blender/intern/cycles/scene/osl.h

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/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
*
* SPDX-License-Identifier: Apache-2.0 */
#ifndef __OSL_H__
#define __OSL_H__
#include "util/array.h"
#include "util/set.h"
#include "util/string.h"
#include "util/thread.h"
#include "scene/shader.h"
#include "scene/shader_graph.h"
#include "scene/shader_nodes.h"
#ifdef WITH_OSL
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# include <OSL/llvm_util.h>
# include <OSL/oslcomp.h>
# include <OSL/oslexec.h>
# include <OSL/oslquery.h>
#endif
CCL_NAMESPACE_BEGIN
class Device;
class DeviceScene;
class ImageManager;
class OSLRenderServices;
struct OSLGlobals;
class Scene;
class ShaderGraph;
class ShaderNode;
class ShaderInput;
class ShaderOutput;
#ifdef WITH_OSL
/* OSL Shader Info
* to auto detect closures in the shader for MIS and transparent shadows */
struct OSLShaderInfo {
OSLShaderInfo()
: has_surface_emission(false), has_surface_transparent(false), has_surface_bssrdf(false)
{
}
OSL::OSLQuery query;
bool has_surface_emission;
bool has_surface_transparent;
bool has_surface_bssrdf;
};
/* Shader Manage */
class OSLShaderManager : public ShaderManager {
public:
OSLShaderManager(Device *device);
~OSLShaderManager();
static void free_memory();
void reset(Scene *scene) override;
bool use_osl() override
{
return true;
}
uint64_t get_attribute_id(ustring name) override;
uint64_t get_attribute_id(AttributeStandard std) override;
void device_update_specific(Device *device,
DeviceScene *dscene,
Scene *scene,
Progress &progress) override;
void device_free(Device *device, DeviceScene *dscene, Scene *scene) override;
/* osl compile and query */
static bool osl_compile(const string &inputfile, const string &outputfile);
static bool osl_query(OSL::OSLQuery &query, const string &filepath);
/* shader file loading, all functions return pointer to hash string if found */
const char *shader_test_loaded(const string &hash);
const char *shader_load_bytecode(const string &hash, const string &bytecode);
const char *shader_load_filepath(string filepath);
OSLShaderInfo *shader_loaded_info(const string &hash);
/* create OSL node using OSLQuery */
static OSLNode *osl_node(ShaderGraph *graph,
ShaderManager *manager,
const std::string &filepath,
const std::string &bytecode_hash = "",
const std::string &bytecode = "");
/* Get image slots used by OSL services on device. */
static void osl_image_slots(Device *device, ImageManager *image_manager, set<int> &image_slots);
private:
void texture_system_init();
void texture_system_free();
void shading_system_init();
void shading_system_free();
Device *device_;
map<string, OSLShaderInfo> loaded_shaders;
static OSL::TextureSystem *ts_shared;
static thread_mutex ts_shared_mutex;
static int ts_shared_users;
static OSL::ErrorHandler errhandler;
static map<int, OSL::ShadingSystem *> ss_shared;
static thread_mutex ss_shared_mutex;
static thread_mutex ss_mutex;
static int ss_shared_users;
};
#endif
/* Graph Compiler */
class OSLCompiler {
public:
#ifdef WITH_OSL
OSLCompiler(OSLShaderManager *manager, OSL::ShadingSystem *shadingsys, Scene *scene);
#endif
void compile(OSLGlobals *og, Shader *shader);
void add(ShaderNode *node, const char *name, bool isfilepath = false);
void parameter(ShaderNode *node, const char *name);
void parameter(const char *name, float f);
void parameter_color(const char *name, float3 f);
void parameter_vector(const char *name, float3 f);
void parameter_normal(const char *name, float3 f);
void parameter_point(const char *name, float3 f);
void parameter(const char *name, int f);
void parameter(const char *name, const char *s);
void parameter(const char *name, ustring str);
void parameter(const char *name, const Transform &tfm);
void parameter_array(const char *name, const float f[], int arraylen);
void parameter_color_array(const char *name, const array<float3> &f);
void parameter_attribute(const char *name, ustring s);
void parameter_texture(const char *name, ustring filename, ustring colorspace);
void parameter_texture(const char *name, const ImageHandle &handle);
void parameter_texture_ies(const char *name, int svm_slot);
ShaderType output_type()
{
return current_type;
}
bool background;
Add support for tiled images and the UDIM naming scheme This patch contains the work that I did during my week at the Code Quest - adding support for tiled images to Blender. With this patch, images now contain a list of tiles. By default, this just contains one tile, but if the source type is set to Tiled, the user can add additional tiles. When acquiring an ImBuf, the tile to be loaded is specified in the ImageUser. Therefore, code that is not yet aware of tiles will just access the default tile as usual. The filenames of the additional tiles are derived from the original filename according to the UDIM naming scheme - the filename contains an index that is calculated as (1001 + 10*<y coordinate of the tile> + <x coordinate of the tile>), where the x coordinate never goes above 9. Internally, the various tiles are stored in a cache just like sequences. When acquired for the first time, the code will try to load the corresponding file from disk. Alternatively, a new operator can be used to initialize the tile similar to the New Image operator. The following features are supported so far: - Automatic detection and loading of all tiles when opening the first tile (1001) - Saving all tiles - Adding and removing tiles - Filling tiles with generated images - Drawing all tiles in the Image Editor - Viewing a tiled grid even if no image is selected - Rendering tiled images in Eevee - Rendering tiled images in Cycles (in SVM mode) - Automatically skipping loading of unused tiles in Cycles - 2D texture painting (also across tiles) - 3D texture painting (also across tiles, only limitation: individual faces can not cross tile borders) - Assigning custom labels to individual tiles (drawn in the Image Editor instead of the ID) - Different resolutions between tiles There still are some missing features that will be added later (see T72390): - Workbench engine support - Packing/Unpacking support - Baking support - Cycles OSL support - many other Blender features that rely on images Thanks to Brecht for the review and to all who tested the intermediate versions! Differential Revision: https://developer.blender.org/D3509
2019-12-12 15:06:08 +00:00
Scene *scene;
private:
#ifdef WITH_OSL
string id(ShaderNode *node);
OSL::ShaderGroupRef compile_type(Shader *shader, ShaderGraph *graph, ShaderType type);
bool node_skip_input(ShaderNode *node, ShaderInput *input);
string compatible_name(ShaderNode *node, ShaderInput *input);
string compatible_name(ShaderNode *node, ShaderOutput *output);
void find_dependencies(ShaderNodeSet &dependencies, ShaderInput *input);
void generate_nodes(const ShaderNodeSet &nodes);
OSLShaderManager *manager;
OSLRenderServices *services;
OSL::ShadingSystem *ss;
#endif
ShaderType current_type;
Shader *current_shader;
static int texture_shared_unique_id;
};
CCL_NAMESPACE_END
#endif /* __OSL_H__ */