9ebfcea8f3
on second thought this makes it a bit too difficult to understand what's going on.
478 lines
15 KiB
C++
478 lines
15 KiB
C++
/*
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* Copyright 2011, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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#include "kernel_compat_cpu.h"
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#include "kernel_types.h"
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#include "kernel_globals.h"
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#include "kernel_object.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 <OSL/oslexec.h>
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#include <oslexec_pvt.h>
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CCL_NAMESPACE_BEGIN
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tls_ptr(OSLGlobals::ThreadData, OSLGlobals::thread_data);
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/* Threads */
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void OSLShader::thread_init(KernelGlobals *kg)
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{
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OSL::pvt::ShadingSystemImpl *ssi = (OSL::pvt::ShadingSystemImpl*)kg->osl.ss;
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OSLGlobals::ThreadData *tdata = new OSLGlobals::ThreadData();
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memset(&tdata->globals, 0, sizeof(OSL::ShaderGlobals));
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tdata->thread_info = ssi->create_thread_info();
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tls_set(kg->osl.thread_data, tdata);
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((OSLRenderServices*)ssi->renderer())->thread_init(kg);
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}
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void OSLShader::thread_free(KernelGlobals *kg)
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{
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OSL::pvt::ShadingSystemImpl *ssi = (OSL::pvt::ShadingSystemImpl*)kg->osl.ss;
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OSLGlobals::ThreadData *tdata = tls_get(OSLGlobals::ThreadData, kg->osl.thread_data);
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ssi->destroy_thread_info(tdata->thread_info);
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delete tdata;
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}
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/* Globals */
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#define TO_VEC3(v) (*(OSL::Vec3*)&(v))
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#define TO_COLOR3(v) (*(OSL::Color3*)&(v))
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#define TO_FLOAT3(v) make_float3(v[0], v[1], v[2])
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static void shaderdata_to_shaderglobals(KernelGlobals *kg, ShaderData *sd,
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int path_flag, OSL::ShaderGlobals *globals)
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{
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/* copy from shader data to shader globals */
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globals->P = TO_VEC3(sd->P);
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globals->dPdx = TO_VEC3(sd->dP.dx);
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globals->dPdy = TO_VEC3(sd->dP.dy);
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globals->I = TO_VEC3(sd->I);
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globals->dIdx = TO_VEC3(sd->dI.dx);
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globals->dIdy = TO_VEC3(sd->dI.dy);
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globals->N = TO_VEC3(sd->N);
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globals->Ng = TO_VEC3(sd->Ng);
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globals->u = sd->u;
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globals->dudx = sd->du.dx;
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globals->dudy = sd->du.dy;
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globals->v = sd->v;
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globals->dvdx = sd->dv.dx;
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globals->dvdy = sd->dv.dy;
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globals->dPdu = TO_VEC3(sd->dPdu);
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globals->dPdv = TO_VEC3(sd->dPdv);
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globals->surfacearea = (sd->object == ~0)? 1.0f: object_surface_area(kg, sd->object);
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/* booleans */
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globals->raytype = path_flag; /* todo: add our own ray types */
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globals->backfacing = (sd->flag & SD_BACKFACING);
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/* don't know yet if we need this */
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globals->flipHandedness = false;
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/* shader data to be used in services callbacks */
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globals->renderstate = sd;
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/* hacky, we leave it to services to fetch actual object matrix */
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globals->shader2common = sd;
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globals->object2common = sd;
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/* must be set to NULL before execute */
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globals->Ci = NULL;
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}
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/* Surface */
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static void flatten_surface_closure_tree(ShaderData *sd, bool no_glossy,
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const OSL::ClosureColor *closure, float3 weight = make_float3(1.0f, 1.0f, 1.0f))
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{
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/* OSL gives use a closure tree, we flatten it into arrays per
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* closure type, for evaluation, sampling, etc later on. */
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if(closure->type == OSL::ClosureColor::COMPONENT) {
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OSL::ClosureComponent *comp = (OSL::ClosureComponent*)closure;
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OSL::ClosurePrimitive *prim = (OSL::ClosurePrimitive*)comp->data();
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if(prim) {
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ShaderClosure sc;
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sc.prim = prim;
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sc.weight = weight;
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switch(prim->category()) {
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case ClosurePrimitive::BSDF: {
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if(sd->num_closure == MAX_CLOSURE)
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return;
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OSL::BSDFClosure *bsdf = (OSL::BSDFClosure*)prim;
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ustring scattering = bsdf->scattering();
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/* no caustics option */
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if(no_glossy && scattering == OSL::Labels::GLOSSY)
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return;
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/* sample weight */
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float albedo = bsdf->albedo(TO_VEC3(sd->I));
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float sample_weight = fabsf(average(weight))*albedo;
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float sample_sum = sd->osl_closure.bsdf_sample_sum + sample_weight;
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sc.sample_weight = sample_weight;
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sc.type = CLOSURE_BSDF_ID;
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sd->osl_closure.bsdf_sample_sum = sample_sum;
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/* scattering flags */
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if(scattering == OSL::Labels::DIFFUSE)
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sd->flag |= SD_BSDF|SD_BSDF_HAS_EVAL;
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else if(scattering == OSL::Labels::GLOSSY)
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sd->flag |= SD_BSDF|SD_BSDF_HAS_EVAL|SD_BSDF_GLOSSY;
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else
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sd->flag |= SD_BSDF;
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/* add */
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sd->closure[sd->num_closure++] = sc;
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break;
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}
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case ClosurePrimitive::Emissive: {
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if(sd->num_closure == MAX_CLOSURE)
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return;
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/* sample weight */
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float sample_weight = fabsf(average(weight));
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float sample_sum = sd->osl_closure.emissive_sample_sum + sample_weight;
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sc.sample_weight = sample_weight;
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sc.type = CLOSURE_EMISSION_ID;
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sd->osl_closure.emissive_sample_sum = sample_sum;
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/* flag */
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sd->flag |= SD_EMISSION;
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sd->closure[sd->num_closure++] = sc;
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break;
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}
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case ClosurePrimitive::Holdout:
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if(sd->num_closure == MAX_CLOSURE)
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return;
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sc.sample_weight = 0.0f;
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sc.type = CLOSURE_HOLDOUT_ID;
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sd->flag |= SD_HOLDOUT;
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sd->closure[sd->num_closure++] = sc;
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break;
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case ClosurePrimitive::BSSRDF:
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case ClosurePrimitive::Debug:
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break; /* not implemented */
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case ClosurePrimitive::Background:
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case ClosurePrimitive::Volume:
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break; /* not relevant */
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}
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}
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}
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else if(closure->type == OSL::ClosureColor::MUL) {
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OSL::ClosureMul *mul = (OSL::ClosureMul*)closure;
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flatten_surface_closure_tree(sd, no_glossy, mul->closure, TO_FLOAT3(mul->weight) * weight);
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}
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else if(closure->type == OSL::ClosureColor::ADD) {
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OSL::ClosureAdd *add = (OSL::ClosureAdd*)closure;
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flatten_surface_closure_tree(sd, no_glossy, add->closureA, weight);
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flatten_surface_closure_tree(sd, no_glossy, add->closureB, weight);
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}
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}
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void OSLShader::eval_surface(KernelGlobals *kg, ShaderData *sd, float randb, int path_flag)
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{
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/* gather pointers */
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OSL::pvt::ShadingSystemImpl *ssi = (OSL::pvt::ShadingSystemImpl*)kg->osl.ss;
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OSLGlobals::ThreadData *tdata = tls_get(OSLGlobals::ThreadData, kg->osl.thread_data);
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OSL::ShaderGlobals *globals = &tdata->globals;
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OSL::pvt::ShadingContext *ctx = ssi->get_context(tdata->thread_info);
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/* setup shader globals from shader data */
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sd->osl_ctx = ctx;
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shaderdata_to_shaderglobals(kg, sd, path_flag, globals);
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/* execute shader for this point */
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int shader = sd->shader & SHADER_MASK;
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if(kg->osl.surface_state[shader])
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ctx->execute(OSL::pvt::ShadUseSurface, *(kg->osl.surface_state[shader]), *globals);
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/* flatten closure tree */
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sd->num_closure = 0;
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sd->randb_closure = randb;
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if(globals->Ci) {
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bool no_glossy = (path_flag & PATH_RAY_DIFFUSE) && kernel_data.integrator.no_caustics;
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flatten_surface_closure_tree(sd, no_glossy, globals->Ci);
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}
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}
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/* Background */
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static float3 flatten_background_closure_tree(const OSL::ClosureColor *closure)
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{
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/* OSL gives use a closure tree, if we are shading for background there
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* is only one supported closure type at the moment, which has no evaluation
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* functions, so we just sum the weights */
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if(closure->type == OSL::ClosureColor::COMPONENT) {
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OSL::ClosureComponent *comp = (OSL::ClosureComponent*)closure;
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OSL::ClosurePrimitive *prim = (OSL::ClosurePrimitive*)comp->data();
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if(prim && prim->category() == OSL::ClosurePrimitive::Background)
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return make_float3(1.0f, 1.0f, 1.0f);
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}
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else if(closure->type == OSL::ClosureColor::MUL) {
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OSL::ClosureMul *mul = (OSL::ClosureMul*)closure;
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return TO_FLOAT3(mul->weight) * flatten_background_closure_tree(mul->closure);
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}
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else if(closure->type == OSL::ClosureColor::ADD) {
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OSL::ClosureAdd *add = (OSL::ClosureAdd*)closure;
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return flatten_background_closure_tree(add->closureA) +
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flatten_background_closure_tree(add->closureB);
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}
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return make_float3(0.0f, 0.0f, 0.0f);
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}
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float3 OSLShader::eval_background(KernelGlobals *kg, ShaderData *sd, int path_flag)
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{
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/* gather pointers */
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OSL::pvt::ShadingSystemImpl *ssi = (OSL::pvt::ShadingSystemImpl*)kg->osl.ss;
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OSLGlobals::ThreadData *tdata = tls_get(OSLGlobals::ThreadData, kg->osl.thread_data);
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OSL::ShaderGlobals *globals = &tdata->globals;
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OSL::pvt::ShadingContext *ctx = ssi->get_context(tdata->thread_info);
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/* setup shader globals from shader data */
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sd->osl_ctx = ctx;
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shaderdata_to_shaderglobals(kg, sd, path_flag, globals);
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/* execute shader for this point */
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if(kg->osl.background_state)
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ctx->execute(OSL::pvt::ShadUseSurface, *kg->osl.background_state, *globals);
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/* return background color immediately */
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if(globals->Ci)
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return flatten_background_closure_tree(globals->Ci);
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return make_float3(0.0f, 0.0f, 0.0f);
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}
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/* Volume */
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static void flatten_volume_closure_tree(ShaderData *sd,
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const OSL::ClosureColor *closure, float3 weight = make_float3(1.0f, 1.0f, 1.0f))
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{
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/* OSL gives use a closure tree, we flatten it into arrays per
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* closure type, for evaluation, sampling, etc later on. */
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if(closure->type == OSL::ClosureColor::COMPONENT) {
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OSL::ClosureComponent *comp = (OSL::ClosureComponent*)closure;
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OSL::ClosurePrimitive *prim = (OSL::ClosurePrimitive*)comp->data();
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if(prim) {
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ShaderClosure sc;
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sc.prim = prim;
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sc.weight = weight;
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switch(prim->category()) {
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case ClosurePrimitive::Volume: {
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if(sd->num_closure == MAX_CLOSURE)
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return;
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/* sample weight */
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float sample_weight = fabsf(average(weight));
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float sample_sum = sd->osl_closure.volume_sample_sum + sample_weight;
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sc.sample_weight = sample_weight;
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sc.type = CLOSURE_VOLUME_ID;
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sd->osl_closure.volume_sample_sum = sample_sum;
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/* add */
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sd->closure[sd->num_closure++] = sc;
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break;
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}
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case ClosurePrimitive::Holdout:
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case ClosurePrimitive::Debug:
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break; /* not implemented */
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case ClosurePrimitive::Background:
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case ClosurePrimitive::BSDF:
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case ClosurePrimitive::Emissive:
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case ClosurePrimitive::BSSRDF:
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break; /* not relevant */
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}
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}
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}
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else if(closure->type == OSL::ClosureColor::MUL) {
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OSL::ClosureMul *mul = (OSL::ClosureMul*)closure;
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flatten_volume_closure_tree(sd, mul->closure, TO_FLOAT3(mul->weight) * weight);
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}
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else if(closure->type == OSL::ClosureColor::ADD) {
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OSL::ClosureAdd *add = (OSL::ClosureAdd*)closure;
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flatten_volume_closure_tree(sd, add->closureA, weight);
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flatten_volume_closure_tree(sd, add->closureB, weight);
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}
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}
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void OSLShader::eval_volume(KernelGlobals *kg, ShaderData *sd, float randb, int path_flag)
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{
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/* gather pointers */
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OSL::pvt::ShadingSystemImpl *ssi = (OSL::pvt::ShadingSystemImpl*)kg->osl.ss;
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OSLGlobals::ThreadData *tdata = tls_get(OSLGlobals::ThreadData, kg->osl.thread_data);
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OSL::ShaderGlobals *globals = &tdata->globals;
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OSL::pvt::ShadingContext *ctx = ssi->get_context(tdata->thread_info);
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/* setup shader globals from shader data */
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sd->osl_ctx = ctx;
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shaderdata_to_shaderglobals(kg, sd, path_flag, globals);
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/* execute shader */
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int shader = sd->shader & SHADER_MASK;
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if(kg->osl.volume_state[shader])
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ctx->execute(OSL::pvt::ShadUseSurface, *(kg->osl.volume_state[shader]), *globals);
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/* retrieve resulting closures */
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sd->osl_closure.volume_sample_sum = 0.0f;
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sd->osl_closure.num_volume = 0;
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sd->osl_closure.randb = randb;
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if(globals->Ci)
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flatten_volume_closure_tree(sd, globals->Ci);
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}
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/* Displacement */
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void OSLShader::eval_displacement(KernelGlobals *kg, ShaderData *sd)
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{
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/* gather pointers */
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OSL::pvt::ShadingSystemImpl *ssi = (OSL::pvt::ShadingSystemImpl*)kg->osl.ss;
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OSLGlobals::ThreadData *tdata = tls_get(OSLGlobals::ThreadData, kg->osl.thread_data);
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OSL::ShaderGlobals *globals = &tdata->globals;
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OSL::pvt::ShadingContext *ctx = ssi->get_context(tdata->thread_info);
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/* setup shader globals from shader data */
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sd->osl_ctx = ctx;
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shaderdata_to_shaderglobals(kg, sd, 0, globals);
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/* execute shader */
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int shader = sd->shader & SHADER_MASK;
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if(kg->osl.displacement_state[shader])
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ctx->execute(OSL::pvt::ShadUseSurface, *(kg->osl.displacement_state[shader]), *globals);
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/* get back position */
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sd->P = TO_FLOAT3(globals->P);
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}
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void OSLShader::release(KernelGlobals *kg, const ShaderData *sd)
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{
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OSL::pvt::ShadingSystemImpl *ssi = (OSL::pvt::ShadingSystemImpl*)kg->osl.ss;
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OSLGlobals::ThreadData *tdata = tls_get(OSLGlobals::ThreadData, kg->osl.thread_data);
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ssi->release_context((OSL::pvt::ShadingContext*)sd->osl_ctx, tdata->thread_info);
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}
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/* BSDF Closure */
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int OSLShader::bsdf_sample(const ShaderData *sd, const ShaderClosure *sc, float randu, float randv, float3& eval, float3& omega_in, differential3& domega_in, float& pdf)
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{
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OSL::BSDFClosure *sample_bsdf = (OSL::BSDFClosure*)sc->prim;
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int label = LABEL_NONE;
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pdf = 0.0f;
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/* sample BSDF closure */
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ustring ulabel;
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ulabel = sample_bsdf->sample(TO_VEC3(sd->Ng),
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TO_VEC3(sd->I), TO_VEC3(sd->dI.dx), TO_VEC3(sd->dI.dy),
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randu, randv,
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TO_VEC3(omega_in), TO_VEC3(domega_in.dx), TO_VEC3(domega_in.dy),
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pdf, TO_COLOR3(eval));
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/* convert OSL label */
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if(ulabel == OSL::Labels::REFLECT)
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label = LABEL_REFLECT;
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else if(ulabel == OSL::Labels::TRANSMIT)
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label = LABEL_TRANSMIT;
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else
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return LABEL_NONE; /* sampling failed */
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/* convert scattering to our bitflag label */
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ustring uscattering = sample_bsdf->scattering();
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if(uscattering == OSL::Labels::DIFFUSE)
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label |= LABEL_DIFFUSE;
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else if(uscattering == OSL::Labels::GLOSSY)
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label |= LABEL_GLOSSY;
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else if(uscattering == OSL::Labels::SINGULAR)
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label |= LABEL_SINGULAR;
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else
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label |= LABEL_TRANSPARENT;
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return label;
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}
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float3 OSLShader::bsdf_eval(const ShaderData *sd, const ShaderClosure *sc, const float3& omega_in, float& pdf)
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{
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OSL::BSDFClosure *bsdf = (OSL::BSDFClosure*)sc->prim;
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OSL::Color3 bsdf_eval;
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if(dot(sd->Ng, omega_in) >= 0.0f)
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bsdf_eval = bsdf->eval_reflect(TO_VEC3(sd->I), TO_VEC3(omega_in), pdf);
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else
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bsdf_eval = bsdf->eval_transmit(TO_VEC3(sd->I), TO_VEC3(omega_in), pdf);
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return TO_FLOAT3(bsdf_eval);
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}
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/* Emissive Closure */
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float3 OSLShader::emissive_eval(const ShaderData *sd, const ShaderClosure *sc)
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|
{
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OSL::EmissiveClosure *emissive = (OSL::EmissiveClosure*)sc->prim;
|
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OSL::Color3 emissive_eval = emissive->eval(TO_VEC3(sd->Ng), TO_VEC3(sd->I));
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eval += TO_FLOAT3(emissive_eval);
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|
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return eval;
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}
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|
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/* Volume Closure */
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|
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float3 OSLShader::volume_eval_phase(const ShaderData *sd, const ShaderClosure *sc, const float3 omega_in, const float3 omega_out)
|
|
{
|
|
OSL::VolumeClosure *volume = (OSL::VolumeClosure*)sc->prim;
|
|
OSL::Color3 volume_eval = volume->eval_phase(TO_VEC3(omega_in), TO_VEC3(omega_out));
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|
return TO_FLOAT3(volume_eval)*sc->weight;
|
|
}
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|
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CCL_NAMESPACE_END
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