blender/intern/cycles/render/osl.h
Lukas Stockner 48155c210a Cycles: Add Support for IES files as textures for light strength
This patch adds support for IES files, a file format that is commonly used to store the directional intensity distribution of light sources.
The new IES node is supposed to be plugged into the Strength input of the Emission node of the lamp.

Since people generating IES files do not really seem to care about the standard, the parser is flexible enough to accept all test files I have tried.
Some common weirdnesses are distributing values over multiple lines that should go into one line, using commas instead of spaces as delimiters and adding various useless stuff at the end of the file.

The user interface of the node is similar to the script node, the user can either select an internal Text or load a file.
Internally, IES files are handled similar to Image textures: They are stored in slots by the LightManager and each unique IES is assigned to one slot.

The local coordinate system of the lamp is used, so that the direction of the light can be changed. For UI reasons, it's usually best to add an area light,
rotate it and then change its type, since especially the point light does not immediately show its local coordinate system in the viewport.

Reviewers: #cycles, dingto, sergey, brecht

Reviewed By: #cycles, dingto, brecht

Subscribers: OgDEV, crazyrobinhood, secundar, cardboard, pisuke, intrah, swerner, micah_denn, harvester, gottfried, disnel, campbellbarton, duarteframos, Lapineige, brecht, juicyfruit, dingto, marek, rickyblender, bliblubli, lockal, sergey

Differential Revision: https://developer.blender.org/D1543
2018-05-27 01:24:57 +02:00

175 lines
4.7 KiB
C++

/*
* Copyright 2011-2013 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef __OSL_H__
#define __OSL_H__
#include "util/util_set.h"
#include "util/util_string.h"
#include "util/util_thread.h"
#include "render/graph.h"
#include "render/nodes.h"
#include "render/shader.h"
#ifdef WITH_OSL
#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();
~OSLShaderManager();
void reset(Scene *scene);
bool use_osl() { return true; }
void device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress);
void device_free(Device *device, DeviceScene *dscene, Scene *scene);
/* 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 */
OSLNode *osl_node(const std::string& filepath,
const std::string& bytecode_hash = "",
const std::string& bytecode = "");
protected:
void texture_system_init();
void texture_system_free();
void shading_system_init();
void shading_system_free();
OSL::ShadingSystem *ss;
OSL::TextureSystem *ts;
OSLRenderServices *services;
OSL::ErrorHandler errhandler;
map<string, OSLShaderInfo> loaded_shaders;
static OSL::TextureSystem *ts_shared;
static thread_mutex ts_shared_mutex;
static int ts_shared_users;
static OSL::ShadingSystem *ss_shared;
static OSLRenderServices *services_shared;
static thread_mutex ss_shared_mutex;
static thread_mutex ss_mutex;
static int ss_shared_users;
};
#endif
/* Graph Compiler */
class OSLCompiler {
public:
OSLCompiler(void *manager, void *shadingsys,
ImageManager *image_manager,
LightManager *light_manager);
void compile(Scene *scene, 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);
ShaderType output_type() { return current_type; }
bool background;
ImageManager *image_manager;
LightManager *light_manager;
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);
#endif
void *shadingsys;
void *manager;
ShaderType current_type;
Shader *current_shader;
};
CCL_NAMESPACE_END
#endif /* __OSL_H__ */