blender/intern/cycles/scene/shader.cpp
2023-10-20 16:29:05 +02:00

975 lines
31 KiB
C++

/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
*
* SPDX-License-Identifier: Apache-2.0 */
#include "device/device.h"
#include "scene/background.h"
#include "scene/camera.h"
#include "scene/colorspace.h"
#include "scene/integrator.h"
#include "scene/light.h"
#include "scene/mesh.h"
#include "scene/object.h"
#include "scene/osl.h"
#include "scene/procedural.h"
#include "scene/scene.h"
#include "scene/shader.h"
#include "scene/shader_graph.h"
#include "scene/shader_nodes.h"
#include "scene/svm.h"
#include "scene/tables.h"
#include "util/foreach.h"
#include "util/murmurhash.h"
#include "util/task.h"
#include "util/transform.h"
#ifdef WITH_OCIO
# include <OpenColorIO/OpenColorIO.h>
namespace OCIO = OCIO_NAMESPACE;
#endif
#include "scene/shader.tables"
CCL_NAMESPACE_BEGIN
thread_mutex ShaderManager::lookup_table_mutex;
/* Shader */
NODE_DEFINE(Shader)
{
NodeType *type = NodeType::add("shader", create);
static NodeEnum emission_sampling_method_enum;
emission_sampling_method_enum.insert("none", EMISSION_SAMPLING_NONE);
emission_sampling_method_enum.insert("auto", EMISSION_SAMPLING_AUTO);
emission_sampling_method_enum.insert("front", EMISSION_SAMPLING_FRONT);
emission_sampling_method_enum.insert("back", EMISSION_SAMPLING_BACK);
emission_sampling_method_enum.insert("front_back", EMISSION_SAMPLING_FRONT_BACK);
SOCKET_ENUM(emission_sampling_method,
"Emission Sampling Method",
emission_sampling_method_enum,
EMISSION_SAMPLING_AUTO);
SOCKET_BOOLEAN(use_transparent_shadow, "Use Transparent Shadow", true);
SOCKET_BOOLEAN(use_bump_map_correction, "Bump Map Correction", true);
SOCKET_BOOLEAN(heterogeneous_volume, "Heterogeneous Volume", true);
static NodeEnum volume_sampling_method_enum;
volume_sampling_method_enum.insert("distance", VOLUME_SAMPLING_DISTANCE);
volume_sampling_method_enum.insert("equiangular", VOLUME_SAMPLING_EQUIANGULAR);
volume_sampling_method_enum.insert("multiple_importance", VOLUME_SAMPLING_MULTIPLE_IMPORTANCE);
SOCKET_ENUM(volume_sampling_method,
"Volume Sampling Method",
volume_sampling_method_enum,
VOLUME_SAMPLING_MULTIPLE_IMPORTANCE);
static NodeEnum volume_interpolation_method_enum;
volume_interpolation_method_enum.insert("linear", VOLUME_INTERPOLATION_LINEAR);
volume_interpolation_method_enum.insert("cubic", VOLUME_INTERPOLATION_CUBIC);
SOCKET_ENUM(volume_interpolation_method,
"Volume Interpolation Method",
volume_interpolation_method_enum,
VOLUME_INTERPOLATION_LINEAR);
SOCKET_FLOAT(volume_step_rate, "Volume Step Rate", 1.0f);
static NodeEnum displacement_method_enum;
displacement_method_enum.insert("bump", DISPLACE_BUMP);
displacement_method_enum.insert("true", DISPLACE_TRUE);
displacement_method_enum.insert("both", DISPLACE_BOTH);
SOCKET_ENUM(displacement_method, "Displacement Method", displacement_method_enum, DISPLACE_BUMP);
SOCKET_INT(pass_id, "Pass ID", 0);
return type;
}
Shader::Shader() : Node(get_node_type())
{
pass_id = 0;
graph = NULL;
has_surface = false;
has_surface_transparent = false;
has_surface_raytrace = false;
has_surface_bssrdf = false;
has_volume = false;
has_displacement = false;
has_bump = false;
has_bssrdf_bump = false;
has_surface_spatial_varying = false;
has_volume_spatial_varying = false;
has_volume_attribute_dependency = false;
has_volume_connected = false;
prev_volume_step_rate = 0.0f;
emission_estimate = zero_float3();
emission_sampling = EMISSION_SAMPLING_NONE;
emission_is_constant = true;
displacement_method = DISPLACE_BUMP;
id = -1;
need_update_uvs = true;
need_update_attribute = true;
need_update_displacement = true;
}
Shader::~Shader()
{
delete graph;
}
static float3 output_estimate_emission(ShaderOutput *output, bool &is_constant)
{
/* Only supports a few nodes for now, not arbitrary shader graphs. */
ShaderNode *node = (output) ? output->parent : nullptr;
if (node == nullptr) {
return zero_float3();
}
else if (node->type == EmissionNode::get_node_type() ||
node->type == BackgroundNode::get_node_type() ||
node->type == PrincipledBsdfNode::get_node_type())
{
const bool is_principled = (node->type == PrincipledBsdfNode::get_node_type());
/* Emission and Background node. */
ShaderInput *color_in = node->input(is_principled ? "Emission Color" : "Color");
ShaderInput *strength_in = node->input(is_principled ? "Emission Strength" : "Strength");
if (is_principled) {
/* Too many parameters (coat, sheen, alpha) influence Emission for the Principled BSDF. */
is_constant = false;
}
float3 estimate = one_float3();
if (color_in->link) {
is_constant = false;
}
else {
estimate *= node->get_float3(color_in->socket_type);
}
if (strength_in->link) {
is_constant = false;
estimate *= output_estimate_emission(strength_in->link, is_constant);
}
else {
estimate *= node->get_float(strength_in->socket_type);
}
/* Lower importance of emission nodes from automatic value/color to shader
* conversion, as these are likely used for previewing and can be slow to
* build a light tree for on dense meshes. */
if (node->type == EmissionNode::get_node_type()) {
EmissionNode *emission_node = static_cast<EmissionNode *>(node);
if (emission_node->from_auto_conversion) {
estimate *= 0.1f;
}
}
return estimate;
}
else if (node->type == LightFalloffNode::get_node_type() ||
node->type == IESLightNode::get_node_type())
{
/* Get strength from Light Falloff and IES texture node. */
ShaderInput *strength_in = node->input("Strength");
is_constant = false;
return (strength_in->link) ? output_estimate_emission(strength_in->link, is_constant) :
make_float3(node->get_float(strength_in->socket_type));
}
else if (node->type == AddClosureNode::get_node_type()) {
/* Add Closure. */
ShaderInput *closure1_in = node->input("Closure1");
ShaderInput *closure2_in = node->input("Closure2");
const float3 estimate1 = (closure1_in->link) ?
output_estimate_emission(closure1_in->link, is_constant) :
zero_float3();
const float3 estimate2 = (closure2_in->link) ?
output_estimate_emission(closure2_in->link, is_constant) :
zero_float3();
return estimate1 + estimate2;
}
else if (node->type == MixClosureNode::get_node_type()) {
/* Mix Closure. */
ShaderInput *fac_in = node->input("Fac");
ShaderInput *closure1_in = node->input("Closure1");
ShaderInput *closure2_in = node->input("Closure2");
const float3 estimate1 = (closure1_in->link) ?
output_estimate_emission(closure1_in->link, is_constant) :
zero_float3();
const float3 estimate2 = (closure2_in->link) ?
output_estimate_emission(closure2_in->link, is_constant) :
zero_float3();
if (fac_in->link) {
is_constant = false;
return estimate1 + estimate2;
}
else {
const float fac = node->get_float(fac_in->socket_type);
return (1.0f - fac) * estimate1 + fac * estimate2;
}
}
else {
/* Other nodes, potentially OSL nodes with arbitrary code for which all we can
* determine is if it has emission or not. */
const bool has_emission = node->has_surface_emission();
float3 estimate;
if (output->type() == SocketType::CLOSURE) {
if (has_emission) {
estimate = one_float3();
is_constant = false;
}
else {
estimate = zero_float3();
}
foreach (const ShaderInput *in, node->inputs) {
if (in->type() == SocketType::CLOSURE && in->link) {
estimate += output_estimate_emission(in->link, is_constant);
}
}
}
else {
estimate = one_float3();
is_constant = false;
}
return estimate;
}
}
void Shader::estimate_emission()
{
/* If the shader has AOVs, they need to be evaluated, so we can't skip the shader. */
emission_is_constant = true;
foreach (ShaderNode *node, graph->nodes) {
if (node->special_type == SHADER_SPECIAL_TYPE_OUTPUT_AOV) {
emission_is_constant = false;
}
}
ShaderInput *surf = graph->output()->input("Surface");
emission_estimate = fabs(output_estimate_emission(surf->link, emission_is_constant));
if (is_zero(emission_estimate)) {
emission_sampling = EMISSION_SAMPLING_NONE;
}
else if (emission_sampling_method == EMISSION_SAMPLING_AUTO) {
/* Automatically disable MIS when emission is low, to avoid weakly emitting
* using a lot of memory in the light tree and potentially wasting samples
* where indirect light samples are sufficient.
* Possible optimization: estimate front and back emission separately. */
emission_sampling = (reduce_max(emission_estimate) > 0.5f) ? EMISSION_SAMPLING_FRONT_BACK :
EMISSION_SAMPLING_NONE;
}
else {
emission_sampling = emission_sampling_method;
}
}
void Shader::set_graph(ShaderGraph *graph_)
{
/* do this here already so that we can detect if mesh or object attributes
* are needed, since the node attribute callbacks check if their sockets
* are connected but proxy nodes should not count */
if (graph_) {
graph_->remove_proxy_nodes();
if (displacement_method != DISPLACE_BUMP) {
graph_->compute_displacement_hash();
}
}
/* update geometry if displacement changed */
if (displacement_method != DISPLACE_BUMP) {
const char *old_hash = (graph) ? graph->displacement_hash.c_str() : "";
const char *new_hash = (graph_) ? graph_->displacement_hash.c_str() : "";
if (strcmp(old_hash, new_hash) != 0) {
need_update_displacement = true;
}
}
/* assign graph */
delete graph;
graph = graph_;
/* Store info here before graph optimization to make sure that
* nodes that get optimized away still count. */
has_volume_connected = (graph->output()->input("Volume")->link != NULL);
}
void Shader::tag_update(Scene *scene)
{
/* update tag */
tag_modified();
scene->shader_manager->tag_update(scene, ShaderManager::SHADER_MODIFIED);
/* if the shader previously was emissive, update light distribution,
* if the new shader is emissive, a light manager update tag will be
* done in the shader manager device update. */
if (emission_sampling != EMISSION_SAMPLING_NONE) {
scene->light_manager->tag_update(scene, LightManager::SHADER_MODIFIED);
}
/* Special handle of background MIS light for now: for some reason it
* has use_mis set to false. We are quite close to release now, so
* better to be safe.
*/
if (this == scene->background->get_shader(scene)) {
scene->light_manager->need_update_background = true;
if (scene->light_manager->has_background_light(scene)) {
scene->light_manager->tag_update(scene, LightManager::SHADER_MODIFIED);
}
}
/* quick detection of which kind of shaders we have to avoid loading
* e.g. surface attributes when there is only a volume shader. this could
* be more fine grained but it's better than nothing */
OutputNode *output = graph->output();
bool prev_has_volume = has_volume;
has_surface = has_surface || output->input("Surface")->link;
has_volume = has_volume || output->input("Volume")->link;
has_displacement = has_displacement || output->input("Displacement")->link;
if (!has_surface && !has_volume) {
/* If we need to output surface AOVs, add a Transparent BSDF so that the
* surface shader runs. */
foreach (ShaderNode *node, graph->nodes) {
if (node->special_type == SHADER_SPECIAL_TYPE_OUTPUT_AOV) {
foreach (const ShaderInput *in, node->inputs) {
if (in->link) {
TransparentBsdfNode *transparent = graph->create_node<TransparentBsdfNode>();
graph->add(transparent);
graph->connect(transparent->output("BSDF"), output->input("Surface"));
has_surface = true;
break;
}
}
if (has_surface) {
break;
}
}
}
}
/* get requested attributes. this could be optimized by pruning unused
* nodes here already, but that's the job of the shader manager currently,
* and may not be so great for interactive rendering where you temporarily
* disconnect a node */
AttributeRequestSet prev_attributes = attributes;
attributes.clear();
foreach (ShaderNode *node, graph->nodes) {
node->attributes(this, &attributes);
}
if (has_displacement) {
if (displacement_method == DISPLACE_BOTH) {
attributes.add(ATTR_STD_POSITION_UNDISPLACED);
}
if (displacement_method_is_modified()) {
need_update_displacement = true;
scene->geometry_manager->tag_update(scene, GeometryManager::SHADER_DISPLACEMENT_MODIFIED);
scene->object_manager->need_flags_update = true;
}
}
/* compare if the attributes changed, mesh manager will check
* need_update_attribute, update the relevant meshes and clear it. */
if (attributes.modified(prev_attributes)) {
need_update_attribute = true;
scene->geometry_manager->tag_update(scene, GeometryManager::SHADER_ATTRIBUTE_MODIFIED);
scene->procedural_manager->tag_update();
}
if (has_volume != prev_has_volume || volume_step_rate != prev_volume_step_rate) {
scene->geometry_manager->need_flags_update = true;
scene->object_manager->need_flags_update = true;
prev_volume_step_rate = volume_step_rate;
}
}
void Shader::tag_used(Scene *scene)
{
/* if an unused shader suddenly gets used somewhere, it needs to be
* recompiled because it was skipped for compilation before */
if (!reference_count()) {
tag_modified();
/* We do not reference here as the shader will be referenced when added to a socket. */
scene->shader_manager->tag_update(scene, ShaderManager::SHADER_MODIFIED);
}
}
bool Shader::need_update_geometry() const
{
return need_update_uvs || need_update_attribute || need_update_displacement;
}
/* Shader Manager */
ShaderManager::ShaderManager()
{
update_flags = UPDATE_ALL;
init_xyz_transforms();
}
ShaderManager::~ShaderManager() {}
ShaderManager *ShaderManager::create(int shadingsystem, Device *device)
{
ShaderManager *manager;
(void)shadingsystem; /* Ignored when built without OSL. */
(void)device;
#ifdef WITH_OSL
if (shadingsystem == SHADINGSYSTEM_OSL) {
manager = new OSLShaderManager(device);
}
else
#endif
{
manager = new SVMShaderManager();
}
return manager;
}
uint64_t ShaderManager::get_attribute_id(ustring name)
{
thread_scoped_spin_lock lock(attribute_lock_);
/* get a unique id for each name, for SVM attribute lookup */
AttributeIDMap::iterator it = unique_attribute_id.find(name);
if (it != unique_attribute_id.end()) {
return it->second;
}
uint64_t id = ATTR_STD_NUM + unique_attribute_id.size();
unique_attribute_id[name] = id;
return id;
}
uint64_t ShaderManager::get_attribute_id(AttributeStandard std)
{
return (uint64_t)std;
}
int ShaderManager::get_shader_id(Shader *shader, bool smooth)
{
/* get a shader id to pass to the kernel */
int id = shader->id;
/* smooth flag */
if (smooth) {
id |= SHADER_SMOOTH_NORMAL;
}
/* default flags */
id |= SHADER_CAST_SHADOW | SHADER_AREA_LIGHT;
return id;
}
void ShaderManager::device_update(Device *device,
DeviceScene *dscene,
Scene *scene,
Progress &progress)
{
if (!need_update()) {
return;
}
uint id = 0;
foreach (Shader *shader, scene->shaders) {
shader->id = id++;
}
/* Those shaders should always be compiled as they are used as fallback if a shader cannot be
* found, e.g. bad shader index for the triangle shaders on a Mesh. */
assert(scene->default_surface->reference_count() != 0);
assert(scene->default_light->reference_count() != 0);
assert(scene->default_background->reference_count() != 0);
assert(scene->default_empty->reference_count() != 0);
device_update_specific(device, dscene, scene, progress);
}
void ShaderManager::device_update_common(Device * /*device*/,
DeviceScene *dscene,
Scene *scene,
Progress & /*progress*/)
{
dscene->shaders.free();
if (scene->shaders.size() == 0) {
return;
}
KernelShader *kshader = dscene->shaders.alloc(scene->shaders.size());
bool has_volumes = false;
bool has_transparent_shadow = false;
foreach (Shader *shader, scene->shaders) {
uint flag = 0;
if (shader->emission_sampling == EMISSION_SAMPLING_FRONT) {
flag |= SD_MIS_FRONT;
}
else if (shader->emission_sampling == EMISSION_SAMPLING_BACK) {
flag |= SD_MIS_BACK;
}
else if (shader->emission_sampling == EMISSION_SAMPLING_FRONT_BACK) {
flag |= SD_MIS_FRONT | SD_MIS_BACK;
}
if (!is_zero(shader->emission_estimate)) {
flag |= SD_HAS_EMISSION;
}
if (shader->has_surface_transparent && shader->get_use_transparent_shadow()) {
flag |= SD_HAS_TRANSPARENT_SHADOW;
}
if (shader->has_surface_raytrace) {
flag |= SD_HAS_RAYTRACE;
}
if (shader->has_volume) {
flag |= SD_HAS_VOLUME;
has_volumes = true;
/* todo: this could check more fine grained, to skip useless volumes
* enclosed inside an opaque bsdf.
*/
flag |= SD_HAS_TRANSPARENT_SHADOW;
}
/* in this case we can assume transparent surface */
if (shader->has_volume_connected && !shader->has_surface) {
flag |= SD_HAS_ONLY_VOLUME;
}
if (shader->has_volume) {
if (shader->get_heterogeneous_volume() && shader->has_volume_spatial_varying) {
flag |= SD_HETEROGENEOUS_VOLUME;
}
}
if (shader->has_volume_attribute_dependency) {
flag |= SD_NEED_VOLUME_ATTRIBUTES;
}
if (shader->has_bssrdf_bump) {
flag |= SD_HAS_BSSRDF_BUMP;
}
if (shader->get_volume_sampling_method() == VOLUME_SAMPLING_EQUIANGULAR) {
flag |= SD_VOLUME_EQUIANGULAR;
}
if (shader->get_volume_sampling_method() == VOLUME_SAMPLING_MULTIPLE_IMPORTANCE) {
flag |= SD_VOLUME_MIS;
}
if (shader->get_volume_interpolation_method() == VOLUME_INTERPOLATION_CUBIC) {
flag |= SD_VOLUME_CUBIC;
}
if (shader->has_bump) {
flag |= SD_HAS_BUMP;
}
if (shader->get_displacement_method() != DISPLACE_BUMP) {
flag |= SD_HAS_DISPLACEMENT;
}
if (shader->get_use_bump_map_correction()) {
flag |= SD_USE_BUMP_MAP_CORRECTION;
}
/* constant emission check */
if (shader->emission_is_constant) {
flag |= SD_HAS_CONSTANT_EMISSION;
}
uint32_t cryptomatte_id = util_murmur_hash3(shader->name.c_str(), shader->name.length(), 0);
/* regular shader */
kshader->flags = flag;
kshader->pass_id = shader->get_pass_id();
kshader->constant_emission[0] = shader->emission_estimate.x;
kshader->constant_emission[1] = shader->emission_estimate.y;
kshader->constant_emission[2] = shader->emission_estimate.z;
kshader->cryptomatte_id = util_hash_to_float(cryptomatte_id);
kshader++;
has_transparent_shadow |= (flag & SD_HAS_TRANSPARENT_SHADOW) != 0;
}
dscene->shaders.copy_to_device();
/* lookup tables */
KernelTables *ktables = &dscene->data.tables;
ktables->ggx_E = ensure_bsdf_table(dscene, scene, table_ggx_E);
ktables->ggx_Eavg = ensure_bsdf_table(dscene, scene, table_ggx_Eavg);
ktables->ggx_glass_E = ensure_bsdf_table(dscene, scene, table_ggx_glass_E);
ktables->ggx_glass_Eavg = ensure_bsdf_table(dscene, scene, table_ggx_glass_Eavg);
ktables->ggx_glass_inv_E = ensure_bsdf_table(dscene, scene, table_ggx_glass_inv_E);
ktables->ggx_glass_inv_Eavg = ensure_bsdf_table(dscene, scene, table_ggx_glass_inv_Eavg);
ktables->sheen_ltc = ensure_bsdf_table(dscene, scene, table_sheen_ltc);
ktables->ggx_gen_schlick_ior_s = ensure_bsdf_table(dscene, scene, table_ggx_gen_schlick_ior_s);
ktables->ggx_gen_schlick_s = ensure_bsdf_table(dscene, scene, table_ggx_gen_schlick_s);
/* integrator */
KernelIntegrator *kintegrator = &dscene->data.integrator;
kintegrator->use_volumes = has_volumes;
/* TODO(sergey): De-duplicate with flags set in integrator.cpp. */
kintegrator->transparent_shadows = has_transparent_shadow;
/* film */
KernelFilm *kfilm = &dscene->data.film;
/* color space, needs to be here because e.g. displacement shaders could depend on it */
kfilm->xyz_to_r = float3_to_float4(xyz_to_r);
kfilm->xyz_to_g = float3_to_float4(xyz_to_g);
kfilm->xyz_to_b = float3_to_float4(xyz_to_b);
kfilm->rgb_to_y = float3_to_float4(rgb_to_y);
kfilm->rec709_to_r = float3_to_float4(rec709_to_r);
kfilm->rec709_to_g = float3_to_float4(rec709_to_g);
kfilm->rec709_to_b = float3_to_float4(rec709_to_b);
kfilm->is_rec709 = is_rec709;
}
void ShaderManager::device_free_common(Device * /*device*/, DeviceScene *dscene, Scene *scene)
{
for (auto &entry : bsdf_tables) {
scene->lookup_tables->remove_table(&entry.second);
}
bsdf_tables.clear();
dscene->shaders.free();
}
void ShaderManager::add_default(Scene *scene)
{
/* default surface */
{
ShaderGraph *graph = new ShaderGraph();
DiffuseBsdfNode *diffuse = graph->create_node<DiffuseBsdfNode>();
diffuse->set_color(make_float3(0.8f, 0.8f, 0.8f));
graph->add(diffuse);
graph->connect(diffuse->output("BSDF"), graph->output()->input("Surface"));
Shader *shader = scene->create_node<Shader>();
shader->name = "default_surface";
shader->set_graph(graph);
shader->reference();
scene->default_surface = shader;
shader->tag_update(scene);
}
/* default volume */
{
ShaderGraph *graph = new ShaderGraph();
PrincipledVolumeNode *principled = graph->create_node<PrincipledVolumeNode>();
graph->add(principled);
graph->connect(principled->output("Volume"), graph->output()->input("Volume"));
Shader *shader = scene->create_node<Shader>();
shader->name = "default_volume";
shader->set_graph(graph);
scene->default_volume = shader;
shader->tag_update(scene);
/* No default reference for the volume to avoid compiling volume kernels if there are no
* actual volumes in the scene */
}
/* default light */
{
ShaderGraph *graph = new ShaderGraph();
EmissionNode *emission = graph->create_node<EmissionNode>();
emission->set_color(make_float3(0.8f, 0.8f, 0.8f));
emission->set_strength(0.0f);
graph->add(emission);
graph->connect(emission->output("Emission"), graph->output()->input("Surface"));
Shader *shader = scene->create_node<Shader>();
shader->name = "default_light";
shader->set_graph(graph);
shader->reference();
scene->default_light = shader;
shader->tag_update(scene);
}
/* default background */
{
ShaderGraph *graph = new ShaderGraph();
Shader *shader = scene->create_node<Shader>();
shader->name = "default_background";
shader->set_graph(graph);
shader->reference();
scene->default_background = shader;
shader->tag_update(scene);
}
/* default empty */
{
ShaderGraph *graph = new ShaderGraph();
Shader *shader = scene->create_node<Shader>();
shader->name = "default_empty";
shader->set_graph(graph);
shader->reference();
scene->default_empty = shader;
shader->tag_update(scene);
}
}
uint ShaderManager::get_graph_kernel_features(ShaderGraph *graph)
{
uint kernel_features = 0;
foreach (ShaderNode *node, graph->nodes) {
kernel_features |= node->get_feature();
if (node->special_type == SHADER_SPECIAL_TYPE_CLOSURE) {
BsdfBaseNode *bsdf_node = static_cast<BsdfBaseNode *>(node);
if (CLOSURE_IS_VOLUME(bsdf_node->get_closure_type())) {
kernel_features |= KERNEL_FEATURE_NODE_VOLUME;
}
}
if (node->has_surface_bssrdf()) {
kernel_features |= KERNEL_FEATURE_SUBSURFACE;
}
if (node->has_surface_transparent()) {
kernel_features |= KERNEL_FEATURE_TRANSPARENT;
}
}
return kernel_features;
}
uint ShaderManager::get_kernel_features(Scene *scene)
{
uint kernel_features = KERNEL_FEATURE_NODE_BSDF | KERNEL_FEATURE_NODE_EMISSION;
for (int i = 0; i < scene->shaders.size(); i++) {
Shader *shader = scene->shaders[i];
if (!shader->reference_count()) {
continue;
}
/* Gather requested features from all the nodes from the graph nodes. */
kernel_features |= get_graph_kernel_features(shader->graph);
ShaderNode *output_node = shader->graph->output();
if (output_node->input("Displacement")->link != NULL) {
kernel_features |= KERNEL_FEATURE_NODE_BUMP;
if (shader->get_displacement_method() == DISPLACE_BOTH) {
kernel_features |= KERNEL_FEATURE_NODE_BUMP_STATE;
}
}
/* On top of volume nodes, also check if we need volume sampling because
* e.g. an Emission node would slip through the KERNEL_FEATURE_NODE_VOLUME check */
if (shader->has_volume_connected) {
kernel_features |= KERNEL_FEATURE_VOLUME;
}
}
if (use_osl()) {
kernel_features |= KERNEL_FEATURE_OSL;
}
return kernel_features;
}
void ShaderManager::free_memory()
{
#ifdef WITH_OSL
OSLShaderManager::free_memory();
#endif
ColorSpaceManager::free_memory();
}
float ShaderManager::linear_rgb_to_gray(float3 c)
{
return dot(c, rgb_to_y);
}
float3 ShaderManager::rec709_to_scene_linear(float3 c)
{
return make_float3(dot(rec709_to_r, c), dot(rec709_to_g, c), dot(rec709_to_b, c));
}
string ShaderManager::get_cryptomatte_materials(Scene *scene)
{
string manifest = "{";
unordered_set<ustring, ustringHash> materials;
foreach (Shader *shader, scene->shaders) {
if (materials.count(shader->name)) {
continue;
}
materials.insert(shader->name);
uint32_t cryptomatte_id = util_murmur_hash3(shader->name.c_str(), shader->name.length(), 0);
manifest += string_printf("\"%s\":\"%08x\",", shader->name.c_str(), cryptomatte_id);
}
manifest[manifest.size() - 1] = '}';
return manifest;
}
void ShaderManager::tag_update(Scene * /*scene*/, uint32_t /*flag*/)
{
/* update everything for now */
update_flags = ShaderManager::UPDATE_ALL;
}
bool ShaderManager::need_update() const
{
return update_flags != UPDATE_NONE;
}
#ifdef WITH_OCIO
static bool to_scene_linear_transform(OCIO::ConstConfigRcPtr &config,
const char *colorspace,
Transform &to_scene_linear)
{
OCIO::ConstProcessorRcPtr processor;
try {
processor = config->getProcessor("scene_linear", colorspace);
}
catch (OCIO::Exception &) {
return false;
}
if (!processor) {
return false;
}
OCIO::ConstCPUProcessorRcPtr device_processor = processor->getDefaultCPUProcessor();
if (!device_processor) {
return false;
}
to_scene_linear = transform_identity();
device_processor->applyRGB(&to_scene_linear.x.x);
device_processor->applyRGB(&to_scene_linear.y.x);
device_processor->applyRGB(&to_scene_linear.z.x);
to_scene_linear = transform_transposed_inverse(to_scene_linear);
return true;
}
#endif
void ShaderManager::init_xyz_transforms()
{
/* Default to ITU-BT.709 in case no appropriate transform found.
* Note XYZ here is defined as having a D65 white point. */
const Transform xyz_to_rec709 = make_transform(3.2404542f,
-1.5371385f,
-0.4985314f,
0.0f,
-0.9692660f,
1.8760108f,
0.0415560f,
0.0f,
0.0556434f,
-0.2040259f,
1.0572252f,
0.0f);
xyz_to_r = float4_to_float3(xyz_to_rec709.x);
xyz_to_g = float4_to_float3(xyz_to_rec709.y);
xyz_to_b = float4_to_float3(xyz_to_rec709.z);
rgb_to_y = make_float3(0.2126729f, 0.7151522f, 0.0721750f);
rec709_to_r = make_float3(1.0f, 0.0f, 0.0f);
rec709_to_g = make_float3(0.0f, 1.0f, 0.0f);
rec709_to_b = make_float3(0.0f, 0.0f, 1.0f);
is_rec709 = true;
#ifdef WITH_OCIO
/* Get from OpenColorO config if it has the required roles. */
OCIO::ConstConfigRcPtr config = OCIO::GetCurrentConfig();
if (!(config && config->hasRole("scene_linear"))) {
return;
}
Transform xyz_to_rgb;
if (config->hasRole("aces_interchange")) {
/* Standard OpenColorIO role, defined as ACES AP0 (ACES2065-1). */
Transform aces_to_rgb;
if (!to_scene_linear_transform(config, "aces_interchange", aces_to_rgb)) {
return;
}
/* This is the OpenColorIO builtin transform:
* UTILITY - ACES-AP0_to_CIE-XYZ-D65_BFD. */
const Transform ACES_AP0_to_xyz_D65 = make_transform(0.938280f,
-0.004451f,
0.016628f,
0.000000f,
0.337369f,
0.729522f,
-0.066890f,
0.000000f,
0.001174f,
-0.003711f,
1.091595f,
0.000000f);
const Transform xyz_to_aces = transform_inverse(ACES_AP0_to_xyz_D65);
xyz_to_rgb = aces_to_rgb * xyz_to_aces;
}
else if (config->hasRole("XYZ")) {
/* Custom role used before the standard existed. */
if (!to_scene_linear_transform(config, "XYZ", xyz_to_rgb)) {
return;
}
}
else {
/* No reference role found to determine XYZ. */
return;
}
xyz_to_r = float4_to_float3(xyz_to_rgb.x);
xyz_to_g = float4_to_float3(xyz_to_rgb.y);
xyz_to_b = float4_to_float3(xyz_to_rgb.z);
const Transform rgb_to_xyz = transform_inverse(xyz_to_rgb);
rgb_to_y = float4_to_float3(rgb_to_xyz.y);
const Transform rec709_to_rgb = xyz_to_rgb * transform_inverse(xyz_to_rec709);
rec709_to_r = float4_to_float3(rec709_to_rgb.x);
rec709_to_g = float4_to_float3(rec709_to_rgb.y);
rec709_to_b = float4_to_float3(rec709_to_rgb.z);
is_rec709 = transform_equal_threshold(xyz_to_rgb, xyz_to_rec709, 0.0001f);
#endif
}
size_t ShaderManager::ensure_bsdf_table_impl(DeviceScene *dscene,
Scene *scene,
const float *table,
size_t n)
{
/* Since the BSDF tables are static arrays, we can use their address to identify them. */
if (!(bsdf_tables.count(table))) {
vector<float> entries(table, table + n);
bsdf_tables[table] = scene->lookup_tables->add_table(dscene, entries);
}
return bsdf_tables[table];
}
CCL_NAMESPACE_END