Cleanup: Fix build warnings from OSL shader compilation

There were to copies of stdosl.h one from stock OSL
and one in the cycles tree augmented with cycles
specific closures.

moved the cycles ones to stdcycles.h and copied
the stock stdosl.h and accompanying headers from
the OSL shader folder.

for further details see D6812.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D6812
This commit is contained in:
Ray molenkamp 2020-02-11 21:40:23 -07:00
parent 6a28d14f72
commit df1e9b662b
Notes: blender-bot 2023-02-14 06:00:51 +01:00
Referenced by issue #83631, Cycles OSL - compiling shaders failing due "\" and "n" symbols combination inside include paths - Needs OSL update
100 changed files with 260 additions and 1698 deletions

View File

@ -95,16 +95,27 @@ set(SRC_OSL
node_rgb_to_bw.osl
)
# FindOSL.cmake does not give us the location of the shader library
# but generally it can be figured out from the location of the oslc
# compiler. However if this fails you can set OSL_SHADER_DIR to
# bypass the auto discovery.
if(NOT DEFINED OSL_SHADER_DIR)
get_filename_component(OSL_SHADER_DIR ${OSL_COMPILER} DIRECTORY)
get_filename_component(OSL_SHADER_DIR ${OSL_SHADER_DIR}/../shaders ABSOLUTE)
endif()
# The headers that OSL ships differs per release so we can not
# hardcode this.
file(GLOB SRC_OSL_HEADER_DIST ${OSL_SHADER_DIR}/*.h)
set(SRC_OSL_HEADERS
node_color.h
node_fresnel.h
node_hash.h
node_noise.h
node_ramp_util.h
stdosl.h
oslutil.h
vector2.h
vector4.h
stdcycles.h
${SRC_OSL_HEADER_DIST}
)
set(SRC_OSO

View File

@ -14,7 +14,7 @@
* limitations under the License.
*/
#include "stdosl.h"
#include "stdcycles.h"
shader node_absorption_volume(color Color = color(0.8, 0.8, 0.8),
float Density = 1.0,

View File

@ -14,7 +14,7 @@
* limitations under the License.
*/
#include "stdosl.h"
#include "stdcycles.h"
shader node_add_closure(closure color Closure1 = 0,
closure color Closure2 = 0,

View File

@ -14,7 +14,7 @@
* limitations under the License.
*/
#include "stdosl.h"
#include "stdcycles.h"
shader node_ambient_occlusion(color ColorIn = color(1.0, 1.0, 1.0),
int samples = 16,

View File

@ -13,8 +13,7 @@
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include "stdosl.h"
#include "stdcycles.h"
shader node_anisotropic_bsdf(color Color = 0.0,
string distribution = "GGX",

View File

@ -14,7 +14,7 @@
* limitations under the License.
*/
#include "stdosl.h"
#include "stdcycles.h"
shader node_attribute(string bump_offset = "center",
string name = "",

View File

@ -14,7 +14,7 @@
* limitations under the License.
*/
#include "stdosl.h"
#include "stdcycles.h"
shader node_background(color Color = 0.8,
float Strength = 1.0,

View File

@ -14,7 +14,7 @@
* limitations under the License.
*/
#include "stdosl.h"
#include "stdcycles.h"
shader node_bevel(int samples = 4,
float Radius = 0.05,

View File

@ -14,7 +14,7 @@
* limitations under the License.
*/
#include "stdosl.h"
#include "stdcycles.h"
shader node_blackbody(float Temperature = 1200.0, output color Color = 0.0)
{

View File

@ -14,7 +14,7 @@
* limitations under the License.
*/
#include "stdosl.h"
#include "stdcycles.h"
/* Brick */

View File

@ -14,7 +14,7 @@
* limitations under the License.
*/
#include "stdosl.h"
#include "stdcycles.h"
shader node_brightness(color ColorIn = 0.8,
float Bright = 0.0,

View File

@ -14,7 +14,7 @@
* limitations under the License.
*/
#include "stdosl.h"
#include "stdcycles.h"
/* "Bump Mapping Unparameterized Surfaces on the GPU"
* Morten S. Mikkelsen, 2010 */

View File

@ -14,7 +14,7 @@
* limitations under the License.
*/
#include "stdosl.h"
#include "stdcycles.h"
shader node_camera(output vector ViewVector = vector(0.0, 0.0, 0.0),
output float ViewZDepth = 0.0,

View File

@ -14,7 +14,7 @@
* limitations under the License.
*/
#include "stdosl.h"
#include "stdcycles.h"
/* Checker */

View File

@ -14,7 +14,7 @@
* limitations under the License.
*/
#include "stdosl.h"
#include "stdcycles.h"
shader node_clamp(string type = "minmax",
float Value = 1.0,

View File

@ -14,7 +14,7 @@
* limitations under the License.
*/
#include "stdosl.h"
#include "stdcycles.h"
shader node_combine_hsv(float H = 0.0, float S = 0.0, float V = 0.0, output color Color = 0.8)
{

View File

@ -14,7 +14,7 @@
* limitations under the License.
*/
#include "stdosl.h"
#include "stdcycles.h"
shader node_combine_rgb(float R = 0.0, float G = 0.0, float B = 0.0, output color Image = 0.8)
{

View File

@ -14,7 +14,7 @@
* limitations under the License.
*/
#include "stdosl.h"
#include "stdcycles.h"
shader node_combine_xyz(float X = 0.0, float Y = 0.0, float Z = 0.0, output vector Vector = 0.8)
{

View File

@ -14,7 +14,7 @@
* limitations under the License.
*/
#include "stdosl.h"
#include "stdcycles.h"
shader node_convert_from_color(color value_color = 0.0,
output string value_string = "",

View File

@ -14,7 +14,7 @@
* limitations under the License.
*/
#include "stdosl.h"
#include "stdcycles.h"
shader node_convert_from_float(float value_float = 0.0,
output string value_string = "",

View File

@ -14,7 +14,7 @@
* limitations under the License.
*/
#include "stdosl.h"
#include "stdcycles.h"
shader node_convert_from_int(int value_int = 0,
output string value_string = "",

View File

@ -14,7 +14,7 @@
* limitations under the License.
*/
#include "stdosl.h"
#include "stdcycles.h"
shader node_convert_from_normal(normal value_normal = normal(0.0, 0.0, 0.0),
output string value_string = "",

View File

@ -14,7 +14,7 @@
* limitations under the License.
*/
#include "stdosl.h"
#include "stdcycles.h"
shader node_convert_from_point(point value_point = point(0.0, 0.0, 0.0),
output string value_string = "",

View File

@ -14,7 +14,7 @@
* limitations under the License.
*/
#include "stdosl.h"
#include "stdcycles.h"
shader node_convert_from_string(string value_string = "",
output color value_color = color(0.0, 0.0, 0.0),

View File

@ -14,7 +14,7 @@
* limitations under the License.
*/
#include "stdosl.h"
#include "stdcycles.h"
shader node_convert_from_vector(vector value_vector = vector(0.0, 0.0, 0.0),
output string value_string = "",

View File

@ -14,7 +14,7 @@
* limitations under the License.
*/
#include "stdosl.h"
#include "stdcycles.h"
shader node_diffuse_bsdf(color Color = 0.8,
float Roughness = 0.0,

View File

@ -14,7 +14,7 @@
* limitations under the License.
*/
#include "stdosl.h"
#include "stdcycles.h"
shader node_displacement(string space = "object",
float Height = 0.0,

View File

@ -14,7 +14,7 @@
* limitations under the License.
*/
#include "stdosl.h"
#include "stdcycles.h"
shader node_emission(color Color = 0.8, float Strength = 1.0, output closure color Emission = 0)
{

View File

@ -14,7 +14,7 @@
* limitations under the License.
*/
#include "stdosl.h"
#include "stdcycles.h"
#include "node_color.h"
vector environment_texture_direction_to_equirectangular(vector dir)

View File

@ -14,7 +14,7 @@
* limitations under the License.
*/
#include "stdosl.h"
#include "stdcycles.h"
#include "node_fresnel.h"
shader node_fresnel(float IOR = 1.45, normal Normal = N, output float Fac = 0.0)

View File

@ -14,7 +14,7 @@
* limitations under the License.
*/
#include "stdosl.h"
#include "stdcycles.h"
shader node_gamma(color ColorIn = 0.8, float Gamma = 1.0, output color ColorOut = 0.0)
{

View File

@ -14,7 +14,7 @@
* limitations under the License.
*/
#include "stdosl.h"
#include "stdcycles.h"
shader node_geometry(normal NormalIn = N,
string bump_offset = "center",

View File

@ -14,7 +14,7 @@
* limitations under the License.
*/
#include "stdosl.h"
#include "stdcycles.h"
#include "node_fresnel.h"
shader node_glass_bsdf(color Color = 0.8,

View File

@ -14,7 +14,7 @@
* limitations under the License.
*/
#include "stdosl.h"
#include "stdcycles.h"
#include "node_fresnel.h"
shader node_glossy_bsdf(color Color = 0.8,

View File

@ -14,7 +14,7 @@
* limitations under the License.
*/
#include "stdosl.h"
#include "stdcycles.h"
/* Gradient */

View File

@ -16,7 +16,7 @@
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "stdosl.h"
#include "stdcycles.h"
shader node_hair_bsdf(color Color = 0.8,
string component = "reflection",

View File

@ -14,7 +14,7 @@
* limitations under the License.
*/
#include "stdosl.h"
#include "stdcycles.h"
shader node_hair_info(output float IsStrand = 0.0,
output float Intercept = 0.0,

View File

@ -1,4 +1,4 @@
#include "stdosl.h"
#include "stdcycles.h"
#include "vector2.h"
#include "vector4.h"

View File

@ -14,7 +14,7 @@
* limitations under the License.
*/
#include "stdosl.h"
#include "stdcycles.h"
shader node_holdout(output closure color Holdout = holdout())
{

View File

@ -14,7 +14,7 @@
* limitations under the License.
*/
#include "stdosl.h"
#include "stdcycles.h"
#include "node_color.h"
shader node_hsv(float Hue = 0.5,

View File

@ -14,7 +14,7 @@
* limitations under the License.
*/
#include "stdosl.h"
#include "stdcycles.h"
/* IES Light */

View File

@ -14,7 +14,7 @@
* limitations under the License.
*/
#include "stdosl.h"
#include "stdcycles.h"
#include "node_color.h"
point texco_remap_square(point co)

View File

@ -14,7 +14,7 @@
* limitations under the License.
*/
#include "stdosl.h"
#include "stdcycles.h"
shader node_invert(float Fac = 1.0, color ColorIn = 0.8, output color ColorOut = 0.8)
{

View File

@ -14,7 +14,7 @@
* limitations under the License.
*/
#include "stdosl.h"
#include "stdcycles.h"
#include "node_fresnel.h"
shader node_layer_weight(float Blend = 0.5,

View File

@ -14,7 +14,7 @@
* limitations under the License.
*/
#include "stdosl.h"
#include "stdcycles.h"
shader node_light_falloff(float Strength = 0.0,
float Smooth = 0.0,

View File

@ -14,7 +14,7 @@
* limitations under the License.
*/
#include "stdosl.h"
#include "stdcycles.h"
shader node_light_path(output float IsCameraRay = 0.0,
output float IsShadowRay = 0.0,

View File

@ -14,7 +14,7 @@
* limitations under the License.
*/
#include "stdosl.h"
#include "stdcycles.h"
/* Magic */

View File

@ -14,7 +14,7 @@
* limitations under the License.
*/
#include "stdosl.h"
#include "stdcycles.h"
float safe_divide(float a, float b)
{

View File

@ -14,7 +14,7 @@
* limitations under the License.
*/
#include "stdosl.h"
#include "stdcycles.h"
point safe_divide(point a, point b)
{

View File

@ -14,7 +14,7 @@
* limitations under the License.
*/
#include "stdosl.h"
#include "stdcycles.h"
float safe_divide(float a, float b)
{

View File

@ -14,7 +14,7 @@
* limitations under the License.
*/
#include "stdosl.h"
#include "stdcycles.h"
#include "node_color.h"
color node_mix_blend(float t, color col1, color col2)

View File

@ -14,7 +14,7 @@
* limitations under the License.
*/
#include "stdosl.h"
#include "stdcycles.h"
shader node_mix_closure(float Fac = 0.5,
closure color Closure1 = 0,

View File

@ -14,7 +14,7 @@
* limitations under the License.
*/
#include "stdosl.h"
#include "stdcycles.h"
#include "node_noise.h"
#include "vector2.h"
#include "vector4.h"

View File

@ -14,7 +14,7 @@
* limitations under the License.
*/
#include "stdosl.h"
#include "stdcycles.h"
#include "vector2.h"
#include "vector4.h"
#include "node_noise.h"

View File

@ -14,7 +14,7 @@
* limitations under the License.
*/
#include "stdosl.h"
#include "stdcycles.h"
shader node_normal(normal direction = normal(0.0, 0.0, 0.0),
normal NormalIn = normal(0.0, 0.0, 0.0),

View File

@ -14,7 +14,7 @@
* limitations under the License.
*/
#include "stdosl.h"
#include "stdcycles.h"
shader node_normal_map(normal NormalIn = N,
float Strength = 1.0,

View File

@ -14,7 +14,7 @@
* limitations under the License.
*/
#include "stdosl.h"
#include "stdcycles.h"
shader node_object_info(output point Location = point(0.0, 0.0, 0.0),
output color Color = color(1.0, 1.0, 1.0),

View File

@ -14,7 +14,7 @@
* limitations under the License.
*/
#include "stdosl.h"
#include "stdcycles.h"
displacement node_output_displacement(vector Displacement = 0.0)
{

View File

@ -14,7 +14,7 @@
* limitations under the License.
*/
#include "stdosl.h"
#include "stdcycles.h"
surface node_output_surface(closure color Surface = 0)
{

View File

@ -14,7 +14,7 @@
* limitations under the License.
*/
#include "stdosl.h"
#include "stdcycles.h"
volume node_output_volume(closure color Volume = 0)
{

View File

@ -14,7 +14,7 @@
* limitations under the License.
*/
#include "stdosl.h"
#include "stdcycles.h"
shader node_particle_info(output float Index = 0.0,
output float Random = 0.0,

View File

@ -14,7 +14,7 @@
* limitations under the License.
*/
#include "stdosl.h"
#include "stdcycles.h"
#include "node_fresnel.h"
shader node_principled_bsdf(string distribution = "Multiscatter GGX",

View File

@ -14,7 +14,7 @@
* limitations under the License.
*/
#include "stdosl.h"
#include "stdcycles.h"
color log3(color a)
{

View File

@ -14,7 +14,7 @@
* limitations under the License.
*/
#include "stdosl.h"
#include "stdcycles.h"
shader node_principled_volume(color Color = color(0.5, 0.5, 0.5),
float Density = 1.0,

View File

@ -14,7 +14,7 @@
* limitations under the License.
*/
#include "stdosl.h"
#include "stdcycles.h"
shader node_refraction_bsdf(color Color = 0.8,
string distribution = "sharp",

View File

@ -14,7 +14,7 @@
* limitations under the License.
*/
#include "stdosl.h"
#include "stdcycles.h"
#include "node_ramp_util.h"
shader node_rgb_curves(color ramp[] = {0.0},

View File

@ -14,7 +14,7 @@
* limitations under the License.
*/
#include "stdosl.h"
#include "stdcycles.h"
#include "node_ramp_util.h"
shader node_rgb_ramp(color ramp_color[] = {0.0},

View File

@ -14,7 +14,7 @@
* limitations under the License.
*/
#include "stdosl.h"
#include "stdcycles.h"
shader node_rgb_to_bw(color Color = 0.0, output float Val = 0.0)
{

View File

@ -14,7 +14,7 @@
* limitations under the License.
*/
#include "stdosl.h"
#include "stdcycles.h"
shader node_scatter_volume(color Color = color(0.8, 0.8, 0.8),
float Density = 1.0,

View File

@ -14,7 +14,7 @@
* limitations under the License.
*/
#include "stdosl.h"
#include "stdcycles.h"
#include "node_color.h"
shader node_separate_hsv(color Color = 0.8,

View File

@ -14,7 +14,7 @@
* limitations under the License.
*/
#include "stdosl.h"
#include "stdcycles.h"
shader node_separate_rgb(color Image = 0.8,
output float R = 0.0,

View File

@ -14,7 +14,7 @@
* limitations under the License.
*/
#include "stdosl.h"
#include "stdcycles.h"
shader node_separate_xyz(vector Vector = 0.8,
output float X = 0.0,

View File

@ -14,7 +14,7 @@
* limitations under the License.
*/
#include "stdosl.h"
#include "stdcycles.h"
surface node_set_normal(normal Direction = N, output normal Normal = N)
{

View File

@ -14,7 +14,7 @@
* limitations under the License.
*/
#include "stdosl.h"
#include "stdcycles.h"
#include "node_color.h"
float sky_angle_between(float thetav, float phiv, float theta, float phi)

View File

@ -14,7 +14,7 @@
* limitations under the License.
*/
#include "stdosl.h"
#include "stdcycles.h"
shader node_subsurface_scattering(color Color = 0.8,
float Scale = 1.0,

View File

@ -14,7 +14,7 @@
* limitations under the License.
*/
#include "stdosl.h"
#include "stdcycles.h"
shader node_tangent(normal NormalIn = N,
string attr_name = "geom:tangent",

View File

@ -14,7 +14,7 @@
* limitations under the License.
*/
#include "stdosl.h"
#include "stdcycles.h"
shader node_texture_coordinate(
normal NormalIn = N,

View File

@ -14,7 +14,7 @@
* limitations under the License.
*/
#include "stdosl.h"
#include "stdcycles.h"
shader node_toon_bsdf(color Color = 0.8,
string component = "diffuse",

View File

@ -14,7 +14,7 @@
* limitations under the License.
*/
#include "stdosl.h"
#include "stdcycles.h"
shader node_translucent_bsdf(color Color = 0.8, normal Normal = N, output closure color BSDF = 0)
{

View File

@ -14,7 +14,7 @@
* limitations under the License.
*/
#include "stdosl.h"
#include "stdcycles.h"
shader node_transparent_bsdf(color Color = 0.8, normal Normal = N, output closure color BSDF = 0)
{

View File

@ -14,7 +14,7 @@
* limitations under the License.
*/
#include "stdosl.h"
#include "stdcycles.h"
shader node_uv_map(int from_dupli = 0,
string attribute = "",

View File

@ -14,7 +14,7 @@
* limitations under the License.
*/
#include "stdosl.h"
#include "stdcycles.h"
shader node_value(float value_value = 0.0,
vector vector_value = vector(0.0, 0.0, 0.0),

View File

@ -14,7 +14,7 @@
* limitations under the License.
*/
#include "stdosl.h"
#include "stdcycles.h"
#include "node_ramp_util.h"
shader node_vector_curves(color ramp[] = {0.0},

View File

@ -14,7 +14,7 @@
* limitations under the License.
*/
#include "stdosl.h"
#include "stdcycles.h"
shader node_vector_displacement(color Vector = color(0.0, 0.0, 0.0),
float Midlevel = 0.0,

View File

@ -14,7 +14,7 @@
* limitations under the License.
*/
#include "stdosl.h"
#include "stdcycles.h"
float safe_divide(float a, float b)
{

View File

@ -14,7 +14,7 @@
* limitations under the License.
*/
#include "stdosl.h"
#include "stdcycles.h"
shader node_vector_transform(string type = "vector",
string convert_from = "world",

View File

@ -14,7 +14,7 @@
* limitations under the License.
*/
#include "stdosl.h"
#include "stdcycles.h"
#include "node_fresnel.h"
shader node_velvet_bsdf(color Color = 0.8,

View File

@ -14,7 +14,7 @@
* limitations under the License.
*/
#include "stdosl.h"
#include "stdcycles.h"
shader node_vertex_color(string bump_offset = "center",
string layer_name = "",

View File

@ -14,7 +14,7 @@
* limitations under the License.
*/
#include "stdosl.h"
#include "stdcycles.h"
#include "vector2.h"
#include "vector4.h"
#include "node_hash.h"

View File

@ -14,7 +14,7 @@
* limitations under the License.
*/
#include "stdosl.h"
#include "stdcycles.h"
shader node_voxel_texture(string filename = "",
string interpolation = "linear",

View File

@ -14,7 +14,7 @@
* limitations under the License.
*/
#include "stdosl.h"
#include "stdcycles.h"
#include "node_noise.h"
/* Wave */

View File

@ -14,7 +14,7 @@
* limitations under the License.
*/
#include "stdosl.h"
#include "stdcycles.h"
shader node_wavelength(float Wavelength = 500.0, output color Color = 0.0)
{

View File

@ -14,7 +14,7 @@
* limitations under the License.
*/
#include "stdosl.h"
#include "stdcycles.h"
#include "vector2.h"
#include "vector4.h"
#include "node_hash.h"

View File

@ -14,7 +14,7 @@
* limitations under the License.
*/
#include "stdosl.h"
#include "stdcycles.h"
#include "oslutil.h"
shader node_wireframe(string bump_offset = "center",

View File

@ -1,101 +0,0 @@
/*
* 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 CCL_OSLUTIL_H
#define CCL_OSLUTIL_H
// Return wireframe opacity factor [0, 1] given a geometry type in
// ("triangles", "polygons" or "patches"), and a line_width in raster
// or world space depending on the last (raster) boolean argument.
//
float wireframe(string edge_type, float line_width, int raster)
{
// ray differentials are so big in diffuse context that this function would always return "wire"
if (raytype("path:diffuse"))
return 0.0;
int np = 0;
point p[64];
float pixelWidth = 1;
if (edge_type == "triangles") {
np = 3;
if (!getattribute("geom:trianglevertices", p))
return 0.0;
}
else if (edge_type == "polygons" || edge_type == "patches") {
getattribute("geom:numpolyvertices", np);
if (np < 3 || !getattribute("geom:polyvertices", p))
return 0.0;
}
if (raster) {
// Project the derivatives of P to the viewing plane defined
// by I so we have a measure of how big is a pixel at this point
float pixelWidthX = length(Dx(P) - dot(Dx(P), I) * I);
float pixelWidthY = length(Dy(P) - dot(Dy(P), I) * I);
// Take the average of both axis' length
pixelWidth = (pixelWidthX + pixelWidthY) / 2;
}
// Use half the width as the neighbor face will render the
// other half. And take the square for fast comparison
pixelWidth *= 0.5 * line_width;
pixelWidth *= pixelWidth;
for (int i = 0; i < np; i++) {
int i2 = i ? i - 1 : np - 1;
vector dir = P - p[i];
vector edge = p[i] - p[i2];
vector crs = cross(edge, dir);
// At this point dot(crs, crs) / dot(edge, edge) is
// the square of area / length(edge) == square of the
// distance to the edge.
if (dot(crs, crs) < (dot(edge, edge) * pixelWidth))
return 1;
}
return 0;
}
float wireframe(string edge_type, float line_width)
{
return wireframe(edge_type, line_width, 1);
}
float wireframe(string edge_type)
{
return wireframe(edge_type, 1.0, 1);
}
float wireframe()
{
return wireframe("polygons", 1.0, 1);
}
#endif /* CCL_OSLUTIL_H */

View File

@ -0,0 +1,151 @@
/////////////////////////////////////////////////////////////////////////////
// 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_STDCYCLESOSL_H
#define CCL_STDCYCLESOSL_H
#include "stdosl.h"
// Declaration of built-in functions and closures, stdosl.h does not make
// these available so we have to redefine them.
#define BUILTIN [[int builtin = 1]]
#define BUILTIN_DERIV [[ int builtin = 1, int deriv = 1 ]]
closure color diffuse_ramp(normal N, color colors[8]) BUILTIN;
closure color phong_ramp(normal N, float exponent, color colors[8]) BUILTIN;
closure color diffuse_toon(normal N, float size, float smooth) BUILTIN;
closure color glossy_toon(normal N, float size, float smooth) BUILTIN;
closure color microfacet_ggx(normal N, float ag) BUILTIN;
closure color microfacet_ggx_aniso(normal N, vector T, float ax, float ay) BUILTIN;
closure color microfacet_ggx_refraction(normal N, float ag, float eta) BUILTIN;
closure color microfacet_multi_ggx(normal N, float ag, color C) BUILTIN;
closure color microfacet_multi_ggx_aniso(normal N, vector T, float ax, float ay, color C) BUILTIN;
closure color microfacet_multi_ggx_glass(normal N, float ag, float eta, color C) BUILTIN;
closure color microfacet_ggx_fresnel(normal N, float ag, float eta, color C, color Cspec0) BUILTIN;
closure color microfacet_ggx_aniso_fresnel(
normal N, vector T, float ax, float ay, float eta, color C, color Cspec0) BUILTIN;
closure color
microfacet_multi_ggx_fresnel(normal N, float ag, float eta, color C, color Cspec0) BUILTIN;
closure color microfacet_multi_ggx_aniso_fresnel(
normal N, vector T, float ax, float ay, float eta, color C, color Cspec0) BUILTIN;
closure color
microfacet_multi_ggx_glass_fresnel(normal N, float ag, float eta, color C, color Cspec0) BUILTIN;
closure color microfacet_beckmann(normal N, float ab) BUILTIN;
closure color microfacet_beckmann_aniso(normal N, vector T, float ax, float ay) BUILTIN;
closure color microfacet_beckmann_refraction(normal N, float ab, float eta) BUILTIN;
closure color ashikhmin_shirley(normal N, vector T, float ax, float ay) BUILTIN;
closure color ashikhmin_velvet(normal N, float sigma) BUILTIN;
closure color ambient_occlusion() BUILTIN;
closure color principled_diffuse(normal N, float roughness) BUILTIN;
closure color principled_sheen(normal N) BUILTIN;
closure color principled_clearcoat(normal N, float clearcoat, float clearcoat_roughness) BUILTIN;
// BSSRDF
closure color bssrdf(string method, normal N, vector radius, color albedo) BUILTIN;
// Hair
closure color
hair_reflection(normal N, float roughnessu, float roughnessv, vector T, float offset) BUILTIN;
closure color
hair_transmission(normal N, float roughnessu, float roughnessv, vector T, float offset) BUILTIN;
closure color principled_hair(normal N,
color sigma,
float roughnessu,
float roughnessv,
float coat,
float alpha,
float eta) BUILTIN;
// Volume
closure color henyey_greenstein(float g) BUILTIN;
closure color absorption() BUILTIN;
normal ensure_valid_reflection(normal Ng, vector I, normal N)
{
/* The implementation here mirrors the one in kernel_montecarlo.h,
* check there for an explanation of the algorithm. */
float sqr(float x)
{
return x * x;
}
vector R = 2 * dot(N, I) * N - I;
float threshold = min(0.9 * dot(Ng, I), 0.01);
if (dot(Ng, R) >= threshold) {
return N;
}
float NdotNg = dot(N, Ng);
vector X = normalize(N - NdotNg * Ng);
float Ix = dot(I, X), Iz = dot(I, Ng);
float Ix2 = sqr(Ix), Iz2 = sqr(Iz);
float a = Ix2 + Iz2;
float b = sqrt(Ix2 * (a - sqr(threshold)));
float c = Iz * threshold + a;
float fac = 0.5 / a;
float N1_z2 = fac * (b + c), N2_z2 = fac * (-b + c);
int valid1 = (N1_z2 > 1e-5) && (N1_z2 <= (1.0 + 1e-5));
int valid2 = (N2_z2 > 1e-5) && (N2_z2 <= (1.0 + 1e-5));
float N_new_x, N_new_z;
if (valid1 && valid2) {
float N1_x = sqrt(1.0 - N1_z2), N1_z = sqrt(N1_z2);
float N2_x = sqrt(1.0 - N2_z2), N2_z = sqrt(N2_z2);
float R1 = 2 * (N1_x * Ix + N1_z * Iz) * N1_z - Iz;
float R2 = 2 * (N2_x * Ix + N2_z * Iz) * N2_z - Iz;
valid1 = (R1 >= 1e-5);
valid2 = (R2 >= 1e-5);
if (valid1 && valid2) {
N_new_x = (R1 < R2) ? N1_x : N2_x;
N_new_z = (R1 < R2) ? N1_z : N2_z;
}
else {
N_new_x = (R1 > R2) ? N1_x : N2_x;
N_new_z = (R1 > R2) ? N1_z : N2_z;
}
}
else if (valid1 || valid2) {
float Nz2 = valid1 ? N1_z2 : N2_z2;
N_new_x = sqrt(1.0 - Nz2);
N_new_z = sqrt(Nz2);
}
else {
return Ng;
}
return N_new_x * X + N_new_z * Ng;
}
#endif /* CCL_STDOSL_H */

View File

@ -1,880 +0,0 @@
/////////////////////////////////////////////////////////////////////////////
// Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al. All Rights Reserved.
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are
// met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of Sony Pictures Imageworks nor the names of its
// contributors may be used to endorse or promote products derived from
// this software without specific prior written permission.
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
/////////////////////////////////////////////////////////////////////////////
#ifndef CCL_STDOSL_H
#define CCL_STDOSL_H
#ifndef M_PI
# define M_PI 3.1415926535897932 /* pi */
# define M_PI_2 1.5707963267948966 /* pi/2 */
# define M_PI_4 0.7853981633974483 /* pi/4 */
# define M_2_PI 0.6366197723675813 /* 2/pi */
# define M_2PI 6.2831853071795865 /* 2*pi */
# define M_4PI 12.566370614359173 /* 4*pi */
# define M_2_SQRTPI 1.1283791670955126 /* 2/sqrt(pi) */
# define M_E 2.7182818284590452 /* e (Euler's number) */
# define M_LN2 0.6931471805599453 /* ln(2) */
# define M_LN10 2.3025850929940457 /* ln(10) */
# define M_LOG2E 1.4426950408889634 /* log_2(e) */
# define M_LOG10E 0.4342944819032518 /* log_10(e) */
# define M_SQRT2 1.4142135623730950 /* sqrt(2) */
# define M_SQRT1_2 0.7071067811865475 /* 1/sqrt(2) */
#endif
// Declaration of built-in functions and closures
#define BUILTIN [[int builtin = 1]]
#define BUILTIN_DERIV [[ int builtin = 1, int deriv = 1 ]]
#define PERCOMP1(name) \
normal name(normal x) BUILTIN; \
vector name(vector x) BUILTIN; \
point name(point x) BUILTIN; \
color name(color x) BUILTIN; \
float name(float x) BUILTIN;
#define PERCOMP2(name) \
normal name(normal x, normal y) BUILTIN; \
vector name(vector x, vector y) BUILTIN; \
point name(point x, point y) BUILTIN; \
color name(color x, color y) BUILTIN; \
float name(float x, float y) BUILTIN;
#define PERCOMP2F(name) \
normal name(normal x, float y) BUILTIN; \
vector name(vector x, float y) BUILTIN; \
point name(point x, float y) BUILTIN; \
color name(color x, float y) BUILTIN; \
float name(float x, float y) BUILTIN;
// Basic math
normal degrees(normal x)
{
return x * (180.0 / M_PI);
}
vector degrees(vector x)
{
return x * (180.0 / M_PI);
}
point degrees(point x)
{
return x * (180.0 / M_PI);
}
color degrees(color x)
{
return x * (180.0 / M_PI);
}
float degrees(float x)
{
return x * (180.0 / M_PI);
}
normal radians(normal x)
{
return x * (M_PI / 180.0);
}
vector radians(vector x)
{
return x * (M_PI / 180.0);
}
point radians(point x)
{
return x * (M_PI / 180.0);
}
color radians(color x)
{
return x * (M_PI / 180.0);
}
float radians(float x)
{
return x * (M_PI / 180.0);
}
PERCOMP1(cos)
PERCOMP1(sin)
PERCOMP1(tan)
PERCOMP1(acos)
PERCOMP1(asin)
PERCOMP1(atan)
PERCOMP2(atan2)
PERCOMP1(cosh)
PERCOMP1(sinh)
PERCOMP1(tanh)
PERCOMP2F(pow)
PERCOMP1(exp)
PERCOMP1(exp2)
PERCOMP1(expm1)
PERCOMP1(log)
point log(point a, float b)
{
return log(a) / log(b);
}
vector log(vector a, float b)
{
return log(a) / log(b);
}
color log(color a, float b)
{
return log(a) / log(b);
}
float log(float a, float b)
{
return log(a) / log(b);
}
PERCOMP1(log2)
PERCOMP1(log10)
PERCOMP1(logb)
PERCOMP1(sqrt)
PERCOMP1(inversesqrt)
float hypot(float a, float b)
{
return sqrt(a * a + b * b);
}
float hypot(float a, float b, float c)
{
return sqrt(a * a + b * b + c * c);
}
PERCOMP1(abs)
int abs(int x) BUILTIN;
PERCOMP1(fabs)
int fabs(int x) BUILTIN;
PERCOMP1(sign)
PERCOMP1(floor)
PERCOMP1(ceil)
PERCOMP1(round)
PERCOMP1(trunc)
PERCOMP2(fmod)
PERCOMP2F(fmod)
int mod(int a, int b)
{
return a - b * (int)floor(a / b);
}
point mod(point a, point b)
{
return a - b * floor(a / b);
}
vector mod(vector a, vector b)
{
return a - b * floor(a / b);
}
normal mod(normal a, normal b)
{
return a - b * floor(a / b);
}
color mod(color a, color b)
{
return a - b * floor(a / b);
}
point mod(point a, float b)
{
return a - b * floor(a / b);
}
vector mod(vector a, float b)
{
return a - b * floor(a / b);
}
normal mod(normal a, float b)
{
return a - b * floor(a / b);
}
color mod(color a, float b)
{
return a - b * floor(a / b);
}
float mod(float a, float b)
{
return a - b * floor(a / b);
}
PERCOMP2(min)
int min(int a, int b) BUILTIN;
PERCOMP2(max)
int max(int a, int b) BUILTIN;
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);
}
int clamp(int x, int minval, int maxval)
{
return max(min(x, maxval), minval);
}
#if 0
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;
}
#else
normal mix(normal x, normal y, normal a) BUILTIN;
normal mix(normal x, normal y, float a) BUILTIN;
vector mix(vector x, vector y, vector a) BUILTIN;
vector mix(vector x, vector y, float a) BUILTIN;
point mix(point x, point y, point a) BUILTIN;
point mix(point x, point y, float a) BUILTIN;
color mix(color x, color y, color a) BUILTIN;
color mix(color x, color y, float a) BUILTIN;
float mix(float x, float y, float a) BUILTIN;
#endif
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)
{
vector d = b - a;
float dd = dot(d, d);
if (dd == 0.0)
return distance(q, a);
float t = dot(q - a, d) / dd;
return distance(q, a + clamp(t, 0.0, 1.0) * d);
}
normal normalize(normal v) BUILTIN;
vector normalize(vector v) BUILTIN;
vector faceforward(vector N, vector I, vector Nref) BUILTIN;
vector faceforward(vector N, vector I) BUILTIN;
vector reflect(vector I, vector N)
{
return I - 2 * dot(N, I) * N;
}
vector refract(vector I, vector N, float eta)
{
float IdotN = dot(I, N);
float k = 1 - eta * eta * (1 - IdotN * IdotN);
return (k < 0) ? vector(0, 0, 0) : (eta * I - N * (eta * IdotN + sqrt(k)));
}
void fresnel(vector I,
normal N,
float eta,
output float Kr,
output float Kt,
output vector R,
output vector T)
{
float sqr(float x)
{
return x * x;
}
float c = dot(I, N);
if (c < 0)
c = -c;
R = reflect(I, N);
float g = 1.0 / sqr(eta) - 1.0 + c * c;
if (g >= 0.0) {
g = sqrt(g);
float beta = g - c;
float F = (c * (g + c) - 1.0) / (c * beta + 1.0);
F = 0.5 * (1.0 + sqr(F));
F *= sqr(beta / (g + c));
Kr = F;
Kt = (1.0 - Kr) * eta * eta;
// OPT: the following recomputes some of the above values, but it
// gives us the same result as if the shader-writer called refract()
T = refract(I, N, eta);
}
else {
// total internal reflection
Kr = 1.0;
Kt = 0.0;
T = vector(0, 0, 0);
}
}
void fresnel(vector I, normal N, float eta, output float Kr, output float Kt)
{
vector R, T;
fresnel(I, N, eta, Kr, Kt, R, T);
}
normal transform(matrix Mto, normal p) BUILTIN;
vector transform(matrix Mto, vector p) BUILTIN;
point transform(matrix Mto, point p) BUILTIN;
normal transform(string from, string to, normal p) BUILTIN;
vector transform(string from, string to, vector p) BUILTIN;
point transform(string from, string to, point p) BUILTIN;
normal transform(string to, normal p)
{
return transform("common", to, p);
}
vector transform(string to, vector p)
{
return transform("common", to, p);
}
point transform(string to, point p)
{
return transform("common", to, p);
}
float transformu(string tounits, float x) BUILTIN;
float transformu(string fromunits, string tounits, float x) BUILTIN;
point rotate(point p, float angle, point a, point b)
{
vector axis = normalize(b - a);
float cosang, sinang;
/* Older OSX has major issues with sincos() function,
* it's likely a big in OSL or LLVM. For until we've
* updated to new versions of this libraries we'll
* use a workaround to prevent possible crashes on all
* the platforms.
*
* Shouldn't be that bad because it's mainly used for
* anisotropic shader where angle is usually constant.
*/
#if 0
sincos(angle, sinang, cosang);
#else
sinang = sin(angle);
cosang = cos(angle);
#endif
float cosang1 = 1.0 - cosang;
float x = axis[0], y = axis[1], z = axis[2];
matrix M = matrix(x * x + (1.0 - x * x) * cosang,
x * y * cosang1 + z * sinang,
x * z * cosang1 - y * sinang,
0.0,
x * y * cosang1 - z * sinang,
y * y + (1.0 - y * y) * cosang,
y * z * cosang1 + x * sinang,
0.0,
x * z * cosang1 + y * sinang,
y * z * cosang1 - x * sinang,
z * z + (1.0 - z * z) * cosang,
0.0,
0.0,
0.0,
0.0,
1.0);
return transform(M, p - a) + a;
}
normal ensure_valid_reflection(normal Ng, vector I, normal N)
{
/* The implementation here mirrors the one in kernel_montecarlo.h,
* check there for an explanation of the algorithm. */
float sqr(float x)
{
return x * x;
}
vector R = 2 * dot(N, I) * N - I;
float threshold = min(0.9 * dot(Ng, I), 0.01);
if (dot(Ng, R) >= threshold) {
return N;
}
float NdotNg = dot(N, Ng);
vector X = normalize(N - NdotNg * Ng);
float Ix = dot(I, X), Iz = dot(I, Ng);
float Ix2 = sqr(Ix), Iz2 = sqr(Iz);
float a = Ix2 + Iz2;
float b = sqrt(Ix2 * (a - sqr(threshold)));
float c = Iz * threshold + a;
float fac = 0.5 / a;
float N1_z2 = fac * (b + c), N2_z2 = fac * (-b + c);
int valid1 = (N1_z2 > 1e-5) && (N1_z2 <= (1.0 + 1e-5));
int valid2 = (N2_z2 > 1e-5) && (N2_z2 <= (1.0 + 1e-5));
float N_new_x, N_new_z;
if (valid1 && valid2) {
float N1_x = sqrt(1.0 - N1_z2), N1_z = sqrt(N1_z2);
float N2_x = sqrt(1.0 - N2_z2), N2_z = sqrt(N2_z2);
float R1 = 2 * (N1_x * Ix + N1_z * Iz) * N1_z - Iz;
float R2 = 2 * (N2_x * Ix + N2_z * Iz) * N2_z - Iz;
valid1 = (R1 >= 1e-5);
valid2 = (R2 >= 1e-5);
if (valid1 && valid2) {
N_new_x = (R1 < R2) ? N1_x : N2_x;
N_new_z = (R1 < R2) ? N1_z : N2_z;
}
else {
N_new_x = (R1 > R2) ? N1_x : N2_x;
N_new_z = (R1 > R2) ? N1_z : N2_z;
}
}
else if (valid1 || valid2) {
float Nz2 = valid1 ? N1_z2 : N2_z2;
N_new_x = sqrt(1.0 - Nz2);
N_new_z = sqrt(Nz2);
}
else {
return Ng;
}
return N_new_x * X + N_new_z * Ng;
}
// Color functions
float luminance(color c) BUILTIN;
color blackbody(float temperatureK) BUILTIN;
color wavelength_color(float wavelength_nm) BUILTIN;
color transformc(string to, color x)
{
color rgb_to_hsv(color rgb)
{ // See Foley & van Dam
float r = rgb[0], g = rgb[1], b = rgb[2];
float mincomp = min(r, min(g, b));
float maxcomp = max(r, max(g, b));
float delta = maxcomp - mincomp; // chroma
float h, s, v;
v = maxcomp;
if (maxcomp > 0)
s = delta / maxcomp;
else
s = 0;
if (s <= 0)
h = 0;
else {
if (r >= maxcomp)
h = (g - b) / delta;
else if (g >= maxcomp)
h = 2 + (b - r) / delta;
else
h = 4 + (r - g) / delta;
h /= 6;
if (h < 0)
h += 1;
}
return color(h, s, v);
}
color rgb_to_hsl(color rgb)
{ // See Foley & van Dam
// First convert rgb to hsv, then to hsl
float minval = min(rgb[0], min(rgb[1], rgb[2]));
color hsv = rgb_to_hsv(rgb);
float maxval = hsv[2]; // v == maxval
float h = hsv[0], s, l = (minval + maxval) / 2;
if (minval == maxval)
s = 0; // special 'achromatic' case, hue is 0
else if (l <= 0.5)
s = (maxval - minval) / (maxval + minval);
else
s = (maxval - minval) / (2 - maxval - minval);
return color(h, s, l);
}
color r;
if (to == "rgb" || to == "RGB")
r = x;
else if (to == "hsv")
r = rgb_to_hsv(x);
else if (to == "hsl")
r = rgb_to_hsl(x);
else if (to == "YIQ")
r = color(dot(vector(0.299, 0.587, 0.114), (vector)x),
dot(vector(0.596, -0.275, -0.321), (vector)x),
dot(vector(0.212, -0.523, 0.311), (vector)x));
else if (to == "XYZ")
r = color(dot(vector(0.412453, 0.357580, 0.180423), (vector)x),
dot(vector(0.212671, 0.715160, 0.072169), (vector)x),
dot(vector(0.019334, 0.119193, 0.950227), (vector)x));
else {
error("Unknown color space \"%s\"", to);
r = x;
}
return r;
}
color transformc(string from, string to, color x)
{
color hsv_to_rgb(color c)
{ // Reference: Foley & van Dam
float h = c[0], s = c[1], v = c[2];
color r;
if (s < 0.0001) {
r = v;
}
else {
h = 6 * (h - floor(h)); // expand to [0..6)
int hi = (int)h;
float f = h - hi;
float p = v * (1 - s);
float q = v * (1 - s * f);
float t = v * (1 - s * (1 - f));
if (hi == 0)
r = color(v, t, p);
else if (hi == 1)
r = color(q, v, p);
else if (hi == 2)
r = color(p, v, t);
else if (hi == 3)
r = color(p, q, v);
else if (hi == 4)
r = color(t, p, v);
else
r = color(v, p, q);
}
return r;
}
color hsl_to_rgb(color c)
{
float h = c[0], s = c[1], l = c[2];
// Easiest to convert hsl -> hsv, then hsv -> RGB (per Foley & van Dam)
float v = (l <= 0.5) ? (l * (1 + s)) : (l * (1 - s) + s);
color r;
if (v <= 0) {
r = 0;
}
else {
float min = 2 * l - v;
s = (v - min) / v;
r = hsv_to_rgb(color(h, s, v));
}
return r;
}
color r;
if (from == "rgb" || from == "RGB")
r = x;
else if (from == "hsv")
r = hsv_to_rgb(x);
else if (from == "hsl")
r = hsl_to_rgb(x);
else if (from == "YIQ")
r = color(dot(vector(1, 0.9557, 0.6199), (vector)x),
dot(vector(1, -0.2716, -0.6469), (vector)x),
dot(vector(1, -1.1082, 1.7051), (vector)x));
else if (from == "XYZ")
r = color(dot(vector(3.240479, -1.537150, -0.498535), (vector)x),
dot(vector(-0.969256, 1.875991, 0.041556), (vector)x),
dot(vector(0.055648, -0.204043, 1.057311), (vector)x));
else {
error("Unknown color space \"%s\"", to);
r = x;
}
return transformc(to, r);
}
// Matrix functions
float determinant(matrix m) BUILTIN;
matrix transpose(matrix m) BUILTIN;
// Pattern generation
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 step(float edge, float x) BUILTIN;
float smoothstep(float edge0, float edge1, float x) BUILTIN;
float linearstep(float edge0, float edge1, float x)
{
float result;
if (edge0 != edge1) {
float xclamped = clamp(x, edge0, edge1);
result = (xclamped - edge0) / (edge1 - edge0);
}
else { // special case: edges coincide
result = step(edge0, x);
}
return result;
}
float smooth_linearstep(float edge0, float edge1, float x_, float eps_)
{
float result;
if (edge0 != edge1) {
float rampup(float x, float r)
{
return 0.5 / r * x * x;
}
float width_inv = 1.0 / (edge1 - edge0);
float eps = eps_ * width_inv;
float x = (x_ - edge0) * width_inv;
if (x <= -eps)
result = 0;
else if (x >= eps && x <= 1.0 - eps)
result = x;
else if (x >= 1.0 + eps)
result = 1;
else if (x < eps)
result = rampup(x + eps, 2.0 * eps);
else /* if (x < 1.0+eps) */
result = 1.0 - rampup(1.0 + eps - x, 2.0 * eps);
}
else {
result = step(edge0, x_);
}
return result;
}
float aastep(float edge, float s, float dedge, float ds)
{
// Box filtered AA step
float width = fabs(dedge) + fabs(ds);
float halfwidth = 0.5 * width;
float e1 = edge - halfwidth;
return (s <= e1) ? 0.0 : ((s >= (edge + halfwidth)) ? 1.0 : (s - e1) / width);
}
float aastep(float edge, float s, float ds)
{
return aastep(edge, s, filterwidth(edge), ds);
}
float aastep(float edge, float s)
{
return aastep(edge, s, filterwidth(edge), filterwidth(s));
}
// Derivatives and area operators
// Displacement functions
// String functions
int strlen(string s) BUILTIN;
int hash(string s) BUILTIN;
int getchar(string s, int index) 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));
}
float stof(string str) BUILTIN;
int stoi(string str) BUILTIN;
// Define concat in terms of shorter concat
string concat(string a, string b, string c)
{
return concat(concat(a, b), c);
}
string concat(string a, string b, string c, string d)
{
return concat(concat(a, b, c), d);
}
string concat(string a, string b, string c, string d, string e)
{
return concat(concat(a, b, c, d), e);
}
string concat(string a, string b, string c, string d, string e, string f)
{
return concat(concat(a, b, c, d, e), f);
}
// Texture
// Closures
closure color diffuse(normal N) BUILTIN;
closure color oren_nayar(normal N, float sigma) BUILTIN;
closure color diffuse_ramp(normal N, color colors[8]) BUILTIN;
closure color phong_ramp(normal N, float exponent, color colors[8]) BUILTIN;
closure color diffuse_toon(normal N, float size, float smooth) BUILTIN;
closure color glossy_toon(normal N, float size, float smooth) BUILTIN;
closure color translucent(normal N) BUILTIN;
closure color reflection(normal N) BUILTIN;
closure color refraction(normal N, float eta) BUILTIN;
closure color transparent() BUILTIN;
closure color microfacet_ggx(normal N, float ag) BUILTIN;
closure color microfacet_ggx_aniso(normal N, vector T, float ax, float ay) BUILTIN;
closure color microfacet_ggx_refraction(normal N, float ag, float eta) BUILTIN;
closure color microfacet_multi_ggx(normal N, float ag, color C) BUILTIN;
closure color microfacet_multi_ggx_aniso(normal N, vector T, float ax, float ay, color C) BUILTIN;
closure color microfacet_multi_ggx_glass(normal N, float ag, float eta, color C) BUILTIN;
closure color microfacet_ggx_fresnel(normal N, float ag, float eta, color C, color Cspec0) BUILTIN;
closure color microfacet_ggx_aniso_fresnel(
normal N, vector T, float ax, float ay, float eta, color C, color Cspec0) BUILTIN;
closure color
microfacet_multi_ggx_fresnel(normal N, float ag, float eta, color C, color Cspec0) BUILTIN;
closure color microfacet_multi_ggx_aniso_fresnel(
normal N, vector T, float ax, float ay, float eta, color C, color Cspec0) BUILTIN;
closure color
microfacet_multi_ggx_glass_fresnel(normal N, float ag, float eta, color C, color Cspec0) BUILTIN;
closure color microfacet_beckmann(normal N, float ab) BUILTIN;
closure color microfacet_beckmann_aniso(normal N, vector T, float ax, float ay) BUILTIN;
closure color microfacet_beckmann_refraction(normal N, float ab, float eta) BUILTIN;
closure color ashikhmin_shirley(normal N, vector T, float ax, float ay) BUILTIN;
closure color ashikhmin_velvet(normal N, float sigma) BUILTIN;
closure color emission() BUILTIN;
closure color background() BUILTIN;
closure color holdout() BUILTIN;
closure color ambient_occlusion() BUILTIN;
closure color principled_diffuse(normal N, float roughness) BUILTIN;
closure color principled_sheen(normal N) BUILTIN;
closure color principled_clearcoat(normal N, float clearcoat, float clearcoat_roughness) BUILTIN;
// BSSRDF
closure color bssrdf(string method, normal N, vector radius, color albedo) BUILTIN;
// Hair
closure color
hair_reflection(normal N, float roughnessu, float roughnessv, vector T, float offset) BUILTIN;
closure color
hair_transmission(normal N, float roughnessu, float roughnessv, vector T, float offset) BUILTIN;
closure color principled_hair(normal N,
color sigma,
float roughnessu,
float roughnessv,
float coat,
float alpha,
float eta) BUILTIN;
// Volume
closure color henyey_greenstein(float g) BUILTIN;
closure color absorption() BUILTIN;
// OSL 1.5 Microfacet functions
closure color microfacet(
string distribution, normal N, vector U, float xalpha, float yalpha, float eta, int refract)
{
/* GGX */
if (distribution == "ggx" || distribution == "default") {
if (!refract) {
if (xalpha == yalpha) {
/* Isotropic */
return microfacet_ggx(N, xalpha);
}
else {
/* Anisotropic */
return microfacet_ggx_aniso(N, U, xalpha, yalpha);
}
}
else {
return microfacet_ggx_refraction(N, xalpha, eta);
}
}
/* Beckmann */
else {
if (!refract) {
if (xalpha == yalpha) {
/* Isotropic */
return microfacet_beckmann(N, xalpha);
}
else {
/* Anisotropic */
return microfacet_beckmann_aniso(N, U, xalpha, yalpha);
}
}
else {
return microfacet_beckmann_refraction(N, xalpha, eta);
}
}
}
closure color microfacet(string distribution, normal N, float alpha, float eta, int refract)
{
return microfacet(distribution, N, vector(0), alpha, alpha, eta, refract);
}
// Renderer state
int backfacing() BUILTIN;
int raytype(string typename) BUILTIN;
// the individual 'isFOOray' functions are deprecated
int iscameraray()
{
return raytype("camera");
}
int isdiffuseray()
{
return raytype("diffuse");
}
int isglossyray()
{
return raytype("glossy");
}
int isshadowray()
{
return raytype("shadow");
}
int getmatrix(string fromspace, string tospace, output matrix M) BUILTIN;
int getmatrix(string fromspace, output matrix M)
{
return getmatrix(fromspace, "common", M);
}
// Miscellaneous
#undef BUILTIN
#undef BUILTIN_DERIV
#undef PERCOMP1
#undef PERCOMP2
#undef PERCOMP2F
#endif /* CCL_STDOSL_H */

View File

@ -1,291 +0,0 @@
// Open Shading Language : Copyright (c) 2009-2017 Sony Pictures Imageworks Inc., et al.
// https://github.com/imageworks/OpenShadingLanguage/blob/master/LICENSE
#pragma once
#define VECTOR2_H
// vector2 is a 2D vector
struct vector2 {
float x;
float y;
};
//
// For vector2, define math operators to match vector
//
vector2 __operator__neg__(vector2 a)
{
return vector2(-a.x, -a.y);
}
vector2 __operator__add__(vector2 a, vector2 b)
{
return vector2(a.x + b.x, a.y + b.y);
}
vector2 __operator__add__(vector2 a, int b)
{
return a + vector2(b, b);
}
vector2 __operator__add__(vector2 a, float b)
{
return a + vector2(b, b);
}
vector2 __operator__add__(int a, vector2 b)
{
return vector2(a, a) + b;
}
vector2 __operator__add__(float a, vector2 b)
{
return vector2(a, a) + b;
}
vector2 __operator__sub__(vector2 a, vector2 b)
{
return vector2(a.x - b.x, a.y - b.y);
}
vector2 __operator__sub__(vector2 a, int b)
{
return a - vector2(b, b);
}
vector2 __operator__sub__(vector2 a, float b)
{
return a - vector2(b, b);
}
vector2 __operator__sub__(int a, vector2 b)
{
return vector2(a, a) - b;
}
vector2 __operator__sub__(float a, vector2 b)
{
return vector2(a, a) - b;
}
vector2 __operator__mul__(vector2 a, vector2 b)
{
return vector2(a.x * b.x, a.y * b.y);
}
vector2 __operator__mul__(vector2 a, int b)
{
return a * vector2(b, b);
}
vector2 __operator__mul__(vector2 a, float b)
{
return a * vector2(b, b);
}
vector2 __operator__mul__(int a, vector2 b)
{
return b * vector2(a, a);
}
vector2 __operator__mul__(float a, vector2 b)
{
return b * vector2(a, a);
}
vector2 __operator__div__(vector2 a, vector2 b)
{
return vector2(a.x / b.x, a.y / b.y);
}
vector2 __operator__div__(vector2 a, int b)
{
float b_inv = 1 / b;
return a * vector2(b_inv, b_inv);
}
vector2 __operator__div__(vector2 a, float b)
{
float b_inv = 1 / b;
return a * vector2(b_inv, b_inv);
}
vector2 __operator__div__(int a, vector2 b)
{
return vector2(a, a) / b;
}
vector2 __operator__div__(float a, vector2 b)
{
return vector2(a, a) / b;
}
int __operator__eq__(vector2 a, vector2 b)
{
return (a.x == b.x) && (a.y == b.y);
}
int __operator__ne__(vector2 a, vector2 b)
{
return (a.x != b.x) || (a.y != b.y);
}
//
// For vector2, define most of the stdosl functions to match vector
//
vector2 abs(vector2 a)
{
return vector2(abs(a.x), abs(a.y));
}
vector2 ceil(vector2 a)
{
return vector2(ceil(a.x), ceil(a.y));
}
vector2 floor(vector2 a)
{
return vector2(floor(a.x), floor(a.y));
}
vector2 sqrt(vector2 a)
{
return vector2(sqrt(a.x), sqrt(a.y));
}
vector2 exp(vector2 a)
{
return vector2(exp(a.x), exp(a.y));
}
vector2 log(vector2 a)
{
return vector2(log(a.x), log(a.y));
}
vector2 log2(vector2 a)
{
return vector2(log2(a.x), log2(a.y));
}
vector2 mix(vector2 a, vector2 b, float x)
{
return vector2(mix(a.x, b.x, x), mix(a.y, b.y, x));
}
float dot(vector2 a, vector2 b)
{
return (a.x * b.x + a.y * b.y);
}
float length(vector2 a)
{
return hypot(a.x, a.y);
}
vector2 smoothstep(vector2 low, vector2 high, vector2 in)
{
return vector2(smoothstep(low.x, high.x, in.x), smoothstep(low.y, high.y, in.y));
}
vector2 smoothstep(float low, float high, vector2 in)
{
return vector2(smoothstep(low, high, in.x), smoothstep(low, high, in.y));
}
vector2 clamp(vector2 in, vector2 low, vector2 high)
{
return vector2(clamp(in.x, low.x, high.x), clamp(in.y, low.y, high.y));
}
vector2 clamp(vector2 in, float low, float high)
{
return clamp(in, vector2(low, low), vector2(high, high));
}
vector2 max(vector2 a, vector2 b)
{
return vector2(max(a.x, b.x), max(a.y, b.y));
}
vector2 max(vector2 a, float b)
{
return max(a, vector2(b, b));
}
vector2 normalize(vector2 a)
{
return a / length(a);
}
vector2 min(vector2 a, vector2 b)
{
return vector2(min(a.x, a.x), min(b.y, b.y));
}
vector2 min(vector2 a, float b)
{
return min(a, vector2(b, b));
}
vector2 fmod(vector2 a, vector2 b)
{
return vector2(fmod(a.x, b.x), fmod(a.y, b.y));
}
vector2 fmod(vector2 a, float b)
{
return fmod(a, vector2(b, b));
}
vector2 pow(vector2 in, vector2 amount)
{
return vector2(pow(in.x, amount.x), pow(in.y, amount.y));
}
vector2 pow(vector2 in, float amount)
{
return pow(in, vector2(amount, amount));
}
vector2 sign(vector2 a)
{
return vector2(sign(a.x), sign(a.y));
}
vector2 sin(vector2 a)
{
return vector2(sin(a.x), sin(a.y));
}
vector2 cos(vector2 a)
{
return vector2(cos(a.x), cos(a.y));
}
vector2 tan(vector2 a)
{
return vector2(tan(a.x), tan(a.y));
}
vector2 asin(vector2 a)
{
return vector2(asin(a.x), asin(a.y));
}
vector2 acos(vector2 a)
{
return vector2(acos(a.x), acos(a.y));
}
vector2 atan2(vector2 a, float f)
{
return vector2(atan2(a.x, f), atan2(a.y, f));
}
vector2 atan2(vector2 a, vector2 b)
{
return vector2(atan2(a.x, b.x), atan2(a.y, b.y));
}

View File

@ -1,327 +0,0 @@
// Open Shading Language : Copyright (c) 2009-2017 Sony Pictures Imageworks Inc., et al.
// https://github.com/imageworks/OpenShadingLanguage/blob/master/LICENSE
#pragma once
#define VECTOR4_H
// vector4 is a 4D vector
struct vector4 {
float x;
float y;
float z;
float w;
};
//
// For vector4, define math operators to match vector
//
vector4 __operator__neg__(vector4 a)
{
return vector4(-a.x, -a.y, -a.z, -a.w);
}
vector4 __operator__add__(vector4 a, vector4 b)
{
return vector4(a.x + b.x, a.y + b.y, a.z + b.z, a.w + b.w);
}
vector4 __operator__add__(vector4 a, int b)
{
return a + vector4(b, b, b, b);
}
vector4 __operator__add__(vector4 a, float b)
{
return a + vector4(b, b, b, b);
}
vector4 __operator__add__(int a, vector4 b)
{
return vector4(a, a, a, a) + b;
}
vector4 __operator__add__(float a, vector4 b)
{
return vector4(a, a, a, a) + b;
}
vector4 __operator__sub__(vector4 a, vector4 b)
{
return vector4(a.x - b.x, a.y - b.y, a.z - b.z, a.w - b.w);
}
vector4 __operator__sub__(vector4 a, int b)
{
return a - vector4(b, b, b, b);
}
vector4 __operator__sub__(vector4 a, float b)
{
return a - vector4(b, b, b, b);
}
vector4 __operator__sub__(int a, vector4 b)
{
return vector4(a, a, a, a) - b;
}
vector4 __operator__sub__(float a, vector4 b)
{
return vector4(a, a, a, a) - b;
}
vector4 __operator__mul__(vector4 a, vector4 b)
{
return vector4(a.x * b.x, a.y * b.y, a.z * b.z, a.w * b.w);
}
vector4 __operator__mul__(vector4 a, int b)
{
return a * vector4(b, b, b, b);
}
vector4 __operator__mul__(vector4 a, float b)
{
return a * vector4(b, b, b, b);
}
vector4 __operator__mul__(int a, vector4 b)
{
return vector4(a, a, a, a) * b;
}
vector4 __operator__mul__(float a, vector4 b)
{
return vector4(a, a, a, a) * b;
}
vector4 __operator__div__(vector4 a, vector4 b)
{
return vector4(a.x / b.x, a.y / b.y, a.z / b.z, a.w / b.w);
}
vector4 __operator__div__(vector4 a, int b)
{
float b_inv = 1 / b;
return a * vector4(b_inv, b_inv, b_inv, b_inv);
}
vector4 __operator__div__(vector4 a, float b)
{
float b_inv = 1 / b;
return a * vector4(b_inv, b_inv, b_inv, b_inv);
}
vector4 __operator__div__(int a, vector4 b)
{
return vector4(a, a, a, a) / b;
}
vector4 __operator__div__(float a, vector4 b)
{
return vector4(a, a, a, a) / b;
}
int __operator__eq__(vector4 a, vector4 b)
{
return (a.x == b.x) && (a.y == b.y) && (a.z == b.z) && (a.w == b.w);
}
int __operator__ne__(vector4 a, vector4 b)
{
return (a.x != b.x) || (a.y != b.y) || (a.z != b.z) || (a.w != b.w);
}
//
// For vector4, define most of the stdosl functions to match vector
//
vector4 abs(vector4 in)
{
return vector4(abs(in.x), abs(in.y), abs(in.z), abs(in.w));
}
vector4 ceil(vector4 in)
{
return vector4(ceil(in.x), ceil(in.y), ceil(in.z), ceil(in.w));
}
vector4 floor(vector4 in)
{
return vector4(floor(in.x), floor(in.y), floor(in.z), floor(in.w));
}
vector4 sqrt(vector4 in)
{
return vector4(sqrt(in.x), sqrt(in.y), sqrt(in.z), sqrt(in.w));
}
vector4 exp(vector4 in)
{
return vector4(exp(in.x), exp(in.y), exp(in.z), exp(in.w));
}
vector4 log(vector4 in)
{
return vector4(log(in.x), log(in.y), log(in.z), log(in.w));
}
vector4 log2(vector4 in)
{
return vector4(log2(in.x), log2(in.y), log2(in.z), log2(in.w));
}
vector4 mix(vector4 value1, vector4 value2, float x)
{
return vector4(mix(value1.x, value2.x, x),
mix(value1.y, value2.y, x),
mix(value1.z, value2.z, x),
mix(value1.w, value2.w, x));
}
vector vec4ToVec3(vector4 v)
{
return vector(v.x, v.y, v.z) / v.w;
}
float dot(vector4 a, vector4 b)
{
return ((a.x * b.x) + (a.y * b.y) + (a.z * b.z) + (a.w * b.w));
}
float length(vector4 a)
{
return sqrt(a.x * a.x + a.y * a.y + a.z * a.z + a.w * a.w);
}
vector4 smoothstep(vector4 low, vector4 high, vector4 in)
{
return vector4(smoothstep(low.x, high.x, in.x),
smoothstep(low.y, high.y, in.y),
smoothstep(low.z, high.z, in.z),
smoothstep(low.w, high.w, in.w));
}
vector4 smoothstep(float low, float high, vector4 in)
{
return vector4(smoothstep(low, high, in.x),
smoothstep(low, high, in.y),
smoothstep(low, high, in.z),
smoothstep(low, high, in.w));
}
vector4 clamp(vector4 in, vector4 low, vector4 high)
{
return vector4(clamp(in.x, low.x, high.x),
clamp(in.y, low.y, high.y),
clamp(in.z, low.z, high.z),
clamp(in.w, low.w, high.w));
}
vector4 clamp(vector4 in, float low, float high)
{
return vector4(clamp(in.x, low, high),
clamp(in.y, low, high),
clamp(in.z, low, high),
clamp(in.w, low, high));
}
vector4 max(vector4 a, vector4 b)
{
return vector4(max(a.x, b.x), max(a.y, b.y), max(a.z, b.z), max(a.w, b.w));
}
vector4 max(vector4 a, float b)
{
return max(a, vector4(b, b, b, b));
}
vector4 normalize(vector4 a)
{
return a / length(a);
}
vector4 min(vector4 a, vector4 b)
{
return vector4(min(a.x, b.x), min(a.y, b.y), min(a.z, b.z), min(a.w, b.w));
}
vector4 min(vector4 a, float b)
{
return min(a, vector4(b, b, b, b));
}
vector4 fmod(vector4 a, vector4 b)
{
return vector4(fmod(a.x, b.x), fmod(a.y, b.y), fmod(a.z, b.z), fmod(a.w, b.w));
}
vector4 fmod(vector4 a, float b)
{
return fmod(a, vector4(b, b, b, b));
}
vector4 pow(vector4 in, vector4 amount)
{
return vector4(
pow(in.x, amount.x), pow(in.y, amount.y), pow(in.z, amount.z), pow(in.w, amount.w));
}
vector4 pow(vector4 in, float amount)
{
return vector4(pow(in.x, amount), pow(in.y, amount), pow(in.z, amount), pow(in.w, amount));
}
vector4 sign(vector4 a)
{
return vector4(sign(a.x), sign(a.y), sign(a.z), sign(a.w));
}
vector4 sin(vector4 a)
{
return vector4(sin(a.x), sin(a.y), sin(a.z), sin(a.w));
}
vector4 cos(vector4 a)
{
return vector4(cos(a.x), cos(a.y), cos(a.z), cos(a.w));
}
vector4 tan(vector4 a)
{
return vector4(tan(a.x), tan(a.y), tan(a.z), tan(a.w));
}
vector4 asin(vector4 a)
{
return vector4(asin(a.x), asin(a.y), asin(a.z), asin(a.w));
}
vector4 acos(vector4 a)
{
return vector4(acos(a.x), acos(a.y), acos(a.z), acos(a.w));
}
vector4 atan2(vector4 a, float f)
{
return vector4(atan2(a.x, f), atan2(a.y, f), atan2(a.z, f), atan2(a.w, f));
}
vector4 atan2(vector4 a, vector4 b)
{
return vector4(atan2(a.x, b.x), atan2(a.y, b.y), atan2(a.z, b.z), atan2(a.w, b.w));
}
vector4 transform(matrix M, vector4 p)
{
return vector4(M[0][0] * p.x + M[0][1] * p.y + M[0][2] * p.z + M[0][2] * p.w,
M[1][0] * p.x + M[1][1] * p.y + M[1][2] * p.z + M[1][2] * p.w,
M[2][0] * p.x + M[2][1] * p.y + M[2][2] * p.z + M[2][2] * p.w,
M[3][0] * p.x + M[3][1] * p.y + M[3][2] * p.z + M[3][2] * p.w);
}
vector4 transform(string fromspace, string tospace, vector4 p)
{
return transform(matrix(fromspace, tospace), p);
}

View File

@ -319,7 +319,7 @@ bool OSLShaderManager::osl_compile(const string &inputfile, const string &output
string include_path_arg = string("-I") + shader_path;
options.push_back(include_path_arg);
stdosl_path = path_get("shader/stdosl.h");
stdosl_path = path_get("shader/stdcycles.h");
/* compile */
OSL::OSLCompiler *compiler = new OSL::OSLCompiler(&OSL::ErrorHandler::default_handler());