blender/intern/cycles/render/osl.cpp

982 lines
27 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.
*/
#include "device.h"
#include "graph.h"
#include "light.h"
#include "osl.h"
#include "scene.h"
#include "shader.h"
#include "nodes.h"
#ifdef WITH_OSL
#include "osl_globals.h"
#include "osl_services.h"
#include "osl_shader.h"
#include "util_foreach.h"
#include "util_logging.h"
#include "util_md5.h"
#include "util_path.h"
#include "util_progress.h"
#endif
CCL_NAMESPACE_BEGIN
#ifdef WITH_OSL
/* Shared Texture and Shading System */
OSL::TextureSystem *OSLShaderManager::ts_shared = NULL;
int OSLShaderManager::ts_shared_users = 0;
thread_mutex OSLShaderManager::ts_shared_mutex;
OSL::ShadingSystem *OSLShaderManager::ss_shared = NULL;
OSLRenderServices *OSLShaderManager::services_shared = NULL;
int OSLShaderManager::ss_shared_users = 0;
thread_mutex OSLShaderManager::ss_shared_mutex;
thread_mutex OSLShaderManager::ss_mutex;
/* Shader Manager */
OSLShaderManager::OSLShaderManager()
{
texture_system_init();
shading_system_init();
}
OSLShaderManager::~OSLShaderManager()
{
shading_system_free();
texture_system_free();
}
void OSLShaderManager::reset(Scene * /*scene*/)
{
shading_system_free();
shading_system_init();
}
void OSLShaderManager::device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress)
{
if(!need_update)
return;
VLOG(1) << "Total " << scene->shaders.size() << " shaders.";
device_free(device, dscene, scene);
/* determine which shaders are in use */
device_update_shaders_used(scene);
/* create shaders */
OSLGlobals *og = (OSLGlobals*)device->osl_memory();
foreach(Shader *shader, scene->shaders) {
assert(shader->graph);
if(progress.get_cancel()) return;
/* we can only compile one shader at the time as the OSL ShadingSytem
* has a single state, but we put the lock here so different renders can
* compile shaders alternating */
thread_scoped_lock lock(ss_mutex);
OSLCompiler compiler((void*)this, (void*)ss, scene->image_manager);
compiler.background = (shader == scene->shaders[scene->default_background]);
compiler.compile(scene, og, shader);
if(shader->use_mis && shader->has_surface_emission)
scene->light_manager->need_update = true;
}
/* setup shader engine */
og->ss = ss;
og->ts = ts;
og->services = services;
int background_id = scene->shader_manager->get_shader_id(scene->default_background);
og->background_state = og->surface_state[background_id & SHADER_MASK];
og->use = true;
foreach(Shader *shader, scene->shaders)
shader->need_update = false;
need_update = false;
/* set texture system */
scene->image_manager->set_osl_texture_system((void*)ts);
device_update_common(device, dscene, scene, progress);
{
/* Perform greedyjit optimization.
*
* This might waste time on optimizing gorups which are never actually
* used, but this prevents OSL from allocating data on TLS at render
* time.
*
* This is much better for us because this way we aren't required to
* stop task scheduler threads to make sure all TLS is clean and don't
* have issues with TLS data free accessing freed memory if task scheduler
* is being freed after the Session is freed.
*/
thread_scoped_lock lock(ss_shared_mutex);
ss->optimize_all_groups();
}
}
void OSLShaderManager::device_free(Device *device, DeviceScene *dscene, Scene *scene)
{
OSLGlobals *og = (OSLGlobals*)device->osl_memory();
device_free_common(device, dscene, scene);
/* clear shader engine */
og->use = false;
og->ss = NULL;
og->ts = NULL;
og->surface_state.clear();
og->volume_state.clear();
og->displacement_state.clear();
og->background_state.reset();
}
void OSLShaderManager::texture_system_init()
{
/* create texture system, shared between different renders to reduce memory usage */
thread_scoped_lock lock(ts_shared_mutex);
if(ts_shared_users == 0) {
ts_shared = TextureSystem::create(true);
ts_shared->attribute("automip", 1);
ts_shared->attribute("autotile", 64);
ts_shared->attribute("gray_to_rgb", 1);
/* effectively unlimited for now, until we support proper mipmap lookups */
ts_shared->attribute("max_memory_MB", 16384);
}
ts = ts_shared;
ts_shared_users++;
}
void OSLShaderManager::texture_system_free()
{
/* shared texture system decrease users and destroy if no longer used */
thread_scoped_lock lock(ts_shared_mutex);
ts_shared_users--;
if(ts_shared_users == 0) {
ts_shared->invalidate_all(true);
OSL::TextureSystem::destroy(ts_shared);
ts_shared = NULL;
}
ts = NULL;
}
void OSLShaderManager::shading_system_init()
{
/* create shading system, shared between different renders to reduce memory usage */
thread_scoped_lock lock(ss_shared_mutex);
if(ss_shared_users == 0) {
services_shared = new OSLRenderServices();
string shader_path = path_get("shader");
#ifdef _WIN32
/* Annoying thing, Cycles stores paths in UTF-8 codepage, so it can
* operate with file paths with any character. This requires to use wide
* char functions, but OSL uses old fashioned ANSI functions which means:
*
* - We have to convert our paths to ANSI before passing to OSL
* - OSL can't be used when there's a multi-byte character in the path
* to the shaders folder.
*/
shader_path = string_to_ansi(shader_path);
#endif
ss_shared = new OSL::ShadingSystem(services_shared, ts_shared, &errhandler);
ss_shared->attribute("lockgeom", 1);
ss_shared->attribute("commonspace", "world");
ss_shared->attribute("searchpath:shader", shader_path);
ss_shared->attribute("greedyjit", 1);
VLOG(1) << "Using shader search path: " << shader_path;
/* our own ray types */
static const char *raytypes[] = {
"camera", /* PATH_RAY_CAMERA */
"reflection", /* PATH_RAY_REFLECT */
"refraction", /* PATH_RAY_TRANSMIT */
"diffuse", /* PATH_RAY_DIFFUSE */
"glossy", /* PATH_RAY_GLOSSY */
"singular", /* PATH_RAY_SINGULAR */
"transparent", /* PATH_RAY_TRANSPARENT */
"shadow", /* PATH_RAY_SHADOW_OPAQUE */
"shadow", /* PATH_RAY_SHADOW_TRANSPARENT */
"__unused__",
"__unused__",
"diffuse_ancestor", /* PATH_RAY_DIFFUSE_ANCESTOR */
"__unused__",
"__unused__",
"__unused__", /* PATH_RAY_SINGLE_PASS_DONE */
"volume_scatter", /* PATH_RAY_VOLUME_SCATTER */
};
const int nraytypes = sizeof(raytypes)/sizeof(raytypes[0]);
ss_shared->attribute("raytypes", TypeDesc(TypeDesc::STRING, nraytypes), raytypes);
OSLShader::register_closures((OSLShadingSystem*)ss_shared);
loaded_shaders.clear();
}
ss = ss_shared;
services = services_shared;
ss_shared_users++;
}
void OSLShaderManager::shading_system_free()
{
/* shared shading system decrease users and destroy if no longer used */
thread_scoped_lock lock(ss_shared_mutex);
ss_shared_users--;
if(ss_shared_users == 0) {
delete ss_shared;
ss_shared = NULL;
delete services_shared;
services_shared = NULL;
}
ss = NULL;
services = NULL;
}
bool OSLShaderManager::osl_compile(const string& inputfile, const string& outputfile)
{
vector<string> options;
string stdosl_path;
string shader_path = path_get("shader");
/* specify output file name */
options.push_back("-o");
options.push_back(outputfile);
/* specify standard include path */
string include_path_arg = string("-I") + shader_path;
options.push_back(include_path_arg);
stdosl_path = path_get("shader/stdosl.h");
/* compile */
OSL::OSLCompiler *compiler = new OSL::OSLCompiler(&OSL::ErrorHandler::default_handler());
bool ok = compiler->compile(string_view(inputfile), options, string_view(stdosl_path));
delete compiler;
return ok;
}
bool OSLShaderManager::osl_query(OSL::OSLQuery& query, const string& filepath)
{
string searchpath = path_user_get("shaders");
return query.open(filepath, searchpath);
}
static string shader_filepath_hash(const string& filepath, uint64_t modified_time)
{
/* compute a hash from filepath and modified time to detect changes */
MD5Hash md5;
md5.append((const uint8_t*)filepath.c_str(), filepath.size());
md5.append((const uint8_t*)&modified_time, sizeof(modified_time));
return md5.get_hex();
}
const char *OSLShaderManager::shader_test_loaded(const string& hash)
{
map<string, OSLShaderInfo>::iterator it = loaded_shaders.find(hash);
return (it == loaded_shaders.end())? NULL: it->first.c_str();
}
OSLShaderInfo *OSLShaderManager::shader_loaded_info(const string& hash)
{
map<string, OSLShaderInfo>::iterator it = loaded_shaders.find(hash);
return (it == loaded_shaders.end())? NULL: &it->second;
}
const char *OSLShaderManager::shader_load_filepath(string filepath)
{
size_t len = filepath.size();
string extension = filepath.substr(len - 4);
uint64_t modified_time = path_modified_time(filepath);
if(extension == ".osl") {
/* .OSL File */
string osopath = filepath.substr(0, len - 4) + ".oso";
uint64_t oso_modified_time = path_modified_time(osopath);
/* test if we have loaded the corresponding .OSO already */
if(oso_modified_time != 0) {
const char *hash = shader_test_loaded(shader_filepath_hash(osopath, oso_modified_time));
if(hash)
return hash;
}
/* autocompile .OSL to .OSO if needed */
if(oso_modified_time == 0 || (oso_modified_time < modified_time)) {
OSLShaderManager::osl_compile(filepath, osopath);
modified_time = path_modified_time(osopath);
}
else
modified_time = oso_modified_time;
filepath = osopath;
}
else {
if(extension == ".oso") {
/* .OSO File, nothing to do */
}
else if(path_dirname(filepath) == "") {
/* .OSO File in search path */
filepath = path_join(path_user_get("shaders"), filepath + ".oso");
}
else {
/* unknown file */
return NULL;
}
/* test if we have loaded this .OSO already */
const char *hash = shader_test_loaded(shader_filepath_hash(filepath, modified_time));
if(hash)
return hash;
}
/* read oso bytecode from file */
string bytecode_hash = shader_filepath_hash(filepath, modified_time);
string bytecode;
if(!path_read_text(filepath, bytecode)) {
fprintf(stderr, "Cycles shader graph: failed to read file %s\n", filepath.c_str());
OSLShaderInfo info;
loaded_shaders[bytecode_hash] = info; /* to avoid repeat tries */
return NULL;
}
return shader_load_bytecode(bytecode_hash, bytecode);
}
const char *OSLShaderManager::shader_load_bytecode(const string& hash, const string& bytecode)
{
ss->LoadMemoryCompiledShader(hash.c_str(), bytecode.c_str());
/* this is a bit weak, but works */
OSLShaderInfo info;
info.has_surface_emission = (bytecode.find("\"emission\"") != string::npos);
info.has_surface_transparent = (bytecode.find("\"transparent\"") != string::npos);
info.has_surface_bssrdf = (bytecode.find("\"bssrdf\"") != string::npos);
loaded_shaders[hash] = info;
return loaded_shaders.find(hash)->first.c_str();
}
/* 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->name << "_" << node;
return stream.str();
}
string OSLCompiler::compatible_name(ShaderNode *node, ShaderInput *input)
{
string sname(input->name);
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(strcmp(input->name, output->name)==0) {
sname += "In";
break;
}
}
return sname;
}
string OSLCompiler::compatible_name(ShaderNode *node, ShaderOutput *output)
{
string sname(output->name);
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(strcmp(input->name, output->name)==0) {
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->usage & ShaderInput::USE_OSL))
return true;
if(node->special_type == SHADER_SPECIAL_TYPE_OUTPUT) {
if(strcmp(input->name, "Surface") == 0 && current_type != SHADER_TYPE_SURFACE)
return true;
if(strcmp(input->name, "Volume") == 0 && current_type != SHADER_TYPE_VOLUME)
return true;
if(strcmp(input->name, "Displacement") == 0 && current_type != SHADER_TYPE_DISPLACEMENT)
return true;
if(strcmp(input->name, "Normal") == 0)
return true;
}
else if(node->special_type == SHADER_SPECIAL_TYPE_BUMP) {
if(strcmp(input->name, "Height") == 0)
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->default_value != ShaderInput::NONE)
continue;
string param_name = compatible_name(node, input);
switch(input->type) {
case SHADER_SOCKET_COLOR:
parameter_color(param_name.c_str(), input->value);
break;
case SHADER_SOCKET_POINT:
parameter_point(param_name.c_str(), input->value);
break;
case SHADER_SOCKET_VECTOR:
parameter_vector(param_name.c_str(), input->value);
break;
case SHADER_SOCKET_NORMAL:
parameter_normal(param_name.c_str(), input->value);
break;
case SHADER_SOCKET_FLOAT:
parameter(param_name.c_str(), input->value.x);
break;
case SHADER_SOCKET_INT:
parameter(param_name.c_str(), (int)input->value.x);
break;
case SHADER_SOCKET_STRING:
parameter(param_name.c_str(), input->value_string);
break;
case SHADER_SOCKET_CLOSURE:
case SHADER_SOCKET_UNDEFINED:
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
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;
}
}
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 float f[][3], int arraylen)
{
OSL::ShadingSystem *ss = (OSL::ShadingSystem*)shadingsys;
TypeDesc type = TypeDesc::TypeColor;
type.arraylen = arraylen;
ss->Parameter(name, type, f);
}
void OSLCompiler::parameter_vector_array(const char *name, const float f[][3], int arraylen)
{
OSL::ShadingSystem *ss = (OSL::ShadingSystem*)shadingsys;
TypeDesc type = TypeDesc::TypeVector;
type.arraylen = arraylen;
ss->Parameter(name, type, f);
}
void OSLCompiler::parameter_normal_array(const char *name, const float f[][3], int arraylen)
{
OSL::ShadingSystem *ss = (OSL::ShadingSystem*)shadingsys;
TypeDesc type = TypeDesc::TypeNormal;
type.arraylen = arraylen;
ss->Parameter(name, type, f);
}
void OSLCompiler::parameter_point_array(const char *name, const float f[][3], int arraylen)
{
OSL::ShadingSystem *ss = (OSL::ShadingSystem*)shadingsys;
TypeDesc type = TypeDesc::TypePoint;
type.arraylen = arraylen;
ss->Parameter(name, type, f);
}
void OSLCompiler::parameter_array(const char *name, const int f[], int arraylen)
{
OSL::ShadingSystem *ss = (OSL::ShadingSystem*)shadingsys;
TypeDesc type = TypeDesc::TypeInt;
type.arraylen = arraylen;
ss->Parameter(name, type, f);
}
void OSLCompiler::parameter_array(const char *name, const char * const s[], int arraylen)
{
OSL::ShadingSystem *ss = (OSL::ShadingSystem*)shadingsys;
TypeDesc type = TypeDesc::TypeString;
type.arraylen = arraylen;
ss->Parameter(name, type, s);
}
void OSLCompiler::parameter_array(const char *name, const Transform tfm[], int arraylen)
{
OSL::ShadingSystem *ss = (OSL::ShadingSystem*)shadingsys;
TypeDesc type = TypeDesc::TypeMatrix;
type.arraylen = arraylen;
ss->Parameter(name, type, (const float *)tfm);
}
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_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);
}
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->osl_surface_bump_ref = compile_type(shader, shader->graph_bump, SHADER_TYPE_SURFACE);
else
shader->osl_surface_bump_ref = shader->osl_surface_ref;
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->surface_state.push_back(shader->osl_surface_bump_ref);
og->volume_state.push_back(shader->osl_volume_ref);
og->volume_state.push_back(shader->osl_volume_ref);
og->displacement_state.push_back(shader->osl_displacement_ref);
og->displacement_state.push_back(shader->osl_displacement_ref);
}
#else
void OSLCompiler::add(ShaderNode * /*node*/, const char * /*name*/, bool /*isfilepath*/)
{
}
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 float /*f*/[][3], int /*arraylen*/)
{
}
void OSLCompiler::parameter_vector_array(const char * /*name*/, const float /*f*/[][3], int /*arraylen*/)
{
}
void OSLCompiler::parameter_normal_array(const char * /*name*/, const float /*f*/[][3], int /*arraylen*/)
{
}
void OSLCompiler::parameter_point_array(const char * /*name*/, const float /*f*/[][3], int /*arraylen*/)
{
}
void OSLCompiler::parameter_array(const char * /*name*/, const int /*f*/[], int /*arraylen*/)
{
}
void OSLCompiler::parameter_array(const char * /*name*/, const char * const /*s*/[], int /*arraylen*/)
{
}
void OSLCompiler::parameter_array(const char * /*name*/, const Transform /*tfm*/[], int /*arraylen*/)
{
}
#endif /* WITH_OSL */
CCL_NAMESPACE_END