7e71be261b
Basically we can not use sharp closure as a substitude when filter glossy is used. This is because we can not blur sharp reflection/refraction. This is quite quick and not really clean implementation. Not really happy with manual handling of original settings, but this is as good as we can do in the quick patch. It's a good acknowledgment and we now can re-consider some aspects of graph simplification to make such cases more natively supported. P.S. This failure would have been shown by our regression tests, so please, bother a bit to run Cycles's test sweep before doing such optimizations.
166 lines
4.7 KiB
C++
166 lines
4.7 KiB
C++
/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifndef __OSL_H__
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#define __OSL_H__
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#include "util_set.h"
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#include "util_string.h"
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#include "util_thread.h"
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#include "shader.h"
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#ifdef WITH_OSL
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#include <OSL/oslcomp.h>
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#include <OSL/oslexec.h>
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#include <OSL/oslquery.h>
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#endif
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CCL_NAMESPACE_BEGIN
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class Device;
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class DeviceScene;
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class ImageManager;
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class OSLRenderServices;
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struct OSLGlobals;
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class Scene;
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class ShaderGraph;
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class ShaderNode;
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class ShaderInput;
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class ShaderOutput;
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#ifdef WITH_OSL
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/* OSL Shader Info
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* to auto detect closures in the shader for MIS and transparent shadows */
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struct OSLShaderInfo {
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OSLShaderInfo()
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: has_surface_emission(false), has_surface_transparent(false),
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has_surface_bssrdf(false)
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{}
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bool has_surface_emission;
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bool has_surface_transparent;
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bool has_surface_bssrdf;
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};
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/* Shader Manage */
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class OSLShaderManager : public ShaderManager {
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public:
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OSLShaderManager();
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~OSLShaderManager();
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void reset(Scene *scene);
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bool use_osl() { return true; }
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void device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress);
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void device_free(Device *device, DeviceScene *dscene, Scene *scene);
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/* osl compile and query */
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static bool osl_compile(const string& inputfile, const string& outputfile);
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static bool osl_query(OSL::OSLQuery& query, const string& filepath);
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/* shader file loading, all functions return pointer to hash string if found */
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const char *shader_test_loaded(const string& hash);
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const char *shader_load_bytecode(const string& hash, const string& bytecode);
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const char *shader_load_filepath(string filepath);
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OSLShaderInfo *shader_loaded_info(const string& hash);
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protected:
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void texture_system_init();
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void texture_system_free();
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void shading_system_init();
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void shading_system_free();
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OSL::ShadingSystem *ss;
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OSL::TextureSystem *ts;
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OSLRenderServices *services;
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OSL::ErrorHandler errhandler;
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map<string, OSLShaderInfo> loaded_shaders;
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static OSL::TextureSystem *ts_shared;
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static thread_mutex ts_shared_mutex;
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static int ts_shared_users;
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static OSL::ShadingSystem *ss_shared;
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static OSLRenderServices *services_shared;
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static thread_mutex ss_shared_mutex;
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static thread_mutex ss_mutex;
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static int ss_shared_users;
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};
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#endif
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/* Graph Compiler */
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class OSLCompiler {
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public:
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OSLCompiler(void *manager, void *shadingsys, ImageManager *image_manager);
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void compile(Scene *scene, OSLGlobals *og, Shader *shader);
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void add(ShaderNode *node, const char *name, bool isfilepath = false);
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void parameter(const char *name, float f);
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void parameter_color(const char *name, float3 f);
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void parameter_vector(const char *name, float3 f);
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void parameter_normal(const char *name, float3 f);
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void parameter_point(const char *name, float3 f);
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void parameter(const char *name, int f);
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void parameter(const char *name, const char *s);
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void parameter(const char *name, ustring str);
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void parameter(const char *name, const Transform& tfm);
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void parameter_array(const char *name, const float f[], int arraylen);
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void parameter_color_array(const char *name, const float f[][3], int arraylen);
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void parameter_vector_array(const char *name, const float f[][3], int arraylen);
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void parameter_normal_array(const char *name, const float f[][3], int arraylen);
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void parameter_point_array(const char *name, const float f[][3], int arraylen);
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void parameter_array(const char *name, const int f[], int arraylen);
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void parameter_array(const char *name, const char * const s[], int arraylen);
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void parameter_array(const char *name, const Transform tfm[], int arraylen);
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ShaderType output_type() { return current_type; }
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bool background;
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ImageManager *image_manager;
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private:
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#ifdef WITH_OSL
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string id(ShaderNode *node);
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OSL::ShadingAttribStateRef compile_type(Shader *shader, ShaderGraph *graph, ShaderType type);
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bool node_skip_input(ShaderNode *node, ShaderInput *input);
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string compatible_name(ShaderNode *node, ShaderInput *input);
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string compatible_name(ShaderNode *node, ShaderOutput *output);
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void find_dependencies(set<ShaderNode*>& dependencies, ShaderInput *input);
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void generate_nodes(const set<ShaderNode*>& nodes);
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#endif
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void *shadingsys;
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void *manager;
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ShaderType current_type;
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Shader *current_shader;
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};
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CCL_NAMESPACE_END
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#endif /* __OSL_H__ */
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