v * (1-s*f);
float t = v * (1-s*(1-f));
if (hi == 0) r = color (v, t, p);
else if (hi == 1) r = color (q, v, p);
else if (hi == 2) r = color (p, v, t);
else if (hi == 3) r = color (p, q, v);
else if (hi == 4) r = color (t, p, v);
else r = color (v, p, q);
}
return r;
}
color hsl_to_rgb (color c) {
float h = c[0], s = c[1], l = c[2];
// Easiest to convert hsl -> hsv, then hsv -> RGB (per Foley & van Dam)
float v = (l <= 0.5) ? (l * (1 + s)) : (l * (1 - s) + s);
color r;
if (v <= 0) {
r = 0;
} else {
float min = 2 * l - v;
s = (v - min) / v;
r = hsv_to_rgb (color (h, s, v));
}
return r;
}
color r;
if (from == "rgb" || from == "RGB")
r = x;
else if (from == "hsv")
r = hsv_to_rgb (x);
else if (from == "hsl")
r = hsl_to_rgb (x);
else if (from == "YIQ")
r = color (dot (vector(1, 0.9557, 0.6199), (vector)x),
dot (vector(1, -0.2716, -0.6469), (vector)x),
dot (vector(1, -1.1082, 1.7051), (vector)x));
else if (from == "xyz")
r = color (dot (vector( 3.240479, -1.537150, -0.498535), (vector)x),
dot (vector(-0.969256, 1.875991, 0.041556), (vector)x),
dot (vector( 0.055648, -0.204043, 1.057311), (vector)x));
else {
error ("Unknown color space \"%s\"", to);
r = x;
}
return transformc (to, r);
}
// Matrix functions
float determinant (matrix m) BUILTIN;
matrix transpose (matrix m) BUILTIN;
// Pattern generation
float step (float edge, float x) BUILTIN;
color step (color edge, color x) BUILTIN;
point step (point edge, point x) BUILTIN;
vector step (vector edge, vector x) BUILTIN;
normal step (normal edge, normal x) BUILTIN;
float smoothstep (float edge0, float edge1, float x) BUILTIN;
// Derivatives and area operators
// Displacement functions
// String functions
int strlen (string s) BUILTIN;
int startswith (string s, string prefix) BUILTIN;
int endswith (string s, string suffix) BUILTIN;
string substr (string s, int start, int len) BUILTIN;
string substr (string s, int start) { return substr (s, start, strlen(s)); }
// Define concat in terms of shorter concat
string concat (string a, string b, string c) {
return concat(concat(a,b), c);
}
string concat (string a, string b, string c, string d) {
return concat(concat(a,b,c), d);
}
string concat (string a, string b, string c, string d, string e) {
return concat(concat(a,b,c,d), e);
}
string concat (string a, string b, string c, string d, string e, string f) {
return concat(concat(a,b,c,d,e), f);
}
// Texture
// Closures
closure color diffuse(normal N) BUILTIN;
closure color oren_nayar(normal N, float sigma) BUILTIN;
closure color translucent(normal N) BUILTIN;
closure color reflection(normal N, float eta) BUILTIN;
closure color reflection(normal N) { return reflection (N, 0.0); }
closure color refraction(normal N, float eta) BUILTIN;
closure color dielectric(normal N, float eta) BUILTIN;
closure color transparent() BUILTIN;
closure color microfacet_ggx(normal N, float ag, float eta) BUILTIN;
closure color microfacet_ggx_refraction(normal N, float ag, float eta) BUILTIN;
closure color microfacet_beckmann(normal N, float ab, float eta) BUILTIN;
closure color microfacet_beckmann_refraction(normal N, float ab, float eta) BUILTIN;
closure color ward(normal N, vector T,float ax, float ay) BUILTIN;
closure color phong(normal N, float exponent) BUILTIN;
closure color phong_ramp(normal N, float exponent, color colors[8]) BUILTIN;
closure color hair_diffuse(vector T) BUILTIN;
closure color hair_specular(vector T, float offset, float exponent) BUILTIN;
closure color ashikhmin_velvet(normal N, float sigma, float eta) BUILTIN;
closure color westin_backscatter(normal N, float roughness) BUILTIN;
closure color westin_sheen(normal N, float edginess) BUILTIN;
closure color bssrdf_cubic(color radius) BUILTIN;
closure color emission(float inner_angle, float outer_angle) BUILTIN;
closure color emission(float outer_angle) BUILTIN;
closure color emission() BUILTIN;
closure color debug(string tag) BUILTIN;
closure color background() BUILTIN;
closure color holdout() BUILTIN;
closure color subsurface(float eta, float g, color mfp, color albedo) BUILTIN;
closure color cloth(normal N, float s, float t, float dsdx, float dtdx, float dsdy, float dtdy,
float area_scaled, vector dPdu, color diff_warp_col, color diff_weft_col,
color spec_warp_col, color spec_weft_col, float fresnel_warp, float fresnel_weft,
float spread_x_mult, float spread_y_mult, int pattern, float pattern_angle,
float warp_width_scale, float weft_width_scale, float thread_count_mult_u,
float thread_count_mult_v) BUILTIN;
closure color cloth_specular(normal N, color spec_col[4], float eta[4], int thread_pattern[4],
float pattern_weight[4], int current_thread, float brdf_interp,
float btf_interp, float uux, float vvx, float area_scaled, vector dPdu,
float eccentricity[4], float angle[4], float Kx[4], float Ky[4],
float Sx[4], float Sy[4]) BUILTIN;
closure color fakefur_diffuse(normal N, vector T, float fur_reflectivity, float fur_transmission,
float shadow_start, float shadow_end, float fur_attenuation, float fur_density,
float fur_avg_radius, float fur_length, float fur_shadow_fraction) BUILTIN;
closure color fakefur_specular(normal N, vector T, float offset, float exp, float fur_reflectivity,
float fur_transmission, float shadow_start, float shadow_end,
float fur_attenuation, float fur_density, float fur_avg_radius,
float fur_length, float fur_shadow_fraction) BUILTIN;
closure color fakefur_skin(vector N, vector T, float fur_reflectivity, float fur_transmission,
float shadow_start, float shadow_end, float fur_attenuation, float fur_density,
float fur_avg_radius, float fur_length) BUILTIN;
closure color cloth(normal N, float s, float t, color diff_warp, color diff_weft,
color spec_warp, color spec_weft, float fresnel_warp, float fresnel_weft,
float spread_x_mult, float spread_y_mult, int pattern, float pattern_angle,
float warp_width_scale, float weft_width_scale, float thread_count_mult_u,
float thread_count_mult_v)
{
return cloth(N, s, t, Dx(s), Dx(t), Dy(s), Dy(t), area(P), dPdu, diff_warp, diff_weft, spec_warp, spec_weft,
fresnel_warp, fresnel_weft, spread_x_mult, spread_y_mult, pattern, pattern_angle,
warp_width_scale, weft_width_scale, thread_count_mult_u, thread_count_mult_v);
}
closure color cloth(normal N, float s, float t, color diff_warp, color diff_weft,
color spec_warp, color spec_weft, float fresnel_warp, float fresnel_weft,
float spread_x_mult, float spread_y_mult, int pattern, float pattern_angle,
float warp_width_scale, float weft_width_scale, float thread_count_mult_u,
float thread_count_mult_v, string tok, string val)
{
return cloth(N, s, t, Dx(s), Dx(t), Dy(s), Dy(t), area(P), dPdu, diff_warp, diff_weft, spec_warp, spec_weft,
fresnel_warp, fresnel_weft, spread_x_mult, spread_y_mult, pattern, pattern_angle,
warp_width_scale, weft_width_scale, thread_count_mult_u, thread_count_mult_v, tok, val);
}
// Renderer state
int raytype (string typename) BUILTIN;
// the individual 'isFOOray' functions are deprecated
int iscameraray () { return raytype("camera"); }
int isdiffuseray () { return raytype("diffuse"); }
int isglossyray () { return raytype("glossy"); }
int isshadowray () { return raytype("shadow"); }
int getmatrix (string fromspace, string tospace, output matrix M) BUILTIN;
int getmatrix (string fromspace, output matrix M) {
return getmatrix (fromspace, "common", M);
}
// Miscellaneous
#undef BUILTIN
#undef BUILTIN_DERIV
#undef PERCOMP1
#undef PERCOMP2
#undef PERCOMP2F
#endif /* CCL_STDOSL_H */

View File

@@ -345,6 +345,51 @@ static void set_attribute_float(float f[3], TypeDesc type, bool derivatives, voi
}
}
static bool set_attribute_int(int i, TypeDesc type, bool derivatives, void *val)
{
if(type.basetype == TypeDesc::INT && type.aggregate == TypeDesc::SCALAR && type.arraylen == 0) {
int *ival = (int *)val;
ival[0] = i;
if (derivatives) {
ival[1] = 0;
ival[2] = 0;
}
return true;
}
return false;
}
static bool set_attribute_float3_3(float3 P[3], TypeDesc type, bool derivatives, void *val)
{
if(type.vecsemantics == TypeDesc::POINT && type.arraylen >= 3) {
float *fval = (float *)val;
fval[0] = P[0].x;
fval[1] = P[0].y;
fval[2] = P[0].z;
fval[3] = P[1].x;
fval[4] = P[1].y;
fval[5] = P[1].z;
fval[6] = P[2].x;
fval[7] = P[2].y;
fval[8] = P[2].z;
if(type.arraylen > 3)
memset(fval + 3*3, 0, sizeof(float)*3*(type.arraylen - 3));
if (derivatives)
memset(fval + type.arraylen*3, 0, sizeof(float)*2*3*type.arraylen);
return true;
}
return false;
}
static bool get_mesh_attribute(KernelGlobals *kg, const ShaderData *sd, const OSLGlobals::Attribute& attr,
const TypeDesc& type, bool derivatives, void *val)
{
@@ -381,43 +426,45 @@ static void get_object_attribute(const OSLGlobals::Attribute& attr, bool derivat
static bool get_object_standard_attribute(KernelGlobals *kg, ShaderData *sd, ustring name,
TypeDesc type, bool derivatives, void *val)
{
/* todo: turn this into hash table + callback once */
/* Object Attributes */
if (name == "std::object_location") {
if (name == "object:location") {
float3 fval[3];
fval[0] = object_location(kg, sd);
fval[1] = fval[2] = make_float3(0.0, 0.0, 0.0); /* derivates set to 0 */
set_attribute_float3(fval, type, derivatives, val);
return true;
}
else if (name == "std::object_index") {
else if (name == "object:index") {
float fval[3];
fval[0] = object_pass_id(kg, sd->object);
fval[1] = fval[2] = 0.0; /* derivates set to 0 */
set_attribute_float(fval, type, derivatives, val);
return true;
}
else if (name == "std::dupli_generated") {
else if (name == "geom:dupli_generated") {
float3 fval[3];
fval[0] = object_dupli_generated(kg, sd->object);
fval[1] = fval[2] = make_float3(0.0, 0.0, 0.0); /* derivates set to 0 */
set_attribute_float3(fval, type, derivatives, val);
return true;
}
else if (name == "std::dupli_uv") {
else if (name == "geom:dupli_uv") {
float3 fval[3];
fval[0] = object_dupli_uv(kg, sd->object);
fval[1] = fval[2] = make_float3(0.0, 0.0, 0.0); /* derivates set to 0 */
set_attribute_float3(fval, type, derivatives, val);
return true;
}
else if (name == "std::material_index") {
else if (name == "material:index") {
float fval[3];
fval[0] = shader_pass_id(kg, sd);
fval[1] = fval[2] = 0.0; /* derivates set to 0 */
set_attribute_float(fval, type, derivatives, val);
return true;
}
else if (name == "std::object_random") {
else if (name == "object:random") {
float fval[3];
fval[0] = object_random_number(kg, sd->object);
fval[1] = fval[2] = 0.0; /* derivates set to 0 */
@@ -426,7 +473,7 @@ static bool get_object_standard_attribute(KernelGlobals *kg, ShaderData *sd, ust
}
/* Particle Attributes */
else if (name == "std::particle_index") {
else if (name == "particle:index") {
float fval[3];
uint particle_id = object_particle_id(kg, sd->object);
fval[0] = particle_index(kg, particle_id);
@@ -434,7 +481,7 @@ static bool get_object_standard_attribute(KernelGlobals *kg, ShaderData *sd, ust
set_attribute_float(fval, type, derivatives, val);
return true;
}
else if (name == "std::particle_age") {
else if (name == "particle:age") {
float fval[3];
uint particle_id = object_particle_id(kg, sd->object);
fval[0] = particle_age(kg, particle_id);
@@ -442,7 +489,7 @@ static bool get_object_standard_attribute(KernelGlobals *kg, ShaderData *sd, ust
set_attribute_float(fval, type, derivatives, val);
return true;
}
else if (name == "std::particle_lifetime") {
else if (name == "particle:lifetime") {
float fval[3];
uint particle_id = object_particle_id(kg, sd->object);
fval[0] = particle_lifetime(kg, particle_id);
@@ -450,7 +497,7 @@ static bool get_object_standard_attribute(KernelGlobals *kg, ShaderData *sd, ust
set_attribute_float(fval, type, derivatives, val);
return true;
}
else if (name == "std::particle_location") {
else if (name == "particle:location") {
float3 fval[3];
uint particle_id = object_particle_id(kg, sd->object);
fval[0] = particle_location(kg, particle_id);
@@ -459,7 +506,7 @@ static bool get_object_standard_attribute(KernelGlobals *kg, ShaderData *sd, ust
return true;
}
#if 0 /* unsupported */
else if (name == "std::particle_rotation") {
else if (name == "particle:rotation") {
float4 fval[3];
uint particle_id = object_particle_id(kg, sd->object);
fval[0] = particle_rotation(kg, particle_id);
@@ -468,7 +515,7 @@ static bool get_object_standard_attribute(KernelGlobals *kg, ShaderData *sd, ust
return true;
}
#endif
else if (name == "std::particle_size") {
else if (name == "particle:size") {
float fval[3];
uint particle_id = object_particle_id(kg, sd->object);
fval[0] = particle_size(kg, particle_id);
@@ -476,7 +523,7 @@ static bool get_object_standard_attribute(KernelGlobals *kg, ShaderData *sd, ust
set_attribute_float(fval, type, derivatives, val);
return true;
}
else if (name == "std::particle_velocity") {
else if (name == "particle:velocity") {
float3 fval[3];
uint particle_id = object_particle_id(kg, sd->object);
fval[0] = particle_velocity(kg, particle_id);
@@ -484,7 +531,7 @@ static bool get_object_standard_attribute(KernelGlobals *kg, ShaderData *sd, ust
set_attribute_float3(fval, type, derivatives, val);
return true;
}
else if (name == "std::particle_angular_velocity") {
else if (name == "particle:angular_velocity") {
float3 fval[3];
uint particle_id = object_particle_id(kg, sd->object);
fval[0] = particle_angular_velocity(kg, particle_id);
@@ -492,7 +539,17 @@ static bool get_object_standard_attribute(KernelGlobals *kg, ShaderData *sd, ust
set_attribute_float3(fval, type, derivatives, val);
return true;
}
else if (name == "geom:numpolyvertices") {
return set_attribute_int(3, type, derivatives, val);
}
else if (name == "geom:trianglevertices" || name == "geom:polyvertices") {
float3 P[3];
triangle_vertices(kg, sd->prim, P);
object_position_transform(kg, sd, &P[0]);
object_position_transform(kg, sd, &P[1]);
object_position_transform(kg, sd, &P[2]);
return set_attribute_float3_3(P, type, derivatives, val);
}
else
return false;
}
@@ -501,7 +558,7 @@ static bool get_background_attribute(KernelGlobals *kg, ShaderData *sd, ustring
TypeDesc type, bool derivatives, void *val)
{
/* Ray Length */
if (name == "std::ray_length") {
if (name == "path:ray_length") {
float fval[3];
fval[0] = sd->ray_length;
fval[1] = fval[2] = 0.0; /* derivates set to 0 */