Nuke binary plugins 14.1.5
 
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slr::SlrShadingContext Class Reference

#include <SlrShadingContext.h>

Public Member Functions

 SlrShadingContext ()
 Default ctor leaves junk in most vars, sets pointers to null.
 
void set (const SlrShadingContext &currentStx, const ndk::RayContext &Rtx)
 Copies currentStx and params and updates the srcRtx.
 
void set (const SlrShadingContext &currentStx, const fdk::Vec3f &Rdir, double tMin, double tMax, const ndk::RayContext::TypeMask &Rtype, uint32_t sides_mode)
 Copies currentStx and params and updates the srcRtx.
 
fdk::TimeValue time () const
 Absolute time of the context.
 
SlrThreadContextsttx () const
 SlrThreadContext which 'owns' this shading context.
 
uint32_t threadIdx () const
 Thread index from current SlrThreadContext.
 
const SlrShadingContextpreviousStx () const
 Previous SlrShadingContext, normally the last surface intersected/shaded.
 
bool blendBackToFront () const
 Blending Z order is back-to-front (true) or front-to-back (false)
 
bool enableColorChannels () const
 Shaders should output color layers + alphas.
 
bool enableDataChannels () const
 Shaders should output any data channels (Z, etc)
 
bool textureSamplingEnabled () const
 
void setTextureSampling (bool enabled)
 
void enableTextureSampling ()
 
void disableTextureSampling ()
 
DD::Image::TextureFiltertextureFilter () const
 Texture filter to use.
 
bool lightingEnabled () const
 If true, even if no lights the surface shaders should do illum calcs.
 
bool directLightingEnabled () const
 If true do direct-illumination calculations.
 
bool indirectLightingEnabled () const
 If true handle indirect-illumation calculations.
 
bool shadowingEnabled () const
 If true do shadow occlusion for direct-illumination.
 
bool useHeroCamForSpec () const
 If enabled getViewVector() uses camHeroP() instead of camP().
 
const SlrTriangle * rprim () const
 
const fdk::Mat4d * l2w () const
 Local-to-world matrix for current primitive. If null assume xform is identity.
 
const fdk::Mat4d * w2l () const
 World-to-local matrix for current primitive. If null assume xform is identity.
 
const fdk::Mat4d & camWorld2Eye () const
 Render camera world-to-eye xform (world-space coords to camera local-space)
 
const fdk::Mat4d & camEye2World () const
 Render camera eye-to-world xform (camera local-space coords to world-space)
 
const fdk::Vec3d & camP () const
 
const fdk::Vec3d & camHeroP () const
 Hero-view camera origin in world space - for specular copying.
 
const SlrLightInfoList & lights () const
 List of active lights. If lightingEnabled is false an empty list is returned.
 
fdk::Vec3d getViewVector () const
 
bool shadeBothSides () const
 Shade both sides of surface (front and back) ignoring surface normal to camera.
 
bool shadeFrontOnly () const
 Shade only front side of surface.
 
bool shadeBackOnly () const
 Shade only front side of surface.
 
void enableBothSidesMode ()
 
void enableFrontSideMode ()
 
void enableBackSideMode ()
 
const fdk::Vec3f & ambientLightingBias () const
 
bool intersect (const ndk::RayContext &Rtx) const
 
bool getNearestIntersection (const ndk::RayContext &Rtx, SlrShadingContext &hitStx) const
 
float getPolygonEdgeDistance (float minDist) const
 
const fdk::Vec2i & pxy () const
 Current output screen coords.
 
const fdk::Vec2f & sxy () const
 Current output subpixel screen coords.
 
int32_t si () const
 Current subsample index.
 
bool isDebugPixel () const
 
bool isPixel (int32_t px, int32_t py) const
 
bool isPixelX (int32_t px) const
 
bool isPixelY (int32_t py) const
 
const fdk::Vec3f & Ps () const
 Displaced shading point in common shading space where lighting is queried.
 
const fdk::Vec3f & P () const
 Geometric point (intersection) in common shading space.
 
const fdk::Vec3f & dPdx () const
 P differential for dyDir ray direction. ('dx' is the ray cone x-axis, not screen-space 'x')
 
const fdk::Vec3f & dPdy () const
 P differential for dyDir ray direction. ('dy' is the ray cone y-axis, not screen-space 'y')
 
const fdk::Vec3f & dPdu () const
 P surface u-space partial derivative, not normalized.
 
const fdk::Vec3f & dPdv () const
 P surface v-space partial derivative, not normalized.
 
const fdk::Vec3f & triUvw () const
 
const fdk::Vec2f uv () const
 Surface 2D parametric coordinates of P.
 
const fdk::Vec2f dUVdx () const
 Parametric-uv differential for dxDir ray direction.
 
const fdk::Vec2f dUVdy () const
 Parametric-uv differential for dyDir ray direction.
 
float uvw () const
 Surface Z parametric coordinate of P (for volumes)
 
float dUVWdx () const
 Parametric-w differential for dxDir ray direction.
 
float dUVWdy () const
 Parametric-w differential for dyDir ray direction.
 
const fdk::Vec2f & st () const
 Surface texture st(uv) coordinate. st is assumed to have already been divided by any w.
 
const fdk::Vec2f & dStdx () const
 Texture coord st differential for dxDir ray direction. ('dx' is the ray cone x-axis, not screen-space 'x')
 
const fdk::Vec2f & dStdy () const
 Texture coord st differential for dyDir ray direction. ('dy' is the ray cone y-axis, not screen-space 'y')
 
const fdk::Vec2f & dStdu () const
 St surface u-space partial derivative, not normalized.
 
const fdk::Vec2f & dStdv () const
 St surface v-space partial derivative, not normalized.
 
const fdk::Vec3f & N () const
 Shading normal, normalized.
 
const fdk::Vec3f & Ng () const
 Geometric surface normal, normalized.
 
const fdk::Vec3f & T () const
 Shading tangent, normalized.
 
const fdk::Vec4f & Cf () const
 Interpolated vertex color + opacity.
 
const fdk::Vec4f & rgba () const
 
const fdk::Vec3f & rgb () const
 
float r () const
 
float g () const
 
float b () const
 
float a () const
 
float opacity () const
 
void sample (DD::Image::Sampler *sampler, DD::Image::Pixel &out) const
 
void sample (DD::Image::Sampler *sampler, const Dual2Vec2f &v, DD::Image::Pixel &out) const
 Same as sample(Sampler*) but with overrides for st & derivatives currently in context.
 
void sample (DD::Image::Iop *texture, DD::Image::Pixel &out) const
 Slower version using a raw Iop.
 
void sample (DD::Image::Iop *texture, const Dual2Vec2f &v, DD::Image::Pixel &out) const
 Same as sample(Iop*) but with overrides for st & derivatives currently in context.
 
DD::Image::PixeltextureColor () const
 For sampling texture map Iops - defaults to RGBA.
 
DD::Image::PixelbindingColor () const
 For Connection sampling calls - defaults to RGBA.
 
DD::Image::PixelillumColor () const
 For LightShader evaluation - defaults to RGB.
 
DD::Image::PixelshadowColor () const
 For LightShader shadow transmission evaluation - defaults to RGB (no depth!)
 
DD::Image::PixelvolumeColor () const
 For VolumeShader color evaluation - defaults to RGB.
 

Public Attributes

ndk::RayContext srcRtx
 Ray that created this context.
 
int32_t depth
 Current ray depth where 0 indicates a camera ray.
 
float distance
 Distance of this context's P from srcRtx origin.
 
uint64_t primId
 Unique ID of the current intersection renderable/subpart/subtri.
 
int32_t renderableIndex
 PrimInfo index of current intersected object in SlrRenderContext.
 
SlrShadingParams params
 Sampled surface parameters.
 
SlrSurfaceShader * surfaceShader
 Current surface shader being evaluated.
 
SlrGeometryShader * displacementShader
 Current displacement shader being evaluated, if any.
 
SlrVolumeShader * atmosphereShader
 Current atmospheric volume shader being evaluated, if any.
 
float _vP [28]
 Current values for shader - in homogeneous-space! (deprecated)
 
float _vdX [28]
 Change if X of render pixel is increased by 1 (deprecated)
 
float _vdY [28]
 Change if Y of render pixel is increased by 1 (deprecated)
 

Protected Attributes

SlrThreadContext_sttx
 
const SlrShadingContext_previousStx
 Previous SlrShadingContext, normally the last surface intersected/shaded.
 
int32_t _sidesMode
 Which sides to intersect against and shade (use methods to query)
 
bool _textureSampling
 Whether shaders should sample their textures.
 
DD::Image::TextureFilter_textureFilter
 Global texture filter to use.
 
const SlrObjectIntersection * _If
 Intersection info.
 
SlrTriangle * _rPrim
 Current render triangle being evaluated.
 
fdk::Mat4d * _l2w
 Local-to-world object matrix for current primitive.
 
fdk::Mat4d * _w2l
 World-to-local object matrix for current primitive.
 

Friends

class SlrThreadContext
 
class RenderEngine
 
class RenderSpan
 
class IntersectedSurfaces
 

Detailed Description

This class is intended to be passed up a SlrShader tree.

Member Function Documentation

◆ textureSamplingEnabled()

bool slr::SlrShadingContext::textureSamplingEnabled ( ) const
inline

Should textures sample? This may be disabled for camera rays when shading a pre-rendered scene with pixel containing the surface albedo.

◆ rprim()

const SlrTriangle * slr::SlrShadingContext::rprim ( ) const
inline

Render triangle currently being shaded. This can be tested against the rprim() in previousStx() to prevent self-intersection.

◆ camP()

const Vec3d & slr::SlrShadingContext::camP ( ) const

Render camera origin (camera rays originate here). Same as camEye2World().getTranslation(), but cached for speed.

References slr::SlrThreadContext::camP().

Referenced by getViewVector().

◆ getViewVector()

fdk::Vec3d slr::SlrShadingContext::getViewVector ( ) const

Returns a 'fake' stereo view vector built from the camHeroP, or the negated ray direction depending on context's stereo mode. By using the camHeroP camera-ray specular calculations are identical for all stereo cameras, 'flattening' the specular onto the surface.

References camHeroP(), camP(), depth, P(), and useHeroCamForSpec().

◆ ambientLightingBias()

const Vec3f & slr::SlrShadingContext::ambientLightingBias ( ) const

Adds light globally to the diffuse (albedo) surface response of surface shaders which respect this shading global.

◆ intersect()

bool slr::SlrShadingContext::intersect ( const ndk::RayContext &  Rtx) const

Returns true if anything is occluding the ray, including transparent objects. Does not call shaders or return information about the hit object.

References slr::SlrThreadContext::_objectsBvh.

◆ getNearestIntersection()

bool slr::SlrShadingContext::getNearestIntersection ( const ndk::RayContext &  Rtx,
SlrShadingContext hitStx 
) const

Intersect the scene with the RayContext Rtx, returning true if there was a hit within Rtx's distance range, and filling in hitStx with the information about the hit surface.

References _If, slr::SlrThreadContext::_intersectionInfo, slr::SlrThreadContext::_objectsBvh, and depth.

◆ getPolygonEdgeDistance()

float slr::SlrShadingContext::getPolygonEdgeDistance ( float  minDist) const

Distance from P to the nearest not-occluded polygon edge in screen-space for the current primitive. All triangles generated from the tessellation of the original SlrPrimInfo are tested, so the method checks all polygon edges. Returns when the first edge distance is under minDist.

References _If, slr::SlrThreadContext::_lensContext, slr::SlrThreadContext::_lensFunc, _rPrim, _vP, P(), and params.

◆ triUvw()

const fdk::Vec3f & slr::SlrShadingContext::triUvw ( ) const
inline

Barycentric triangle uvw coordinates at srcRtx intersection. For a triangle with corners (p0 p1 p2) w=1 is along edge p0->p1, u=1 is along edge p1->p2, and v=1 is along edge p0->p2. If v or w are outside 0..1 then P is outside the bounds of the triangle and w in invalid. This happens when uvw is calculated for ray offsets dxDir & dyDir. They will always intersect the triangle plane but can often be outside the triangle's perimeter.

◆ sample()

void slr::SlrShadingContext::sample ( DD::Image::Sampler sampler,
DD::Image::Pixel out 
) const

Use st() and the derivatives of st() to sample the incoming image. The st coord 0,0 is mapped to the lower-left corner of the image's format, and 1,1 is mapped to the upper-right corner.

For texture sampling it's much faster to provide a DD::Image::Sampler rather than a raw Iop so Tile caching is properly leveraged.

References dStdu(), dStdv(), sample(), and st().

Referenced by sample().



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