def _pointer_args(self, shader_name, arg_name, runtimes): ptrs = [] for m in self._materials: shader = getattr(m, shader_name) p = shader.get_ptrs() ptrs.append(p) args = [] for i in range(len(runtimes)): pa = PtrsArray() for v in ptrs: pa.append(v[i]) args.append(ArrayArg(arg_name, pa)) return args
def _mtl_pdf(self, color_mgr): code = """ ptr_func = mtl_pdf_ptrs[mat_idx] __material_pdf(hitpoint, shadepoint, ptr_func) """ pdf_ptrs = ArrayArg('mtl_pdf_ptrs', PtrsArray()) al = ArgList('mtl_pdf_ptrs', [pdf_ptrs]) func_args = self._func_args(color_mgr.zero()) args = [al] self.pdf_shader = Shader(code=code, args=args, name='material_pdf', func_args=func_args, is_func=True)
def _lgt_radiance(self, color_mgr): code = """ ptr_func = lgt_ptrs[mat_idx] __light_radiance(hitpoint, shadepoint, ptr_func) """ lgt_ptrs = ArrayArg('lgt_ptrs', PtrsArray()) al = ArgList('lgt_ptrs', [lgt_ptrs]) func_args = self._func_args(color_mgr.zero()) args = [al] self.rad_shader = Shader(code=code, args=args, name='light_radiance', func_args=func_args, is_func=True)
def prepare_shaders(self, runtimes): for l in self._lights: l.prepare(runtimes) ptrs = [] for l in self._lights: p = l.shader.get_ptrs() ptrs.append(p) args = [] for i in range(len(runtimes)): pa = PtrsArray() for v in ptrs: pa.append(v[i]) args.append(ArrayArg('lgt_ptrs', pa)) aal = self.rad_shader._get_arg('lgt_ptrs') aal.resize(args) self.rad_shader.prepare(runtimes) self.nlights_shader.prepare(runtimes) self.env_shader.prepare(runtimes) ##### emission shader ptrs = [] for l in self._lights: if isinstance(l, AreaLight): p = l.emission_shader.get_ptrs() ptrs.append(p) args = [] for i in range(len(runtimes)): pa = PtrsArray() for v in ptrs: pa.append(v[i]) args.append(ArrayArg('lgt_ptrs', pa)) aal = self.emission_shader._get_arg('lgt_ptrs') aal.resize(args) self.emission_shader.prepare(runtimes) self.update_light_ids()
def _lgt_emission(self, color_mgr): code = """ if light_id < 0: shadepoint.light_intensity = Spectrum(0.0) shadepoint.light_pdf = 1.0 else: ptr_func = lgt_ptrs[light_id] __light_emission(hitpoint, shadepoint, ptr_func) """ lgt_ptrs = ArrayArg('lgt_ptrs', PtrsArray()) al = ArgList('lgt_ptrs', [lgt_ptrs]) spec = color_mgr.zero() func_args = [ StructArgPtr('hitpoint', HitPoint.factory()), StructArgPtr('shadepoint', ShadePoint.factory(spec)), IntArg('light_id', -1) ] args = [al] self.emission_shader = Shader(code=code, args=args, name='light_emission', func_args=func_args, is_func=True)