forked from bartvdbraak/blender
Fix #33485: cycles OSL now autodetects the presence of emission and transparent
closures to enable multiple importance sampling and transparent shadows.
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cf723e5e7c
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@ -183,6 +183,9 @@ public:
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virtual void compile(SVMCompiler& compiler) = 0;
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virtual void compile(OSLCompiler& compiler) = 0;
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virtual bool has_surface_emission() { return false; }
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virtual bool has_surface_transparent() { return false; }
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vector<ShaderInput*> inputs;
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vector<ShaderOutput*> outputs;
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@ -26,7 +26,7 @@
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CCL_NAMESPACE_BEGIN
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class ImageManager;
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class Shadr;
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class Shader;
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/* Texture Mapping */
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@ -220,6 +220,8 @@ public:
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class TransparentBsdfNode : public BsdfNode {
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public:
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SHADER_NODE_CLASS(TransparentBsdfNode)
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bool has_surface_transparent() { return true; }
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};
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class VelvetBsdfNode : public BsdfNode {
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@ -255,6 +257,8 @@ class EmissionNode : public ShaderNode {
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public:
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SHADER_NODE_CLASS(EmissionNode)
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bool has_surface_emission() { return true; }
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bool total_power;
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};
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@ -76,12 +76,12 @@ void OSLShaderManager::device_update(Device *device, DeviceScene *dscene, Scene
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if(progress.get_cancel()) return;
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if(shader->sample_as_light && shader->has_surface_emission)
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scene->light_manager->need_update = true;
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OSLCompiler compiler((void*)this, (void*)ss, scene->image_manager);
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compiler.background = (shader == scene->shaders[scene->default_background]);
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compiler.compile(og, shader);
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if(shader->sample_as_light && shader->has_surface_emission)
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scene->light_manager->need_update = true;
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}
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/* setup shader engine */
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@ -202,8 +202,14 @@ static string shader_filepath_hash(const string& filepath, uint64_t modified_tim
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const char *OSLShaderManager::shader_test_loaded(const string& hash)
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{
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set<string>::iterator it = loaded_shaders.find(hash);
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return (it == loaded_shaders.end())? NULL: it->c_str();
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map<string, OSLShaderInfo>::iterator it = loaded_shaders.find(hash);
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return (it == loaded_shaders.end())? NULL: it->first.c_str();
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}
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OSLShaderInfo *OSLShaderManager::shader_loaded_info(const string& hash)
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{
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map<string, OSLShaderInfo>::iterator it = loaded_shaders.find(hash);
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return (it == loaded_shaders.end())? NULL: &it->second;
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}
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const char *OSLShaderManager::shader_load_filepath(string filepath)
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@ -261,7 +267,8 @@ const char *OSLShaderManager::shader_load_filepath(string filepath)
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if(!path_read_text(filepath, bytecode)) {
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fprintf(stderr, "Cycles shader graph: failed to read file %s\n", filepath.c_str());
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loaded_shaders.insert(bytecode_hash); /* to avoid repeat tries */
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OSLShaderInfo info;
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loaded_shaders[bytecode_hash] = info; /* to avoid repeat tries */
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return NULL;
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}
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@ -306,7 +313,13 @@ const char *OSLShaderManager::shader_load_bytecode(const string& hash, const str
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{
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load_memory_shader(ss, hash.c_str(), bytecode.c_str());
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return loaded_shaders.insert(hash).first->c_str();
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/* this is a bit weak, but works */
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OSLShaderInfo info;
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info.has_surface_emission = (bytecode.find("\"emission\"") != string::npos);
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info.has_surface_transparent = (bytecode.find("\"transparent\"") != string::npos);
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loaded_shaders[hash] = info;
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return loaded_shaders.find(hash)->first.c_str();
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}
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/* Graph Compiler */
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@ -477,6 +490,16 @@ void OSLCompiler::add(ShaderNode *node, const char *name, bool isfilepath)
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ss->ConnectShaders(id_from.c_str(), param_from.c_str(), id_to.c_str(), param_to.c_str());
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}
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}
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/* test if we shader contains specific closures */
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OSLShaderInfo *info = ((OSLShaderManager*)manager)->shader_loaded_info(name);
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if(info) {
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if(info->has_surface_emission)
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current_shader->has_surface_emission = true;
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if(info->has_surface_transparent)
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current_shader->has_surface_transparent = true;
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}
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}
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void OSLCompiler::parameter(const char *name, float f)
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@ -632,9 +655,9 @@ void OSLCompiler::generate_nodes(const set<ShaderNode*>& nodes)
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node->compile(*this);
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done.insert(node);
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if(node->name == ustring("emission"))
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if(node->has_surface_emission())
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current_shader->has_surface_emission = true;
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if(node->name == ustring("transparent"))
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if(node->has_surface_transparent())
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current_shader->has_surface_transparent = true;
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}
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else
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@ -45,6 +45,18 @@ 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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{}
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bool has_surface_emission;
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bool has_surface_transparent;
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};
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/* Shader Manage */
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class OSLShaderManager : public ShaderManager {
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@ -65,6 +77,7 @@ public:
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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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@ -74,7 +87,7 @@ protected:
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OSL::TextureSystem *ts;
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OSLRenderServices *services;
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OSL::ErrorHandler errhandler;
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set<string> loaded_shaders;
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map<string, OSLShaderInfo> loaded_shaders;
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};
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#endif
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@ -478,9 +478,9 @@ void SVMCompiler::generate_closure(ShaderNode *node, set<ShaderNode*>& done)
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stack_clear_users(node, done);
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stack_clear_temporary(node);
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if(node->name == ustring("emission"))
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if(node->has_surface_emission())
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current_shader->has_surface_emission = true;
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if(node->name == ustring("transparent"))
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if(node->has_surface_transparent())
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current_shader->has_surface_transparent = true;
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/* end node is added outside of this */
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@ -538,9 +538,9 @@ void SVMCompiler::generate_multi_closure(ShaderNode *node, set<ShaderNode*>& don
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mix_weight_offset = SVM_STACK_INVALID;
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if(node->name == ustring("emission"))
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if(node->has_surface_emission())
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current_shader->has_surface_emission = true;
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if(node->name == ustring("transparent"))
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if(node->has_surface_transparent())
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current_shader->has_surface_transparent = true;
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}
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