Fix #33485: cycles OSL now autodetects the presence of emission and transparent

closures to enable multiple importance sampling and transparent shadows.
This commit is contained in:
Brecht Van Lommel 2012-12-12 06:51:06 +00:00
parent cf723e5e7c
commit 3759c10e5c
5 changed files with 58 additions and 15 deletions

@ -183,6 +183,9 @@ public:
virtual void compile(SVMCompiler& compiler) = 0;
virtual void compile(OSLCompiler& compiler) = 0;
virtual bool has_surface_emission() { return false; }
virtual bool has_surface_transparent() { return false; }
vector<ShaderInput*> inputs;
vector<ShaderOutput*> outputs;

@ -26,7 +26,7 @@
CCL_NAMESPACE_BEGIN
class ImageManager;
class Shadr;
class Shader;
/* Texture Mapping */
@ -220,6 +220,8 @@ public:
class TransparentBsdfNode : public BsdfNode {
public:
SHADER_NODE_CLASS(TransparentBsdfNode)
bool has_surface_transparent() { return true; }
};
class VelvetBsdfNode : public BsdfNode {
@ -255,6 +257,8 @@ class EmissionNode : public ShaderNode {
public:
SHADER_NODE_CLASS(EmissionNode)
bool has_surface_emission() { return true; }
bool total_power;
};

@ -76,12 +76,12 @@ void OSLShaderManager::device_update(Device *device, DeviceScene *dscene, Scene
if(progress.get_cancel()) return;
if(shader->sample_as_light && shader->has_surface_emission)
scene->light_manager->need_update = true;
OSLCompiler compiler((void*)this, (void*)ss, scene->image_manager);
compiler.background = (shader == scene->shaders[scene->default_background]);
compiler.compile(og, shader);
if(shader->sample_as_light && shader->has_surface_emission)
scene->light_manager->need_update = true;
}
/* setup shader engine */
@ -202,8 +202,14 @@ static string shader_filepath_hash(const string& filepath, uint64_t modified_tim
const char *OSLShaderManager::shader_test_loaded(const string& hash)
{
set<string>::iterator it = loaded_shaders.find(hash);
return (it == loaded_shaders.end())? NULL: it->c_str();
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)
@ -261,7 +267,8 @@ const char *OSLShaderManager::shader_load_filepath(string filepath)
if(!path_read_text(filepath, bytecode)) {
fprintf(stderr, "Cycles shader graph: failed to read file %s\n", filepath.c_str());
loaded_shaders.insert(bytecode_hash); /* to avoid repeat tries */
OSLShaderInfo info;
loaded_shaders[bytecode_hash] = info; /* to avoid repeat tries */
return NULL;
}
@ -306,7 +313,13 @@ const char *OSLShaderManager::shader_load_bytecode(const string& hash, const str
{
load_memory_shader(ss, hash.c_str(), bytecode.c_str());
return loaded_shaders.insert(hash).first->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);
loaded_shaders[hash] = info;
return loaded_shaders.find(hash)->first.c_str();
}
/* Graph Compiler */
@ -477,6 +490,16 @@ void OSLCompiler::add(ShaderNode *node, const char *name, bool isfilepath)
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(info) {
if(info->has_surface_emission)
current_shader->has_surface_emission = true;
if(info->has_surface_transparent)
current_shader->has_surface_transparent = true;
}
}
void OSLCompiler::parameter(const char *name, float f)
@ -632,9 +655,9 @@ void OSLCompiler::generate_nodes(const set<ShaderNode*>& nodes)
node->compile(*this);
done.insert(node);
if(node->name == ustring("emission"))
if(node->has_surface_emission())
current_shader->has_surface_emission = true;
if(node->name == ustring("transparent"))
if(node->has_surface_transparent())
current_shader->has_surface_transparent = true;
}
else

@ -45,6 +45,18 @@ class ShaderOutput;
#ifdef WITH_OSL
/* OSL Shader Info
* to auto detect closures in the shader for MIS and transparent shadows */
struct OSLShaderInfo {
OSLShaderInfo()
: has_surface_emission(false), has_surface_transparent(false)
{}
bool has_surface_emission;
bool has_surface_transparent;
};
/* Shader Manage */
class OSLShaderManager : public ShaderManager {
@ -65,6 +77,7 @@ public:
const char *shader_test_loaded(const string& hash);
const char *shader_load_bytecode(const string& hash, const string& bytecode);
const char *shader_load_filepath(string filepath);
OSLShaderInfo *shader_loaded_info(const string& hash);
protected:
void texture_system_init();
@ -74,7 +87,7 @@ protected:
OSL::TextureSystem *ts;
OSLRenderServices *services;
OSL::ErrorHandler errhandler;
set<string> loaded_shaders;
map<string, OSLShaderInfo> loaded_shaders;
};
#endif

@ -478,9 +478,9 @@ void SVMCompiler::generate_closure(ShaderNode *node, set<ShaderNode*>& done)
stack_clear_users(node, done);
stack_clear_temporary(node);
if(node->name == ustring("emission"))
if(node->has_surface_emission())
current_shader->has_surface_emission = true;
if(node->name == ustring("transparent"))
if(node->has_surface_transparent())
current_shader->has_surface_transparent = true;
/* end node is added outside of this */
@ -538,9 +538,9 @@ void SVMCompiler::generate_multi_closure(ShaderNode *node, set<ShaderNode*>& don
mix_weight_offset = SVM_STACK_INVALID;
if(node->name == ustring("emission"))
if(node->has_surface_emission())
current_shader->has_surface_emission = true;
if(node->name == ustring("transparent"))
if(node->has_surface_transparent())
current_shader->has_surface_transparent = true;
}