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authorTon Roosendaal <ton@blender.org>2011-04-27 15:58:34 +0400
committerTon Roosendaal <ton@blender.org>2011-04-27 15:58:34 +0400
commitda376e0237517543aa21740ee2363234ee1c20ae (patch)
tree014a513ed8d0eccc5e54fef42347781e85bae56a /intern/cycles/kernel/osl
parent693780074388111e7b9ef1c3825e462f398dc6c4 (diff)
Cycles render engine, initial commit. This is the engine itself, blender modifications and build instructions will follow later.
Cycles uses code from some great open source projects, many thanks them: * BVH building and traversal code from NVidia's "Understanding the Efficiency of Ray Traversal on GPUs": http://code.google.com/p/understanding-the-efficiency-of-ray-traversal-on-gpus/ * Open Shading Language for a large part of the shading system: http://code.google.com/p/openshadinglanguage/ * Blender for procedural textures and a few other nodes. * Approximate Catmull Clark subdivision from NVidia Mesh tools: http://code.google.com/p/nvidia-mesh-tools/ * Sobol direction vectors from: http://web.maths.unsw.edu.au/~fkuo/sobol/ * Film response functions from: http://www.cs.columbia.edu/CAVE/software/softlib/dorf.php
Diffstat (limited to 'intern/cycles/kernel/osl')
-rw-r--r--intern/cycles/kernel/osl/CMakeLists.txt33
-rw-r--r--intern/cycles/kernel/osl/background.cpp100
-rw-r--r--intern/cycles/kernel/osl/bsdf_ashikhmin_velvet.cpp175
-rw-r--r--intern/cycles/kernel/osl/bsdf_diffuse.cpp181
-rw-r--r--intern/cycles/kernel/osl/bsdf_microfacet.cpp533
-rw-r--r--intern/cycles/kernel/osl/bsdf_reflection.cpp108
-rw-r--r--intern/cycles/kernel/osl/bsdf_refraction.cpp120
-rw-r--r--intern/cycles/kernel/osl/bsdf_transparent.cpp97
-rw-r--r--intern/cycles/kernel/osl/bsdf_ward.cpp222
-rw-r--r--intern/cycles/kernel/osl/bsdf_westin.cpp239
-rw-r--r--intern/cycles/kernel/osl/bssrdf.cpp105
-rw-r--r--intern/cycles/kernel/osl/debug.cpp80
-rw-r--r--intern/cycles/kernel/osl/emissive.cpp107
-rw-r--r--intern/cycles/kernel/osl/nodes/CMakeLists.txt69
-rw-r--r--intern/cycles/kernel/osl/nodes/node_add_closure.osl28
-rw-r--r--intern/cycles/kernel/osl/nodes/node_attribute.osl43
-rw-r--r--intern/cycles/kernel/osl/nodes/node_background.osl28
-rw-r--r--intern/cycles/kernel/osl/nodes/node_blend_texture.osl78
-rw-r--r--intern/cycles/kernel/osl/nodes/node_bump.osl46
-rw-r--r--intern/cycles/kernel/osl/nodes/node_clouds_texture.osl42
-rw-r--r--intern/cycles/kernel/osl/nodes/node_convert_from_color.osl33
-rw-r--r--intern/cycles/kernel/osl/nodes/node_convert_from_float.osl33
-rw-r--r--intern/cycles/kernel/osl/nodes/node_convert_from_normal.osl33
-rw-r--r--intern/cycles/kernel/osl/nodes/node_convert_from_point.osl33
-rw-r--r--intern/cycles/kernel/osl/nodes/node_convert_from_vector.osl33
-rw-r--r--intern/cycles/kernel/osl/nodes/node_diffuse_bsdf.osl28
-rw-r--r--intern/cycles/kernel/osl/nodes/node_distorted_noise_texture.osl46
-rw-r--r--intern/cycles/kernel/osl/nodes/node_emission.osl32
-rw-r--r--intern/cycles/kernel/osl/nodes/node_environment_texture.osl28
-rw-r--r--intern/cycles/kernel/osl/nodes/node_fresnel.h21
-rw-r--r--intern/cycles/kernel/osl/nodes/node_fresnel.osl30
-rw-r--r--intern/cycles/kernel/osl/nodes/node_geometry.osl50
-rw-r--r--intern/cycles/kernel/osl/nodes/node_glass_bsdf.osl41
-rw-r--r--intern/cycles/kernel/osl/nodes/node_glossy_bsdf.osl45
-rw-r--r--intern/cycles/kernel/osl/nodes/node_image_texture.osl28
-rw-r--r--intern/cycles/kernel/osl/nodes/node_light_path.osl36
-rw-r--r--intern/cycles/kernel/osl/nodes/node_magic_texture.osl103
-rw-r--r--intern/cycles/kernel/osl/nodes/node_mapping.osl28
-rw-r--r--intern/cycles/kernel/osl/nodes/node_marble_texture.osl58
-rw-r--r--intern/cycles/kernel/osl/nodes/node_math.osl84
-rw-r--r--intern/cycles/kernel/osl/nodes/node_mix.osl388
-rw-r--r--intern/cycles/kernel/osl/nodes/node_mix_closure.osl30
-rw-r--r--intern/cycles/kernel/osl/nodes/node_musgrave_texture.osl218
-rw-r--r--intern/cycles/kernel/osl/nodes/node_noise_texture.osl36
-rw-r--r--intern/cycles/kernel/osl/nodes/node_output_displacement.osl25
-rw-r--r--intern/cycles/kernel/osl/nodes/node_output_surface.osl25
-rw-r--r--intern/cycles/kernel/osl/nodes/node_output_volume.osl25
-rw-r--r--intern/cycles/kernel/osl/nodes/node_sky_texture.osl162
-rw-r--r--intern/cycles/kernel/osl/nodes/node_stucci_texture.osl49
-rw-r--r--intern/cycles/kernel/osl/nodes/node_texture.h251
-rw-r--r--intern/cycles/kernel/osl/nodes/node_texture_coordinate.osl66
-rw-r--r--intern/cycles/kernel/osl/nodes/node_translucent_bsdf.osl28
-rw-r--r--intern/cycles/kernel/osl/nodes/node_transparent_bsdf.osl28
-rw-r--r--intern/cycles/kernel/osl/nodes/node_value.osl33
-rw-r--r--intern/cycles/kernel/osl/nodes/node_vector_math.osl53
-rw-r--r--intern/cycles/kernel/osl/nodes/node_velvet_bsdf.osl40
-rw-r--r--intern/cycles/kernel/osl/nodes/node_voronoi_texture.osl82
-rw-r--r--intern/cycles/kernel/osl/nodes/node_ward_bsdf.osl30
-rw-r--r--intern/cycles/kernel/osl/nodes/node_wood_texture.osl63
-rw-r--r--intern/cycles/kernel/osl/nodes/stdosl.h471
-rw-r--r--intern/cycles/kernel/osl/osl_closures.cpp93
-rw-r--r--intern/cycles/kernel/osl/osl_closures.h114
-rw-r--r--intern/cycles/kernel/osl/osl_globals.h74
-rw-r--r--intern/cycles/kernel/osl/osl_services.cpp424
-rw-r--r--intern/cycles/kernel/osl/osl_services.h111
-rw-r--r--intern/cycles/kernel/osl/osl_shader.cpp559
-rw-r--r--intern/cycles/kernel/osl/osl_shader.h87
-rw-r--r--intern/cycles/kernel/osl/vol_subsurface.cpp135
68 files changed, 6957 insertions, 0 deletions
diff --git a/intern/cycles/kernel/osl/CMakeLists.txt b/intern/cycles/kernel/osl/CMakeLists.txt
new file mode 100644
index 00000000000..3ca3fa4cd6b
--- /dev/null
+++ b/intern/cycles/kernel/osl/CMakeLists.txt
@@ -0,0 +1,33 @@
+
+INCLUDE_DIRECTORIES(. ../ ../svm ../../render ../../util ../../device)
+
+SET(sources
+ background.cpp
+ bsdf_ashikhmin_velvet.cpp
+ bsdf_diffuse.cpp
+ bsdf_microfacet.cpp
+ bsdf_reflection.cpp
+ bsdf_refraction.cpp
+ bsdf_transparent.cpp
+ bsdf_ward.cpp
+ bsdf_westin.cpp
+ bssrdf.cpp
+ debug.cpp
+ emissive.cpp
+ osl_closures.cpp
+ osl_services.cpp
+ osl_shader.cpp
+ vol_subsurface.cpp)
+
+SET(headers
+ osl_closures.h
+ osl_globals.h
+ osl_services.h
+ osl_shader.h)
+
+SET(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} ${RTTI_DISABLE_FLAGS}")
+
+ADD_LIBRARY(kernel_osl ${sources} ${headers})
+
+ADD_SUBDIRECTORY(nodes)
+
diff --git a/intern/cycles/kernel/osl/background.cpp b/intern/cycles/kernel/osl/background.cpp
new file mode 100644
index 00000000000..c35119ae9cf
--- /dev/null
+++ b/intern/cycles/kernel/osl/background.cpp
@@ -0,0 +1,100 @@
+/*
+ * Adapted from Open Shading Language with this license:
+ *
+ * Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al.
+ * All Rights Reserved.
+ *
+ * Modifications Copyright 2011, Blender Foundation.
+ *
+ * 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.
+ */
+
+#include <OpenImageIO/fmath.h>
+
+#include <OSL/genclosure.h>
+
+#include "osl_closures.h"
+
+CCL_NAMESPACE_BEGIN
+
+using namespace OSL;
+
+/// Generic background closure
+///
+/// We only have a background closure for the shaders
+/// to return a color in background shaders. No methods,
+/// only the weight is taking into account
+///
+class GenericBackgroundClosure : public BackgroundClosure {
+public:
+ GenericBackgroundClosure() { }
+
+ void setup() {};
+
+ size_t memsize () const { return sizeof(*this); }
+
+ const char *name () const { return "background"; }
+
+ void print_on (std::ostream &out) const {
+ out << name() << " ()";
+ }
+
+};
+
+
+/// Holdout closure
+///
+/// This will be used by the shader to mark the
+/// amount of holdout for the current shading
+/// point. No parameters, only the weight will be
+/// used
+///
+class HoldoutClosure : ClosurePrimitive {
+public:
+ HoldoutClosure () : ClosurePrimitive (Holdout) { }
+
+ void setup() {};
+
+ size_t memsize () const { return sizeof(*this); }
+
+ const char *name () const { return "holdout"; }
+
+ void print_on (std::ostream &out) const {
+ out << name() << " ()";
+ }
+};
+
+ClosureParam closure_background_params[] = {
+ CLOSURE_STRING_KEYPARAM("label"),
+ CLOSURE_FINISH_PARAM(GenericBackgroundClosure) };
+
+CLOSURE_PREPARE(closure_background_prepare, GenericBackgroundClosure)
+
+ClosureParam closure_holdout_params[] = {
+ CLOSURE_FINISH_PARAM(HoldoutClosure) };
+
+CLOSURE_PREPARE(closure_holdout_prepare, HoldoutClosure)
+
+CCL_NAMESPACE_END
+
diff --git a/intern/cycles/kernel/osl/bsdf_ashikhmin_velvet.cpp b/intern/cycles/kernel/osl/bsdf_ashikhmin_velvet.cpp
new file mode 100644
index 00000000000..a38c5b55cf5
--- /dev/null
+++ b/intern/cycles/kernel/osl/bsdf_ashikhmin_velvet.cpp
@@ -0,0 +1,175 @@
+/*
+ * Adapted from Open Shading Language with this license:
+ *
+ * Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al.
+ * All Rights Reserved.
+ *
+ * Modifications Copyright 2011, Blender Foundation.
+ *
+ * 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.
+ */
+
+#include <OpenImageIO/fmath.h>
+
+#include <OSL/genclosure.h>
+
+#include "osl_closures.h"
+
+CCL_NAMESPACE_BEGIN
+
+using namespace OSL;
+
+class AshikhminVelvetClosure : public BSDFClosure {
+public:
+ Vec3 m_N;
+ float m_sigma;
+ float m_invsigma2;
+
+ AshikhminVelvetClosure() : BSDFClosure(Labels::DIFFUSE) { }
+
+ void setup()
+ {
+ m_sigma = std::max(m_sigma, 0.01f);
+ m_invsigma2 = 1.0f/(m_sigma * m_sigma);
+ }
+
+ bool mergeable (const ClosurePrimitive *other) const {
+ const AshikhminVelvetClosure *comp = (const AshikhminVelvetClosure *)other;
+ return m_N == comp->m_N && m_sigma == comp->m_sigma &&
+ BSDFClosure::mergeable(other);
+ }
+
+ size_t memsize () const { return sizeof(*this); }
+
+ const char *name () const { return "ashikhmin_velvet"; }
+
+ void print_on (std::ostream &out) const
+ {
+ out << name() << " (";
+ out << "(" << m_N[0] << ", " << m_N[1] << ", " << m_N[2] << "), ";
+ out << m_sigma;
+ out << ")";
+ }
+
+ float albedo (const Vec3 &omega_out) const
+ {
+ return 1.0f;
+ }
+
+ Color3 eval_reflect (const Vec3 &omega_out, const Vec3 &omega_in, float& pdf) const
+ {
+ float cosNO = m_N.dot(omega_out);
+ float cosNI = m_N.dot(omega_in);
+ if (cosNO > 0 && cosNI > 0) {
+ Vec3 H = omega_in + omega_out;
+ H.normalize();
+
+ float cosNH = m_N.dot(H);
+ float cosHO = fabsf(omega_out.dot(H));
+
+ float cosNHdivHO = cosNH / cosHO;
+ cosNHdivHO = std::max(cosNHdivHO, 0.00001f);
+
+ float fac1 = 2 * fabsf(cosNHdivHO * cosNO);
+ float fac2 = 2 * fabsf(cosNHdivHO * cosNI);
+
+ float sinNH2 = 1 - cosNH * cosNH;
+ float sinNH4 = sinNH2 * sinNH2;
+ float cotangent2 = (cosNH * cosNH) / sinNH2;
+
+ float D = expf(-cotangent2 * m_invsigma2) * m_invsigma2 * float(M_1_PI) / sinNH4;
+ float G = std::min(1.0f, std::min(fac1, fac2)); // TODO: derive G from D analytically
+
+ float out = 0.25f * (D * G) / cosNO;
+
+ pdf = 0.5f * (float) M_1_PI;
+ return Color3 (out, out, out);
+ }
+ return Color3 (0, 0, 0);
+ }
+
+ Color3 eval_transmit (const Vec3 &omega_out, const Vec3 &omega_in, float& pdf) const
+ {
+ return Color3 (0, 0, 0);
+ }
+
+ ustring sample (const Vec3 &Ng,
+ const Vec3 &omega_out, const Vec3 &domega_out_dx, const Vec3 &domega_out_dy,
+ float randu, float randv,
+ Vec3 &omega_in, Vec3 &domega_in_dx, Vec3 &domega_in_dy,
+ float &pdf, Color3 &eval) const
+ {
+ // we are viewing the surface from above - send a ray out with uniform
+ // distribution over the hemisphere
+ sample_uniform_hemisphere (m_N, omega_out, randu, randv, omega_in, pdf);
+ if (Ng.dot(omega_in) > 0) {
+ Vec3 H = omega_in + omega_out;
+ H.normalize();
+
+ float cosNI = m_N.dot(omega_in);
+ float cosNO = m_N.dot(omega_out);
+ float cosNH = m_N.dot(H);
+ float cosHO = fabsf(omega_out.dot(H));
+
+ float cosNHdivHO = cosNH / cosHO;
+ cosNHdivHO = std::max(cosNHdivHO, 0.00001f);
+
+ float fac1 = 2 * fabsf(cosNHdivHO * cosNO);
+ float fac2 = 2 * fabsf(cosNHdivHO * cosNI);
+
+ float sinNH2 = 1 - cosNH * cosNH;
+ float sinNH4 = sinNH2 * sinNH2;
+ float cotangent2 = (cosNH * cosNH) / sinNH2;
+
+ float D = expf(-cotangent2 * m_invsigma2) * m_invsigma2 * float(M_1_PI) / sinNH4;
+ float G = std::min(1.0f, std::min(fac1, fac2)); // TODO: derive G from D analytically
+
+ float power = 0.25f * (D * G) / cosNO;
+
+ eval.setValue(power, power, power);
+
+ // TODO: find a better approximation for the retroreflective bounce
+ domega_in_dx = (2 * m_N.dot(domega_out_dx)) * m_N - domega_out_dx;
+ domega_in_dy = (2 * m_N.dot(domega_out_dy)) * m_N - domega_out_dy;
+ domega_in_dx *= 125;
+ domega_in_dy *= 125;
+ } else
+ pdf = 0;
+ return Labels::REFLECT;
+ }
+
+};
+
+
+
+ClosureParam bsdf_ashikhmin_velvet_params[] = {
+ CLOSURE_VECTOR_PARAM(AshikhminVelvetClosure, m_N),
+ CLOSURE_FLOAT_PARAM (AshikhminVelvetClosure, m_sigma),
+ CLOSURE_STRING_KEYPARAM("label"),
+ CLOSURE_FINISH_PARAM(AshikhminVelvetClosure) };
+
+CLOSURE_PREPARE(bsdf_ashikhmin_velvet_prepare, AshikhminVelvetClosure)
+
+CCL_NAMESPACE_END
+
diff --git a/intern/cycles/kernel/osl/bsdf_diffuse.cpp b/intern/cycles/kernel/osl/bsdf_diffuse.cpp
new file mode 100644
index 00000000000..0d4b3fa471f
--- /dev/null
+++ b/intern/cycles/kernel/osl/bsdf_diffuse.cpp
@@ -0,0 +1,181 @@
+/*
+ * Adapted from Open Shading Language with this license:
+ *
+ * Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al.
+ * All Rights Reserved.
+ *
+ * Modifications Copyright 2011, Blender Foundation.
+ *
+ * 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.
+ */
+
+#include <OpenImageIO/fmath.h>
+
+#include <OSL/genclosure.h>
+
+#include "osl_closures.h"
+
+CCL_NAMESPACE_BEGIN
+
+using namespace OSL;
+
+class DiffuseClosure : public BSDFClosure {
+public:
+ Vec3 m_N;
+
+ DiffuseClosure() : BSDFClosure(Labels::DIFFUSE) { }
+
+ void setup() {};
+
+ bool mergeable (const ClosurePrimitive *other) const {
+ const DiffuseClosure *comp = (const DiffuseClosure *)other;
+ return m_N == comp->m_N && BSDFClosure::mergeable(other);
+ }
+
+ size_t memsize () const { return sizeof(*this); }
+
+ const char *name () const { return "diffuse"; }
+
+ void print_on (std::ostream &out) const
+ {
+ out << name() << " ((" << m_N[0] << ", " << m_N[1] << ", " << m_N[2] << "))";
+ }
+
+ float albedo (const Vec3 &omega_out) const
+ {
+ return 1.0f;
+ }
+
+ Color3 eval_reflect (const Vec3 &omega_out, const Vec3 &omega_in, float& pdf) const
+ {
+ float cos_pi = std::max(m_N.dot(omega_in),0.0f) * (float) M_1_PI;
+ pdf = cos_pi;
+ return Color3 (cos_pi, cos_pi, cos_pi);
+ }
+
+ Color3 eval_transmit (const Vec3 &omega_out, const Vec3 &omega_in, float& pdf) const
+ {
+ return Color3 (0, 0, 0);
+ }
+
+ ustring sample (const Vec3 &Ng,
+ const Vec3 &omega_out, const Vec3 &domega_out_dx, const Vec3 &domega_out_dy,
+ float randu, float randv,
+ Vec3 &omega_in, Vec3 &domega_in_dx, Vec3 &domega_in_dy,
+ float &pdf, Color3 &eval) const
+ {
+ // we are viewing the surface from the right side - send a ray out with cosine
+ // distribution over the hemisphere
+ sample_cos_hemisphere (m_N, omega_out, randu, randv, omega_in, pdf);
+ if (Ng.dot(omega_in) > 0) {
+ eval.setValue(pdf, pdf, pdf);
+ // TODO: find a better approximation for the diffuse bounce
+ domega_in_dx = (2 * m_N.dot(domega_out_dx)) * m_N - domega_out_dx;
+ domega_in_dy = (2 * m_N.dot(domega_out_dy)) * m_N - domega_out_dy;
+ domega_in_dx *= 125;
+ domega_in_dy *= 125;
+ } else
+ pdf = 0;
+ return Labels::REFLECT;
+ }
+};
+
+
+
+class TranslucentClosure : public BSDFClosure {
+public:
+ Vec3 m_N;
+
+ TranslucentClosure() : BSDFClosure(Labels::DIFFUSE, Back) { }
+
+ void setup() {};
+
+ bool mergeable (const ClosurePrimitive *other) const {
+ const TranslucentClosure *comp = (const TranslucentClosure *)other;
+ return m_N == comp->m_N && BSDFClosure::mergeable(other);
+ }
+
+ size_t memsize () const { return sizeof(*this); }
+
+ const char *name () const { return "translucent"; }
+
+ void print_on (std::ostream &out) const
+ {
+ out << name() << " ((" << m_N[0] << ", " << m_N[1] << ", " << m_N[2] << "))";
+ }
+
+ Color3 eval_reflect (const Vec3 &omega_out, const Vec3 &omega_in, float& pdf) const
+ {
+ return Color3 (0, 0, 0);
+ }
+
+ float albedo (const Vec3 &omega_out) const
+ {
+ return 1.0f;
+ }
+
+ Color3 eval_transmit (const Vec3 &omega_out, const Vec3 &omega_in, float& pdf) const
+ {
+ float cos_pi = std::max(-m_N.dot(omega_in), 0.0f) * (float) M_1_PI;
+ pdf = cos_pi;
+ return Color3 (cos_pi, cos_pi, cos_pi);
+ }
+
+ ustring sample (const Vec3 &Ng,
+ const Vec3 &omega_out, const Vec3 &domega_out_dx, const Vec3 &domega_out_dy,
+ float randu, float randv,
+ Vec3 &omega_in, Vec3 &domega_in_dx, Vec3 &domega_in_dy,
+ float &pdf, Color3 &eval) const
+ {
+ // we are viewing the surface from the right side - send a ray out with cosine
+ // distribution over the hemisphere
+ sample_cos_hemisphere (-m_N, omega_out, randu, randv, omega_in, pdf);
+ if (Ng.dot(omega_in) < 0) {
+ eval.setValue(pdf, pdf, pdf);
+ // TODO: find a better approximation for the diffuse bounce
+ domega_in_dx = (2 * m_N.dot(domega_out_dx)) * m_N - domega_out_dx;
+ domega_in_dy = (2 * m_N.dot(domega_out_dy)) * m_N - domega_out_dy;
+ domega_in_dx *= -125;
+ domega_in_dy *= -125;
+ } else
+ pdf = 0;
+ return Labels::TRANSMIT;
+ }
+};
+
+ClosureParam bsdf_diffuse_params[] = {
+ CLOSURE_VECTOR_PARAM (DiffuseClosure, m_N),
+ CLOSURE_STRING_KEYPARAM("label"),
+ CLOSURE_FINISH_PARAM (DiffuseClosure) };
+
+ClosureParam bsdf_translucent_params[] = {
+ CLOSURE_VECTOR_PARAM (TranslucentClosure, m_N),
+ CLOSURE_STRING_KEYPARAM("label"),
+ CLOSURE_FINISH_PARAM (TranslucentClosure) };
+
+CLOSURE_PREPARE(bsdf_diffuse_prepare, DiffuseClosure)
+CLOSURE_PREPARE(bsdf_translucent_prepare, TranslucentClosure)
+
+CCL_NAMESPACE_END
+
diff --git a/intern/cycles/kernel/osl/bsdf_microfacet.cpp b/intern/cycles/kernel/osl/bsdf_microfacet.cpp
new file mode 100644
index 00000000000..d87268da81e
--- /dev/null
+++ b/intern/cycles/kernel/osl/bsdf_microfacet.cpp
@@ -0,0 +1,533 @@
+/*
+ * Adapted from Open Shading Language with this license:
+ *
+ * Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al.
+ * All Rights Reserved.
+ *
+ * Modifications Copyright 2011, Blender Foundation.
+ *
+ * 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.
+ */
+
+#include <OpenImageIO/fmath.h>
+
+#include <OSL/genclosure.h>
+
+#include "osl_closures.h"
+
+#include "util_math.h"
+
+using namespace OSL;
+
+CCL_NAMESPACE_BEGIN
+
+// TODO: fresnel_dielectric is only used for derivatives, could be optimized
+
+// TODO: refactor these two classes so they share everything by the microfacet
+// distribution terms
+
+// microfacet model with GGX facet distribution
+// see http://www.graphics.cornell.edu/~bjw/microfacetbsdf.pdf
+template <int Refractive = 0>
+class MicrofacetGGXClosure : public BSDFClosure {
+public:
+ Vec3 m_N;
+ float m_ag; // width parameter (roughness)
+ float m_eta; // index of refraction (for fresnel term)
+ MicrofacetGGXClosure() : BSDFClosure(Labels::GLOSSY, Refractive ? Back : Front) { m_eta = 1.0f; }
+
+ void setup()
+ {
+ m_ag = clamp(m_ag, 1e-5f, 1.0f);
+ }
+
+ bool mergeable (const ClosurePrimitive *other) const {
+ const MicrofacetGGXClosure *comp = (const MicrofacetGGXClosure *)other;
+ return m_N == comp->m_N && m_ag == comp->m_ag &&
+ m_eta == comp->m_eta && BSDFClosure::mergeable(other);
+ }
+
+ size_t memsize () const { return sizeof(*this); }
+
+ const char *name () const {
+ return Refractive ? "microfacet_ggx_refraction" : "microfacet_ggx";
+ }
+
+ void print_on (std::ostream &out) const {
+ out << name() << " (";
+ out << "(" << m_N[0] << ", " << m_N[1] << ", " << m_N[2] << "), ";
+ out << m_ag << ", ";
+ out << m_eta;
+ out << ")";
+ }
+
+ float albedo (const Vec3 &omega_out) const
+ {
+ return 1.0f;
+ }
+
+ Color3 eval_reflect (const Vec3 &omega_out, const Vec3 &omega_in, float& pdf) const
+ {
+ if (Refractive == 1) return Color3 (0, 0, 0);
+ float cosNO = m_N.dot(omega_out);
+ float cosNI = m_N.dot(omega_in);
+ if (cosNI > 0 && cosNO > 0) {
+ // get half vector
+ Vec3 Hr = omega_in + omega_out;
+ Hr.normalize();
+ // eq. 20: (F*G*D)/(4*in*on)
+ // eq. 33: first we calculate D(m) with m=Hr:
+ float alpha2 = m_ag * m_ag;
+ float cosThetaM = m_N.dot(Hr);
+ float cosThetaM2 = cosThetaM * cosThetaM;
+ float tanThetaM2 = (1 - cosThetaM2) / cosThetaM2;
+ float cosThetaM4 = cosThetaM2 * cosThetaM2;
+ float D = alpha2 / ((float) M_PI * cosThetaM4 * (alpha2 + tanThetaM2) * (alpha2 + tanThetaM2));
+ // eq. 34: now calculate G1(i,m) and G1(o,m)
+ float G1o = 2 / (1 + sqrtf(1 + alpha2 * (1 - cosNO * cosNO) / (cosNO * cosNO)));
+ float G1i = 2 / (1 + sqrtf(1 + alpha2 * (1 - cosNI * cosNI) / (cosNI * cosNI)));
+ float G = G1o * G1i;
+ float out = (G * D) * 0.25f / cosNO;
+ // eq. 24
+ float pm = D * cosThetaM;
+ // convert into pdf of the sampled direction
+ // eq. 38 - but see also:
+ // eq. 17 in http://www.graphics.cornell.edu/~bjw/wardnotes.pdf
+ pdf = pm * 0.25f / Hr.dot(omega_out);
+ return Color3 (out, out, out);
+ }
+ return Color3 (0, 0, 0);
+ }
+
+ Color3 eval_transmit (const Vec3 &omega_out, const Vec3 &omega_in, float& pdf) const
+ {
+ if (Refractive == 0) return Color3 (0, 0, 0);
+ float cosNO = m_N.dot(omega_out);
+ float cosNI = m_N.dot(omega_in);
+ if (cosNO <= 0 || cosNI >= 0)
+ return Color3 (0, 0, 0); // vectors on same side -- not possible
+ // compute half-vector of the refraction (eq. 16)
+ Vec3 ht = -(m_eta * omega_in + omega_out);
+ Vec3 Ht = ht; Ht.normalize();
+ float cosHO = Ht.dot(omega_out);
+
+ float cosHI = Ht.dot(omega_in);
+ // eq. 33: first we calculate D(m) with m=Ht:
+ float alpha2 = m_ag * m_ag;
+ float cosThetaM = m_N.dot(Ht);
+ float cosThetaM2 = cosThetaM * cosThetaM;
+ float tanThetaM2 = (1 - cosThetaM2) / cosThetaM2;
+ float cosThetaM4 = cosThetaM2 * cosThetaM2;
+ float D = alpha2 / ((float) M_PI * cosThetaM4 * (alpha2 + tanThetaM2) * (alpha2 + tanThetaM2));
+ // eq. 34: now calculate G1(i,m) and G1(o,m)
+ float G1o = 2 / (1 + sqrtf(1 + alpha2 * (1 - cosNO * cosNO) / (cosNO * cosNO)));
+ float G1i = 2 / (1 + sqrtf(1 + alpha2 * (1 - cosNI * cosNI) / (cosNI * cosNI)));
+ float G = G1o * G1i;
+ // probability
+ float invHt2 = 1 / ht.dot(ht);
+ pdf = D * fabsf(cosThetaM) * (fabsf(cosHI) * (m_eta * m_eta)) * invHt2;
+ float out = (fabsf(cosHI * cosHO) * (m_eta * m_eta) * (G * D) * invHt2) / cosNO;
+ return Color3 (out, out, out);
+ }
+
+ ustring sample (const Vec3 &Ng,
+ const Vec3 &omega_out, const Vec3 &domega_out_dx, const Vec3 &domega_out_dy,
+ float randu, float randv,
+ Vec3 &omega_in, Vec3 &domega_in_dx, Vec3 &domega_in_dy,
+ float &pdf, Color3 &eval) const
+ {
+ float cosNO = m_N.dot(omega_out);
+ if (cosNO > 0) {
+ Vec3 X, Y, Z = m_N;
+ make_orthonormals(Z, X, Y);
+ // generate a random microfacet normal m
+ // eq. 35,36:
+ // we take advantage of cos(atan(x)) == 1/sqrt(1+x^2)
+ // and sin(atan(x)) == x/sqrt(1+x^2)
+ float alpha2 = m_ag * m_ag;
+ float tanThetaM2 = alpha2 * randu / (1 - randu);
+ float cosThetaM = 1 / sqrtf(1 + tanThetaM2);
+ float sinThetaM = cosThetaM * sqrtf(tanThetaM2);
+ float phiM = 2 * float(M_PI) * randv;
+ Vec3 m = (cosf(phiM) * sinThetaM) * X +
+ (sinf(phiM) * sinThetaM) * Y +
+ cosThetaM * Z;
+ if (Refractive == 0) {
+ float cosMO = m.dot(omega_out);
+ if (cosMO > 0) {
+ // eq. 39 - compute actual reflected direction
+ omega_in = 2 * cosMO * m - omega_out;
+ if (Ng.dot(omega_in) > 0) {
+ // microfacet normal is visible to this ray
+ // eq. 33
+ float cosThetaM2 = cosThetaM * cosThetaM;
+ float cosThetaM4 = cosThetaM2 * cosThetaM2;
+ float D = alpha2 / (float(M_PI) * cosThetaM4 * (alpha2 + tanThetaM2) * (alpha2 + tanThetaM2));
+ // eq. 24
+ float pm = D * cosThetaM;
+ // convert into pdf of the sampled direction
+ // eq. 38 - but see also:
+ // eq. 17 in http://www.graphics.cornell.edu/~bjw/wardnotes.pdf
+ pdf = pm * 0.25f / cosMO;
+ // eval BRDF*cosNI
+ float cosNI = m_N.dot(omega_in);
+ // eq. 34: now calculate G1(i,m) and G1(o,m)
+ float G1o = 2 / (1 + sqrtf(1 + alpha2 * (1 - cosNO * cosNO) / (cosNO * cosNO)));
+ float G1i = 2 / (1 + sqrtf(1 + alpha2 * (1 - cosNI * cosNI) / (cosNI * cosNI)));
+ float G = G1o * G1i;
+ // eq. 20: (F*G*D)/(4*in*on)
+ float out = (G * D) * 0.25f / cosNO;
+ eval.setValue(out, out, out);
+ domega_in_dx = (2 * m.dot(domega_out_dx)) * m - domega_out_dx;
+ domega_in_dy = (2 * m.dot(domega_out_dy)) * m - domega_out_dy;
+
+ /* disabled for now - gives texture filtering problems */
+#if 0
+ // Since there is some blur to this reflection, make the
+ // derivatives a bit bigger. In theory this varies with the
+ // roughness but the exact relationship is complex and
+ // requires more ops than are practical.
+ domega_in_dx *= 10;
+ domega_in_dy *= 10;
+#endif
+ }
+ }
+ } else {
+ // CAUTION: the i and o variables are inverted relative to the paper
+ // eq. 39 - compute actual refractive direction
+ Vec3 R, dRdx, dRdy;
+ Vec3 T, dTdx, dTdy;
+ bool inside;
+ fresnel_dielectric(m_eta, m, omega_out, domega_out_dx, domega_out_dy,
+ R, dRdx, dRdy,
+ T, dTdx, dTdy,
+ inside);
+
+ if (!inside) {
+ omega_in = T;
+ domega_in_dx = dTdx;
+ domega_in_dy = dTdy;
+ // eq. 33
+ float cosThetaM2 = cosThetaM * cosThetaM;
+ float cosThetaM4 = cosThetaM2 * cosThetaM2;
+ float D = alpha2 / (float(M_PI) * cosThetaM4 * (alpha2 + tanThetaM2) * (alpha2 + tanThetaM2));
+ // eq. 24
+ float pm = D * cosThetaM;
+ // eval BRDF*cosNI
+ float cosNI = m_N.dot(omega_in);
+ // eq. 34: now calculate G1(i,m) and G1(o,m)
+ float G1o = 2 / (1 + sqrtf(1 + alpha2 * (1 - cosNO * cosNO) / (cosNO * cosNO)));
+ float G1i = 2 / (1 + sqrtf(1 + alpha2 * (1 - cosNI * cosNI) / (cosNI * cosNI)));
+ float G = G1o * G1i;
+ // eq. 21
+ float cosHI = m.dot(omega_in);
+ float cosHO = m.dot(omega_out);
+ float Ht2 = m_eta * cosHI + cosHO;
+ Ht2 *= Ht2;
+ float out = (fabsf(cosHI * cosHO) * (m_eta * m_eta) * (G * D)) / (cosNO * Ht2);
+ // eq. 38 and eq. 17
+ pdf = pm * (m_eta * m_eta) * fabsf(cosHI) / Ht2;
+ eval.setValue(out, out, out);
+
+ /* disabled for now - gives texture filtering problems */
+#if 0
+ // Since there is some blur to this refraction, make the
+ // derivatives a bit bigger. In theory this varies with the
+ // roughness but the exact relationship is complex and
+ // requires more ops than are practical.
+ domega_in_dx *= 10;
+ domega_in_dy *= 10;
+#endif
+ }
+ }
+ }
+ return Refractive ? Labels::TRANSMIT : Labels::REFLECT;
+ }
+};
+
+// microfacet model with Beckmann facet distribution
+// see http://www.graphics.cornell.edu/~bjw/microfacetbsdf.pdf
+template <int Refractive = 0>
+class MicrofacetBeckmannClosure : public BSDFClosure {
+public:
+ Vec3 m_N;
+ float m_ab; // width parameter (roughness)
+ float m_eta; // index of refraction (for fresnel term)
+ MicrofacetBeckmannClosure() : BSDFClosure(Labels::GLOSSY, Refractive ? Back : Front) { }
+
+ void setup()
+ {
+ m_ab = clamp(m_ab, 1e-5f, 1.0f);
+ }
+
+ bool mergeable (const ClosurePrimitive *other) const {
+ const MicrofacetBeckmannClosure *comp = (const MicrofacetBeckmannClosure *)other;
+ return m_N == comp->m_N && m_ab == comp->m_ab &&
+ m_eta == comp->m_eta && BSDFClosure::mergeable(other);
+ }
+
+ size_t memsize () const { return sizeof(*this); }
+
+ const char * name () const {
+ return Refractive ? "microfacet_beckmann_refraction"
+ : "microfacet_beckmann";
+ }
+
+ void print_on (std::ostream &out) const
+ {
+ out << name() << " (";
+ out << "(" << m_N[0] << ", " << m_N[1] << ", " << m_N[2] << "), ";
+ out << m_ab << ", ";
+ out << m_eta;
+ out << ")";
+ }
+
+ float albedo (const Vec3 &omega_out) const
+ {
+ return 1.0f;
+ }
+
+ Color3 eval_reflect (const Vec3 &omega_out, const Vec3 &omega_in, float& pdf) const
+ {
+ if (Refractive == 1) return Color3 (0, 0, 0);
+ float cosNO = m_N.dot(omega_out);
+ float cosNI = m_N.dot(omega_in);
+ if (cosNO > 0 && cosNI > 0) {
+ // get half vector
+ Vec3 Hr = omega_in + omega_out;
+ Hr.normalize();
+ // eq. 20: (F*G*D)/(4*in*on)
+ // eq. 25: first we calculate D(m) with m=Hr:
+ float alpha2 = m_ab * m_ab;
+ float cosThetaM = m_N.dot(Hr);
+ float cosThetaM2 = cosThetaM * cosThetaM;
+ float tanThetaM2 = (1 - cosThetaM2) / cosThetaM2;
+ float cosThetaM4 = cosThetaM2 * cosThetaM2;
+ float D = expf(-tanThetaM2 / alpha2) / (float(M_PI) * alpha2 * cosThetaM4);
+ // eq. 26, 27: now calculate G1(i,m) and G1(o,m)
+ float ao = 1 / (m_ab * sqrtf((1 - cosNO * cosNO) / (cosNO * cosNO)));
+ float ai = 1 / (m_ab * sqrtf((1 - cosNI * cosNI) / (cosNI * cosNI)));
+ float G1o = ao < 1.6f ? (3.535f * ao + 2.181f * ao * ao) / (1 + 2.276f * ao + 2.577f * ao * ao) : 1.0f;
+ float G1i = ai < 1.6f ? (3.535f * ai + 2.181f * ai * ai) / (1 + 2.276f * ai + 2.577f * ai * ai) : 1.0f;
+ float G = G1o * G1i;
+ float out = (G * D) * 0.25f / cosNO;
+ // eq. 24
+ float pm = D * cosThetaM;
+ // convert into pdf of the sampled direction
+ // eq. 38 - but see also:
+ // eq. 17 in http://www.graphics.cornell.edu/~bjw/wardnotes.pdf
+ pdf = pm * 0.25f / Hr.dot(omega_out);
+ return Color3 (out, out, out);
+ }
+ return Color3 (0, 0, 0);
+ }
+
+ Color3 eval_transmit (const Vec3 &omega_out, const Vec3 &omega_in, float& pdf) const
+ {
+ if (Refractive == 0) return Color3 (0, 0, 0);
+ float cosNO = m_N.dot(omega_out);
+ float cosNI = m_N.dot(omega_in);
+ if (cosNO <= 0 || cosNI >= 0)
+ return Color3 (0, 0, 0);
+ // compute half-vector of the refraction (eq. 16)
+ Vec3 ht = -(m_eta * omega_in + omega_out);
+ Vec3 Ht = ht; Ht.normalize();
+ float cosHO = Ht.dot(omega_out);
+
+ float cosHI = Ht.dot(omega_in);
+ // eq. 33: first we calculate D(m) with m=Ht:
+ float alpha2 = m_ab * m_ab;
+ float cosThetaM = m_N.dot(Ht);
+ float cosThetaM2 = cosThetaM * cosThetaM;
+ float tanThetaM2 = (1 - cosThetaM2) / cosThetaM2;
+ float cosThetaM4 = cosThetaM2 * cosThetaM2;
+ float D = expf(-tanThetaM2 / alpha2) / (float(M_PI) * alpha2 * cosThetaM4);
+ // eq. 26, 27: now calculate G1(i,m) and G1(o,m)
+ float ao = 1 / (m_ab * sqrtf((1 - cosNO * cosNO) / (cosNO * cosNO)));
+ float ai = 1 / (m_ab * sqrtf((1 - cosNI * cosNI) / (cosNI * cosNI)));
+ float G1o = ao < 1.6f ? (3.535f * ao + 2.181f * ao * ao) / (1 + 2.276f * ao + 2.577f * ao * ao) : 1.0f;
+ float G1i = ai < 1.6f ? (3.535f * ai + 2.181f * ai * ai) / (1 + 2.276f * ai + 2.577f * ai * ai) : 1.0f;
+ float G = G1o * G1i;
+ // probability
+ float invHt2 = 1 / ht.dot(ht);
+ pdf = D * fabsf(cosThetaM) * (fabsf(cosHI) * (m_eta * m_eta)) * invHt2;
+ float out = (fabsf(cosHI * cosHO) * (m_eta * m_eta) * (G * D) * invHt2) / cosNO;
+ return Color3 (out, out, out);
+ }
+
+ ustring sample (const Vec3 &Ng,
+ const Vec3 &omega_out, const Vec3 &domega_out_dx, const Vec3 &domega_out_dy,
+ float randu, float randv,
+ Vec3 &omega_in, Vec3 &domega_in_dx, Vec3 &domega_in_dy,
+ float &pdf, Color3 &eval) const
+ {
+ float cosNO = m_N.dot(omega_out);
+ if (cosNO > 0) {
+ Vec3 X, Y, Z = m_N;
+ make_orthonormals(Z, X, Y);
+ // generate a random microfacet normal m
+ // eq. 35,36:
+ // we take advantage of cos(atan(x)) == 1/sqrt(1+x^2)
+ // and sin(atan(x)) == x/sqrt(1+x^2)
+ float alpha2 = m_ab * m_ab;
+ float tanThetaM = sqrtf(-alpha2 * logf(1 - randu));
+ float cosThetaM = 1 / sqrtf(1 + tanThetaM * tanThetaM);
+ float sinThetaM = cosThetaM * tanThetaM;
+ float phiM = 2 * float(M_PI) * randv;
+ Vec3 m = (cosf(phiM) * sinThetaM) * X +
+ (sinf(phiM) * sinThetaM) * Y +
+ cosThetaM * Z;
+ if (Refractive == 0) {
+ float cosMO = m.dot(omega_out);
+ if (cosMO > 0) {
+ // eq. 39 - compute actual reflected direction
+ omega_in = 2 * cosMO * m - omega_out;
+ if (Ng.dot(omega_in) > 0) {
+ // microfacet normal is visible to this ray
+ // eq. 25
+ float cosThetaM2 = cosThetaM * cosThetaM;
+ float tanThetaM2 = tanThetaM * tanThetaM;
+ float cosThetaM4 = cosThetaM2 * cosThetaM2;
+ float D = expf(-tanThetaM2 / alpha2) / (float(M_PI) * alpha2 * cosThetaM4);
+ // eq. 24
+ float pm = D * cosThetaM;
+ // convert into pdf of the sampled direction
+ // eq. 38 - but see also:
+ // eq. 17 in http://www.graphics.cornell.edu/~bjw/wardnotes.pdf
+ pdf = pm * 0.25f / cosMO;
+ // Eval BRDF*cosNI
+ float cosNI = m_N.dot(omega_in);
+ // eq. 26, 27: now calculate G1(i,m) and G1(o,m)
+ float ao = 1 / (m_ab * sqrtf((1 - cosNO * cosNO) / (cosNO * cosNO)));
+ float ai = 1 / (m_ab * sqrtf((1 - cosNI * cosNI) / (cosNI * cosNI)));
+ float G1o = ao < 1.6f ? (3.535f * ao + 2.181f * ao * ao) / (1 + 2.276f * ao + 2.577f * ao * ao) : 1.0f;
+ float G1i = ai < 1.6f ? (3.535f * ai + 2.181f * ai * ai) / (1 + 2.276f * ai + 2.577f * ai * ai) : 1.0f;
+ float G = G1o * G1i;
+ // eq. 20: (F*G*D)/(4*in*on)
+ float out = (G * D) * 0.25f / cosNO;
+ eval.setValue(out, out, out);
+ domega_in_dx = (2 * m.dot(domega_out_dx)) * m - domega_out_dx;
+ domega_in_dy = (2 * m.dot(domega_out_dy)) * m - domega_out_dy;
+
+ /* disabled for now - gives texture filtering problems */
+#if 0
+ // Since there is some blur to this reflection, make the
+ // derivatives a bit bigger. In theory this varies with the
+ // roughness but the exact relationship is complex and
+ // requires more ops than are practical.
+ domega_in_dx *= 10;
+ domega_in_dy *= 10;
+#endif
+ }
+ }
+ } else {
+ // CAUTION: the i and o variables are inverted relative to the paper
+ // eq. 39 - compute actual refractive direction
+ Vec3 R, dRdx, dRdy;
+ Vec3 T, dTdx, dTdy;
+ bool inside;
+ fresnel_dielectric(m_eta, m, omega_out, domega_out_dx, domega_out_dy,
+ R, dRdx, dRdy,
+ T, dTdx, dTdy,
+ inside);
+ if (!inside) {
+ omega_in = T;
+ domega_in_dx = dTdx;
+ domega_in_dy = dTdy;
+ // eq. 33
+ float cosThetaM2 = cosThetaM * cosThetaM;
+ float tanThetaM2 = tanThetaM * tanThetaM;
+ float cosThetaM4 = cosThetaM2 * cosThetaM2;
+ float D = expf(-tanThetaM2 / alpha2) / (float(M_PI) * alpha2 * cosThetaM4);
+ // eq. 24
+ float pm = D * cosThetaM;
+ // eval BRDF*cosNI
+ float cosNI = m_N.dot(omega_in);
+ // eq. 26, 27: now calculate G1(i,m) and G1(o,m)
+ float ao = 1 / (m_ab * sqrtf((1 - cosNO * cosNO) / (cosNO * cosNO)));
+ float ai = 1 / (m_ab * sqrtf((1 - cosNI * cosNI) / (cosNI * cosNI)));
+ float G1o = ao < 1.6f ? (3.535f * ao + 2.181f * ao * ao) / (1 + 2.276f * ao + 2.577f * ao * ao) : 1.0f;
+ float G1i = ai < 1.6f ? (3.535f * ai + 2.181f * ai * ai) / (1 + 2.276f * ai + 2.577f * ai * ai) : 1.0f;
+ float G = G1o * G1i;
+ // eq. 21
+ float cosHI = m.dot(omega_in);
+ float cosHO = m.dot(omega_out);
+ float Ht2 = m_eta * cosHI + cosHO;
+ Ht2 *= Ht2;
+ float out = (fabsf(cosHI * cosHO) * (m_eta * m_eta) * (G * D)) / (cosNO * Ht2);
+ // eq. 38 and eq. 17
+ pdf = pm * (m_eta * m_eta) * fabsf(cosHI) / Ht2;
+ eval.setValue(out, out, out);
+
+ /* disabled for now - gives texture filtering problems */
+#if 0
+ // Since there is some blur to this refraction, make the
+ // derivatives a bit bigger. In theory this varies with the
+ // roughness but the exact relationship is complex and
+ // requires more ops than are practical.
+ domega_in_dx *= 10;
+ domega_in_dy *= 10;
+#endif
+ }
+ }
+ }
+ return Refractive ? Labels::TRANSMIT : Labels::REFLECT;
+ }
+};
+
+
+
+ClosureParam bsdf_microfacet_ggx_params[] = {
+ CLOSURE_VECTOR_PARAM(MicrofacetGGXClosure<0>, m_N),
+ CLOSURE_FLOAT_PARAM (MicrofacetGGXClosure<0>, m_ag),
+ CLOSURE_STRING_KEYPARAM("label"),
+ CLOSURE_FINISH_PARAM(MicrofacetGGXClosure<0>) };
+
+ClosureParam bsdf_microfacet_ggx_refraction_params[] = {
+ CLOSURE_VECTOR_PARAM(MicrofacetGGXClosure<1>, m_N),
+ CLOSURE_FLOAT_PARAM (MicrofacetGGXClosure<1>, m_ag),
+ CLOSURE_FLOAT_PARAM (MicrofacetGGXClosure<1>, m_eta),
+ CLOSURE_STRING_KEYPARAM("label"),
+ CLOSURE_FINISH_PARAM(MicrofacetGGXClosure<1>) };
+
+ClosureParam bsdf_microfacet_beckmann_params[] = {
+ CLOSURE_VECTOR_PARAM(MicrofacetBeckmannClosure<0>, m_N),
+ CLOSURE_FLOAT_PARAM (MicrofacetBeckmannClosure<0>, m_ab),
+ CLOSURE_STRING_KEYPARAM("label"),
+ CLOSURE_FINISH_PARAM(MicrofacetBeckmannClosure<0>) };
+
+ClosureParam bsdf_microfacet_beckmann_refraction_params[] = {
+ CLOSURE_VECTOR_PARAM(MicrofacetBeckmannClosure<1>, m_N),
+ CLOSURE_FLOAT_PARAM (MicrofacetBeckmannClosure<1>, m_ab),
+ CLOSURE_FLOAT_PARAM (MicrofacetBeckmannClosure<1>, m_eta),
+ CLOSURE_STRING_KEYPARAM("label"),
+ CLOSURE_FINISH_PARAM(MicrofacetBeckmannClosure<1>) };
+
+CLOSURE_PREPARE(bsdf_microfacet_ggx_prepare, MicrofacetGGXClosure<0>)
+CLOSURE_PREPARE(bsdf_microfacet_ggx_refraction_prepare, MicrofacetGGXClosure<1>)
+CLOSURE_PREPARE(bsdf_microfacet_beckmann_prepare, MicrofacetBeckmannClosure<0>)
+CLOSURE_PREPARE(bsdf_microfacet_beckmann_refraction_prepare, MicrofacetBeckmannClosure<1>)
+
+CCL_NAMESPACE_END
+
diff --git a/intern/cycles/kernel/osl/bsdf_reflection.cpp b/intern/cycles/kernel/osl/bsdf_reflection.cpp
new file mode 100644
index 00000000000..b0caff6df44
--- /dev/null
+++ b/intern/cycles/kernel/osl/bsdf_reflection.cpp
@@ -0,0 +1,108 @@
+/*
+ * Adapted from Open Shading Language with this license:
+ *
+ * Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al.
+ * All Rights Reserved.
+ *
+ * Modifications Copyright 2011, Blender Foundation.
+ *
+ * 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.
+ */
+
+#include <OpenImageIO/fmath.h>
+
+#include <OSL/genclosure.h>
+
+#include "osl_closures.h"
+
+CCL_NAMESPACE_BEGIN
+
+using namespace OSL;
+
+class ReflectionClosure : public BSDFClosure {
+public:
+ Vec3 m_N; // shading normal
+ ReflectionClosure() : BSDFClosure(Labels::SINGULAR) { }
+
+ void setup() {};
+
+ bool mergeable (const ClosurePrimitive *other) const {
+ const ReflectionClosure *comp = (const ReflectionClosure *)other;
+ return m_N == comp->m_N && BSDFClosure::mergeable(other);
+ }
+
+ size_t memsize () const { return sizeof(*this); }
+
+ const char *name () const { return "reflection"; }
+
+ void print_on (std::ostream &out) const {
+ out << name() << " (";
+ out << "(" << m_N[0] << ", " << m_N[1] << ", " << m_N[2] << "))";
+ }
+
+ float albedo (const Vec3 &omega_out) const
+ {
+ return 1.0f;
+ }
+
+ Color3 eval_reflect (const Vec3 &omega_out, const Vec3 &omega_in, float& pdf) const
+ {
+ return Color3 (0, 0, 0);
+ }
+
+ Color3 eval_transmit (const Vec3 &omega_out, const Vec3 &omega_in, float& pdf) const
+ {
+ return Color3 (0, 0, 0);
+ }
+
+ ustring sample (const Vec3 &Ng,
+ const Vec3 &omega_out, const Vec3 &domega_out_dx, const Vec3 &domega_out_dy,
+ float randu, float randv,
+ Vec3 &omega_in, Vec3 &domega_in_dx, Vec3 &domega_in_dy,
+ float &pdf, Color3 &eval) const
+ {
+ // only one direction is possible
+ float cosNO = m_N.dot(omega_out);
+ if (cosNO > 0) {
+ omega_in = (2 * cosNO) * m_N - omega_out;
+ if (Ng.dot(omega_in) > 0) {
+ domega_in_dx = 2 * m_N.dot(domega_out_dx) * m_N - domega_out_dx;
+ domega_in_dy = 2 * m_N.dot(domega_out_dy) * m_N - domega_out_dy;
+ pdf = 1;
+ eval.setValue(1, 1, 1);
+ }
+ }
+ return Labels::REFLECT;
+ }
+};
+
+ClosureParam bsdf_reflection_params[] = {
+ CLOSURE_VECTOR_PARAM(ReflectionClosure, m_N),
+ CLOSURE_STRING_KEYPARAM("label"),
+ CLOSURE_FINISH_PARAM(ReflectionClosure) };
+
+CLOSURE_PREPARE(bsdf_reflection_prepare, ReflectionClosure)
+
+CCL_NAMESPACE_END
+
diff --git a/intern/cycles/kernel/osl/bsdf_refraction.cpp b/intern/cycles/kernel/osl/bsdf_refraction.cpp
new file mode 100644
index 00000000000..3ae7a3811b4
--- /dev/null
+++ b/intern/cycles/kernel/osl/bsdf_refraction.cpp
@@ -0,0 +1,120 @@
+/*
+ * Adapted from Open Shading Language with this license:
+ *
+ * Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al.
+ * All Rights Reserved.
+ *
+ * Modifications Copyright 2011, Blender Foundation.
+ *
+ * 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.
+ */
+
+#include <OpenImageIO/fmath.h>
+
+#include <OSL/genclosure.h>
+
+#include "osl_closures.h"
+
+CCL_NAMESPACE_BEGIN
+
+using namespace OSL;
+
+class RefractionClosure : public BSDFClosure {
+public:
+ Vec3 m_N; // shading normal
+ float m_eta; // ratio of indices of refraction (inside / outside)
+ RefractionClosure() : BSDFClosure(Labels::SINGULAR, Back) { }
+
+ void setup() {}
+
+ bool mergeable (const ClosurePrimitive *other) const {
+ const RefractionClosure *comp = (const RefractionClosure *)other;
+ return m_N == comp->m_N && m_eta == comp->m_eta &&
+ BSDFClosure::mergeable(other);
+ }
+
+ size_t memsize () const { return sizeof(*this); }
+
+ const char *name () const { return "refraction"; }
+
+ void print_on (std::ostream &out) const {
+ out << name() << " (";
+ out << "(" << m_N[0] << ", " << m_N[1] << ", " << m_N[2] << "), ";
+ out << m_eta;
+ out << ")";
+ }
+
+ Color3 eval_reflect (const Vec3 &omega_out, const Vec3 &omega_in, float& pdf) const
+ {
+ return Color3 (0, 0, 0);
+ }
+
+ Color3 eval_transmit (const Vec3 &omega_out, const Vec3 &omega_in, float& pdf) const
+ {
+ return Color3 (0, 0, 0);
+ }
+
+ float albedo (const Vec3 &omega_out) const
+ {
+ return 1.0f;
+ }
+
+ ustring sample (const Vec3 &Ng,
+ const Vec3 &omega_out, const Vec3 &domega_out_dx, const Vec3 &domega_out_dy,
+ float randu, float randv,
+ Vec3 &omega_in, Vec3 &domega_in_dx, Vec3 &domega_in_dy,
+ float &pdf, Color3 &eval) const
+ {
+ Vec3 R, dRdx, dRdy;
+ Vec3 T, dTdx, dTdy;
+ bool inside;
+
+ fresnel_dielectric(m_eta, m_N,
+ omega_out, domega_out_dx, domega_out_dy,
+ R, dRdx, dRdy,
+ T, dTdx, dTdy,
+ inside);
+
+ if (!inside) {
+ pdf = 1;
+ eval.setValue(1.0f, 1.0f, 1.0f);
+ omega_in = T;
+ domega_in_dx = dTdx;
+ domega_in_dy = dTdy;
+ }
+
+ return Labels::TRANSMIT;
+ }
+};
+
+ClosureParam bsdf_refraction_params[] = {
+ CLOSURE_VECTOR_PARAM(RefractionClosure, m_N),
+ CLOSURE_FLOAT_PARAM (RefractionClosure, m_eta),
+ CLOSURE_STRING_KEYPARAM("label"),
+ CLOSURE_FINISH_PARAM(RefractionClosure) };
+
+CLOSURE_PREPARE(bsdf_refraction_prepare, RefractionClosure)
+
+CCL_NAMESPACE_END
+
diff --git a/intern/cycles/kernel/osl/bsdf_transparent.cpp b/intern/cycles/kernel/osl/bsdf_transparent.cpp
new file mode 100644
index 00000000000..941abd6a483
--- /dev/null
+++ b/intern/cycles/kernel/osl/bsdf_transparent.cpp
@@ -0,0 +1,97 @@
+/*
+ * Adapted from Open Shading Language with this license:
+ *
+ * Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al.
+ * All Rights Reserved.
+ *
+ * Modifications Copyright 2011, Blender Foundation.
+ *
+ * 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.
+ */
+
+#include <OpenImageIO/fmath.h>
+
+#include <OSL/genclosure.h>
+
+#include "osl_closures.h"
+
+CCL_NAMESPACE_BEGIN
+
+using namespace OSL;
+
+class TransparentClosure : public BSDFClosure {
+public:
+ TransparentClosure() : BSDFClosure(Labels::STRAIGHT, Back) { }
+
+ void setup() {}
+
+ size_t memsize () const { return sizeof(*this); }
+
+ const char *name () const { return "transparent"; }
+
+ void print_on (std::ostream &out) const {
+ out << name() << " ()";
+ }
+
+ float albedo (const Vec3 &omega_out) const
+ {
+ return 1.0f;
+ }
+
+ Color3 eval_reflect (const Vec3 &omega_out, const Vec3 &omega_in, float& pdf) const
+ {
+ return Color3 (0, 0, 0);
+ }
+
+ Color3 eval_transmit (const Vec3 &omega_out, const Vec3 &omega_in, float& pdf) const
+ {
+ return Color3 (0, 0, 0);
+ }
+
+ ustring sample (const Vec3 &Ng,
+ const Vec3 &omega_out, const Vec3 &domega_out_dx, const Vec3 &domega_out_dy,
+ float randu, float randv,
+ Vec3 &omega_in, Vec3 &domega_in_dx, Vec3 &domega_in_dy,
+ float &pdf, Color3 &eval) const
+ {
+ // only one direction is possible
+ omega_in = -omega_out;
+ domega_in_dx = -domega_out_dx;
+ domega_in_dy = -domega_out_dy;
+ pdf = 1;
+ eval.setValue(1, 1, 1);
+ return Labels::TRANSMIT;
+ }
+};
+
+
+
+ClosureParam bsdf_transparent_params[] = {
+ CLOSURE_STRING_KEYPARAM("label"),
+ CLOSURE_FINISH_PARAM(TransparentClosure) };
+
+CLOSURE_PREPARE(bsdf_transparent_prepare, TransparentClosure)
+
+CCL_NAMESPACE_END
+
diff --git a/intern/cycles/kernel/osl/bsdf_ward.cpp b/intern/cycles/kernel/osl/bsdf_ward.cpp
new file mode 100644
index 00000000000..a7742a04d13
--- /dev/null
+++ b/intern/cycles/kernel/osl/bsdf_ward.cpp
@@ -0,0 +1,222 @@
+/*
+ * Adapted from Open Shading Language with this license:
+ *
+ * Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al.
+ * All Rights Reserved.
+ *
+ * Modifications Copyright 2011, Blender Foundation.
+ *
+ * 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.
+ */
+
+#include <OpenImageIO/fmath.h>
+
+#include <OSL/genclosure.h>
+
+#include "osl_closures.h"
+
+#include "util_math.h"
+
+CCL_NAMESPACE_BEGIN
+
+using namespace OSL;
+
+// anisotropic ward - leaks energy at grazing angles
+// see http://www.graphics.cornell.edu/~bjw/wardnotes.pdf
+class WardClosure : public BSDFClosure {
+public:
+ Vec3 m_N;
+ Vec3 m_T;
+ float m_ax, m_ay;
+ WardClosure() : BSDFClosure(Labels::GLOSSY) { }
+
+ void setup()
+ {
+ m_ax = clamp(m_ax, 1e-5f, 1.0f);
+ m_ay = clamp(m_ay, 1e-5f, 1.0f);
+ }
+
+ bool mergeable (const ClosurePrimitive *other) const {
+ const WardClosure *comp = (const WardClosure *)other;
+ return m_N == comp->m_N && m_T == comp->m_T &&
+ m_ax == comp->m_ax && m_ay == comp->m_ay &&
+ BSDFClosure::mergeable(other);
+ }
+
+ size_t memsize () const { return sizeof(*this); }
+
+ const char *name () const { return "ward"; }
+
+ void print_on (std::ostream &out) const {
+ out << name() << " ((";
+ out << m_N[0] << ", " << m_N[1] << ", " << m_N[2] << "), (";
+ out << m_T[0] << ", " << m_T[1] << ", " << m_T[2] << "), ";
+ out << m_ax << ", " << m_ay << ")";
+ }
+
+ float albedo (const Vec3 &omega_out) const
+ {
+ return 1.0f;
+ }
+
+ Color3 eval_reflect (const Vec3 &omega_out, const Vec3 &omega_in, float& pdf) const
+ {
+ float cosNO = m_N.dot(omega_out);
+ float cosNI = m_N.dot(omega_in);
+ if (cosNI > 0 && cosNO > 0) {
+ // get half vector and get x,y basis on the surface for anisotropy
+ Vec3 H = omega_in + omega_out;
+ H.normalize(); // normalize needed for pdf
+ Vec3 X, Y;
+ make_orthonormals(m_N, m_T, X, Y);
+ // eq. 4
+ float dotx = H.dot(X) / m_ax;
+ float doty = H.dot(Y) / m_ay;
+ float dotn = H.dot(m_N);
+ float exp_arg = (dotx * dotx + doty * doty) / (dotn * dotn);
+ float denom = (4 * (float) M_PI * m_ax * m_ay * sqrtf(cosNO * cosNI));
+ float exp_val = expf(-exp_arg);
+ float out = cosNI * exp_val / denom;
+ float oh = H.dot(omega_out);
+ denom = 4 * (float) M_PI * m_ax * m_ay * oh * dotn * dotn * dotn;
+ pdf = exp_val / denom;
+ return Color3 (out, out, out);
+ }
+ return Color3 (0, 0, 0);
+ }
+
+ Color3 eval_transmit (const Vec3 &omega_out, const Vec3 &omega_in, float& pdf) const
+ {
+ return Color3 (0, 0, 0);
+ }
+
+ ustring sample (const Vec3 &Ng,
+ const Vec3 &omega_out, const Vec3 &domega_out_dx, const Vec3 &domega_out_dy,
+ float randu, float randv,
+ Vec3 &omega_in, Vec3 &domega_in_dx, Vec3 &domega_in_dy,
+ float &pdf, Color3 &eval) const
+ {
+ float cosNO = m_N.dot(omega_out);
+ if (cosNO > 0) {
+ // get x,y basis on the surface for anisotropy
+ Vec3 X, Y;
+ make_orthonormals(m_N, m_T, X, Y);
+ // generate random angles for the half vector
+ // eq. 7 (taking care around discontinuities to keep
+ // output angle in the right quadrant)
+ // we take advantage of cos(atan(x)) == 1/sqrt(1+x^2)
+ // and sin(atan(x)) == x/sqrt(1+x^2)
+ float alphaRatio = m_ay / m_ax;
+ float cosPhi, sinPhi;
+ if (randu < 0.25f) {
+ float val = 4 * randu;
+ float tanPhi = alphaRatio * tanf((float) M_PI_2 * val);
+ cosPhi = 1 / sqrtf(1 + tanPhi * tanPhi);
+ sinPhi = tanPhi * cosPhi;
+ } else if (randu < 0.5) {
+ float val = 1 - 4 * (0.5f - randu);
+ float tanPhi = alphaRatio * tanf((float) M_PI_2 * val);
+ // phi = (float) M_PI - phi;
+ cosPhi = -1 / sqrtf(1 + tanPhi * tanPhi);
+ sinPhi = -tanPhi * cosPhi;
+ } else if (randu < 0.75f) {
+ float val = 4 * (randu - 0.5f);
+ float tanPhi = alphaRatio * tanf((float) M_PI_2 * val);
+ //phi = (float) M_PI + phi;
+ cosPhi = -1 / sqrtf(1 + tanPhi * tanPhi);
+ sinPhi = tanPhi * cosPhi;
+ } else {
+ float val = 1 - 4 * (1 - randu);
+ float tanPhi = alphaRatio * tanf((float) M_PI_2 * val);
+ // phi = 2 * (float) M_PI - phi;
+ cosPhi = 1 / sqrtf(1 + tanPhi * tanPhi);
+ sinPhi = -tanPhi * cosPhi;
+ }
+ // eq. 6
+ // we take advantage of cos(atan(x)) == 1/sqrt(1+x^2)
+ // and sin(atan(x)) == x/sqrt(1+x^2)
+ float thetaDenom = (cosPhi * cosPhi) / (m_ax * m_ax) + (sinPhi * sinPhi) / (m_ay * m_ay);
+ float tanTheta2 = -logf(1 - randv) / thetaDenom;
+ float cosTheta = 1 / sqrtf(1 + tanTheta2);
+ float sinTheta = cosTheta * sqrtf(tanTheta2);
+
+ Vec3 h; // already normalized becaused expressed from spherical coordinates
+ h.x = sinTheta * cosPhi;
+ h.y = sinTheta * sinPhi;
+ h.z = cosTheta;
+ // compute terms that are easier in local space
+ float dotx = h.x / m_ax;
+ float doty = h.y / m_ay;
+ float dotn = h.z;
+ // transform to world space
+ h = h.x * X + h.y * Y + h.z * m_N;
+ // generate the final sample
+ float oh = h.dot(omega_out);
+ omega_in.x = 2 * oh * h.x - omega_out.x;
+ omega_in.y = 2 * oh * h.y - omega_out.y;
+ omega_in.z = 2 * oh * h.z - omega_out.z;
+ if (Ng.dot(omega_in) > 0) {
+ float cosNI = m_N.dot(omega_in);
+ if (cosNI > 0) {
+ // eq. 9
+ float exp_arg = (dotx * dotx + doty * doty) / (dotn * dotn);
+ float denom = 4 * (float) M_PI * m_ax * m_ay * oh * dotn * dotn * dotn;
+ pdf = expf(-exp_arg) / denom;
+ // compiler will reuse expressions already computed
+ denom = (4 * (float) M_PI * m_ax * m_ay * sqrtf(cosNO * cosNI));
+ float power = cosNI * expf(-exp_arg) / denom;
+ eval.setValue(power, power, power);
+ domega_in_dx = (2 * m_N.dot(domega_out_dx)) * m_N - domega_out_dx;
+ domega_in_dy = (2 * m_N.dot(domega_out_dy)) * m_N - domega_out_dy;
+
+ /* disabled for now - gives texture filtering problems */
+#if 0
+ // Since there is some blur to this reflection, make the
+ // derivatives a bit bigger. In theory this varies with the
+ // roughness but the exact relationship is complex and
+ // requires more ops than are practical.
+ domega_in_dx *= 10;
+ domega_in_dy *= 10;
+#endif
+ }
+ }
+ }
+ return Labels::REFLECT;
+ }
+};
+
+
+
+ClosureParam bsdf_ward_params[] = {
+ CLOSURE_VECTOR_PARAM(WardClosure, m_N),
+ CLOSURE_VECTOR_PARAM(WardClosure, m_T),
+ CLOSURE_FLOAT_PARAM (WardClosure, m_ax),
+ CLOSURE_FLOAT_PARAM (WardClosure, m_ay),
+ CLOSURE_STRING_KEYPARAM("label"),
+ CLOSURE_FINISH_PARAM(WardClosure) };
+
+CLOSURE_PREPARE(bsdf_ward_prepare, WardClosure)
+
+CCL_NAMESPACE_END
+
diff --git a/intern/cycles/kernel/osl/bsdf_westin.cpp b/intern/cycles/kernel/osl/bsdf_westin.cpp
new file mode 100644
index 00000000000..d322f6a7f7e
--- /dev/null
+++ b/intern/cycles/kernel/osl/bsdf_westin.cpp
@@ -0,0 +1,239 @@
+/*
+ * Adapted from Open Shading Language with this license:
+ *
+ * Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al.
+ * All Rights Reserved.
+ *
+ * Modifications Copyright 2011, Blender Foundation.
+ *
+ * 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.
+ */
+
+#include <OpenImageIO/fmath.h>
+
+#include <OSL/genclosure.h>
+
+#include "osl_closures.h"
+
+#include "util_math.h"
+
+CCL_NAMESPACE_BEGIN
+
+using namespace OSL;
+
+class WestinBackscatterClosure : public BSDFClosure {
+public:
+ Vec3 m_N;
+ float m_roughness;
+ float m_invroughness;
+ WestinBackscatterClosure() : BSDFClosure(Labels::GLOSSY) { }
+
+ void setup()
+ {
+ m_roughness = clamp(m_roughness, 1e-5f, 1.0f);
+ m_invroughness = m_roughness > 0 ? 1 / m_roughness : 0;
+ }
+
+ bool mergeable (const ClosurePrimitive *other) const {
+ const WestinBackscatterClosure *comp = (const WestinBackscatterClosure *)other;
+ return m_N == comp->m_N && m_roughness == comp->m_roughness &&
+ BSDFClosure::mergeable(other);
+ }
+
+ size_t memsize () const { return sizeof(*this); }
+
+ const char *name () const { return "westin_backscatter"; }
+
+ void print_on (std::ostream &out) const
+ {
+ out << name() << " (";
+ out << "(" << m_N[0] << ", " << m_N[1] << ", " << m_N[2] << "), ";
+ out << m_roughness;
+ out << ")";
+ }
+
+ float albedo (const Vec3 &omega_out) const
+ {
+ return 1.0f;
+ }
+
+ Color3 eval_reflect (const Vec3 &omega_out, const Vec3 &omega_in, float &pdf) const
+ {
+ // pdf is implicitly 0 (no indirect sampling)
+ float cosNO = m_N.dot(omega_out);
+ float cosNI = m_N.dot(omega_in);
+ if (cosNO > 0 && cosNI > 0) {
+ float cosine = omega_out.dot(omega_in);
+ pdf = cosine > 0 ? (m_invroughness + 1) * powf(cosine, m_invroughness) : 0;
+ pdf *= 0.5f * float(M_1_PI);
+ return Color3 (pdf, pdf, pdf);
+ }
+ return Color3 (0, 0, 0);
+ }
+
+ Color3 eval_transmit (const Vec3 &omega_out, const Vec3 &omega_in, float &pdf) const
+ {
+ return Color3 (0, 0, 0);
+ }
+
+ ustring sample (const Vec3 &Ng,
+ const Vec3 &omega_out, const Vec3 &domega_out_dx, const Vec3 &domega_out_dy,
+ float randu, float randv,
+ Vec3 &omega_in, Vec3 &domega_in_dx, Vec3 &domega_in_dy,
+ float &pdf, Color3 &eval) const
+ {
+ float cosNO = m_N.dot(omega_out);
+ if (cosNO > 0) {
+ domega_in_dx = domega_out_dx;
+ domega_in_dy = domega_out_dy;
+ Vec3 T, B;
+ make_orthonormals (omega_out, T, B);
+ float phi = 2 * (float) M_PI * randu;
+ float cosTheta = powf(randv, 1 / (m_invroughness + 1));
+ float sinTheta2 = 1 - cosTheta * cosTheta;
+ float sinTheta = sinTheta2 > 0 ? sqrtf(sinTheta2) : 0;
+ omega_in = (cosf(phi) * sinTheta) * T +
+ (sinf(phi) * sinTheta) * B +
+ ( cosTheta) * omega_out;
+ if (Ng.dot(omega_in) > 0)
+ {
+ // common terms for pdf and eval
+ float cosNI = m_N.dot(omega_in);
+ // make sure the direction we chose is still in the right hemisphere
+ if (cosNI > 0)
+ {
+ pdf = 0.5f * (float) M_1_PI * powf(cosTheta, m_invroughness);
+ pdf = (m_invroughness + 1) * pdf;
+ eval.setValue(pdf, pdf, pdf);
+ // Since there is some blur to this reflection, make the
+ // derivatives a bit bigger. In theory this varies with the
+ // exponent but the exact relationship is complex and
+ // requires more ops than are practical.
+ domega_in_dx *= 10;
+ domega_in_dy *= 10;
+ }
+ }
+ }
+ return Labels::REFLECT;
+ }
+
+};
+
+
+class WestinSheenClosure : public BSDFClosure {
+public:
+ Vec3 m_N;
+ float m_edginess;
+// float m_normalization;
+ WestinSheenClosure() : BSDFClosure(Labels::DIFFUSE) { }
+
+ void setup() {};
+
+ bool mergeable (const ClosurePrimitive *other) const {
+ const WestinSheenClosure *comp = (const WestinSheenClosure *)other;
+ return m_N == comp->m_N && m_edginess == comp->m_edginess &&
+ BSDFClosure::mergeable(other);
+ }
+
+ size_t memsize () const { return sizeof(*this); }
+
+ const char *name () const { return "westin_sheen"; }
+
+ void print_on (std::ostream &out) const
+ {
+ out << name() << " (";
+ out << "(" << m_N[0] << ", " << m_N[1] << ", " << m_N[2] << "), ";
+ out << m_edginess;
+ out << ")";
+ }
+
+ float albedo (const Vec3 &omega_out) const
+ {
+ return 1.0f;
+ }
+
+ Color3 eval_reflect (const Vec3 &omega_out, const Vec3 &omega_in, float &pdf) const
+ {
+ // pdf is implicitly 0 (no indirect sampling)
+ float cosNO = m_N.dot(omega_out);
+ float cosNI = m_N.dot(omega_in);
+ if (cosNO > 0 && cosNI > 0) {
+ float sinNO2 = 1 - cosNO * cosNO;
+ pdf = cosNI * float(M_1_PI);
+ float westin = sinNO2 > 0 ? powf(sinNO2, 0.5f * m_edginess) * pdf : 0;
+ return Color3 (westin, westin, westin);
+ }
+ return Color3 (0, 0, 0);
+ }
+
+ Color3 eval_transmit (const Vec3 &omega_out, const Vec3 &omega_in, float &pdf) const
+ {
+ return Color3 (0, 0, 0);
+ }
+
+ ustring sample (const Vec3 &Ng,
+ const Vec3 &omega_out, const Vec3 &domega_out_dx, const Vec3 &domega_out_dy,
+ float randu, float randv,
+ Vec3 &omega_in, Vec3 &domega_in_dx, Vec3 &domega_in_dy,
+ float &pdf, Color3 &eval) const
+ {
+ // we are viewing the surface from the right side - send a ray out with cosine
+ // distribution over the hemisphere
+ sample_cos_hemisphere (m_N, omega_out, randu, randv, omega_in, pdf);
+ if (Ng.dot(omega_in) > 0) {
+ // TODO: account for sheen when sampling
+ float cosNO = m_N.dot(omega_out);
+ float sinNO2 = 1 - cosNO * cosNO;
+ float westin = sinNO2 > 0 ? powf(sinNO2, 0.5f * m_edginess) * pdf : 0;
+ eval.setValue(westin, westin, westin);
+ // TODO: find a better approximation for the diffuse bounce
+ domega_in_dx = (2 * m_N.dot(domega_out_dx)) * m_N - domega_out_dx;
+ domega_in_dy = (2 * m_N.dot(domega_out_dy)) * m_N - domega_out_dy;
+ domega_in_dx *= 125;
+ domega_in_dy *= 125;
+ } else
+ pdf = 0;
+ return Labels::REFLECT;
+ }
+};
+
+
+
+ClosureParam bsdf_westin_backscatter_params[] = {
+ CLOSURE_VECTOR_PARAM(WestinBackscatterClosure, m_N),
+ CLOSURE_FLOAT_PARAM (WestinBackscatterClosure, m_roughness),
+ CLOSURE_STRING_KEYPARAM("label"),
+ CLOSURE_FINISH_PARAM(WestinBackscatterClosure) };
+
+ClosureParam bsdf_westin_sheen_params[] = {
+ CLOSURE_VECTOR_PARAM(WestinSheenClosure, m_N),
+ CLOSURE_FLOAT_PARAM (WestinSheenClosure, m_edginess),
+ CLOSURE_STRING_KEYPARAM("label"),
+ CLOSURE_FINISH_PARAM(WestinSheenClosure) };
+
+CLOSURE_PREPARE(bsdf_westin_backscatter_prepare, WestinBackscatterClosure)
+CLOSURE_PREPARE(bsdf_westin_sheen_prepare, WestinSheenClosure)
+
+CCL_NAMESPACE_END
+
diff --git a/intern/cycles/kernel/osl/bssrdf.cpp b/intern/cycles/kernel/osl/bssrdf.cpp
new file mode 100644
index 00000000000..66d7818e677
--- /dev/null
+++ b/intern/cycles/kernel/osl/bssrdf.cpp
@@ -0,0 +1,105 @@
+/*
+ * Adapted from Open Shading Language with this license:
+ *
+ * Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al.
+ * All Rights Reserved.
+ *
+ * Modifications Copyright 2011, Blender Foundation.
+ *
+ * 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.
+ */
+
+#include <OpenImageIO/fmath.h>
+
+#include <OSL/genclosure.h>
+
+#include "osl_closures.h"
+
+CCL_NAMESPACE_BEGIN
+
+using namespace OSL;
+
+class BSSRDFCubicClosure : public BSSRDFClosure {
+public:
+ Color3 m_radius;
+ Color3 m_scale;
+ float m_max_radius;
+
+ template <typename T>
+ static inline T pow3 (const T &x) { return x * x * x; }
+
+ template <typename T>
+ static inline T pow5 (const T &x) { T x2 = x * x; return x2 * x2 * x; }
+
+ BSSRDFCubicClosure() { }
+
+ void setup()
+ {
+ // pre-compute some terms
+ m_max_radius = 0;
+ for (int i = 0; i < 3; i++) {
+ m_scale[i] = m_radius[i] > 0 ? 4 / pow5 (m_radius[i]) : 0;
+ m_max_radius = std::max (m_max_radius, m_radius[i]);
+ }
+ }
+
+ bool mergeable (const ClosurePrimitive *other) const {
+ const BSSRDFCubicClosure *comp = (const BSSRDFCubicClosure *)other;
+ return m_radius == comp->m_radius && BSSRDFClosure::mergeable(other);
+ }
+
+ size_t memsize () const { return sizeof(*this); }
+
+ const char *name () const { return "bssrdf_cubic"; }
+
+ void print_on (std::ostream &out) const
+ {
+ out << name() << " ((" << m_radius[0] << ", " << m_radius[1] << ", " << m_radius[2] << "), ("
+ << m_scale[0] << ", " << m_scale[1] << ", " << m_scale[2] << "))";
+ }
+
+ Color3 eval (float r) const
+ {
+ return Color3 ((r < m_radius.x) ? pow3 (m_radius.x - r) * m_scale.x : 0,
+ (r < m_radius.y) ? pow3 (m_radius.y - r) * m_scale.y : 0,
+ (r < m_radius.z) ? pow3 (m_radius.z - r) * m_scale.z : 0);
+ }
+
+ float max_radius() const
+ {
+ return m_max_radius;
+ }
+};
+
+
+
+ClosureParam closure_bssrdf_cubic_params[] = {
+ CLOSURE_COLOR_PARAM (BSSRDFCubicClosure, m_radius),
+ CLOSURE_STRING_KEYPARAM ("label"),
+ CLOSURE_FINISH_PARAM(BSSRDFCubicClosure) };
+
+CLOSURE_PREPARE(closure_bssrdf_cubic_prepare, BSSRDFCubicClosure)
+
+CCL_NAMESPACE_END
+
diff --git a/intern/cycles/kernel/osl/debug.cpp b/intern/cycles/kernel/osl/debug.cpp
new file mode 100644
index 00000000000..8c3f8b2b323
--- /dev/null
+++ b/intern/cycles/kernel/osl/debug.cpp
@@ -0,0 +1,80 @@
+/*
+ * Adapted from Open Shading Language with this license:
+ *
+ * Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al.
+ * All Rights Reserved.
+ *
+ * Modifications Copyright 2011, Blender Foundation.
+ *
+ * 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.
+ */
+
+#include <OpenImageIO/fmath.h>
+
+#include <OSL/genclosure.h>
+
+#include "osl_closures.h"
+
+CCL_NAMESPACE_BEGIN
+
+using namespace OSL;
+
+/// Debug closure
+///
+/// This is going to be used for mask AOV's and similar
+/// purposes. A tag (string) is always associated with
+/// this closure, that "selects: the channel where the
+/// weight should be sent.
+
+class DebugClosure : public ClosurePrimitive {
+public:
+ ustring m_tag;
+
+ DebugClosure () : ClosurePrimitive (Debug) { }
+
+ bool mergeable (const ClosurePrimitive *other) const {
+ const DebugClosure *comp = (const DebugClosure *)other;
+ return m_tag == comp->m_tag &&
+ ClosurePrimitive::mergeable(other);
+ }
+
+ size_t memsize () const { return sizeof(*this); }
+
+ const char *name () const { return "debug"; }
+
+ void print_on (std::ostream &out) const {
+ out << name() << " (\"" << m_tag.c_str() << "\")";
+ }
+
+};
+
+ClosureParam closure_debug_params[] = {
+ CLOSURE_STRING_PARAM(DebugClosure, m_tag),
+ CLOSURE_STRING_KEYPARAM("label"),
+ CLOSURE_FINISH_PARAM(DebugClosure) };
+
+CLOSURE_PREPARE(closure_debug_prepare, DebugClosure)
+
+CCL_NAMESPACE_END
+
diff --git a/intern/cycles/kernel/osl/emissive.cpp b/intern/cycles/kernel/osl/emissive.cpp
new file mode 100644
index 00000000000..28d3c73e59b
--- /dev/null
+++ b/intern/cycles/kernel/osl/emissive.cpp
@@ -0,0 +1,107 @@
+/*
+ * Adapted from Open Shading Language with this license:
+ *
+ * Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al.
+ * All Rights Reserved.
+ *
+ * Modifications Copyright 2011, Blender Foundation.
+ *
+ * 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.
+ */
+
+#include <OpenImageIO/fmath.h>
+
+#include <OSL/genclosure.h>
+
+#include "osl_closures.h"
+
+CCL_NAMESPACE_BEGIN
+
+using namespace OSL;
+
+/// Variable cone emissive closure
+///
+/// This primitive emits in a cone having a configurable
+/// penumbra area where the light decays to 0 reaching the
+/// outer_angle limit. It can also behave as a lambertian emitter
+/// if the provided angles are PI/2, which is the default
+///
+class GenericEmissiveClosure : public EmissiveClosure {
+public:
+ GenericEmissiveClosure() { }
+
+ void setup() { }
+
+ size_t memsize () const { return sizeof(*this); }
+
+ const char *name () const { return "emission"; }
+
+ void print_on (std::ostream &out) const {
+ out << name() << "()";
+ }
+
+ Color3 eval (const Vec3 &Ng, const Vec3 &omega_out) const
+ {
+ float cosNO = fabsf(Ng.dot(omega_out));
+ float res = cosNO > 0 ? 1.0f / float(M_PI) : 0.0f;
+ return Color3(res, res, res);
+ }
+
+ void sample (const Vec3 &Ng, float randu, float randv,
+ Vec3 &omega_out, float &pdf) const
+ {
+ // We don't do anything sophisticated here for the step
+ // We just sample the whole cone uniformly to the cosine
+ Vec3 T, B;
+ make_orthonormals(Ng, T, B);
+ float phi = 2 * (float) M_PI * randu;
+ float cosTheta = sqrtf(1.0f - 1.0f * randv);
+ float sinTheta = sqrtf(1.0f - cosTheta * cosTheta);
+ omega_out = (cosf(phi) * sinTheta) * T +
+ (sinf(phi) * sinTheta) * B +
+ cosTheta * Ng;
+ pdf = 1.0f / float(M_PI);
+ }
+
+ /// Return the probability distribution function in the direction omega_out,
+ /// given the parameters and the light's surface normal. This MUST match
+ /// the PDF computed by sample().
+ float pdf (const Vec3 &Ng,
+ const Vec3 &omega_out) const
+ {
+ float cosNO = Ng.dot(omega_out);
+ return cosNO > 0 ? 1.0f / float(M_PI) : 0.0f;
+ }
+};
+
+
+
+ClosureParam closure_emission_params[] = {
+ CLOSURE_STRING_KEYPARAM("label"),
+ CLOSURE_FINISH_PARAM(GenericEmissiveClosure) };
+
+CLOSURE_PREPARE(closure_emission_prepare, GenericEmissiveClosure)
+
+CCL_NAMESPACE_END
+
diff --git a/intern/cycles/kernel/osl/nodes/CMakeLists.txt b/intern/cycles/kernel/osl/nodes/CMakeLists.txt
new file mode 100644
index 00000000000..435acc5f680
--- /dev/null
+++ b/intern/cycles/kernel/osl/nodes/CMakeLists.txt
@@ -0,0 +1,69 @@
+
+# OSL node shaders
+
+SET(osl_sources
+ node_add_closure.osl
+ node_attribute.osl
+ node_background.osl
+ node_blend_texture.osl
+ node_bump.osl
+ node_clouds_texture.osl
+ node_convert_from_color.osl
+ node_convert_from_float.osl
+ node_convert_from_normal.osl
+ node_convert_from_point.osl
+ node_convert_from_vector.osl
+ node_diffuse_bsdf.osl
+ node_distorted_noise_texture.osl
+ node_emission.osl
+ node_environment_texture.osl
+ node_fresnel.osl
+ node_geometry.osl
+ node_glass_bsdf.osl
+ node_glossy_bsdf.osl
+ node_image_texture.osl
+ node_light_path.osl
+ node_magic_texture.osl
+ node_mapping.osl
+ node_marble_texture.osl
+ node_math.osl
+ node_mix.osl
+ node_mix_closure.osl
+ node_musgrave_texture.osl
+ node_noise_texture.osl
+ node_output_displacement.osl
+ node_output_surface.osl
+ node_output_volume.osl
+ node_sky_texture.osl
+ node_stucci_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_wood_texture.osl)
+
+SET(osl_headers
+ node_texture.h
+ stdosl.h)
+
+SET(oso_sources)
+
+FOREACH(_file ${osl_sources})
+ SET(osl_file ${CMAKE_CURRENT_SOURCE_DIR}/${_file})
+ STRING(REPLACE ".osl" ".oso" oso_file ${osl_file})
+ 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} ${osl_headers})
+ LIST(APPEND oso_sources ${oso_file})
+ENDFOREACH()
+
+ADD_CUSTOM_TARGET(shader ALL DEPENDS ${oso_sources} ${osl_headers})
+
+INSTALL(FILES ${oso_sources} DESTINATION ${INSTALL_PATH}/cycles/shader)
+
diff --git a/intern/cycles/kernel/osl/nodes/node_add_closure.osl b/intern/cycles/kernel/osl/nodes/node_add_closure.osl
new file mode 100644
index 00000000000..ecf6bf5912e
--- /dev/null
+++ b/intern/cycles/kernel/osl/nodes/node_add_closure.osl
@@ -0,0 +1,28 @@
+/*
+ * 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;
+}
+
diff --git a/intern/cycles/kernel/osl/nodes/node_attribute.osl b/intern/cycles/kernel/osl/nodes/node_attribute.osl
new file mode 100644
index 00000000000..d273d0c68d7
--- /dev/null
+++ b/intern/cycles/kernel/osl/nodes/node_attribute.osl
@@ -0,0 +1,43 @@
+/*
+ * 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);
+ }
+}
+
diff --git a/intern/cycles/kernel/osl/nodes/node_background.osl b/intern/cycles/kernel/osl/nodes/node_background.osl
new file mode 100644
index 00000000000..69f8d85a82e
--- /dev/null
+++ b/intern/cycles/kernel/osl/nodes/node_background.osl
@@ -0,0 +1,28 @@
+/*
+ * 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();
+}
+
diff --git a/intern/cycles/kernel/osl/nodes/node_blend_texture.osl b/intern/cycles/kernel/osl/nodes/node_blend_texture.osl
new file mode 100644
index 00000000000..de1bdaca90b
--- /dev/null
+++ b/intern/cycles/kernel/osl/nodes/node_blend_texture.osl
@@ -0,0 +1,78 @@
+/*
+ * 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"
+
+/* Blend */
+
+float blend(point p, string progression, string axis)
+{
+ float x, y;
+
+ if(axis == "Vertical") {
+ x= p[1];
+ y= p[0];
+ }
+ else {
+ x= p[0];
+ y= p[1];
+ }
+
+ float result = 0.0;
+
+ if(progression == "Linear") {
+ result = (1.0 + x)/2.0;
+ }
+ else if(progression == "Quadratic") {
+ float r = max((1.0 + x)/2.0, 0.0);
+ result = r*r;
+ }
+ else if(progression == "Easing") {
+ float r = min(max((1.0 + x)/2.0, 0.0), 1.0);
+ float t = r*r;
+
+ result = (3.0*t - 2.0*t*r);
+ }
+ else if(progression == "Diagonal") {
+ result = (2.0 + x + y)/4.0;
+ }
+ else if(progression == "Radial") {
+ result = atan2(y, x)/(2*M_PI) + 0.5;
+ }
+ else {
+ float r = max(1.0 - sqrt(x*x + y*y + p[2]*p[2]), 0.0);
+
+ if(progression == "Quadratic Sphere")
+ result = r*r;
+ else if(progression == "Spherical")
+ result = r;
+ }
+
+ return result;
+}
+
+shader node_blend_texture(
+ string Progression = "Linear",
+ string Axis = "Horizontal",
+ point Vector = P,
+ output float Fac = 0.0)
+{
+ Fac = blend(Vector, Progression, Axis);
+}
+
diff --git a/intern/cycles/kernel/osl/nodes/node_bump.osl b/intern/cycles/kernel/osl/nodes/node_bump.osl
new file mode 100644
index 00000000000..a3849e70f98
--- /dev/null
+++ b/intern/cycles/kernel/osl/nodes/node_bump.osl
@@ -0,0 +1,46 @@
+/*
+ * 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 Unparametrized Surfaces on the GPU"
+ * Morten S. Mikkelsen, 2010 */
+
+surface node_bump(
+ float SampleCenter = 0.0,
+ float SampleX = 0.0,
+ float SampleY = 0.0,
+ output normal Normal = N)
+{
+ float dx = SampleX - SampleCenter;
+ float dy = SampleY - SampleCenter;
+
+ vector dPdx = Dx(P);
+ vector dPdy = Dy(P);
+
+ vector Rx = cross(dPdy, N);
+ vector Ry = cross(N, dPdx);
+
+ float det = dot(dPdx, Rx);
+ vector surfgrad = dx*Rx + dy*Ry;
+
+ surfgrad *= 0.1; /* todo: remove this factor */
+
+ Normal = normalize(abs(det)*N - sign(det)*surfgrad);
+}
+
diff --git a/intern/cycles/kernel/osl/nodes/node_clouds_texture.osl b/intern/cycles/kernel/osl/nodes/node_clouds_texture.osl
new file mode 100644
index 00000000000..6d244d81e27
--- /dev/null
+++ b/intern/cycles/kernel/osl/nodes/node_clouds_texture.osl
@@ -0,0 +1,42 @@
+/*
+ * 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"
+
+/* Turbulence */
+
+shader node_clouds_texture(
+ string Basis = "Perlin",
+ int Hard = 0,
+ int Depth = 2,
+ float Size = 0.25,
+ point Vector = P,
+ output float Fac = 0.0,
+ output color Color = color(0.0, 0.0, 0.0))
+{
+ float size = nonzero(Size, 1e-5);
+ point p = Vector/size;
+
+ Fac = noise_turbulence(p, Basis, Depth, Hard);
+
+ Color[0] = Fac;
+ Color[1] = noise_turbulence(point(p[1], p[0], p[2]), Basis, Depth, Hard);
+ Color[2] = noise_turbulence(point(p[1], p[2], p[0]), Basis, Depth, Hard);
+}
+
diff --git a/intern/cycles/kernel/osl/nodes/node_convert_from_color.osl b/intern/cycles/kernel/osl/nodes/node_convert_from_color.osl
new file mode 100644
index 00000000000..97356139c48
--- /dev/null
+++ b/intern/cycles/kernel/osl/nodes/node_convert_from_color.osl
@@ -0,0 +1,33 @@
+/*
+ * 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 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;
+ Vector = vector(Color[0], Color[1], Color[2]);
+ Point = point(Color[0], Color[1], Color[2]);
+ Normal = normal(Color[0], Color[1], Color[2]);
+}
+
diff --git a/intern/cycles/kernel/osl/nodes/node_convert_from_float.osl b/intern/cycles/kernel/osl/nodes/node_convert_from_float.osl
new file mode 100644
index 00000000000..00e78f3bab4
--- /dev/null
+++ b/intern/cycles/kernel/osl/nodes/node_convert_from_float.osl
@@ -0,0 +1,33 @@
+/*
+ * 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 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))
+{
+ Color = color(Val, Val, Val);
+ Vector = vector(Val, Val, Val);
+ Point = point(Val, Val, Val);
+ Normal = normal(Val, Val, Val);
+}
+
diff --git a/intern/cycles/kernel/osl/nodes/node_convert_from_normal.osl b/intern/cycles/kernel/osl/nodes/node_convert_from_normal.osl
new file mode 100644
index 00000000000..0bb9092591d
--- /dev/null
+++ b/intern/cycles/kernel/osl/nodes/node_convert_from_normal.osl
@@ -0,0 +1,33 @@
+/*
+ * 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 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);
+ Vector = vector(Normal[0], Normal[1], Normal[2]);
+ Color = color(Normal[0], Normal[1], Normal[2]);
+ Point = point(Normal[0], Normal[1], Normal[2]);
+}
+
diff --git a/intern/cycles/kernel/osl/nodes/node_convert_from_point.osl b/intern/cycles/kernel/osl/nodes/node_convert_from_point.osl
new file mode 100644
index 00000000000..e66d6a864d6
--- /dev/null
+++ b/intern/cycles/kernel/osl/nodes/node_convert_from_point.osl
@@ -0,0 +1,33 @@
+/*
+ * 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 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);
+ Vector = vector(Point[0], Point[1], Point[2]);
+ Color = color(Point[0], Point[1], Point[2]);
+ Normal = normal(Point[0], Point[1], Point[2]);
+}
+
diff --git a/intern/cycles/kernel/osl/nodes/node_convert_from_vector.osl b/intern/cycles/kernel/osl/nodes/node_convert_from_vector.osl
new file mode 100644
index 00000000000..37ba9582cad
--- /dev/null
+++ b/intern/cycles/kernel/osl/nodes/node_convert_from_vector.osl
@@ -0,0 +1,33 @@
+/*
+ * 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 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);
+ Color = color(Vector[0], Vector[1], Vector[2]);
+ Point = point(Vector[0], Vector[1], Vector[2]);
+ Normal = normal(Vector[0], Vector[1], Vector[2]);
+}
+
diff --git a/intern/cycles/kernel/osl/nodes/node_diffuse_bsdf.osl b/intern/cycles/kernel/osl/nodes/node_diffuse_bsdf.osl
new file mode 100644
index 00000000000..8cf161c17cc
--- /dev/null
+++ b/intern/cycles/kernel/osl/nodes/node_diffuse_bsdf.osl
@@ -0,0 +1,28 @@
+/*
+ * 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),
+ normal Normal = N,
+ output closure color BSDF = diffuse(Normal))
+{
+ BSDF = Color*diffuse(Normal);
+}
+
diff --git a/intern/cycles/kernel/osl/nodes/node_distorted_noise_texture.osl b/intern/cycles/kernel/osl/nodes/node_distorted_noise_texture.osl
new file mode 100644
index 00000000000..bb338c4ef0f
--- /dev/null
+++ b/intern/cycles/kernel/osl/nodes/node_distorted_noise_texture.osl
@@ -0,0 +1,46 @@
+/*
+ * 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"
+
+/* Distorted Noise (variable lacunarity noise) */
+
+float noise_distorted(point p, string basis, string distortion_basis, float distortion)
+{
+ point r;
+
+ 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;
+
+ return noise_basis(p + r, distortion_basis); /* distorted-domain noise */
+}
+
+shader node_distorted_noise_texture(
+ string Basis = "Perlin",
+ string DistortionBasis = "Perlin",
+ float Distortion = 1.0,
+ float Size = 0.25,
+ point Vector = P,
+ output float Fac = 0.0)
+{
+ float size = nonzero(Size, 1e-5);
+ Fac = noise_distorted(Vector/size, Basis, DistortionBasis, Distortion);
+}
+
diff --git a/intern/cycles/kernel/osl/nodes/node_emission.osl b/intern/cycles/kernel/osl/nodes/node_emission.osl
new file mode 100644
index 00000000000..8bfd1af173a
--- /dev/null
+++ b/intern/cycles/kernel/osl/nodes/node_emission.osl
@@ -0,0 +1,32 @@
+/*
+ * 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();
+}
+
diff --git a/intern/cycles/kernel/osl/nodes/node_environment_texture.osl b/intern/cycles/kernel/osl/nodes/node_environment_texture.osl
new file mode 100644
index 00000000000..569b22d53ec
--- /dev/null
+++ b/intern/cycles/kernel/osl/nodes/node_environment_texture.osl
@@ -0,0 +1,28 @@
+/*
+ * 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_environment_texture(
+ vector Vector = P,
+ string filename = "",
+ output color Color = color(0.0, 0.0, 0.0))
+{
+ Color = (color)environment(filename, Vector);
+}
+
diff --git a/intern/cycles/kernel/osl/nodes/node_fresnel.h b/intern/cycles/kernel/osl/nodes/node_fresnel.h
new file mode 100644
index 00000000000..0c8a5276ede
--- /dev/null
+++ b/intern/cycles/kernel/osl/nodes/node_fresnel.h
@@ -0,0 +1,21 @@
+
+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;
+}
+
diff --git a/intern/cycles/kernel/osl/nodes/node_fresnel.osl b/intern/cycles/kernel/osl/nodes/node_fresnel.osl
new file mode 100644
index 00000000000..ddc86db130f
--- /dev/null
+++ b/intern/cycles/kernel/osl/nodes/node_fresnel.osl
@@ -0,0 +1,30 @@
+/*
+ * 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 Fresnel = 0.3,
+ normal Normal = N,
+ output float Fac = 0.0)
+{
+ float f = max(1.0 - Fresnel, 0.00001);
+ Fac = fresnel_dielectric(I, Normal, backfacing()? f: 1.0/f);
+}
+
diff --git a/intern/cycles/kernel/osl/nodes/node_geometry.osl b/intern/cycles/kernel/osl/nodes/node_geometry.osl
new file mode 100644
index 00000000000..bf76e2e597a
--- /dev/null
+++ b/intern/cycles/kernel/osl/nodes/node_geometry.osl
@@ -0,0 +1,50 @@
+/*
+ * 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 UV = point(0.0, 0.0, 0.0),
+ output float Backfacing = 0.0)
+{
+ Position = P;
+ Normal = NormalIn;
+ Tangent = normalize(dPdu);
+ TrueNormal = Ng;
+ Incoming = I;
+ UV = point(u, v, 0.0);
+ Backfacing = backfacing();
+
+ if(bump_offset == "dx") {
+ Position += Dx(Position);
+ UV += Dx(UV);
+ }
+ else if(bump_offset == "dy") {
+ Position += Dy(Position);
+ UV += Dy(UV);
+ }
+}
+
diff --git a/intern/cycles/kernel/osl/nodes/node_glass_bsdf.osl b/intern/cycles/kernel/osl/nodes/node_glass_bsdf.osl
new file mode 100644
index 00000000000..af946048011
--- /dev/null
+++ b/intern/cycles/kernel/osl/nodes/node_glass_bsdf.osl
@@ -0,0 +1,41 @@
+/*
+ * 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 Fresnel = 0.3,
+ normal Normal = N,
+ output closure color BSDF = diffuse(Normal))
+{
+ float f = clamp(1.0 - Fresnel, 1e-5, 1.0 - 1e-5);
+ float eta = backfacing()? f: 1.0/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) + (1.0-Fr)*microfacet_beckmann_refraction(Normal, Roughness, eta));
+ else if(distribution == "GGX")
+ BSDF = Color*(Fr*microfacet_ggx(Normal, Roughness) + (1.0-Fr)*microfacet_ggx_refraction(Normal, Roughness, eta));
+}
+
diff --git a/intern/cycles/kernel/osl/nodes/node_glossy_bsdf.osl b/intern/cycles/kernel/osl/nodes/node_glossy_bsdf.osl
new file mode 100644
index 00000000000..ca6bee74b38
--- /dev/null
+++ b/intern/cycles/kernel/osl/nodes/node_glossy_bsdf.osl
@@ -0,0 +1,45 @@
+/*
+ * 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,
+ float Fresnel = 1.0,
+ normal Normal = N,
+ output closure color BSDF = diffuse(Normal))
+{
+ float Fr = 1.0;
+
+ if(Fresnel < 1.0) {
+ float eta = 1.0/clamp(1.0 - Fresnel, 1e-5, 1.0 - 1e-5);
+ Fr = fresnel_dielectric(I, Normal, eta);
+ }
+
+ if(distribution == "Sharp")
+ BSDF = (Fr*Color)*reflection(Normal);
+ else if(distribution == "Beckmann")
+ BSDF = (Fr*Color)*microfacet_beckmann(Normal, Roughness);
+ else if(distribution == "GGX")
+ BSDF = (Fr*Color)*microfacet_ggx(Normal, Roughness);
+
+}
+
diff --git a/intern/cycles/kernel/osl/nodes/node_image_texture.osl b/intern/cycles/kernel/osl/nodes/node_image_texture.osl
new file mode 100644
index 00000000000..0dbcc122deb
--- /dev/null
+++ b/intern/cycles/kernel/osl/nodes/node_image_texture.osl
@@ -0,0 +1,28 @@
+/*
+ * 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_image_texture(
+ point Vector = P,
+ string filename = "",
+ output color Color = color(0.0, 0.0, 0.0))
+{
+ Color = (color)texture(filename, Vector[0], 1.0-Vector[1], "wrap", "periodic");
+}
+
diff --git a/intern/cycles/kernel/osl/nodes/node_light_path.osl b/intern/cycles/kernel/osl/nodes/node_light_path.osl
new file mode 100644
index 00000000000..081640428ab
--- /dev/null
+++ b/intern/cycles/kernel/osl/nodes/node_light_path.osl
@@ -0,0 +1,36 @@
+/*
+ * 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 IsReflectionRay = 0.0,
+ output float IsTransmissionRay = 0.0)
+{
+ IsCameraRay = raytype("camera");
+ IsShadowRay = raytype("shadow");
+ IsDiffuseRay = raytype("diffuse");
+ IsGlossyRay = raytype("glossy");
+ IsReflectionRay = raytype("reflection");
+ IsTransmissionRay = raytype("refraction");
+}
+
diff --git a/intern/cycles/kernel/osl/nodes/node_magic_texture.osl b/intern/cycles/kernel/osl/nodes/node_magic_texture.osl
new file mode 100644
index 00000000000..0b6e980debc
--- /dev/null
+++ b/intern/cycles/kernel/osl/nodes/node_magic_texture.osl
@@ -0,0 +1,103 @@
+/*
+ * 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 turbulence)
+{
+ float turb = turbulence/5.0;
+
+ 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 *= turb;
+ y *= turb;
+ z *= turb;
+ y = -cos(x-y+z);
+ y *= turb;
+
+ if(n > 1) {
+ x= cos(x-y-z);
+ x *= turb;
+
+ if(n > 2) {
+ z= sin(-x-y-z);
+ z *= turb;
+
+ if(n > 3) {
+ x= -cos(-x+y-z);
+ x *= turb;
+
+ if(n > 4) {
+ y= -sin(-x+y+z);
+ y *= turb;
+
+ if(n > 5) {
+ y= -cos(-x+y+z);
+ y *= turb;
+
+ if(n > 6) {
+ x= cos(x+y+z);
+ x *= turb;
+
+ if(n > 7) {
+ z= sin(x+y-z);
+ z *= turb;
+
+ if(n > 8) {
+ x= -cos(-x-y+z);
+ x *= turb;
+
+ if(n > 9) {
+ y= -sin(x-y+z);
+ y *= turb;
+ }
+ }
+ }
+ }
+ }
+ }
+ }
+ }
+ }
+ }
+
+ if(turb != 0.0) {
+ turb *= 2.0;
+ x /= turb;
+ y /= turb;
+ z /= turb;
+ }
+
+ return color(0.5 - x, 0.5 - y, 0.5 - z);
+}
+
+shader node_magic_texture(
+ int Depth = 2,
+ float Turbulence = 5.0,
+ point Vector = P,
+ output color Color = color(0.0, 0.0, 0.0))
+{
+ Color = magic(Vector, Depth, Turbulence);
+}
+
diff --git a/intern/cycles/kernel/osl/nodes/node_mapping.osl b/intern/cycles/kernel/osl/nodes/node_mapping.osl
new file mode 100644
index 00000000000..f342837d3c9
--- /dev/null
+++ b/intern/cycles/kernel/osl/nodes/node_mapping.osl
@@ -0,0 +1,28 @@
+/*
+ * 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 Vector = point(0.0, 0.0, 0.0),
+ output point Vector_ = point(0.0, 0.0, 0.0))
+{
+ Vector_ = transform(Matrix, Vector);
+}
+
diff --git a/intern/cycles/kernel/osl/nodes/node_marble_texture.osl b/intern/cycles/kernel/osl/nodes/node_marble_texture.osl
new file mode 100644
index 00000000000..9e18dee3235
--- /dev/null
+++ b/intern/cycles/kernel/osl/nodes/node_marble_texture.osl
@@ -0,0 +1,58 @@
+/*
+ * 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"
+
+/* Marble */
+
+float marble(point p, float size, string type, string wave, string basis, int hard, float turb, int depth)
+{
+ float x = p[0];
+ float y = p[1];
+ float z = p[2];
+
+ float n = 5.0 * (x + y + z);
+
+ float mi = n + turb * noise_turbulence(p/size, basis, depth, hard);
+
+ mi = noise_wave(wave, mi);
+
+ if(type == "Sharp")
+ mi = sqrt(mi);
+ else if(type == "Sharper")
+ mi = sqrt(sqrt(mi));
+
+ return mi;
+}
+
+shader node_marble_texture(
+ string Type = "Soft",
+ string Wave = "Sine",
+ string Basis = "Perlin",
+ int Hard = 0,
+ float Size = 0.25,
+ float Turbulence = 5.0,
+ int Depth = 2,
+ point Vector = P,
+ output float Fac = 0.0)
+{
+ float size = nonzero(Size, 1e-5);
+ Fac = marble(Vector, size, Type, Wave, Basis, Hard, Turbulence, Depth);
+}
+
diff --git a/intern/cycles/kernel/osl/nodes/node_math.osl b/intern/cycles/kernel/osl/nodes/node_math.osl
new file mode 100644
index 00000000000..be9bb71d511
--- /dev/null
+++ b/intern/cycles/kernel/osl/nodes/node_math.osl
@@ -0,0 +1,84 @@
+/*
+ * 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",
+ 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;
+}
+
diff --git a/intern/cycles/kernel/osl/nodes/node_mix.osl b/intern/cycles/kernel/osl/nodes/node_mix.osl
new file mode 100644
index 00000000000..582aa7b3c60
--- /dev/null
+++ b/intern/cycles/kernel/osl/nodes/node_mix.osl
@@ -0,0 +1,388 @@
+/*
+ * 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"
+
+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;
+}
+
+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;
+}
+
+shader node_mix(
+ string type = "Mix",
+ 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);
+}
+
diff --git a/intern/cycles/kernel/osl/nodes/node_mix_closure.osl b/intern/cycles/kernel/osl/nodes/node_mix_closure.osl
new file mode 100644
index 00000000000..1a377abd381
--- /dev/null
+++ b/intern/cycles/kernel/osl/nodes/node_mix_closure.osl
@@ -0,0 +1,30 @@
+/*
+ * 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;
+}
+
diff --git a/intern/cycles/kernel/osl/nodes/node_musgrave_texture.osl b/intern/cycles/kernel/osl/nodes/node_musgrave_texture.osl
new file mode 100644
index 00000000000..fbd0ce5c3bd
--- /dev/null
+++ b/intern/cycles/kernel/osl/nodes/node_musgrave_texture.osl
@@ -0,0 +1,218 @@
+/*
+ * 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_basis(p, basis) * pwr;
+ pwr *= pwHL;
+ p *= lacunarity;
+ }
+
+ rmd = octaves - floor(octaves);
+ if(rmd != 0.0)
+ value += rmd * noise_basis(p, basis) * 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_basis(p, basis) + 1.0);
+ pwr *= pwHL;
+ p *= lacunarity;
+ }
+
+ rmd = octaves - floor(octaves);
+ if(rmd != 0.0)
+ value *= (rmd * pwr * noise_basis(p, basis) + 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_basis(p, basis);
+ p *= lacunarity;
+
+ for(i = 1; i < (int)octaves; i++) {
+ increment = (noise_basis(p, basis) + offset) * pwr * value;
+ value += increment;
+ pwr *= pwHL;
+ p *= lacunarity;
+ }
+
+ rmd = octaves - floor(octaves);
+ if(rmd != 0.0) {
+ increment = (noise_basis(p, basis) + 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_basis(p, basis) + 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_basis(p, basis) + offset) * pwr;
+ pwr *= pwHL;
+ result += weight * signal;
+ weight *= gain * signal;
+ p *= lacunarity;
+ }
+
+ rmd = octaves - floor(octaves);
+ if(rmd != 0.0)
+ result += rmd * ((noise_basis(p, basis) + 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_basis(p, basis));
+ 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_basis(p, basis));
+ signal *= signal;
+ signal *= weight;
+ result += signal * pwr;
+ pwr *= pwHL;
+ }
+
+ return result;
+}
+
+/* Shader */
+
+shader node_musgrave_texture(
+ string Type = "fBM",
+ string Basis = "Perlin",
+ float Dimension = 2.0,
+ float Lacunarity = 1.0,
+ float Octaves = 2.0,
+ float Offset = 0.0,
+ float Intensity = 1.0,
+ float Gain = 1.0,
+ float Size = 0.25,
+ point Vector = P,
+ output float Fac = 0.0)
+{
+ float dimension = max(Dimension, 0.0);
+ float octaves = max(Octaves, 0.0);
+ float lacunarity = max(Lacunarity, 1e-5);
+ float size = nonzero(Size, 1e-5);
+
+ point p = Vector/size;
+
+ 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);
+}
+
diff --git a/intern/cycles/kernel/osl/nodes/node_noise_texture.osl b/intern/cycles/kernel/osl/nodes/node_noise_texture.osl
new file mode 100644
index 00000000000..193ed67d16e
--- /dev/null
+++ b/intern/cycles/kernel/osl/nodes/node_noise_texture.osl
@@ -0,0 +1,36 @@
+/*
+ * 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"
+
+shader node_noise_texture(
+ point Vector = P,
+ output color Color = color(0.0, 0.0, 0.0),
+ output float Fac = 0.0)
+{
+ point p = Vector*1e8;
+
+ float r = cellnoise(p);
+ float g = cellnoise(point(p[1], p[0], p[2]));
+ float b = cellnoise(point(p[1], p[2], p[0]));
+
+ Fac = r;
+ Color = color(r, g, b);
+}
+
diff --git a/intern/cycles/kernel/osl/nodes/node_output_displacement.osl b/intern/cycles/kernel/osl/nodes/node_output_displacement.osl
new file mode 100644
index 00000000000..a6b452c532a
--- /dev/null
+++ b/intern/cycles/kernel/osl/nodes/node_output_displacement.osl
@@ -0,0 +1,25 @@
+/*
+ * 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 */
+}
+
diff --git a/intern/cycles/kernel/osl/nodes/node_output_surface.osl b/intern/cycles/kernel/osl/nodes/node_output_surface.osl
new file mode 100644
index 00000000000..6efaf91121b
--- /dev/null
+++ b/intern/cycles/kernel/osl/nodes/node_output_surface.osl
@@ -0,0 +1,25 @@
+/*
+ * 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;
+}
+
diff --git a/intern/cycles/kernel/osl/nodes/node_output_volume.osl b/intern/cycles/kernel/osl/nodes/node_output_volume.osl
new file mode 100644
index 00000000000..18094242dc7
--- /dev/null
+++ b/intern/cycles/kernel/osl/nodes/node_output_volume.osl
@@ -0,0 +1,25 @@
+/*
+ * 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;
+}
+
diff --git a/intern/cycles/kernel/osl/nodes/node_sky_texture.osl b/intern/cycles/kernel/osl/nodes/node_sky_texture.osl
new file mode 100644
index 00000000000..fdb9b1d9708
--- /dev/null
+++ b/intern/cycles/kernel/osl/nodes/node_sky_texture.osl
@@ -0,0 +1,162 @@
+/*
+ * 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);
+}
+
diff --git a/intern/cycles/kernel/osl/nodes/node_stucci_texture.osl b/intern/cycles/kernel/osl/nodes/node_stucci_texture.osl
new file mode 100644
index 00000000000..f03e03d9a98
--- /dev/null
+++ b/intern/cycles/kernel/osl/nodes/node_stucci_texture.osl
@@ -0,0 +1,49 @@
+/*
+ * 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"
+
+/* Stucci */
+
+shader node_stucci_texture(
+ string Type = "Plastic",
+ string Basis = "Perlin",
+ int Hard = 0,
+ float Turbulence = 1.0,
+ float Size = 0.25,
+ point Vector = P,
+ output float Fac = 0.0)
+{
+ float size = nonzero(Size, 1e-5);
+ point p = Vector/size;
+
+ float b2 = noise_basis_hard(p, Basis, Hard);
+ float ofs = Turbulence/200.0;
+
+ if(Type != "Plastic")
+ ofs *= b2*b2;
+
+ Fac = noise_basis_hard(point(p[0], p[1], p[2]+ofs), Basis, Hard);
+
+ if(Type == "Wall Out")
+ Fac = 1.0 - Fac;
+
+ Fac = max(Fac, 0.0);
+}
+
diff --git a/intern/cycles/kernel/osl/nodes/node_texture.h b/intern/cycles/kernel/osl/nodes/node_texture.h
new file mode 100644
index 00000000000..8adb0e8aeb5
--- /dev/null
+++ b/intern/cycles/kernel/osl/nodes/node_texture.h
@@ -0,0 +1,251 @@
+/*
+ * 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);
+ 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, int octaves, int hard)
+{
+ float fscale = 1.0;
+ float amp = 1.0;
+ float sum = 0.0;
+ int i;
+
+ for(i = 0; i <= octaves; 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;
+ }
+
+ sum *= ((float)(1 << octaves)/(float)((1 << (octaves+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;
+}
+
diff --git a/intern/cycles/kernel/osl/nodes/node_texture_coordinate.osl b/intern/cycles/kernel/osl/nodes/node_texture_coordinate.osl
new file mode 100644
index 00000000000..2acf72aef54
--- /dev/null
+++ b/intern/cycles/kernel/osl/nodes/node_texture_coordinate.osl
@@ -0,0 +1,66 @@
+/*
+ * 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 Normal = N,
+ int is_background = 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 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);
+ Reflection = I;
+ }
+ else {
+ getattribute("std::generated", Generated);
+ getattribute("std::uv", UV);
+ Object = transform("object", P);
+ Camera = transform("camera", P);
+ Window = transform("NDC", P);
+ Reflection = reflect(I, Normal);
+ }
+
+ if(bump_offset == "dx") {
+ Generated += Dx(Generated);
+ UV += Dx(UV);
+ Object += Dx(Object);
+ Camera += Dx(Camera);
+ Window += Dx(Window);
+ }
+ else if(bump_offset == "dy") {
+ Generated += Dy(Generated);
+ UV += Dy(UV);
+ Object += Dy(Object);
+ Camera += Dy(Camera);
+ Window += Dy(Window);
+ }
+}
+
diff --git a/intern/cycles/kernel/osl/nodes/node_translucent_bsdf.osl b/intern/cycles/kernel/osl/nodes/node_translucent_bsdf.osl
new file mode 100644
index 00000000000..9acd46756d2
--- /dev/null
+++ b/intern/cycles/kernel/osl/nodes/node_translucent_bsdf.osl
@@ -0,0 +1,28 @@
+/*
+ * 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);
+}
+
diff --git a/intern/cycles/kernel/osl/nodes/node_transparent_bsdf.osl b/intern/cycles/kernel/osl/nodes/node_transparent_bsdf.osl
new file mode 100644
index 00000000000..b347bfb116b
--- /dev/null
+++ b/intern/cycles/kernel/osl/nodes/node_transparent_bsdf.osl
@@ -0,0 +1,28 @@
+/*
+ * 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();
+}
+
diff --git a/intern/cycles/kernel/osl/nodes/node_value.osl b/intern/cycles/kernel/osl/nodes/node_value.osl
new file mode 100644
index 00000000000..bee6f39f2bc
--- /dev/null
+++ b/intern/cycles/kernel/osl/nodes/node_value.osl
@@ -0,0 +1,33 @@
+/*
+ * 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;
+}
+
diff --git a/intern/cycles/kernel/osl/nodes/node_vector_math.osl b/intern/cycles/kernel/osl/nodes/node_vector_math.osl
new file mode 100644
index 00000000000..c6231d4350d
--- /dev/null
+++ b/intern/cycles/kernel/osl/nodes/node_vector_math.osl
@@ -0,0 +1,53 @@
+/*
+ * 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 Fac = 0.0,
+ output vector Vector = vector(0.0, 0.0, 0.0))
+{
+ if(type == "Add") {
+ Vector = Vector1 + Vector2;
+ Fac = (abs(Vector[0]) + abs(Vector[1]) + abs(Vector[2]))/3.0;
+ }
+ if(type == "Subtract") {
+ Vector = Vector1 + Vector2;
+ Fac = (abs(Vector[0]) + abs(Vector[1]) + abs(Vector[2]))/3.0;
+ }
+ if(type == "Average") {
+ Fac = length(Vector1 + Vector2);
+ Vector = normalize(Vector1 + Vector2);
+ }
+ if(type == "Dot Product") {
+ Fac = dot(Vector1, Vector2);
+ }
+ if(type == "Cross Product") {
+ vector c = cross(Vector1, Vector2);
+ Fac = length(c);
+ Vector = normalize(c);
+ }
+ if(type == "Normalize") {
+ Fac = length(Vector1);
+ Vector = normalize(Vector1);
+ }
+}
+
diff --git a/intern/cycles/kernel/osl/nodes/node_velvet_bsdf.osl b/intern/cycles/kernel/osl/nodes/node_velvet_bsdf.osl
new file mode 100644
index 00000000000..2b6219f6325
--- /dev/null
+++ b/intern/cycles/kernel/osl/nodes/node_velvet_bsdf.osl
@@ -0,0 +1,40 @@
+/*
+ * 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,
+ float Fresnel = 0.3,
+ normal Normal = N,
+ output closure color BSDF = diffuse(Normal))
+{
+ float Fr = 1.0;
+
+ if(Fresnel < 1.0) {
+ float eta = 1.0/clamp(1.0 - Fresnel, 1e-5, 1.0 - 1e-5);
+ Fr = fresnel_dielectric(I, Normal, eta);
+ }
+
+ float sigma = clamp(Sigma, 0.0, 1.0);
+
+ BSDF = (Fr*Color)*ashikhmin_velvet(Normal, sigma);
+}
+
diff --git a/intern/cycles/kernel/osl/nodes/node_voronoi_texture.osl b/intern/cycles/kernel/osl/nodes/node_voronoi_texture.osl
new file mode 100644
index 00000000000..140ba6a6ba1
--- /dev/null
+++ b/intern/cycles/kernel/osl/nodes/node_voronoi_texture.osl
@@ -0,0 +1,82 @@
+/*
+ * 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 DistanceMetric = "Actual Distance",
+ string Coloring = "Intensity",
+ float Weight1 = 1.0,
+ float Weight2 = 0.0,
+ float Weight3 = 0.0,
+ float Weight4 = 0.0,
+ float Exponent = 2.5,
+ float Intensity = 1.0,
+ float Size = 0.25,
+ point Vector = P,
+ output float Fac = 0.0,
+ output color Color = color(0.0, 0.0, 0.0))
+{
+ float exponent = max(Exponent, 1e-5);
+ float size = nonzero(Size, 1e-5);
+
+ float aw1 = fabs(Weight1);
+ float aw2 = fabs(Weight2);
+ float aw3 = fabs(Weight3);
+ float aw4 = fabs(Weight4);
+ float sc = (aw1 + aw2 + aw3 + aw4);
+
+ if(sc != 0.0)
+ sc = Intensity/sc;
+
+ /* compute distance and point coordinate of 4 nearest neighbours */
+ float da[4];
+ point pa[4];
+
+ voronoi(Vector/size, DistanceMetric, exponent, da, pa);
+
+ /* Scalar output */
+ Fac = sc * fabs(Weight1*da[0] + Weight2*da[1] + Weight3*da[2] + Weight4*da[3]);
+
+ /* Colored output */
+ if(Coloring == "Intensity") {
+ Color = color(Fac, Fac, Fac);
+ }
+ else {
+ Color = aw1*cellnoise_color(pa[0]);
+ Color += aw2*cellnoise_color(pa[1]);
+ Color += aw3*cellnoise_color(pa[2]);
+ Color += aw4*cellnoise_color(pa[3]);
+
+ if(Coloring != "Position") {
+ float t1 = min((da[1] - da[0])*10.0, 1.0);
+
+ if(Coloring == "Position, Outline, and Intensity")
+ Color *= t1*Fac;
+ else if(Coloring == "Position and Outline")
+ Color *= t1*sc;
+ }
+ else {
+ Color *= sc;
+ }
+ }
+}
+
diff --git a/intern/cycles/kernel/osl/nodes/node_ward_bsdf.osl b/intern/cycles/kernel/osl/nodes/node_ward_bsdf.osl
new file mode 100644
index 00000000000..68db07109ed
--- /dev/null
+++ b/intern/cycles/kernel/osl/nodes/node_ward_bsdf.osl
@@ -0,0 +1,30 @@
+/*
+ * 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);
+}
+
diff --git a/intern/cycles/kernel/osl/nodes/node_wood_texture.osl b/intern/cycles/kernel/osl/nodes/node_wood_texture.osl
new file mode 100644
index 00000000000..f1d2e278597
--- /dev/null
+++ b/intern/cycles/kernel/osl/nodes/node_wood_texture.osl
@@ -0,0 +1,63 @@
+/*
+ * 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"
+
+/* Wood */
+
+float wood(point p, float size, string type, string wave, string basis, int hard, float turb)
+{
+ float x = p[0];
+ float y = p[1];
+ float z = p[2];
+
+ float result = 0.0;
+
+ if(type == "Bands") {
+ result = noise_wave(wave, (x + y + z)*10.0);
+ }
+ else if(type == "Rings") {
+ result = noise_wave(wave, sqrt(x*x + y*y + z*z)*20.0);
+ }
+ else if (type == "Band Noise") {
+ float wi = turb*noise_basis_hard(p/size, basis, hard);
+ result = noise_wave(wave, (x + y + z)*10.0 + wi);
+ }
+ else if (type == "Ring Noise") {
+ float wi = turb*noise_basis_hard(p/size, basis, hard);
+ result = noise_wave(wave, sqrt(x*x + y*y + z*z)*20.0 + wi);
+ }
+
+ return result;
+}
+
+shader node_wood_texture(
+ string Type = "Bands",
+ string Wave = "Sine",
+ string Basis = "Perlin",
+ int Hard = 0,
+ float Size = 0.25,
+ float Turbulence = 5.0,
+ point Vector = P,
+ output float Fac = 0.0)
+{
+ float size = nonzero(Size, 1e-5);
+ Fac = wood(Vector, size, Type, Wave, Basis, Hard, Turbulence);
+}
+
diff --git a/intern/cycles/kernel/osl/nodes/stdosl.h b/intern/cycles/kernel/osl/nodes/stdosl.h
new file mode 100644
index 00000000000..6fe4f52df4a
--- /dev/null
+++ b/intern/cycles/kernel/osl/nodes/stdosl.h
@@ -0,0 +1,471 @@
+/////////////////////////////////////////////////////////////////////////////
+// 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_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)
+PERCOMP2 (mod)
+PERCOMP2F (mod)
+int mod (int x, int y) BUILTIN;
+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 clamp (normal x, normal minval, normal maxval) BUILTIN;
+//vector clamp (vector x, vector minval, vector maxval) BUILTIN;
+//point clamp (point x, point minval, point maxval) BUILTIN;
+//color clamp (color x, color minval, color maxval) BUILTIN;
+//float clamp (float x, float minval, float maxval) BUILTIN;
+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);
+ }
+#undef sqr
+}
+
+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);
+}
+
+point rotate (point q, float angle, point a, point b) BUILTIN;
+
+normal transform (matrix Mto, normal p) BUILTIN;
+vector transform (matrix Mto, vector p) BUILTIN;
+point transform (matrix Mto, point p) BUILTIN;
+
+// Implementation of transform-with-named-space in terms of matrices:
+
+point transform (string tospace, point x)
+{
+ return transform (matrix ("common", tospace), x);
+}
+
+point transform (string fromspace, string tospace, point x)
+{
+ return transform (matrix (fromspace, tospace), x);
+}
+
+
+vector transform (string tospace, vector x)
+{
+ return transform (matrix ("common", tospace), x);
+}
+
+vector transform (string fromspace, string tospace, vector x)
+{
+ return transform (matrix (fromspace, tospace), x);
+}
+
+
+normal transform (string tospace, normal x)
+{
+ return transform (matrix ("common", tospace), x);
+}
+
+normal transform (string fromspace, string tospace, normal x)
+{
+ return transform (matrix (fromspace, tospace), x);
+}
+
+float transformu (string tounits, float x) BUILTIN;
+float transformu (string fromunits, string tounits, float x) BUILTIN;
+
+
+// Color functions
+
+float luminance (color c) {
+ return dot ((vector)c, vector(0.2126, 0.7152, 0.0722));
+}
+
+
+
+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 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) BUILTIN;
+closure color microfacet_ggx_refraction(normal N, float ag, float eta) BUILTIN;
+closure color microfacet_beckmann(normal N, float ab) 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 ashikhmin_velvet(normal N, float sigma) 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, float mfp, float albedo) BUILTIN;
+
+// Renderer state
+int raytype (string typename) BUILTIN;
+
+#undef BUILTIN
+#undef BUILTIN_DERIV
+#undef PERCOMP1
+#undef PERCOMP2
+#undef PERCOMP2F
+
+#endif /* CCL_STDOSL_H */
+
diff --git a/intern/cycles/kernel/osl/osl_closures.cpp b/intern/cycles/kernel/osl/osl_closures.cpp
new file mode 100644
index 00000000000..4c2261942fd
--- /dev/null
+++ b/intern/cycles/kernel/osl/osl_closures.cpp
@@ -0,0 +1,93 @@
+/*
+ * Adapted from Open Shading Language with this license:
+ *
+ * Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., closure_et al.
+ * All Rights Reserved.
+ *
+ * Modifications Copyright 2011, Blender Foundation.
+ *
+ * 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.
+ */
+
+#include <OSL/genclosure.h>
+#include <OSL/oslclosure.h>
+
+#include "osl_closures.h"
+#include "osl_shader.h"
+
+#include "util_debug.h"
+#include "util_param.h"
+
+CCL_NAMESPACE_BEGIN
+
+static void generic_closure_setup(OSL::RendererServices *, int id, void *data)
+{
+ assert(data);
+ OSL::ClosurePrimitive *prim = (OSL::ClosurePrimitive *)data;
+ prim->setup();
+}
+
+static bool generic_closure_mergeable(int id, const void *dataA, const void *dataB)
+{
+ assert(dataA && dataB);
+
+ OSL::ClosurePrimitive *primA = (OSL::ClosurePrimitive *)dataA;
+ OSL::ClosurePrimitive *primB = (OSL::ClosurePrimitive *)dataB;
+ return primA->mergeable(primB);
+}
+
+static void register_closure(OSL::ShadingSystem *ss, const char *name, int id, OSL::ClosureParam *params, OSL::PrepareClosureFunc prepare)
+{
+ int j;
+ for(j = 0; params[j].type != TypeDesc(); ++j) {}
+ int size = params[j].offset;
+
+ ss->register_closure(name, id, params, size, prepare, generic_closure_setup, generic_closure_mergeable);
+}
+
+void OSLShader::register_closures(OSL::ShadingSystem *ss)
+{
+ register_closure(ss, "diffuse", OSL_CLOSURE_BSDF_DIFFUSE_ID, bsdf_diffuse_params, bsdf_diffuse_prepare);
+ register_closure(ss, "translucent", OSL_CLOSURE_BSDF_TRANSLUCENT_ID, bsdf_translucent_params, bsdf_translucent_prepare);
+ register_closure(ss, "reflection", OSL_CLOSURE_BSDF_REFLECTION_ID, bsdf_reflection_params, bsdf_reflection_prepare);
+ register_closure(ss, "refraction", OSL_CLOSURE_BSDF_REFRACTION_ID, bsdf_refraction_params, bsdf_refraction_prepare);
+ register_closure(ss, "transparent", OSL_CLOSURE_BSDF_TRANSPARENT_ID, bsdf_transparent_params, bsdf_transparent_prepare);
+ register_closure(ss, "microfacet_ggx", OSL_CLOSURE_BSDF_MICROFACET_GGX_ID, bsdf_microfacet_ggx_params, bsdf_microfacet_ggx_prepare);
+ register_closure(ss, "microfacet_ggx_refraction", OSL_CLOSURE_BSDF_MICROFACET_GGX_REFRACTION_ID, bsdf_microfacet_ggx_refraction_params, bsdf_microfacet_ggx_refraction_prepare);
+ register_closure(ss, "microfacet_beckmann", OSL_CLOSURE_BSDF_MICROFACET_BECKMANN_ID, bsdf_microfacet_beckmann_params, bsdf_microfacet_beckmann_prepare);
+ register_closure(ss, "microfacet_beckmann_refraction", OSL_CLOSURE_BSDF_MICROFACET_BECKMANN_REFRACTION_ID, bsdf_microfacet_beckmann_refraction_params, bsdf_microfacet_beckmann_refraction_prepare);
+ register_closure(ss, "ward", OSL_CLOSURE_BSDF_WARD_ID, bsdf_ward_params, bsdf_ward_prepare);
+ register_closure(ss, "ashikhmin_velvet", OSL_CLOSURE_BSDF_ASHIKHMIN_VELVET_ID, bsdf_ashikhmin_velvet_params, bsdf_ashikhmin_velvet_prepare);
+ register_closure(ss, "westin_backscatter", OSL_CLOSURE_BSDF_WESTIN_BACKSCATTER_ID, bsdf_westin_backscatter_params, bsdf_westin_backscatter_prepare);
+ register_closure(ss, "westin_sheen", OSL_CLOSURE_BSDF_WESTIN_SHEEN_ID, bsdf_westin_sheen_params, bsdf_westin_sheen_prepare);
+ register_closure(ss, "bssrdf_cubic", OSL_CLOSURE_BSSRDF_CUBIC_ID, closure_bssrdf_cubic_params, closure_bssrdf_cubic_prepare);
+ register_closure(ss, "emission", OSL_CLOSURE_EMISSION_ID, closure_emission_params, closure_emission_prepare);
+ register_closure(ss, "debug", OSL_CLOSURE_DEBUG_ID, closure_debug_params, closure_debug_prepare);
+ register_closure(ss, "background", OSL_CLOSURE_BACKGROUND_ID, closure_background_params, closure_background_prepare);
+ register_closure(ss, "holdout", OSL_CLOSURE_HOLDOUT_ID, closure_holdout_params, closure_holdout_prepare);
+ register_closure(ss, "subsurface", OSL_CLOSURE_SUBSURFACE_ID, closure_subsurface_params, closure_subsurface_prepare);
+}
+
+CCL_NAMESPACE_END
+
diff --git a/intern/cycles/kernel/osl/osl_closures.h b/intern/cycles/kernel/osl/osl_closures.h
new file mode 100644
index 00000000000..20a759586b0
--- /dev/null
+++ b/intern/cycles/kernel/osl/osl_closures.h
@@ -0,0 +1,114 @@
+/*
+ * Adapted from Open Shading Language with this license:
+ *
+ * Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al.
+ * All Rights Reserved.
+ *
+ * Modifications Copyright 2011, Blender Foundation.
+ *
+ * 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 __OSL_CLOSURES_H__
+#define __OSL_CLOSURES_H__
+
+#include <OSL/oslclosure.h>
+#include <OSL/oslexec.h>
+#include <OSL/genclosure.h>
+
+CCL_NAMESPACE_BEGIN
+
+enum {
+ OSL_CLOSURE_BSDF_DIFFUSE_ID,
+ OSL_CLOSURE_BSDF_TRANSLUCENT_ID,
+ OSL_CLOSURE_BSDF_REFLECTION_ID,
+ OSL_CLOSURE_BSDF_REFRACTION_ID,
+ OSL_CLOSURE_BSDF_TRANSPARENT_ID,
+ OSL_CLOSURE_BSDF_MICROFACET_GGX_ID,
+ OSL_CLOSURE_BSDF_MICROFACET_GGX_REFRACTION_ID,
+ OSL_CLOSURE_BSDF_MICROFACET_BECKMANN_ID,
+ OSL_CLOSURE_BSDF_MICROFACET_BECKMANN_REFRACTION_ID,
+ OSL_CLOSURE_BSDF_WARD_ID,
+ OSL_CLOSURE_BSDF_ASHIKHMIN_VELVET_ID,
+ OSL_CLOSURE_BSDF_WESTIN_BACKSCATTER_ID,
+ OSL_CLOSURE_BSDF_WESTIN_SHEEN_ID,
+ OSL_CLOSURE_BSSRDF_CUBIC_ID,
+ OSL_CLOSURE_EMISSION_ID,
+ OSL_CLOSURE_DEBUG_ID,
+ OSL_CLOSURE_BACKGROUND_ID,
+ OSL_CLOSURE_HOLDOUT_ID,
+ OSL_CLOSURE_SUBSURFACE_ID
+};
+
+extern OSL::ClosureParam bsdf_diffuse_params[];
+extern OSL::ClosureParam bsdf_translucent_params[];
+extern OSL::ClosureParam bsdf_reflection_params[];
+extern OSL::ClosureParam bsdf_refraction_params[];
+extern OSL::ClosureParam bsdf_transparent_params[];
+extern OSL::ClosureParam bsdf_microfacet_ggx_params[];
+extern OSL::ClosureParam bsdf_microfacet_ggx_refraction_params[];
+extern OSL::ClosureParam bsdf_microfacet_beckmann_params[];
+extern OSL::ClosureParam bsdf_microfacet_beckmann_refraction_params[];
+extern OSL::ClosureParam bsdf_ward_params[];
+extern OSL::ClosureParam bsdf_ashikhmin_velvet_params[];
+extern OSL::ClosureParam bsdf_westin_backscatter_params[];
+extern OSL::ClosureParam bsdf_westin_sheen_params[];
+extern OSL::ClosureParam closure_bssrdf_cubic_params[];
+extern OSL::ClosureParam closure_emission_params[];
+extern OSL::ClosureParam closure_debug_params[];
+extern OSL::ClosureParam closure_background_params[];
+extern OSL::ClosureParam closure_holdout_params[];
+extern OSL::ClosureParam closure_subsurface_params[];
+
+void bsdf_diffuse_prepare(OSL::RendererServices *, int id, void *data);
+void bsdf_translucent_prepare(OSL::RendererServices *, int id, void *data);
+void bsdf_reflection_prepare(OSL::RendererServices *, int id, void *data);
+void bsdf_refraction_prepare(OSL::RendererServices *, int id, void *data);
+void bsdf_transparent_prepare(OSL::RendererServices *, int id, void *data);
+void bsdf_microfacet_ggx_prepare(OSL::RendererServices *, int id, void *data);
+void bsdf_microfacet_ggx_refraction_prepare(OSL::RendererServices *, int id, void *data);
+void bsdf_microfacet_beckmann_prepare(OSL::RendererServices *, int id, void *data);
+void bsdf_microfacet_beckmann_refraction_prepare(OSL::RendererServices *, int id, void *data);
+void bsdf_ward_prepare(OSL::RendererServices *, int id, void *data);
+void bsdf_ashikhmin_velvet_prepare(OSL::RendererServices *, int id, void *data);
+void bsdf_westin_backscatter_prepare(OSL::RendererServices *, int id, void *data);
+void bsdf_westin_sheen_prepare(OSL::RendererServices *, int id, void *data);
+void closure_bssrdf_cubic_prepare(OSL::RendererServices *, int id, void *data);
+void closure_emission_prepare(OSL::RendererServices *, int id, void *data);
+void closure_debug_prepare(OSL::RendererServices *, int id, void *data);
+void closure_background_prepare(OSL::RendererServices *, int id, void *data);
+void closure_holdout_prepare(OSL::RendererServices *, int id, void *data);
+void closure_subsurface_prepare(OSL::RendererServices *, int id, void *data);
+
+#define CLOSURE_PREPARE(name, classname) \
+void name(RendererServices *, int id, void *data) \
+{ \
+ memset(data, 0, sizeof(classname)); \
+ new (data) classname(); \
+}
+
+CCL_NAMESPACE_END
+
+#endif /* __OSL_CLOSURES_H__ */
+
diff --git a/intern/cycles/kernel/osl/osl_globals.h b/intern/cycles/kernel/osl/osl_globals.h
new file mode 100644
index 00000000000..90746c385c7
--- /dev/null
+++ b/intern/cycles/kernel/osl/osl_globals.h
@@ -0,0 +1,74 @@
+/*
+ * 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.
+ */
+
+#ifndef __OSL_GLOBALS_H__
+#define __OSL_GLOBALS_H__
+
+#ifdef WITH_OSL
+
+#include <OSL/oslexec.h>
+
+#include "util_map.h"
+#include "util_param.h"
+#include "util_thread.h"
+#include "util_vector.h"
+
+CCL_NAMESPACE_BEGIN
+
+struct OSLGlobals {
+ /* use */
+ bool use;
+
+ /* shading system */
+ OSL::ShadingSystem *ss;
+
+ /* shader states */
+ vector<OSL::ShadingAttribStateRef> surface_state;
+ vector<OSL::ShadingAttribStateRef> volume_state;
+ vector<OSL::ShadingAttribStateRef> displacement_state;
+ OSL::ShadingAttribStateRef background_state;
+
+ /* attributes */
+ struct Attribute {
+ TypeDesc type;
+ AttributeElement elem;
+ int offset;
+ ParamValue value;
+ };
+
+ typedef unordered_map<ustring, Attribute, ustringHash> AttributeMap;
+ typedef unordered_map<ustring, int, ustringHash> ObjectNameMap;
+
+ vector<AttributeMap> attribute_map;
+ ObjectNameMap object_name_map;
+
+ /* thread key for thread specific data lookup */
+ struct ThreadData {
+ OSL::ShaderGlobals globals;
+ void *thread_info;
+ };
+
+ static tls_ptr(ThreadData, thread_data);
+};
+
+CCL_NAMESPACE_END
+
+#endif
+
+#endif /* __OSL_GLOBALS_H__ */
+
diff --git a/intern/cycles/kernel/osl/osl_services.cpp b/intern/cycles/kernel/osl/osl_services.cpp
new file mode 100644
index 00000000000..ded3a68d667
--- /dev/null
+++ b/intern/cycles/kernel/osl/osl_services.cpp
@@ -0,0 +1,424 @@
+/*
+ * 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 <string.h>
+
+#include "mesh.h"
+#include "object.h"
+#include "scene.h"
+
+#include "osl_services.h"
+#include "osl_shader.h"
+
+#include "util_foreach.h"
+#include "util_string.h"
+
+#include "kernel_compat_cpu.h"
+#include "kernel_globals.h"
+#include "kernel_object.h"
+#include "kernel_triangle.h"
+
+CCL_NAMESPACE_BEGIN
+
+/* RenderServices implementation */
+
+#define TO_MATRIX44(m) (*(OSL::Matrix44*)&(m))
+
+/* static ustrings */
+ustring OSLRenderServices::u_distance("distance");
+ustring OSLRenderServices::u_index("index");
+ustring OSLRenderServices::u_camera("camera");
+ustring OSLRenderServices::u_screen("screen");
+ustring OSLRenderServices::u_raster("raster");
+ustring OSLRenderServices::u_ndc("NDC");
+ustring OSLRenderServices::u_empty;
+
+OSLRenderServices::OSLRenderServices()
+{
+ kernel_globals = NULL;
+}
+
+OSLRenderServices::~OSLRenderServices()
+{
+}
+
+void OSLRenderServices::thread_init(KernelGlobals *kernel_globals_)
+{
+ kernel_globals = kernel_globals_;
+}
+
+bool OSLRenderServices::get_matrix(OSL::Matrix44 &result, OSL::TransformationPtr xform, float time)
+{
+ /* this is only used for shader and object space, we don't really have
+ a concept of shader space, so we just use object space for both. */
+ if(xform) {
+ KernelGlobals *kg = kernel_globals;
+ const ShaderData *sd = (const ShaderData*)xform;
+ int object = sd->object;
+
+ if(object != ~0) {
+ Transform tfm = object_fetch_transform(kg, object, OBJECT_TRANSFORM);
+ tfm = transform_transpose(tfm);
+ result = TO_MATRIX44(tfm);
+
+ return true;
+ }
+ }
+
+ return false;
+}
+
+bool OSLRenderServices::get_inverse_matrix(OSL::Matrix44 &result, OSL::TransformationPtr xform, float time)
+{
+ /* this is only used for shader and object space, we don't really have
+ a concept of shader space, so we just use object space for both. */
+ if(xform) {
+ KernelGlobals *kg = kernel_globals;
+ const ShaderData *sd = (const ShaderData*)xform;
+ int object = sd->object;
+
+ if(object != ~0) {
+ Transform tfm = object_fetch_transform(kg, object, OBJECT_INVERSE_TRANSFORM);
+ tfm = transform_transpose(tfm);
+ result = TO_MATRIX44(tfm);
+
+ return true;
+ }
+ }
+
+ return false;
+}
+
+bool OSLRenderServices::get_matrix(OSL::Matrix44 &result, ustring from, float time)
+{
+ KernelGlobals *kg = kernel_globals;
+
+ if(from == u_ndc) {
+ Transform tfm = transform_transpose(kernel_data.cam.ndctoworld);
+ result = TO_MATRIX44(tfm);
+ return true;
+ }
+ else if(from == u_raster) {
+ Transform tfm = transform_transpose(kernel_data.cam.rastertoworld);
+ result = TO_MATRIX44(tfm);
+ return true;
+ }
+ else if(from == u_screen) {
+ Transform tfm = transform_transpose(kernel_data.cam.screentoworld);
+ result = TO_MATRIX44(tfm);
+ return true;
+ }
+ else if(from == u_camera) {
+ Transform tfm = transform_transpose(kernel_data.cam.cameratoworld);
+ result = TO_MATRIX44(tfm);
+ return true;
+ }
+
+ return false;
+}
+
+bool OSLRenderServices::get_inverse_matrix(OSL::Matrix44 &result, ustring to, float time)
+{
+ KernelGlobals *kg = kernel_globals;
+
+ if(to == u_ndc) {
+ Transform tfm = transform_transpose(kernel_data.cam.worldtondc);
+ result = TO_MATRIX44(tfm);
+ return true;
+ }
+ else if(to == u_raster) {
+ Transform tfm = transform_transpose(kernel_data.cam.worldtoraster);
+ result = TO_MATRIX44(tfm);
+ return true;
+ }
+ else if(to == u_screen) {
+ Transform tfm = transform_transpose(kernel_data.cam.worldtoscreen);
+ result = TO_MATRIX44(tfm);
+ return true;
+ }
+ else if(to == u_camera) {
+ Transform tfm = transform_transpose(kernel_data.cam.worldtocamera);
+ result = TO_MATRIX44(tfm);
+ return true;
+ }
+
+ return false;
+}
+
+bool OSLRenderServices::get_array_attribute(void *renderstate, bool derivatives,
+ ustring object, TypeDesc type, ustring name,
+ int index, void *val)
+{
+ return false;
+}
+
+static bool get_mesh_attribute(KernelGlobals *kg, const ShaderData *sd,
+ const OSLGlobals::Attribute& attr, bool derivatives, void *val)
+{
+ if(attr.type == TypeDesc::TypeFloat) {
+ float *fval = (float*)val;
+ fval[0] = triangle_attribute_float(kg, sd, attr.elem, attr.offset,
+ (derivatives)? &fval[1]: NULL, (derivatives)? &fval[2]: NULL);
+ }
+ else {
+ float3 *fval = (float3*)val;
+ fval[0] = triangle_attribute_float3(kg, sd, attr.elem, attr.offset,
+ (derivatives)? &fval[1]: NULL, (derivatives)? &fval[2]: NULL);
+ }
+
+ return true;
+}
+
+static bool get_mesh_attribute_convert(KernelGlobals *kg, const ShaderData *sd,
+ const OSLGlobals::Attribute& attr, const TypeDesc& type, bool derivatives, void *val)
+{
+ if(attr.type == TypeDesc::TypeFloat) {
+ float tmp[3];
+ float3 *fval = (float3*)val;
+
+ get_mesh_attribute(kg, sd, attr, derivatives, tmp);
+
+ fval[0] = make_float3(tmp[0], tmp[0], tmp[0]);
+ if(derivatives) {
+ fval[1] = make_float3(tmp[1], tmp[1], tmp[1]);
+ fval[2] = make_float3(tmp[2], tmp[2], tmp[2]);
+ }
+
+ return true;
+ }
+ else if(attr.type == TypeDesc::TypePoint || attr.type == TypeDesc::TypeVector ||
+ attr.type == TypeDesc::TypeNormal || attr.type == TypeDesc::TypeColor) {
+ float3 tmp[3];
+ float *fval = (float*)val;
+
+ get_mesh_attribute(kg, sd, attr, derivatives, tmp);
+
+ fval[0] = average(tmp[0]);
+ if(derivatives) {
+ fval[1] = average(tmp[1]);
+ fval[2] = average(tmp[2]);
+ }
+
+ return true;
+ }
+ else
+ return false;
+}
+
+static void get_object_attribute(const OSLGlobals::Attribute& attr, bool derivatives, void *val)
+{
+ size_t datasize = attr.value.datasize();
+
+ memcpy(val, attr.value.data(), datasize);
+ if(derivatives)
+ memset((char*)val + datasize, 0, datasize*2);
+}
+
+bool OSLRenderServices::get_attribute(void *renderstate, bool derivatives, ustring object_name,
+ TypeDesc type, ustring name, void *val)
+{
+ KernelGlobals *kg = kernel_globals;
+ const ShaderData *sd = (const ShaderData*)renderstate;
+ int object = sd->object;
+ int tri = sd->prim;
+
+ /* lookup of attribute on another object */
+ if(object_name != u_empty) {
+ OSLGlobals::ObjectNameMap::iterator it = kg->osl.object_name_map.find(object_name);
+
+ if(it == kg->osl.object_name_map.end())
+ return false;
+
+ object = it->second;
+ tri = ~0;
+ }
+ else if(object == ~0) {
+ /* no background attributes supported */
+ return false;
+ }
+
+ /* find attribute on object */
+ OSLGlobals::AttributeMap& attribute_map = kg->osl.attribute_map[object];
+ OSLGlobals::AttributeMap::iterator it = attribute_map.find(name);
+
+ if(it == attribute_map.end())
+ return false;
+
+ /* type mistmatch? */
+ const OSLGlobals::Attribute& attr = it->second;
+
+ if(attr.elem != ATTR_ELEMENT_VALUE) {
+ /* triangle and vertex attributes */
+ if(tri != ~0) {
+ if(attr.type == type || (attr.type == TypeDesc::TypeColor &&
+ (type == TypeDesc::TypePoint || type == TypeDesc::TypeVector || type == TypeDesc::TypeNormal)))
+ return get_mesh_attribute(kg, sd, attr, derivatives, val);
+ else
+ return get_mesh_attribute_convert(kg, sd, attr, type, derivatives, val);
+ }
+ }
+ else {
+ /* object attribute */
+ get_object_attribute(attr, derivatives, val);
+ return true;
+ }
+
+ return false;
+}
+
+bool OSLRenderServices::get_userdata(bool derivatives, ustring name, TypeDesc type,
+ void *renderstate, void *val)
+{
+ return false; /* disabled by lockgeom */
+}
+
+bool OSLRenderServices::has_userdata(ustring name, TypeDesc type, void *renderstate)
+{
+ return false; /* never called by OSL */
+}
+
+void *OSLRenderServices::get_pointcloud_attr_query(ustring *attr_names,
+ TypeDesc *attr_types, int nattrs)
+{
+#ifdef WITH_PARTIO
+ m_attr_queries.push_back(AttrQuery());
+ AttrQuery &query = m_attr_queries.back();
+
+ /* make space for what we need. the only reason to use
+ std::vector is to skip the delete */
+ query.attr_names.resize(nattrs);
+ query.attr_partio_types.resize(nattrs);
+ /* capacity will keep the length of the smallest array passed
+ to the query. Just to prevent buffer overruns */
+ query.capacity = -1;
+
+ for(int i = 0; i < nattrs; ++i)
+ {
+ query.attr_names[i] = attr_names[i];
+
+ TypeDesc element_type = attr_types[i].elementtype ();
+
+ if(query.capacity < 0)
+ query.capacity = attr_types[i].numelements();
+ else
+ query.capacity = min(query.capacity, (int)attr_types[i].numelements());
+
+ /* convert the OSL (OIIO) type to the equivalent Partio type so
+ we can do a fast check at query time. */
+ if(element_type == TypeDesc::TypeFloat)
+ query.attr_partio_types[i] = Partio::FLOAT;
+ else if(element_type == TypeDesc::TypeInt)
+ query.attr_partio_types[i] = Partio::INT;
+ else if(element_type == TypeDesc::TypeColor || element_type == TypeDesc::TypePoint ||
+ element_type == TypeDesc::TypeVector || element_type == TypeDesc::TypeNormal)
+ query.attr_partio_types[i] = Partio::VECTOR;
+ else
+ return NULL; /* report some error of unknown type */
+ }
+
+ /* this is valid until the end of RenderServices */
+ return &query;
+#else
+ return NULL;
+#endif
+}
+
+#ifdef WITH_PARTIO
+Partio::ParticlesData *OSLRenderServices::get_pointcloud(ustring filename)
+{
+ return Partio::readCached(filename.c_str(), true);
+}
+
+#endif
+
+int OSLRenderServices::pointcloud(ustring filename, const OSL::Vec3 &center, float radius,
+ int max_points, void *_attr_query, void **attr_outdata)
+{
+ /* todo: this code has never been tested, and most likely does not
+ work. it's based on the example code in OSL */
+
+#ifdef WITH_PARTIO
+ /* query Partio for this pointcloud lookup using cached attr_query */
+ if(!_attr_query)
+ return 0;
+
+ AttrQuery *attr_query = (AttrQuery *)_attr_query;
+ if(attr_query->capacity < max_points)
+ return 0;
+
+ /* get the pointcloud entry for the given filename */
+ Partio::ParticlesData *cloud = get_pointcloud(filename);
+
+ /* now we have to look up all the attributes in the file. we can't do this
+ before hand cause we never know what we are going to load. */
+ int nattrs = attr_query->attr_names.size();
+ Partio::ParticleAttribute *attr = (Partio::ParticleAttribute *)alloca(sizeof(Partio::ParticleAttribute) * nattrs);
+
+ for(int i = 0; i < nattrs; ++i) {
+ /* special case attributes */
+ if(attr_query->attr_names[i] == u_distance || attr_query->attr_names[i] == u_index)
+ continue;
+
+ /* lookup the attribute by name*/
+ if(!cloud->attributeInfo(attr_query->attr_names[i].c_str(), attr[i])) {
+ /* issue an error here and return, types don't match */
+ Partio::endCachedAccess(cloud);
+ cloud->release();
+ return 0;
+ }
+ }
+
+ std::vector<Partio::ParticleIndex> indices;
+ std::vector<float> dist2;
+
+ Partio::beginCachedAccess(cloud);
+
+ /* finally, do the lookup */
+ cloud->findNPoints((const float *)&center, max_points, radius, indices, dist2);
+ int count = indices.size();
+
+ /* retrieve the attributes directly to user space */
+ for(int j = 0; j < nattrs; ++j) {
+ /* special cases */
+ if(attr_query->attr_names[j] == u_distance) {
+ for(int i = 0; i < count; ++i)
+ ((float *)attr_outdata[j])[i] = sqrtf(dist2[i]);
+ }
+ else if(attr_query->attr_names[j] == u_index) {
+ for(int i = 0; i < count; ++i)
+ ((int *)attr_outdata[j])[i] = indices[i];
+ }
+ else {
+ /* note we make a single call per attribute, we don't loop over the
+ points. Partio does it, so it is there that we have to care about
+ performance */
+ cloud->data(attr[j], count, &indices[0], true, attr_outdata[j]);
+ }
+ }
+
+ Partio::endCachedAccess(cloud);
+ cloud->release();
+
+ return count;
+#else
+ return 0;
+#endif
+}
+
+CCL_NAMESPACE_END
+
diff --git a/intern/cycles/kernel/osl/osl_services.h b/intern/cycles/kernel/osl/osl_services.h
new file mode 100644
index 00000000000..e5003074822
--- /dev/null
+++ b/intern/cycles/kernel/osl/osl_services.h
@@ -0,0 +1,111 @@
+/*
+ * 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.
+ */
+
+#ifndef __OSL_SERVICES_H__
+#define __OSL_SERVICES_H__
+
+/* OSL Render Services
+ *
+ * Implementation of OSL render services, to retriever matrices, attributes,
+ * textures and point clouds. In principle this should only be accessing
+ * kernel data, but currently we also reach back into the Scene to retrieve
+ * attributes.
+ */
+
+#include <OSL/oslexec.h>
+#include <OSL/oslclosure.h>
+
+#ifdef WITH_PARTIO
+#include <Partio.h>
+#endif
+
+CCL_NAMESPACE_BEGIN
+
+class Object;
+class Scene;
+class Shader;
+class ShaderData;
+class float3;
+class KernelGlobals;
+
+class OSLRenderServices : public OSL::RendererServices
+{
+public:
+ OSLRenderServices();
+ ~OSLRenderServices();
+
+ void thread_init(KernelGlobals *kernel_globals);
+
+ bool get_matrix(OSL::Matrix44 &result, OSL::TransformationPtr xform, float time);
+ bool get_inverse_matrix(OSL::Matrix44 &result, OSL::TransformationPtr xform, float time);
+ bool get_matrix(OSL::Matrix44 &result, ustring from, float time);
+ bool get_inverse_matrix(OSL::Matrix44 &result, ustring to, float time);
+
+ bool get_array_attribute(void *renderstate, bool derivatives,
+ ustring object, TypeDesc type, ustring name,
+ int index, void *val);
+ bool get_attribute(void *renderstate, bool derivatives, ustring object,
+ TypeDesc type, ustring name, void *val);
+
+ bool get_userdata(bool derivatives, ustring name, TypeDesc type,
+ void *renderstate, void *val);
+ bool has_userdata(ustring name, TypeDesc type, void *renderstate);
+
+ void *get_pointcloud_attr_query(ustring *attr_names,
+ TypeDesc *attr_types, int nattrs);
+ int pointcloud(ustring filename, const OSL::Vec3 &center, float radius,
+ int max_points, void *attr_query, void **attr_outdata);
+
+private:
+ KernelGlobals *kernel_globals;
+
+#ifdef WITH_PARTIO
+ /* OSL gets pointers to this but its definition is private.
+ right now it only caches the types already converted to
+ Partio constants. this is what get_pointcloud_attr_query
+ returns */
+ struct AttrQuery
+ {
+ /* names of the attributes to query */
+ std::vector<ustring> attr_names;
+ /* types as (enum Partio::ParticleAttributeType) of the
+ attributes in the query */
+ std::vector<int> attr_partio_types;
+ /* for sanity checks, capacity of the output arrays */
+ int capacity;
+ };
+
+ Partio::ParticlesData *get_pointcloud(ustring filename);
+
+ /* keep a list so adding elements doesn't invalidate pointers */
+ std::list<AttrQuery> m_attr_queries;
+#endif
+
+ static ustring u_distance;
+ static ustring u_index;
+ static ustring u_camera;
+ static ustring u_screen;
+ static ustring u_raster;
+ static ustring u_ndc;
+ static ustring u_empty;
+};
+
+CCL_NAMESPACE_END
+
+#endif /* __OSL_SERVICES_H__ */
+
diff --git a/intern/cycles/kernel/osl/osl_shader.cpp b/intern/cycles/kernel/osl/osl_shader.cpp
new file mode 100644
index 00000000000..f4ae0248bef
--- /dev/null
+++ b/intern/cycles/kernel/osl/osl_shader.cpp
@@ -0,0 +1,559 @@
+/*
+ * 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 "kernel_compat_cpu.h"
+#include "kernel_types.h"
+#include "kernel_globals.h"
+#include "kernel_object.h"
+
+#include "osl_services.h"
+#include "osl_shader.h"
+
+#include "util_foreach.h"
+
+#include <OSL/oslexec.h>
+#include <oslexec_pvt.h>
+
+CCL_NAMESPACE_BEGIN
+
+tls_ptr(ThreadData, OSLGlobals::thread_data);
+
+/* Threads */
+
+void OSLShader::thread_init(KernelGlobals *kg)
+{
+ OSL::pvt::ShadingSystemImpl *ssi = (OSL::pvt::ShadingSystemImpl*)kg->osl.ss;
+
+ OSLGlobals::ThreadData *tdata = new OSLGlobals::ThreadData();
+
+ memset(&tdata->globals, 0, sizeof(OSL::ShaderGlobals));
+ tdata->thread_info = ssi->create_thread_info();
+
+ tls_set(kg->osl.thread_data, tdata);
+
+ ((OSLRenderServices*)ssi->renderer())->thread_init(kg);
+}
+
+void OSLShader::thread_free(KernelGlobals *kg)
+{
+ OSL::pvt::ShadingSystemImpl *ssi = (OSL::pvt::ShadingSystemImpl*)kg->osl.ss;
+
+ OSLGlobals::ThreadData *tdata = tls_get(OSLGlobals::ThreadData, kg->osl.thread_data);
+
+ ssi->destroy_thread_info(tdata->thread_info);
+
+ delete tdata;
+}
+
+/* Globals */
+
+#define TO_VEC3(v) (*(OSL::Vec3*)&(v))
+#define TO_COLOR3(v) (*(OSL::Color3*)&(v))
+#define TO_FLOAT3(v) make_float3(v[0], v[1], v[2])
+
+static void shaderdata_to_shaderglobals(KernelGlobals *kg, ShaderData *sd,
+ int path_flag, OSL::ShaderGlobals *globals)
+{
+ /* copy from shader data to shader globals */
+ globals->P = TO_VEC3(sd->P);
+ globals->dPdx = TO_VEC3(sd->dP.dx);
+ globals->dPdy = TO_VEC3(sd->dP.dy);
+ globals->I = TO_VEC3(sd->I);
+ globals->dIdx = TO_VEC3(sd->dI.dx);
+ globals->dIdy = TO_VEC3(sd->dI.dy);
+ globals->N = TO_VEC3(sd->N);
+ globals->Ng = TO_VEC3(sd->Ng);
+ globals->u = sd->u;
+ globals->dudx = sd->du.dx;
+ globals->dudy = sd->du.dy;
+ globals->v = sd->v;
+ globals->dvdx = sd->dv.dx;
+ globals->dvdy = sd->dv.dy;
+ globals->dPdu = TO_VEC3(sd->dPdu);
+ globals->dPdv = TO_VEC3(sd->dPdv);
+ globals->surfacearea = (sd->object == ~0)? 1.0f: object_surface_area(kg, sd->object);
+
+ /* booleans */
+ globals->raytype = path_flag;
+ globals->backfacing = (sd->flag & SD_BACKFACING);
+
+ /* don't know yet if we need this */
+ globals->flipHandedness = false;
+
+ /* shader data to be used in services callbacks */
+ globals->renderstate = sd;
+
+ /* hacky, we leave it to services to fetch actual object matrix */
+ globals->shader2common = sd;
+ globals->object2common = sd;
+
+ /* must be set to NULL before execute */
+ globals->Ci = NULL;
+}
+
+/* Surface */
+
+static void flatten_surface_closure_tree(ShaderData *sd, bool no_glossy,
+ const OSL::ClosureColor *closure, float3 weight = make_float3(1.0f, 1.0f, 1.0f))
+{
+ /* OSL gives use a closure tree, we flatten it into arrays per
+ * closure type, for evaluation, sampling, etc later on. */
+
+ if(closure->type == OSL::ClosureColor::COMPONENT) {
+ OSL::ClosureComponent *comp = (OSL::ClosureComponent*)closure;
+ OSL::ClosurePrimitive *prim = (OSL::ClosurePrimitive*)comp->data();
+
+ if(prim) {
+ FlatClosure flat;
+ flat.prim = prim;
+ flat.weight = weight;
+
+ switch(prim->category()) {
+ case ClosurePrimitive::BSDF: {
+ if(sd->osl_closure.num_bsdf == MAX_OSL_CLOSURE)
+ return;
+
+ OSL::BSDFClosure *bsdf = (OSL::BSDFClosure*)prim;
+ ustring scattering = bsdf->scattering();
+
+ /* no caustics option */
+ if(no_glossy && scattering == OSL::Labels::GLOSSY)
+ return;
+
+ /* sample weight */
+ float albedo = bsdf->albedo(TO_VEC3(sd->I));
+ float sample_weight = fabsf(average(weight))*albedo;
+ float sample_sum = sd->osl_closure.bsdf_sample_sum + sample_weight;
+
+ flat.sample_weight = sample_weight;
+ sd->osl_closure.bsdf_sample_sum = sample_sum;
+
+ /* scattering flags */
+ if(scattering == OSL::Labels::DIFFUSE)
+ sd->flag |= SD_BSDF_HAS_EVAL;
+ else if(scattering == OSL::Labels::GLOSSY)
+ sd->flag |= SD_BSDF_HAS_EVAL|SD_BSDF_GLOSSY;
+
+ /* add */
+ sd->osl_closure.bsdf[sd->osl_closure.num_bsdf++] = flat;
+ break;
+ }
+ case ClosurePrimitive::Emissive: {
+ if(sd->osl_closure.num_bsdf == MAX_OSL_CLOSURE)
+ return;
+
+ /* sample weight */
+ float sample_weight = fabsf(average(weight));
+ float sample_sum = sd->osl_closure.emissive_sample_sum + sample_weight;
+
+ flat.sample_weight = sample_weight;
+ sd->osl_closure.emissive_sample_sum = sample_sum;
+
+ /* flag */
+ sd->flag |= SD_EMISSION;
+
+ sd->osl_closure.emissive[sd->osl_closure.num_emissive++] = flat;
+ break;
+ }
+ case ClosurePrimitive::BSSRDF:
+ case ClosurePrimitive::Holdout:
+ case ClosurePrimitive::Debug:
+ break; /* not implemented */
+ case ClosurePrimitive::Background:
+ case ClosurePrimitive::Volume:
+ break; /* not relevant */
+ }
+ }
+ }
+ else if(closure->type == OSL::ClosureColor::MUL) {
+ OSL::ClosureMul *mul = (OSL::ClosureMul*)closure;
+ flatten_surface_closure_tree(sd, no_glossy, mul->closure, TO_FLOAT3(mul->weight) * weight);
+ }
+ else if(closure->type == OSL::ClosureColor::ADD) {
+ OSL::ClosureAdd *add = (OSL::ClosureAdd*)closure;
+ flatten_surface_closure_tree(sd, no_glossy, add->closureA, weight);
+ flatten_surface_closure_tree(sd, no_glossy, add->closureB, weight);
+ }
+}
+
+void OSLShader::eval_surface(KernelGlobals *kg, ShaderData *sd, float randb, int path_flag)
+{
+ /* gather pointers */
+ OSL::pvt::ShadingSystemImpl *ssi = (OSL::pvt::ShadingSystemImpl*)kg->osl.ss;
+ OSLGlobals::ThreadData *tdata = tls_get(OSLGlobals::ThreadData, kg->osl.thread_data);
+ OSL::ShaderGlobals *globals = &tdata->globals;
+ OSL::pvt::ShadingContext *ctx = ssi->get_context(tdata->thread_info);
+
+ /* setup shader globals from shader data */
+ sd->osl_ctx = ctx;
+ shaderdata_to_shaderglobals(kg, sd, path_flag, globals);
+
+ /* execute shader for this point */
+ if(kg->osl.surface_state[sd->shader])
+ ctx->execute(OSL::pvt::ShadUseSurface, *(kg->osl.surface_state[sd->shader]), *globals);
+
+ /* flatten closure tree */
+ sd->osl_closure.bsdf_sample_sum = 0.0f;
+ sd->osl_closure.emissive_sample_sum = 0.0f;
+ sd->osl_closure.num_bsdf = 0;
+ sd->osl_closure.num_emissive = 0;
+ sd->osl_closure.randb = randb;
+
+ if(globals->Ci) {
+ bool no_glossy = (path_flag & PATH_RAY_DIFFUSE) && kernel_data.integrator.no_caustics;
+ flatten_surface_closure_tree(sd, no_glossy, globals->Ci);
+ }
+}
+
+/* Background */
+
+static float3 flatten_background_closure_tree(const OSL::ClosureColor *closure)
+{
+ /* OSL gives use a closure tree, if we are shading for background there
+ * is only one supported closure type at the moment, which has no evaluation
+ * functions, so we just sum the weights */
+
+ if(closure->type == OSL::ClosureColor::COMPONENT) {
+ OSL::ClosureComponent *comp = (OSL::ClosureComponent*)closure;
+ OSL::ClosurePrimitive *prim = (OSL::ClosurePrimitive*)comp->data();
+
+ if(prim && prim->category() == OSL::ClosurePrimitive::Background)
+ return make_float3(1.0f, 1.0f, 1.0f);
+ }
+ else if(closure->type == OSL::ClosureColor::MUL) {
+ OSL::ClosureMul *mul = (OSL::ClosureMul*)closure;
+
+ return TO_FLOAT3(mul->weight) * flatten_background_closure_tree(mul->closure);
+ }
+ else if(closure->type == OSL::ClosureColor::ADD) {
+ OSL::ClosureAdd *add = (OSL::ClosureAdd*)closure;
+
+ return flatten_background_closure_tree(add->closureA) +
+ flatten_background_closure_tree(add->closureB);
+ }
+
+ return make_float3(0.0f, 0.0f, 0.0f);
+}
+
+float3 OSLShader::eval_background(KernelGlobals *kg, ShaderData *sd, int path_flag)
+{
+ /* gather pointers */
+ OSL::pvt::ShadingSystemImpl *ssi = (OSL::pvt::ShadingSystemImpl*)kg->osl.ss;
+ OSLGlobals::ThreadData *tdata = tls_get(OSLGlobals::ThreadData, kg->osl.thread_data);
+ OSL::ShaderGlobals *globals = &tdata->globals;
+ OSL::pvt::ShadingContext *ctx = ssi->get_context(tdata->thread_info);
+
+ /* setup shader globals from shader data */
+ sd->osl_ctx = ctx;
+ shaderdata_to_shaderglobals(kg, sd, path_flag, globals);
+
+ /* execute shader for this point */
+ if(kg->osl.background_state)
+ ctx->execute(OSL::pvt::ShadUseSurface, *kg->osl.background_state, *globals);
+
+ /* return background color immediately */
+ if(globals->Ci)
+ return flatten_background_closure_tree(globals->Ci);
+
+ return make_float3(0.0f, 0.0f, 0.0f);
+}
+
+/* Volume */
+
+static void flatten_volume_closure_tree(ShaderData *sd,
+ const OSL::ClosureColor *closure, float3 weight = make_float3(1.0f, 1.0f, 1.0f))
+{
+ /* OSL gives use a closure tree, we flatten it into arrays per
+ * closure type, for evaluation, sampling, etc later on. */
+
+ if(closure->type == OSL::ClosureColor::COMPONENT) {
+ OSL::ClosureComponent *comp = (OSL::ClosureComponent*)closure;
+ OSL::ClosurePrimitive *prim = (OSL::ClosurePrimitive*)comp->data();
+
+ if(prim) {
+ FlatClosure flat;
+ flat.prim = prim;
+ flat.weight = weight;
+
+ switch(prim->category()) {
+ case ClosurePrimitive::Volume: {
+ if(sd->osl_closure.num_bsdf == MAX_OSL_CLOSURE)
+ return;
+
+ /* sample weight */
+ float sample_weight = fabsf(average(weight));
+ float sample_sum = sd->osl_closure.volume_sample_sum + sample_weight;
+
+ flat.sample_weight = sample_weight;
+ sd->osl_closure.volume_sample_sum = sample_sum;
+
+ /* add */
+ sd->osl_closure.volume[sd->osl_closure.num_volume++] = flat;
+ break;
+ }
+ case ClosurePrimitive::Holdout:
+ case ClosurePrimitive::Debug:
+ break; /* not implemented */
+ case ClosurePrimitive::Background:
+ case ClosurePrimitive::BSDF:
+ case ClosurePrimitive::Emissive:
+ case ClosurePrimitive::BSSRDF:
+ break; /* not relevant */
+ }
+ }
+ }
+ else if(closure->type == OSL::ClosureColor::MUL) {
+ OSL::ClosureMul *mul = (OSL::ClosureMul*)closure;
+ flatten_volume_closure_tree(sd, mul->closure, TO_FLOAT3(mul->weight) * weight);
+ }
+ else if(closure->type == OSL::ClosureColor::ADD) {
+ OSL::ClosureAdd *add = (OSL::ClosureAdd*)closure;
+ flatten_volume_closure_tree(sd, add->closureA, weight);
+ flatten_volume_closure_tree(sd, add->closureB, weight);
+ }
+}
+
+void OSLShader::eval_volume(KernelGlobals *kg, ShaderData *sd, float randb, int path_flag)
+{
+ /* gather pointers */
+ OSL::pvt::ShadingSystemImpl *ssi = (OSL::pvt::ShadingSystemImpl*)kg->osl.ss;
+ OSLGlobals::ThreadData *tdata = tls_get(OSLGlobals::ThreadData, kg->osl.thread_data);
+ OSL::ShaderGlobals *globals = &tdata->globals;
+ OSL::pvt::ShadingContext *ctx = ssi->get_context(tdata->thread_info);
+
+ /* setup shader globals from shader data */
+ sd->osl_ctx = ctx;
+ shaderdata_to_shaderglobals(kg, sd, path_flag, globals);
+
+ /* execute shader */
+ ctx->execute(OSL::pvt::ShadUseSurface, *(kg->osl.volume_state[sd->shader]), *globals);
+
+ /* retrieve resulting closures */
+ sd->osl_closure.volume_sample_sum = 0.0f;
+ sd->osl_closure.num_volume = 0;
+ sd->osl_closure.randb = randb;
+
+ if(globals->Ci)
+ flatten_volume_closure_tree(sd, globals->Ci);
+}
+
+/* Displacement */
+
+void OSLShader::eval_displacement(KernelGlobals *kg, ShaderData *sd)
+{
+ /* gather pointers */
+ OSL::pvt::ShadingSystemImpl *ssi = (OSL::pvt::ShadingSystemImpl*)kg->osl.ss;
+ OSLGlobals::ThreadData *tdata = tls_get(OSLGlobals::ThreadData, kg->osl.thread_data);
+ OSL::ShaderGlobals *globals = &tdata->globals;
+ OSL::pvt::ShadingContext *ctx = ssi->get_context(tdata->thread_info);
+
+ /* setup shader globals from shader data */
+ sd->osl_ctx = ctx;
+ shaderdata_to_shaderglobals(kg, sd, 0, globals);
+
+ /* execute shader */
+ ctx->execute(OSL::pvt::ShadUseSurface, *(kg->osl.displacement_state[sd->shader]), *globals);
+
+ /* get back position */
+ sd->P = TO_FLOAT3(globals->P);
+}
+
+void OSLShader::release(KernelGlobals *kg, const ShaderData *sd)
+{
+ OSL::pvt::ShadingSystemImpl *ssi = (OSL::pvt::ShadingSystemImpl*)kg->osl.ss;
+ OSLGlobals::ThreadData *tdata = tls_get(OSLGlobals::ThreadData, kg->osl.thread_data);
+
+ ssi->release_context((OSL::pvt::ShadingContext*)sd->osl_ctx, tdata->thread_info);
+}
+
+/* BSDF Closure */
+
+int OSLShader::bsdf_sample(const ShaderData *sd, float randu, float randv, float3& eval, float3& omega_in, differential3& domega_in, float& pdf)
+{
+ OSL::BSDFClosure *sample_bsdf = NULL;
+ int label = LABEL_NONE;
+ float r = sd->osl_closure.randb*sd->osl_closure.bsdf_sample_sum;
+ float sample_sum = 0.0f;
+
+ pdf = 0.0f;
+
+ if(sd->osl_closure.bsdf_sample_sum == 0.0f)
+ return LABEL_NONE;
+
+ /* find a closure to sample */
+ for(int i = 0; i < sd->osl_closure.num_bsdf; i++) {
+ const FlatClosure *flat = &sd->osl_closure.bsdf[i];
+ sample_sum += flat->sample_weight;
+
+ if(r > sample_sum)
+ continue;
+
+ /* sample BSDF closure */
+ sample_bsdf = (OSL::BSDFClosure*)flat->prim;
+ ustring ulabel;
+
+ ulabel = sample_bsdf->sample(TO_VEC3(sd->Ng),
+ TO_VEC3(sd->I), TO_VEC3(sd->dI.dx), TO_VEC3(sd->dI.dy),
+ randu, randv,
+ TO_VEC3(omega_in), TO_VEC3(domega_in.dx), TO_VEC3(domega_in.dy),
+ pdf, TO_COLOR3(eval));
+
+ /* convert OSL label */
+ if(ulabel == OSL::Labels::REFLECT)
+ label = LABEL_REFLECT;
+ else if(ulabel == OSL::Labels::TRANSMIT)
+ label = LABEL_TRANSMIT;
+ else
+ return LABEL_NONE; /* sampling failed */
+
+ /* convert scattering to our bitflag label */
+ ustring uscattering = sample_bsdf->scattering();
+
+ if(uscattering == OSL::Labels::DIFFUSE)
+ label |= LABEL_DIFFUSE;
+ else if(uscattering == OSL::Labels::GLOSSY)
+ label |= LABEL_GLOSSY;
+ else if(uscattering == OSL::Labels::SINGULAR)
+ label |= LABEL_SINGULAR;
+ else
+ label |= LABEL_STRAIGHT;
+
+ /* eval + pdf */
+ eval *= flat->weight;
+ pdf *= flat->sample_weight;
+
+ break;
+ }
+
+ if(!sample_bsdf || pdf == 0.0f)
+ return LABEL_NONE;
+
+ /* add eval/pdf from other BSDF closures */
+ for(int i = 0; i < sd->osl_closure.num_bsdf; i++) {
+ const FlatClosure *flat = &sd->osl_closure.bsdf[i];
+ OSL::BSDFClosure *bsdf = (OSL::BSDFClosure*)flat->prim;
+
+ if(bsdf != sample_bsdf) {
+ OSL::Color3 bsdf_eval;
+ float bsdf_pdf = 0.0f;
+
+ if(dot(sd->Ng, omega_in) >= 0.0f)
+ bsdf_eval = bsdf->eval_reflect(TO_VEC3(sd->I), TO_VEC3(omega_in), bsdf_pdf);
+ else
+ bsdf_eval = bsdf->eval_transmit(TO_VEC3(sd->I), TO_VEC3(omega_in), bsdf_pdf);
+
+ if(bsdf_pdf != 0.0f) {
+ eval += TO_FLOAT3(bsdf_eval)*flat->weight;
+ pdf += bsdf_pdf*flat->sample_weight;
+ }
+ }
+ }
+
+ pdf *= 1.0f/(sd->osl_closure.bsdf_sample_sum);
+
+ return label;
+}
+
+float3 OSLShader::bsdf_eval(const ShaderData *sd, const float3& omega_in, float& pdf)
+{
+ float3 eval = make_float3(0.0f, 0.0f, 0.0f);
+
+ pdf = 0.0f;
+
+ for(int i = 0; i < sd->osl_closure.num_bsdf; i++) {
+ const FlatClosure *flat = &sd->osl_closure.bsdf[i];
+ OSL::BSDFClosure *bsdf = (OSL::BSDFClosure*)flat->prim;
+ OSL::Color3 bsdf_eval;
+ float bsdf_pdf = 0.0f;
+
+ if(dot(sd->Ng, omega_in) >= 0.0f)
+ bsdf_eval = bsdf->eval_reflect(TO_VEC3(sd->I), TO_VEC3(omega_in), bsdf_pdf);
+ else
+ bsdf_eval = bsdf->eval_transmit(TO_VEC3(sd->I), TO_VEC3(omega_in), bsdf_pdf);
+
+ if(bsdf_pdf != 0.0f) {
+ eval += TO_FLOAT3(bsdf_eval)*flat->weight;
+ pdf += bsdf_pdf*flat->sample_weight;
+ }
+ }
+
+ pdf *= 1.0f/sd->osl_closure.bsdf_sample_sum;
+
+ return eval;
+}
+
+/* Emissive Closure */
+
+float3 OSLShader::emissive_eval(const ShaderData *sd)
+{
+ float3 eval = make_float3(0.0f, 0.0f, 0.0f);
+
+ for(int i = 0; i < sd->osl_closure.num_emissive; i++) {
+ const FlatClosure *flat = &sd->osl_closure.emissive[i];
+ OSL::EmissiveClosure *emissive = (OSL::EmissiveClosure*)flat->prim;
+ OSL::Color3 emissive_eval = emissive->eval(TO_VEC3(sd->Ng), TO_VEC3(sd->I));
+ eval += TO_FLOAT3(emissive_eval)*flat->weight;
+ }
+
+ return eval;
+}
+
+void OSLShader::emissive_sample(const ShaderData *sd, float randu, float randv, float3 *eval, float3 *I, float *pdf)
+{
+ float r = sd->osl_closure.randb*sd->osl_closure.emissive_sample_sum;
+ float sample_sum = 0.0f;
+
+ *pdf = 0.0f;
+
+ if(sd->osl_closure.emissive_sample_sum == 0.0f)
+ return;
+
+ /* find a closure to sample */
+ for(int i = 0; i < sd->osl_closure.num_emissive; i++) {
+ const FlatClosure *flat = &sd->osl_closure.emissive[i];
+ sample_sum += flat->sample_weight;
+
+ if(r <= sample_sum) {
+ /* sample emissive closure */
+ OSL::EmissiveClosure *emissive = (OSL::EmissiveClosure*)flat->prim;
+ emissive->sample(TO_VEC3(sd->Ng), randu, randv, TO_VEC3(*I), *pdf);
+ *eval = flat->weight;
+ *pdf *= flat->sample_weight/sd->osl_closure.emissive_sample_sum;
+ return;
+ }
+ }
+}
+
+/* Volume Closure */
+
+float3 OSLShader::volume_eval_phase(const ShaderData *sd, const float3 omega_in, const float3 omega_out)
+{
+ float3 eval = make_float3(0.0f, 0.0f, 0.0f);
+
+ for(int i = 0; i < sd->osl_closure.num_volume; i++) {
+ const FlatClosure *flat = &sd->osl_closure.volume[i];
+ OSL::VolumeClosure *volume = (OSL::VolumeClosure*)flat->prim;
+ OSL::Color3 volume_eval = volume->eval_phase(TO_VEC3(omega_in), TO_VEC3(omega_out));
+ eval += TO_FLOAT3(volume_eval)*flat->weight;
+ }
+
+ return eval;
+}
+
+CCL_NAMESPACE_END
+
diff --git a/intern/cycles/kernel/osl/osl_shader.h b/intern/cycles/kernel/osl/osl_shader.h
new file mode 100644
index 00000000000..2e5279c12ce
--- /dev/null
+++ b/intern/cycles/kernel/osl/osl_shader.h
@@ -0,0 +1,87 @@
+/*
+ * 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.
+ */
+
+#ifndef __OSL_SHADER_H__
+#define __OSL_SHADER_H__
+
+#ifdef WITH_OSL
+
+/* OSL Shader Engine
+ *
+ * Holds all variables to execute and use OSL shaders from the kernel. These
+ * are initialized externally by OSLShaderManager before rendering starts.
+ *
+ * Before/after a thread starts rendering, thread_init/thread_free must be
+ * called, which will store any per thread OSL state in thread local storage.
+ * This means no thread state must be passed along in the kernel itself.
+ */
+
+#include <OSL/oslexec.h>
+#include <OSL/oslclosure.h>
+
+#include "kernel_types.h"
+
+#include "util_map.h"
+#include "util_param.h"
+#include "util_vector.h"
+
+CCL_NAMESPACE_BEGIN
+
+namespace OSL = ::OSL;
+
+class OSLRenderServices;
+class Scene;
+class ShaderData;
+class differential3;
+class KernelGlobals;
+
+class OSLShader {
+public:
+ /* init */
+ static void register_closures(OSL::ShadingSystem *ss);
+
+ /* per thread data */
+ static void thread_init(KernelGlobals *kg);
+ static void thread_free(KernelGlobals *kg);
+
+ /* eval */
+ static void eval_surface(KernelGlobals *kg, ShaderData *sd, float randb, int path_flag);
+ static float3 eval_background(KernelGlobals *kg, ShaderData *sd, int path_flag);
+ static void eval_volume(KernelGlobals *kg, ShaderData *sd, float randb, int path_flag);
+ static void eval_displacement(KernelGlobals *kg, ShaderData *sd);
+
+ /* sample & eval */
+ static int bsdf_sample(const ShaderData *sd, float randu, float randv,
+ float3& eval, float3& omega_in, differential3& domega_in, float& pdf);
+ static float3 bsdf_eval(const ShaderData *sd, const float3& omega_in, float& pdf);
+ static float3 emissive_eval(const ShaderData *sd);
+ static void emissive_sample(const ShaderData *sd, float randu, float randv,
+ float3 *eval, float3 *I, float *pdf);
+ static float3 volume_eval_phase(const ShaderData *sd, const float3 omega_in,
+ const float3 omega_out);
+
+ /* release */
+ static void release(KernelGlobals *kg, const ShaderData *sd);
+};
+
+CCL_NAMESPACE_END
+
+#endif
+
+#endif /* __OSL_SHADER_H__ */
+
diff --git a/intern/cycles/kernel/osl/vol_subsurface.cpp b/intern/cycles/kernel/osl/vol_subsurface.cpp
new file mode 100644
index 00000000000..0cd3060051b
--- /dev/null
+++ b/intern/cycles/kernel/osl/vol_subsurface.cpp
@@ -0,0 +1,135 @@
+/*
+ * Adapted from Open Shading Language with this license:
+ *
+ * Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al.
+ * All Rights Reserved.
+ *
+ * Modifications Copyright 2011, Blender Foundation.
+ *
+ * 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.
+ */
+
+#include <OpenImageIO/fmath.h>
+
+#include <OSL/genclosure.h>
+
+#include "osl_closures.h"
+
+CCL_NAMESPACE_BEGIN
+
+using namespace OSL;
+
+// Computes scattering properties based on Jensen's reparameterization
+// described in:
+// http://graphics.ucsd.edu/~henrik/papers/fast_bssrdf/
+
+class SubsurfaceClosure : public VolumeClosure {
+public:
+ float m_g;
+ float m_eta;
+ Color3 m_mfp, m_albedo;
+ static float root_find_Rd(const float Rd0, const float A) {
+ // quick exit for trivial cases
+ if (Rd0 <= 0) return 0;
+ const float A43 = A * 4.0f / 3.0f;
+ // Find alpha such that f(alpha) = Rd (see eq.15). A simple bisection
+ // method can be used because this function is monotonicaly increasing.
+ float lo = 0, hi = 1;
+ for (int i = 0; i < 20; i++) { // 2^20 divisions should be sufficient
+ // eval function at midpoint
+ float alpha = 0.5f * (lo + hi);
+ float a1 = sqrtf(3 * (1 - alpha));
+ float e1 = expf(-a1);
+ float e2 = expf(-A43 * a1);
+ float Rd = 0.5f * alpha * (1 + e2) * e1 - Rd0;
+ if (fabsf(Rd) < 1e-6f)
+ return alpha; // close enough
+ else if (Rd > 0)
+ hi = alpha; // root is on left side
+ else
+ lo = alpha; // root is on right side
+ }
+ // didn't quite converge, pick result in the middle of remaining interval
+ return 0.5f * (lo + hi);
+ }
+ SubsurfaceClosure() { }
+
+ void setup()
+ {
+ ior(m_eta);
+
+ if (m_g >= 0.99f) m_g = 0.99f;
+ if (m_g <= -0.99f) m_g = -0.99f;
+
+ // eq.10
+ float inv_eta = 1 / m_eta;
+ float Fdr = -1.440f * inv_eta * inv_eta + 0.710 * inv_eta + 0.668f + 0.0636 * m_eta;
+ float A = (1 + Fdr) / (1 - Fdr);
+ // compute sigma_s, sigma_a (eq.16)
+ Color3 alpha_prime = Color3 (root_find_Rd(m_albedo[0], A),
+ root_find_Rd(m_albedo[1], A),
+ root_find_Rd(m_albedo[2], A));
+ Color3 sigma_t_prime = Color3 (m_mfp.x > 0 ? 1.0f / (m_mfp[0] * sqrtf(3 * (1 - alpha_prime[0]))) : 0.0f,
+ m_mfp.y > 0 ? 1.0f / (m_mfp[1] * sqrtf(3 * (1 - alpha_prime[1]))) : 0.0f,
+ m_mfp.z > 0 ? 1.0f / (m_mfp[2] * sqrtf(3 * (1 - alpha_prime[2]))) : 0.0f);
+ Color3 sigma_s_prime = alpha_prime * sigma_t_prime;
+
+ sigma_s((1.0f / (1 - m_g)) * sigma_s_prime);
+ sigma_a(sigma_t_prime - sigma_s_prime);
+ }
+
+ bool mergeable (const ClosurePrimitive *other) const {
+ const SubsurfaceClosure *comp = (const SubsurfaceClosure *)other;
+ return m_g == comp->m_g && VolumeClosure::mergeable(other);
+ }
+
+ size_t memsize () const { return sizeof(*this); }
+
+ const char *name () const { return "subsurface"; }
+
+ void print_on (std::ostream &out) const {
+ out << name() << " ()";
+ }
+
+ virtual Color3 eval_phase(const Vec3 &omega_in, const Vec3 &omega_out) const {
+ float costheta = omega_in.dot(omega_out);
+ float ph = 0.25f * float(M_1_PI) * ((1 - m_g * m_g) / powf(1 + m_g * m_g - 2.0f * m_g * costheta, 1.5f));
+ return Color3 (ph, ph, ph);
+ }
+};
+
+
+
+ClosureParam closure_subsurface_params[] = {
+ CLOSURE_FLOAT_PARAM (SubsurfaceClosure, m_eta),
+ CLOSURE_FLOAT_PARAM (SubsurfaceClosure, m_g),
+ CLOSURE_COLOR_PARAM (SubsurfaceClosure, m_mfp),
+ CLOSURE_COLOR_PARAM (SubsurfaceClosure, m_albedo),
+ CLOSURE_STRING_KEYPARAM("label"),
+ CLOSURE_FINISH_PARAM(SubsurfaceClosure) };
+
+CLOSURE_PREPARE(closure_subsurface_prepare, SubsurfaceClosure)
+
+CCL_NAMESPACE_END
+