1221 lines
33 KiB
C++
1221 lines
33 KiB
C++
/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include "device.h"
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#include "graph.h"
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#include "light.h"
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#include "osl.h"
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#include "scene.h"
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#include "shader.h"
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#include "nodes.h"
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#ifdef WITH_OSL
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#include "osl_globals.h"
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#include "osl_services.h"
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#include "osl_shader.h"
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#include "util_foreach.h"
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#include "util_logging.h"
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#include "util_md5.h"
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#include "util_path.h"
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#include "util_progress.h"
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#endif
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CCL_NAMESPACE_BEGIN
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#ifdef WITH_OSL
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/* Shared Texture and Shading System */
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OSL::TextureSystem *OSLShaderManager::ts_shared = NULL;
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int OSLShaderManager::ts_shared_users = 0;
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thread_mutex OSLShaderManager::ts_shared_mutex;
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OSL::ShadingSystem *OSLShaderManager::ss_shared = NULL;
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OSLRenderServices *OSLShaderManager::services_shared = NULL;
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int OSLShaderManager::ss_shared_users = 0;
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thread_mutex OSLShaderManager::ss_shared_mutex;
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thread_mutex OSLShaderManager::ss_mutex;
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/* Shader Manager */
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OSLShaderManager::OSLShaderManager()
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{
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texture_system_init();
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shading_system_init();
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}
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OSLShaderManager::~OSLShaderManager()
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{
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shading_system_free();
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texture_system_free();
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}
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void OSLShaderManager::reset(Scene * /*scene*/)
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{
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shading_system_free();
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shading_system_init();
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}
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void OSLShaderManager::device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress)
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{
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if(!need_update)
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return;
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VLOG(1) << "Total " << scene->shaders.size() << " shaders.";
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device_free(device, dscene, scene);
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/* determine which shaders are in use */
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device_update_shaders_used(scene);
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/* create shaders */
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OSLGlobals *og = (OSLGlobals*)device->osl_memory();
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foreach(Shader *shader, scene->shaders) {
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assert(shader->graph);
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if(progress.get_cancel()) return;
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/* we can only compile one shader at the time as the OSL ShadingSytem
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* has a single state, but we put the lock here so different renders can
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* compile shaders alternating */
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thread_scoped_lock lock(ss_mutex);
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OSLCompiler compiler((void*)this, (void*)ss, scene->image_manager);
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compiler.background = (shader == scene->default_background);
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compiler.compile(scene, og, shader);
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if(shader->use_mis && shader->has_surface_emission)
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scene->light_manager->need_update = true;
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}
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/* setup shader engine */
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og->ss = ss;
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og->ts = ts;
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og->services = services;
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int background_id = scene->shader_manager->get_shader_id(scene->default_background);
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og->background_state = og->surface_state[background_id & SHADER_MASK];
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og->use = true;
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foreach(Shader *shader, scene->shaders)
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shader->need_update = false;
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need_update = false;
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/* set texture system */
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scene->image_manager->set_osl_texture_system((void*)ts);
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device_update_common(device, dscene, scene, progress);
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{
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/* Perform greedyjit optimization.
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*
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* This might waste time on optimizing gorups which are never actually
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* used, but this prevents OSL from allocating data on TLS at render
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* time.
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*
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* This is much better for us because this way we aren't required to
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* stop task scheduler threads to make sure all TLS is clean and don't
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* have issues with TLS data free accessing freed memory if task scheduler
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* is being freed after the Session is freed.
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*/
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thread_scoped_lock lock(ss_shared_mutex);
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ss->optimize_all_groups();
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}
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}
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void OSLShaderManager::device_free(Device *device, DeviceScene *dscene, Scene *scene)
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{
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OSLGlobals *og = (OSLGlobals*)device->osl_memory();
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device_free_common(device, dscene, scene);
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/* clear shader engine */
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og->use = false;
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og->ss = NULL;
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og->ts = NULL;
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og->surface_state.clear();
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og->volume_state.clear();
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og->displacement_state.clear();
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og->background_state.reset();
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}
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void OSLShaderManager::texture_system_init()
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{
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/* create texture system, shared between different renders to reduce memory usage */
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thread_scoped_lock lock(ts_shared_mutex);
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if(ts_shared_users == 0) {
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ts_shared = TextureSystem::create(true);
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ts_shared->attribute("automip", 1);
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ts_shared->attribute("autotile", 64);
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ts_shared->attribute("gray_to_rgb", 1);
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/* effectively unlimited for now, until we support proper mipmap lookups */
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ts_shared->attribute("max_memory_MB", 16384);
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}
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ts = ts_shared;
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ts_shared_users++;
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}
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void OSLShaderManager::texture_system_free()
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{
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/* shared texture system decrease users and destroy if no longer used */
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thread_scoped_lock lock(ts_shared_mutex);
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ts_shared_users--;
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if(ts_shared_users == 0) {
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ts_shared->invalidate_all(true);
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OSL::TextureSystem::destroy(ts_shared);
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ts_shared = NULL;
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}
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ts = NULL;
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}
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void OSLShaderManager::shading_system_init()
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{
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/* create shading system, shared between different renders to reduce memory usage */
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thread_scoped_lock lock(ss_shared_mutex);
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if(ss_shared_users == 0) {
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services_shared = new OSLRenderServices();
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string shader_path = path_get("shader");
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#ifdef _WIN32
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/* Annoying thing, Cycles stores paths in UTF-8 codepage, so it can
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* operate with file paths with any character. This requires to use wide
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* char functions, but OSL uses old fashioned ANSI functions which means:
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*
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* - We have to convert our paths to ANSI before passing to OSL
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* - OSL can't be used when there's a multi-byte character in the path
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* to the shaders folder.
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*/
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shader_path = string_to_ansi(shader_path);
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#endif
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ss_shared = new OSL::ShadingSystem(services_shared, ts_shared, &errhandler);
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ss_shared->attribute("lockgeom", 1);
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ss_shared->attribute("commonspace", "world");
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ss_shared->attribute("searchpath:shader", shader_path);
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ss_shared->attribute("greedyjit", 1);
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VLOG(1) << "Using shader search path: " << shader_path;
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/* our own ray types */
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static const char *raytypes[] = {
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"camera", /* PATH_RAY_CAMERA */
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"reflection", /* PATH_RAY_REFLECT */
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"refraction", /* PATH_RAY_TRANSMIT */
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"diffuse", /* PATH_RAY_DIFFUSE */
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"glossy", /* PATH_RAY_GLOSSY */
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"singular", /* PATH_RAY_SINGULAR */
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"transparent", /* PATH_RAY_TRANSPARENT */
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"shadow", /* PATH_RAY_SHADOW_OPAQUE */
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"shadow", /* PATH_RAY_SHADOW_TRANSPARENT */
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"__unused__",
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"__unused__",
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"diffuse_ancestor", /* PATH_RAY_DIFFUSE_ANCESTOR */
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"__unused__",
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"__unused__",
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"__unused__", /* PATH_RAY_SINGLE_PASS_DONE */
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"volume_scatter", /* PATH_RAY_VOLUME_SCATTER */
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};
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const int nraytypes = sizeof(raytypes)/sizeof(raytypes[0]);
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ss_shared->attribute("raytypes", TypeDesc(TypeDesc::STRING, nraytypes), raytypes);
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OSLShader::register_closures((OSLShadingSystem*)ss_shared);
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loaded_shaders.clear();
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}
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ss = ss_shared;
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services = services_shared;
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ss_shared_users++;
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}
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void OSLShaderManager::shading_system_free()
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{
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/* shared shading system decrease users and destroy if no longer used */
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thread_scoped_lock lock(ss_shared_mutex);
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ss_shared_users--;
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if(ss_shared_users == 0) {
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delete ss_shared;
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ss_shared = NULL;
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delete services_shared;
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services_shared = NULL;
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}
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ss = NULL;
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services = NULL;
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}
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bool OSLShaderManager::osl_compile(const string& inputfile, const string& outputfile)
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{
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vector<string> options;
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string stdosl_path;
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string shader_path = path_get("shader");
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/* specify output file name */
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options.push_back("-o");
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options.push_back(outputfile);
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/* specify standard include path */
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string include_path_arg = string("-I") + shader_path;
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options.push_back(include_path_arg);
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stdosl_path = path_get("shader/stdosl.h");
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/* compile */
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OSL::OSLCompiler *compiler = new OSL::OSLCompiler(&OSL::ErrorHandler::default_handler());
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bool ok = compiler->compile(string_view(inputfile), options, string_view(stdosl_path));
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delete compiler;
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return ok;
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}
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bool OSLShaderManager::osl_query(OSL::OSLQuery& query, const string& filepath)
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{
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string searchpath = path_user_get("shaders");
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return query.open(filepath, searchpath);
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}
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static string shader_filepath_hash(const string& filepath, uint64_t modified_time)
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{
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/* compute a hash from filepath and modified time to detect changes */
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MD5Hash md5;
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md5.append((const uint8_t*)filepath.c_str(), filepath.size());
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md5.append((const uint8_t*)&modified_time, sizeof(modified_time));
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return md5.get_hex();
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}
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const char *OSLShaderManager::shader_test_loaded(const string& hash)
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{
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map<string, OSLShaderInfo>::iterator it = loaded_shaders.find(hash);
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return (it == loaded_shaders.end())? NULL: it->first.c_str();
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}
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OSLShaderInfo *OSLShaderManager::shader_loaded_info(const string& hash)
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{
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map<string, OSLShaderInfo>::iterator it = loaded_shaders.find(hash);
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return (it == loaded_shaders.end())? NULL: &it->second;
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}
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const char *OSLShaderManager::shader_load_filepath(string filepath)
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{
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size_t len = filepath.size();
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string extension = filepath.substr(len - 4);
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uint64_t modified_time = path_modified_time(filepath);
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if(extension == ".osl") {
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/* .OSL File */
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string osopath = filepath.substr(0, len - 4) + ".oso";
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uint64_t oso_modified_time = path_modified_time(osopath);
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/* test if we have loaded the corresponding .OSO already */
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if(oso_modified_time != 0) {
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const char *hash = shader_test_loaded(shader_filepath_hash(osopath, oso_modified_time));
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if(hash)
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return hash;
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}
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/* autocompile .OSL to .OSO if needed */
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if(oso_modified_time == 0 || (oso_modified_time < modified_time)) {
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OSLShaderManager::osl_compile(filepath, osopath);
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modified_time = path_modified_time(osopath);
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}
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else
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modified_time = oso_modified_time;
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filepath = osopath;
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}
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else {
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if(extension == ".oso") {
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/* .OSO File, nothing to do */
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}
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else if(path_dirname(filepath) == "") {
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/* .OSO File in search path */
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filepath = path_join(path_user_get("shaders"), filepath + ".oso");
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}
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else {
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/* unknown file */
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return NULL;
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}
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/* test if we have loaded this .OSO already */
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const char *hash = shader_test_loaded(shader_filepath_hash(filepath, modified_time));
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if(hash)
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return hash;
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}
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/* read oso bytecode from file */
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string bytecode_hash = shader_filepath_hash(filepath, modified_time);
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string bytecode;
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if(!path_read_text(filepath, bytecode)) {
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fprintf(stderr, "Cycles shader graph: failed to read file %s\n", filepath.c_str());
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OSLShaderInfo info;
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loaded_shaders[bytecode_hash] = info; /* to avoid repeat tries */
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return NULL;
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}
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return shader_load_bytecode(bytecode_hash, bytecode);
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}
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const char *OSLShaderManager::shader_load_bytecode(const string& hash, const string& bytecode)
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{
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ss->LoadMemoryCompiledShader(hash.c_str(), bytecode.c_str());
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OSLShaderInfo info;
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if(!info.query.open_bytecode(bytecode)) {
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fprintf(stderr, "OSL query error: %s\n", info.query.geterror().c_str());
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}
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/* this is a bit weak, but works */
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info.has_surface_emission = (bytecode.find("\"emission\"") != string::npos);
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info.has_surface_transparent = (bytecode.find("\"transparent\"") != string::npos);
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info.has_surface_bssrdf = (bytecode.find("\"bssrdf\"") != string::npos);
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loaded_shaders[hash] = info;
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return loaded_shaders.find(hash)->first.c_str();
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}
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OSLNode *OSLShaderManager::osl_node(const std::string& filepath,
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const std::string& bytecode_hash,
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const std::string& bytecode)
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{
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/* create query */
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const char *hash;
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if(!filepath.empty()) {
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hash = shader_load_filepath(filepath);
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}
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else {
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hash = shader_test_loaded(bytecode_hash);
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if(!hash)
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hash = shader_load_bytecode(bytecode_hash, bytecode);
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}
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if(!hash) {
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return NULL;
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}
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OSLShaderInfo *info = shader_loaded_info(hash);
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/* count number of inputs */
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size_t num_inputs = 0;
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for(int i = 0; i < info->query.nparams(); i++) {
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const OSL::OSLQuery::Parameter *param = info->query.getparam(i);
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/* skip unsupported types */
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if(param->varlenarray || param->isstruct || param->type.arraylen > 1)
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continue;
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if(!param->isoutput)
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num_inputs++;
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}
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/* create node */
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OSLNode *node = OSLNode::create(num_inputs);
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/* add new sockets from parameters */
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set<void*> used_sockets;
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for(int i = 0; i < info->query.nparams(); i++) {
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const OSL::OSLQuery::Parameter *param = info->query.getparam(i);
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/* skip unsupported types */
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if(param->varlenarray || param->isstruct || param->type.arraylen > 1)
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continue;
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SocketType::Type socket_type;
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if(param->isclosure) {
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socket_type = SocketType::CLOSURE;
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}
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else if(param->type.vecsemantics != TypeDesc::NOSEMANTICS) {
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if(param->type.vecsemantics == TypeDesc::COLOR)
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socket_type = SocketType::COLOR;
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else if(param->type.vecsemantics == TypeDesc::POINT)
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socket_type = SocketType::POINT;
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else if(param->type.vecsemantics == TypeDesc::VECTOR)
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socket_type = SocketType::VECTOR;
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else if(param->type.vecsemantics == TypeDesc::NORMAL)
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socket_type = SocketType::NORMAL;
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else
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continue;
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if(!param->isoutput && param->validdefault) {
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float3 *default_value = (float3*)node->input_default_value();
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default_value->x = param->fdefault[0];
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default_value->y = param->fdefault[1];
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default_value->z = param->fdefault[2];
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}
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}
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else if(param->type.aggregate == TypeDesc::SCALAR) {
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if(param->type.basetype == TypeDesc::INT) {
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socket_type = SocketType::INT;
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if(!param->isoutput && param->validdefault) {
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*(int*)node->input_default_value() = param->idefault[0];
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}
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}
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else if(param->type.basetype == TypeDesc::FLOAT) {
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socket_type = SocketType::FLOAT;
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if(!param->isoutput && param->validdefault) {
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*(float*)node->input_default_value() = param->fdefault[0];
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}
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}
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else if(param->type.basetype == TypeDesc::STRING) {
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socket_type = SocketType::STRING;
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if(!param->isoutput && param->validdefault) {
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*(ustring*)node->input_default_value() = param->sdefault[0];
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}
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}
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else
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continue;
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}
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else
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continue;
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if(param->isoutput) {
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node->add_output(param->name, socket_type);
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}
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else {
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node->add_input(param->name, socket_type);
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}
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}
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/* set bytcode hash or filepath */
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if(!bytecode_hash.empty()) {
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node->bytecode_hash = bytecode_hash;
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}
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else {
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node->filepath = filepath;
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}
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/* Generate inputs and outputs */
|
|
node->create_inputs_outputs(node->type);
|
|
|
|
return node;
|
|
}
|
|
|
|
/* Graph Compiler */
|
|
|
|
OSLCompiler::OSLCompiler(void *manager_, void *shadingsys_, ImageManager *image_manager_)
|
|
{
|
|
manager = manager_;
|
|
shadingsys = shadingsys_;
|
|
image_manager = image_manager_;
|
|
current_type = SHADER_TYPE_SURFACE;
|
|
current_shader = NULL;
|
|
background = false;
|
|
}
|
|
|
|
string OSLCompiler::id(ShaderNode *node)
|
|
{
|
|
/* assign layer unique name based on pointer address + bump mode */
|
|
stringstream stream;
|
|
stream << "node_" << node->type->name << "_" << node;
|
|
|
|
return stream.str();
|
|
}
|
|
|
|
string OSLCompiler::compatible_name(ShaderNode *node, ShaderInput *input)
|
|
{
|
|
string sname(input->name().string());
|
|
size_t i;
|
|
|
|
/* strip whitespace */
|
|
while((i = sname.find(" ")) != string::npos)
|
|
sname.replace(i, 1, "");
|
|
|
|
/* if output exists with the same name, add "In" suffix */
|
|
foreach(ShaderOutput *output, node->outputs) {
|
|
if(input->name() == output->name()) {
|
|
sname += "In";
|
|
break;
|
|
}
|
|
}
|
|
|
|
return sname;
|
|
}
|
|
|
|
string OSLCompiler::compatible_name(ShaderNode *node, ShaderOutput *output)
|
|
{
|
|
string sname(output->name().string());
|
|
size_t i;
|
|
|
|
/* strip whitespace */
|
|
while((i = sname.find(" ")) != string::npos)
|
|
sname.replace(i, 1, "");
|
|
|
|
/* if input exists with the same name, add "Out" suffix */
|
|
foreach(ShaderInput *input, node->inputs) {
|
|
if(input->name() == output->name()) {
|
|
sname += "Out";
|
|
break;
|
|
}
|
|
}
|
|
|
|
return sname;
|
|
}
|
|
|
|
bool OSLCompiler::node_skip_input(ShaderNode *node, ShaderInput *input)
|
|
{
|
|
/* exception for output node, only one input is actually used
|
|
* depending on the current shader type */
|
|
|
|
if(input->flags() & SocketType::SVM_INTERNAL)
|
|
return true;
|
|
|
|
if(node->special_type == SHADER_SPECIAL_TYPE_OUTPUT) {
|
|
if(input->name() == "Surface" && current_type != SHADER_TYPE_SURFACE)
|
|
return true;
|
|
if(input->name() == "Volume" && current_type != SHADER_TYPE_VOLUME)
|
|
return true;
|
|
if(input->name() == "Displacement" && current_type != SHADER_TYPE_DISPLACEMENT)
|
|
return true;
|
|
if(input->name() == "Normal" && current_type != SHADER_TYPE_BUMP)
|
|
return true;
|
|
}
|
|
else if(node->special_type == SHADER_SPECIAL_TYPE_BUMP) {
|
|
if(input->name() == "Height")
|
|
return true;
|
|
}
|
|
else if(current_type == SHADER_TYPE_DISPLACEMENT && input->link && input->link->parent->special_type == SHADER_SPECIAL_TYPE_BUMP)
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
void OSLCompiler::add(ShaderNode *node, const char *name, bool isfilepath)
|
|
{
|
|
OSL::ShadingSystem *ss = (OSL::ShadingSystem*)shadingsys;
|
|
|
|
/* load filepath */
|
|
if(isfilepath) {
|
|
name = ((OSLShaderManager*)manager)->shader_load_filepath(name);
|
|
|
|
if(name == NULL)
|
|
return;
|
|
}
|
|
|
|
/* pass in fixed parameter values */
|
|
foreach(ShaderInput *input, node->inputs) {
|
|
if(!input->link) {
|
|
/* checks to untangle graphs */
|
|
if(node_skip_input(node, input))
|
|
continue;
|
|
/* already has default value assigned */
|
|
else if(input->flags() & SocketType::DEFAULT_LINK_MASK)
|
|
continue;
|
|
|
|
string param_name = compatible_name(node, input);
|
|
const SocketType& socket = input->socket_type;
|
|
switch(input->type()) {
|
|
case SocketType::COLOR:
|
|
parameter_color(param_name.c_str(), node->get_float3(socket));
|
|
break;
|
|
case SocketType::POINT:
|
|
parameter_point(param_name.c_str(), node->get_float3(socket));
|
|
break;
|
|
case SocketType::VECTOR:
|
|
parameter_vector(param_name.c_str(), node->get_float3(socket));
|
|
break;
|
|
case SocketType::NORMAL:
|
|
parameter_normal(param_name.c_str(), node->get_float3(socket));
|
|
break;
|
|
case SocketType::FLOAT:
|
|
parameter(param_name.c_str(), node->get_float(socket));
|
|
break;
|
|
case SocketType::INT:
|
|
parameter(param_name.c_str(), node->get_int(socket));
|
|
break;
|
|
case SocketType::STRING:
|
|
parameter(param_name.c_str(), node->get_string(socket));
|
|
break;
|
|
case SocketType::CLOSURE:
|
|
case SocketType::UNDEFINED:
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* create shader of the appropriate type. OSL only distinguishes between "surface"
|
|
* and "displacement" atm */
|
|
if(current_type == SHADER_TYPE_SURFACE)
|
|
ss->Shader("surface", name, id(node).c_str());
|
|
else if(current_type == SHADER_TYPE_VOLUME)
|
|
ss->Shader("surface", name, id(node).c_str());
|
|
else if(current_type == SHADER_TYPE_DISPLACEMENT)
|
|
ss->Shader("displacement", name, id(node).c_str());
|
|
else if(current_type == SHADER_TYPE_BUMP)
|
|
ss->Shader("displacement", name, id(node).c_str());
|
|
else
|
|
assert(0);
|
|
|
|
/* link inputs to other nodes */
|
|
foreach(ShaderInput *input, node->inputs) {
|
|
if(input->link) {
|
|
if(node_skip_input(node, input))
|
|
continue;
|
|
|
|
/* connect shaders */
|
|
string id_from = id(input->link->parent);
|
|
string id_to = id(node);
|
|
string param_from = compatible_name(input->link->parent, input->link);
|
|
string param_to = compatible_name(node, input);
|
|
|
|
ss->ConnectShaders(id_from.c_str(), param_from.c_str(), id_to.c_str(), param_to.c_str());
|
|
}
|
|
}
|
|
|
|
/* test if we shader contains specific closures */
|
|
OSLShaderInfo *info = ((OSLShaderManager*)manager)->shader_loaded_info(name);
|
|
|
|
if(current_type == SHADER_TYPE_SURFACE) {
|
|
if(info) {
|
|
if(info->has_surface_emission)
|
|
current_shader->has_surface_emission = true;
|
|
if(info->has_surface_transparent)
|
|
current_shader->has_surface_transparent = true;
|
|
if(info->has_surface_bssrdf) {
|
|
current_shader->has_surface_bssrdf = true;
|
|
current_shader->has_bssrdf_bump = true; /* can't detect yet */
|
|
}
|
|
}
|
|
|
|
if(node->has_spatial_varying()) {
|
|
current_shader->has_surface_spatial_varying = true;
|
|
}
|
|
}
|
|
else if(current_type == SHADER_TYPE_VOLUME) {
|
|
if(node->has_spatial_varying())
|
|
current_shader->has_volume_spatial_varying = true;
|
|
}
|
|
|
|
if(node->has_object_dependency()) {
|
|
current_shader->has_object_dependency = true;
|
|
}
|
|
|
|
if(node->has_integrator_dependency()) {
|
|
current_shader->has_integrator_dependency = true;
|
|
}
|
|
}
|
|
|
|
static TypeDesc array_typedesc(TypeDesc typedesc, int arraylength)
|
|
{
|
|
return TypeDesc((TypeDesc::BASETYPE)typedesc.basetype,
|
|
(TypeDesc::AGGREGATE)typedesc.aggregate,
|
|
(TypeDesc::VECSEMANTICS)typedesc.vecsemantics,
|
|
arraylength);
|
|
}
|
|
|
|
void OSLCompiler::parameter(ShaderNode* node, const char *name)
|
|
{
|
|
OSL::ShadingSystem *ss = (OSL::ShadingSystem*)shadingsys;
|
|
ustring uname = ustring(name);
|
|
const SocketType& socket = *(node->type->find_input(uname));
|
|
|
|
switch(socket.type)
|
|
{
|
|
case SocketType::BOOLEAN:
|
|
{
|
|
int value = node->get_bool(socket);
|
|
ss->Parameter(name, TypeDesc::TypeInt, &value);
|
|
break;
|
|
}
|
|
case SocketType::FLOAT:
|
|
{
|
|
float value = node->get_float(socket);
|
|
ss->Parameter(uname, TypeDesc::TypeFloat, &value);
|
|
break;
|
|
}
|
|
case SocketType::INT:
|
|
{
|
|
int value = node->get_int(socket);
|
|
ss->Parameter(uname, TypeDesc::TypeInt, &value);
|
|
break;
|
|
}
|
|
case SocketType::COLOR:
|
|
{
|
|
float3 value = node->get_float3(socket);
|
|
ss->Parameter(uname, TypeDesc::TypeColor, &value);
|
|
break;
|
|
}
|
|
case SocketType::VECTOR:
|
|
{
|
|
float3 value = node->get_float3(socket);
|
|
ss->Parameter(uname, TypeDesc::TypeVector, &value);
|
|
break;
|
|
}
|
|
case SocketType::POINT:
|
|
{
|
|
float3 value = node->get_float3(socket);
|
|
ss->Parameter(uname, TypeDesc::TypePoint, &value);
|
|
break;
|
|
}
|
|
case SocketType::NORMAL:
|
|
{
|
|
float3 value = node->get_float3(socket);
|
|
ss->Parameter(uname, TypeDesc::TypeNormal, &value);
|
|
break;
|
|
}
|
|
case SocketType::POINT2:
|
|
{
|
|
float2 value = node->get_float2(socket);
|
|
ss->Parameter(uname, TypeDesc(TypeDesc::FLOAT, TypeDesc::VEC2, TypeDesc::POINT), &value);
|
|
break;
|
|
}
|
|
case SocketType::STRING:
|
|
{
|
|
ustring value = node->get_string(socket);
|
|
ss->Parameter(uname, TypeDesc::TypeString, &value);
|
|
break;
|
|
}
|
|
case SocketType::ENUM:
|
|
{
|
|
ustring value = node->get_string(socket);
|
|
ss->Parameter(uname, TypeDesc::TypeString, &value);
|
|
break;
|
|
}
|
|
case SocketType::TRANSFORM:
|
|
{
|
|
Transform value = node->get_transform(socket);
|
|
ss->Parameter(uname, TypeDesc::TypeMatrix, &value);
|
|
break;
|
|
}
|
|
case SocketType::BOOLEAN_ARRAY:
|
|
{
|
|
// OSL does not support booleans, so convert to int
|
|
const array<bool>& value = node->get_bool_array(socket);
|
|
array<int> intvalue(value.size());
|
|
for(size_t i = 0; i < value.size(); i++)
|
|
intvalue[i] = value[i];
|
|
ss->Parameter(uname, array_typedesc(TypeDesc::TypeInt, value.size()), intvalue.data());
|
|
break;
|
|
}
|
|
case SocketType::FLOAT_ARRAY:
|
|
{
|
|
const array<float>& value = node->get_float_array(socket);
|
|
ss->Parameter(uname, array_typedesc(TypeDesc::TypeFloat, value.size()), value.data());
|
|
break;
|
|
}
|
|
case SocketType::INT_ARRAY:
|
|
{
|
|
const array<int>& value = node->get_int_array(socket);
|
|
ss->Parameter(uname, array_typedesc(TypeDesc::TypeInt, value.size()), value.data());
|
|
break;
|
|
}
|
|
case SocketType::COLOR_ARRAY:
|
|
case SocketType::VECTOR_ARRAY:
|
|
case SocketType::POINT_ARRAY:
|
|
case SocketType::NORMAL_ARRAY:
|
|
{
|
|
TypeDesc typedesc;
|
|
|
|
switch(socket.type)
|
|
{
|
|
case SocketType::COLOR_ARRAY: typedesc = TypeDesc::TypeColor; break;
|
|
case SocketType::VECTOR_ARRAY: typedesc = TypeDesc::TypeVector; break;
|
|
case SocketType::POINT_ARRAY: typedesc = TypeDesc::TypePoint; break;
|
|
case SocketType::NORMAL_ARRAY: typedesc = TypeDesc::TypeNormal; break;
|
|
default: assert(0); break;
|
|
}
|
|
|
|
// convert to tightly packed array since float3 has padding
|
|
const array<float3>& value = node->get_float3_array(socket);
|
|
array<float> fvalue(value.size() * 3);
|
|
for(size_t i = 0, j = 0; i < value.size(); i++) {
|
|
fvalue[j++] = value[i].x;
|
|
fvalue[j++] = value[i].y;
|
|
fvalue[j++] = value[i].z;
|
|
}
|
|
|
|
ss->Parameter(uname, array_typedesc(typedesc, value.size()), fvalue.data());
|
|
break;
|
|
}
|
|
case SocketType::POINT2_ARRAY:
|
|
{
|
|
const array<float2>& value = node->get_float2_array(socket);
|
|
ss->Parameter(uname, array_typedesc(TypeDesc(TypeDesc::FLOAT, TypeDesc::VEC2, TypeDesc::POINT), value.size()), value.data());
|
|
break;
|
|
}
|
|
case SocketType::STRING_ARRAY:
|
|
{
|
|
const array<ustring>& value = node->get_string_array(socket);
|
|
ss->Parameter(uname, array_typedesc(TypeDesc::TypeString, value.size()), value.data());
|
|
break;
|
|
}
|
|
case SocketType::TRANSFORM_ARRAY:
|
|
{
|
|
const array<Transform>& value = node->get_transform_array(socket);
|
|
ss->Parameter(uname, array_typedesc(TypeDesc::TypeMatrix, value.size()), value.data());
|
|
break;
|
|
}
|
|
case SocketType::CLOSURE:
|
|
case SocketType::NODE:
|
|
case SocketType::NODE_ARRAY:
|
|
case SocketType::UNDEFINED:
|
|
case SocketType::UINT:
|
|
{
|
|
assert(0);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void OSLCompiler::parameter(const char *name, float f)
|
|
{
|
|
OSL::ShadingSystem *ss = (OSL::ShadingSystem*)shadingsys;
|
|
ss->Parameter(name, TypeDesc::TypeFloat, &f);
|
|
}
|
|
|
|
void OSLCompiler::parameter_color(const char *name, float3 f)
|
|
{
|
|
OSL::ShadingSystem *ss = (OSL::ShadingSystem*)shadingsys;
|
|
ss->Parameter(name, TypeDesc::TypeColor, &f);
|
|
}
|
|
|
|
void OSLCompiler::parameter_point(const char *name, float3 f)
|
|
{
|
|
OSL::ShadingSystem *ss = (OSL::ShadingSystem*)shadingsys;
|
|
ss->Parameter(name, TypeDesc::TypePoint, &f);
|
|
}
|
|
|
|
void OSLCompiler::parameter_normal(const char *name, float3 f)
|
|
{
|
|
OSL::ShadingSystem *ss = (OSL::ShadingSystem*)shadingsys;
|
|
ss->Parameter(name, TypeDesc::TypeNormal, &f);
|
|
}
|
|
|
|
void OSLCompiler::parameter_vector(const char *name, float3 f)
|
|
{
|
|
OSL::ShadingSystem *ss = (OSL::ShadingSystem*)shadingsys;
|
|
ss->Parameter(name, TypeDesc::TypeVector, &f);
|
|
}
|
|
|
|
void OSLCompiler::parameter(const char *name, int f)
|
|
{
|
|
OSL::ShadingSystem *ss = (OSL::ShadingSystem*)shadingsys;
|
|
ss->Parameter(name, TypeDesc::TypeInt, &f);
|
|
}
|
|
|
|
void OSLCompiler::parameter(const char *name, const char *s)
|
|
{
|
|
OSL::ShadingSystem *ss = (OSL::ShadingSystem*)shadingsys;
|
|
ss->Parameter(name, TypeDesc::TypeString, &s);
|
|
}
|
|
|
|
void OSLCompiler::parameter(const char *name, ustring s)
|
|
{
|
|
OSL::ShadingSystem *ss = (OSL::ShadingSystem*)shadingsys;
|
|
const char *str = s.c_str();
|
|
ss->Parameter(name, TypeDesc::TypeString, &str);
|
|
}
|
|
|
|
void OSLCompiler::parameter(const char *name, const Transform& tfm)
|
|
{
|
|
OSL::ShadingSystem *ss = (OSL::ShadingSystem*)shadingsys;
|
|
ss->Parameter(name, TypeDesc::TypeMatrix, (float*)&tfm);
|
|
}
|
|
|
|
void OSLCompiler::parameter_array(const char *name, const float f[], int arraylen)
|
|
{
|
|
OSL::ShadingSystem *ss = (OSL::ShadingSystem*)shadingsys;
|
|
TypeDesc type = TypeDesc::TypeFloat;
|
|
type.arraylen = arraylen;
|
|
ss->Parameter(name, type, f);
|
|
}
|
|
|
|
void OSLCompiler::parameter_color_array(const char *name, const array<float3>& f)
|
|
{
|
|
/* NB: cycles float3 type is actually 4 floats! need to use an explicit array */
|
|
array<float[3]> table(f.size());
|
|
|
|
for(int i = 0; i < f.size(); ++i) {
|
|
table[i][0] = f[i].x;
|
|
table[i][1] = f[i].y;
|
|
table[i][2] = f[i].z;
|
|
}
|
|
|
|
OSL::ShadingSystem *ss = (OSL::ShadingSystem*)shadingsys;
|
|
TypeDesc type = TypeDesc::TypeColor;
|
|
type.arraylen = table.size();
|
|
ss->Parameter(name, type, table.data());
|
|
}
|
|
|
|
void OSLCompiler::find_dependencies(ShaderNodeSet& dependencies, ShaderInput *input)
|
|
{
|
|
ShaderNode *node = (input->link)? input->link->parent: NULL;
|
|
|
|
if(node != NULL && dependencies.find(node) == dependencies.end()) {
|
|
foreach(ShaderInput *in, node->inputs)
|
|
if(!node_skip_input(node, in))
|
|
find_dependencies(dependencies, in);
|
|
|
|
dependencies.insert(node);
|
|
}
|
|
}
|
|
|
|
void OSLCompiler::generate_nodes(const ShaderNodeSet& nodes)
|
|
{
|
|
ShaderNodeSet done;
|
|
bool nodes_done;
|
|
|
|
do {
|
|
nodes_done = true;
|
|
|
|
foreach(ShaderNode *node, nodes) {
|
|
if(done.find(node) == done.end()) {
|
|
bool inputs_done = true;
|
|
|
|
foreach(ShaderInput *input, node->inputs)
|
|
if(!node_skip_input(node, input))
|
|
if(input->link && done.find(input->link->parent) == done.end())
|
|
inputs_done = false;
|
|
|
|
if(inputs_done) {
|
|
node->compile(*this);
|
|
done.insert(node);
|
|
|
|
if(current_type == SHADER_TYPE_SURFACE) {
|
|
if(node->has_surface_emission())
|
|
current_shader->has_surface_emission = true;
|
|
if(node->has_surface_transparent())
|
|
current_shader->has_surface_transparent = true;
|
|
if(node->has_spatial_varying())
|
|
current_shader->has_surface_spatial_varying = true;
|
|
if(node->has_surface_bssrdf()) {
|
|
current_shader->has_surface_bssrdf = true;
|
|
if(node->has_bssrdf_bump())
|
|
current_shader->has_bssrdf_bump = true;
|
|
}
|
|
}
|
|
else if(current_type == SHADER_TYPE_VOLUME) {
|
|
if(node->has_spatial_varying())
|
|
current_shader->has_volume_spatial_varying = true;
|
|
}
|
|
}
|
|
else
|
|
nodes_done = false;
|
|
}
|
|
}
|
|
} while(!nodes_done);
|
|
}
|
|
|
|
OSL::ShaderGroupRef OSLCompiler::compile_type(Shader *shader, ShaderGraph *graph, ShaderType type)
|
|
{
|
|
OSL::ShadingSystem *ss = (OSL::ShadingSystem*)shadingsys;
|
|
|
|
current_type = type;
|
|
|
|
OSL::ShaderGroupRef group = ss->ShaderGroupBegin(shader->name.c_str());
|
|
|
|
ShaderNode *output = graph->output();
|
|
ShaderNodeSet dependencies;
|
|
|
|
if(type == SHADER_TYPE_SURFACE) {
|
|
/* generate surface shader */
|
|
find_dependencies(dependencies, output->input("Surface"));
|
|
generate_nodes(dependencies);
|
|
output->compile(*this);
|
|
}
|
|
else if(type == SHADER_TYPE_BUMP) {
|
|
/* generate bump shader */
|
|
find_dependencies(dependencies, output->input("Normal"));
|
|
generate_nodes(dependencies);
|
|
output->compile(*this);
|
|
}
|
|
else if(type == SHADER_TYPE_VOLUME) {
|
|
/* generate volume shader */
|
|
find_dependencies(dependencies, output->input("Volume"));
|
|
generate_nodes(dependencies);
|
|
output->compile(*this);
|
|
}
|
|
else if(type == SHADER_TYPE_DISPLACEMENT) {
|
|
/* generate displacement shader */
|
|
find_dependencies(dependencies, output->input("Displacement"));
|
|
generate_nodes(dependencies);
|
|
output->compile(*this);
|
|
}
|
|
else
|
|
assert(0);
|
|
|
|
ss->ShaderGroupEnd();
|
|
|
|
return group;
|
|
}
|
|
|
|
void OSLCompiler::compile(Scene *scene, OSLGlobals *og, Shader *shader)
|
|
{
|
|
if(shader->need_update) {
|
|
ShaderGraph *graph = shader->graph;
|
|
ShaderNode *output = (graph)? graph->output(): NULL;
|
|
|
|
/* copy graph for shader with bump mapping */
|
|
if(output->input("Surface")->link && output->input("Displacement")->link)
|
|
if(!shader->graph_bump)
|
|
shader->graph_bump = shader->graph->copy();
|
|
|
|
/* finalize */
|
|
shader->graph->finalize(scene,
|
|
false,
|
|
true,
|
|
shader->has_integrator_dependency);
|
|
if(shader->graph_bump) {
|
|
shader->graph_bump->finalize(scene,
|
|
true,
|
|
true,
|
|
shader->has_integrator_dependency,
|
|
shader->displacement_method == DISPLACE_BOTH);
|
|
}
|
|
|
|
current_shader = shader;
|
|
|
|
shader->has_surface = false;
|
|
shader->has_surface_emission = false;
|
|
shader->has_surface_transparent = false;
|
|
shader->has_surface_bssrdf = false;
|
|
shader->has_bssrdf_bump = false;
|
|
shader->has_volume = false;
|
|
shader->has_displacement = false;
|
|
shader->has_surface_spatial_varying = false;
|
|
shader->has_volume_spatial_varying = false;
|
|
shader->has_object_dependency = false;
|
|
shader->has_integrator_dependency = false;
|
|
|
|
/* generate surface shader */
|
|
if(shader->used && graph && output->input("Surface")->link) {
|
|
shader->osl_surface_ref = compile_type(shader, shader->graph, SHADER_TYPE_SURFACE);
|
|
|
|
if(shader->graph_bump && shader->displacement_method != DISPLACE_TRUE)
|
|
shader->osl_surface_bump_ref = compile_type(shader, shader->graph_bump, SHADER_TYPE_BUMP);
|
|
else
|
|
shader->osl_surface_bump_ref = OSL::ShaderGroupRef();
|
|
|
|
shader->has_surface = true;
|
|
}
|
|
else {
|
|
shader->osl_surface_ref = OSL::ShaderGroupRef();
|
|
shader->osl_surface_bump_ref = OSL::ShaderGroupRef();
|
|
}
|
|
|
|
/* generate volume shader */
|
|
if(shader->used && graph && output->input("Volume")->link) {
|
|
shader->osl_volume_ref = compile_type(shader, shader->graph, SHADER_TYPE_VOLUME);
|
|
shader->has_volume = true;
|
|
}
|
|
else
|
|
shader->osl_volume_ref = OSL::ShaderGroupRef();
|
|
|
|
/* generate displacement shader */
|
|
if(shader->used && graph && output->input("Displacement")->link) {
|
|
shader->osl_displacement_ref = compile_type(shader, shader->graph, SHADER_TYPE_DISPLACEMENT);
|
|
shader->has_displacement = true;
|
|
}
|
|
else
|
|
shader->osl_displacement_ref = OSL::ShaderGroupRef();
|
|
}
|
|
|
|
/* push state to array for lookup */
|
|
og->surface_state.push_back(shader->osl_surface_ref);
|
|
og->volume_state.push_back(shader->osl_volume_ref);
|
|
og->displacement_state.push_back(shader->osl_displacement_ref);
|
|
og->bump_state.push_back(shader->osl_surface_bump_ref);
|
|
}
|
|
|
|
#else
|
|
|
|
void OSLCompiler::add(ShaderNode * /*node*/, const char * /*name*/, bool /*isfilepath*/)
|
|
{
|
|
}
|
|
|
|
void OSLCompiler::parameter(ShaderNode * /*node*/, const char * /*name*/)
|
|
{
|
|
}
|
|
|
|
void OSLCompiler::parameter(const char * /*name*/, float /*f*/)
|
|
{
|
|
}
|
|
|
|
void OSLCompiler::parameter_color(const char * /*name*/, float3 /*f*/)
|
|
{
|
|
}
|
|
|
|
void OSLCompiler::parameter_vector(const char * /*name*/, float3 /*f*/)
|
|
{
|
|
}
|
|
|
|
void OSLCompiler::parameter_point(const char * /*name*/, float3 /*f*/)
|
|
{
|
|
}
|
|
|
|
void OSLCompiler::parameter_normal(const char * /*name*/, float3 /*f*/)
|
|
{
|
|
}
|
|
|
|
void OSLCompiler::parameter(const char * /*name*/, int /*f*/)
|
|
{
|
|
}
|
|
|
|
void OSLCompiler::parameter(const char * /*name*/, const char * /*s*/)
|
|
{
|
|
}
|
|
|
|
void OSLCompiler::parameter(const char * /*name*/, ustring /*s*/)
|
|
{
|
|
}
|
|
|
|
void OSLCompiler::parameter(const char * /*name*/, const Transform& /*tfm*/)
|
|
{
|
|
}
|
|
|
|
void OSLCompiler::parameter_array(const char * /*name*/, const float /*f*/[], int /*arraylen*/)
|
|
{
|
|
}
|
|
|
|
void OSLCompiler::parameter_color_array(const char * /*name*/, const array<float3>& /*f*/)
|
|
{
|
|
}
|
|
|
|
#endif /* WITH_OSL */
|
|
|
|
CCL_NAMESPACE_END
|
|
|