forked from bartvdbraak/blender
Cycles Volume Render: optimization to avoid exporting surface attributes when
only a volume shader is used.
This commit is contained in:
parent
9939ec06dd
commit
6b03f92aa7
@ -116,7 +116,7 @@ ShaderOutput *ShaderNode::add_output(const char *name, ShaderSocketType type)
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return output;
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}
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void ShaderNode::attributes(AttributeRequestSet *attributes)
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void ShaderNode::attributes(Shader *shader, AttributeRequestSet *attributes)
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{
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foreach(ShaderInput *input, inputs) {
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if(!input->link) {
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@ -151,9 +151,9 @@ ShaderNode *ShaderGraph::add(ShaderNode *node)
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return node;
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}
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ShaderNode *ShaderGraph::output()
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OutputNode *ShaderGraph::output()
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{
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return nodes.front();
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return (OutputNode*)nodes.front();
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}
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ShaderGraph *ShaderGraph::copy()
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@ -29,12 +29,14 @@
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CCL_NAMESPACE_BEGIN
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class AttributeRequestSet;
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class Shader;
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class ShaderInput;
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class ShaderOutput;
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class ShaderNode;
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class ShaderGraph;
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class SVMCompiler;
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class OSLCompiler;
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class OutputNode;
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/* Socket Type
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*
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@ -182,7 +184,7 @@ public:
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ShaderOutput *add_output(const char *name, ShaderSocketType type);
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virtual ShaderNode *clone() const = 0;
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virtual void attributes(AttributeRequestSet *attributes);
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virtual void attributes(Shader *shader, AttributeRequestSet *attributes);
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virtual void compile(SVMCompiler& compiler) = 0;
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virtual void compile(OSLCompiler& compiler) = 0;
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@ -238,7 +240,7 @@ public:
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ShaderGraph *copy();
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ShaderNode *add(ShaderNode *node);
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ShaderNode *output();
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OutputNode *output();
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void connect(ShaderOutput *from, ShaderInput *to);
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void disconnect(ShaderInput *to);
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@ -217,19 +217,19 @@ ShaderNode *ImageTextureNode::clone() const
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return node;
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}
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void ImageTextureNode::attributes(AttributeRequestSet *attributes)
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void ImageTextureNode::attributes(Shader *shader, AttributeRequestSet *attributes)
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{
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#ifdef WITH_PTEX
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/* todo: avoid loading other texture coordinates when using ptex,
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* and hide texture coordinate socket in the UI */
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if (string_endswith(filename, ".ptx")) {
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if (shader->has_surface && string_endswith(filename, ".ptx")) {
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/* ptex */
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attributes->add(ATTR_STD_PTEX_FACE_ID);
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attributes->add(ATTR_STD_PTEX_UV);
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}
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#endif
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ShaderNode::attributes(attributes);
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ShaderNode::attributes(shader, attributes);
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}
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void ImageTextureNode::compile(SVMCompiler& compiler)
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@ -367,17 +367,17 @@ ShaderNode *EnvironmentTextureNode::clone() const
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return node;
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}
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void EnvironmentTextureNode::attributes(AttributeRequestSet *attributes)
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void EnvironmentTextureNode::attributes(Shader *shader, AttributeRequestSet *attributes)
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{
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#ifdef WITH_PTEX
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if (string_endswith(filename, ".ptx")) {
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if (shader->has_surface && string_endswith(filename, ".ptx")) {
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/* ptex */
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attributes->add(ATTR_STD_PTEX_FACE_ID);
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attributes->add(ATTR_STD_PTEX_UV);
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}
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#endif
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ShaderNode::attributes(attributes);
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ShaderNode::attributes(shader, attributes);
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}
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void EnvironmentTextureNode::compile(SVMCompiler& compiler)
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@ -1533,14 +1533,16 @@ WardBsdfNode::WardBsdfNode()
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add_input("Rotation", SHADER_SOCKET_FLOAT, 0.0f);
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}
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void WardBsdfNode::attributes(AttributeRequestSet *attributes)
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void WardBsdfNode::attributes(Shader *shader, AttributeRequestSet *attributes)
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{
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ShaderInput *tangent_in = input("Tangent");
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if(shader->has_surface) {
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ShaderInput *tangent_in = input("Tangent");
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if(!tangent_in->link)
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attributes->add(ATTR_STD_GENERATED);
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if(!tangent_in->link)
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attributes->add(ATTR_STD_GENERATED);
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}
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ShaderNode::attributes(attributes);
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ShaderNode::attributes(shader, attributes);
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}
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void WardBsdfNode::compile(SVMCompiler& compiler)
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@ -2088,12 +2090,14 @@ GeometryNode::GeometryNode()
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add_output("Backfacing", SHADER_SOCKET_FLOAT);
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}
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void GeometryNode::attributes(AttributeRequestSet *attributes)
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void GeometryNode::attributes(Shader *shader, AttributeRequestSet *attributes)
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{
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if(!output("Tangent")->links.empty())
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attributes->add(ATTR_STD_GENERATED);
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if(shader->has_surface) {
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if(!output("Tangent")->links.empty())
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attributes->add(ATTR_STD_GENERATED);
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}
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ShaderNode::attributes(attributes);
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ShaderNode::attributes(shader, attributes);
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}
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void GeometryNode::compile(SVMCompiler& compiler)
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@ -2178,16 +2182,18 @@ TextureCoordinateNode::TextureCoordinateNode()
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from_dupli = false;
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}
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void TextureCoordinateNode::attributes(AttributeRequestSet *attributes)
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void TextureCoordinateNode::attributes(Shader *shader, AttributeRequestSet *attributes)
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{
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if(!from_dupli) {
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if(!output("Generated")->links.empty())
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attributes->add(ATTR_STD_GENERATED);
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if(!output("UV")->links.empty())
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attributes->add(ATTR_STD_UV);
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if(shader->has_surface) {
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if(!from_dupli) {
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if(!output("Generated")->links.empty())
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attributes->add(ATTR_STD_GENERATED);
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if(!output("UV")->links.empty())
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attributes->add(ATTR_STD_UV);
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}
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}
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ShaderNode::attributes(attributes);
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ShaderNode::attributes(shader, attributes);
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}
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void TextureCoordinateNode::compile(SVMCompiler& compiler)
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@ -2490,7 +2496,7 @@ ParticleInfoNode::ParticleInfoNode()
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add_output("Angular Velocity", SHADER_SOCKET_VECTOR);
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}
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void ParticleInfoNode::attributes(AttributeRequestSet *attributes)
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void ParticleInfoNode::attributes(Shader *shader, AttributeRequestSet *attributes)
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{
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if(!output("Index")->links.empty())
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attributes->add(ATTR_STD_PARTICLE);
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@ -2511,7 +2517,7 @@ void ParticleInfoNode::attributes(AttributeRequestSet *attributes)
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if(!output("Angular Velocity")->links.empty())
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attributes->add(ATTR_STD_PARTICLE);
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ShaderNode::attributes(attributes);
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ShaderNode::attributes(shader, attributes);
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}
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void ParticleInfoNode::compile(SVMCompiler& compiler)
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@ -2588,14 +2594,16 @@ HairInfoNode::HairInfoNode()
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/*add_output("Fade", SHADER_SOCKET_FLOAT);*/
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}
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void HairInfoNode::attributes(AttributeRequestSet *attributes)
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void HairInfoNode::attributes(Shader *shader, AttributeRequestSet *attributes)
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{
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ShaderOutput *intercept_out = output("Intercept");
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if(shader->has_surface) {
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ShaderOutput *intercept_out = output("Intercept");
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if(!intercept_out->links.empty())
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attributes->add(ATTR_STD_CURVE_INTERCEPT);
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if(!intercept_out->links.empty())
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attributes->add(ATTR_STD_CURVE_INTERCEPT);
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}
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ShaderNode::attributes(attributes);
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ShaderNode::attributes(shader, attributes);
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}
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void HairInfoNode::compile(SVMCompiler& compiler)
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@ -3106,16 +3114,18 @@ AttributeNode::AttributeNode()
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add_output("Fac", SHADER_SOCKET_FLOAT);
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}
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void AttributeNode::attributes(AttributeRequestSet *attributes)
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void AttributeNode::attributes(Shader *shader, AttributeRequestSet *attributes)
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{
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ShaderOutput *color_out = output("Color");
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ShaderOutput *vector_out = output("Vector");
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ShaderOutput *fac_out = output("Fac");
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if(shader->has_surface) {
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ShaderOutput *color_out = output("Color");
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ShaderOutput *vector_out = output("Vector");
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ShaderOutput *fac_out = output("Fac");
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if(!color_out->links.empty() || !vector_out->links.empty() || !fac_out->links.empty())
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attributes->add(attribute);
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if(!color_out->links.empty() || !vector_out->links.empty() || !fac_out->links.empty())
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attributes->add(attribute);
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}
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ShaderNode::attributes(attributes);
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ShaderNode::attributes(shader, attributes);
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}
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void AttributeNode::compile(SVMCompiler& compiler)
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@ -3831,9 +3841,9 @@ NormalMapNode::NormalMapNode()
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add_output("Normal", SHADER_SOCKET_NORMAL);
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}
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void NormalMapNode::attributes(AttributeRequestSet *attributes)
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void NormalMapNode::attributes(Shader *shader, AttributeRequestSet *attributes)
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{
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if(space == ustring("Tangent")) {
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if(shader->has_surface && space == ustring("Tangent")) {
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if(attribute == ustring("")) {
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attributes->add(ATTR_STD_UV_TANGENT);
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attributes->add(ATTR_STD_UV_TANGENT_SIGN);
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@ -3846,7 +3856,7 @@ void NormalMapNode::attributes(AttributeRequestSet *attributes)
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attributes->add(ATTR_STD_VERTEX_NORMAL);
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}
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ShaderNode::attributes(attributes);
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ShaderNode::attributes(shader, attributes);
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}
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void NormalMapNode::compile(SVMCompiler& compiler)
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@ -3935,18 +3945,20 @@ TangentNode::TangentNode()
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add_output("Tangent", SHADER_SOCKET_NORMAL);
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}
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void TangentNode::attributes(AttributeRequestSet *attributes)
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void TangentNode::attributes(Shader *shader, AttributeRequestSet *attributes)
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{
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if(direction_type == ustring("UV Map")) {
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if(attribute == ustring(""))
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attributes->add(ATTR_STD_UV_TANGENT);
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if(shader->has_surface) {
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if(direction_type == ustring("UV Map")) {
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if(attribute == ustring(""))
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attributes->add(ATTR_STD_UV_TANGENT);
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else
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attributes->add(ustring((string(attribute.c_str()) + ".tangent").c_str()));
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}
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else
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attributes->add(ustring((string(attribute.c_str()) + ".tangent").c_str()));
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attributes->add(ATTR_STD_GENERATED);
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}
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else
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attributes->add(ATTR_STD_GENERATED);
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ShaderNode::attributes(attributes);
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ShaderNode::attributes(shader, attributes);
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}
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void TangentNode::compile(SVMCompiler& compiler)
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@ -66,7 +66,7 @@ public:
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SHADER_NODE_NO_CLONE_CLASS(ImageTextureNode)
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~ImageTextureNode();
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ShaderNode *clone() const;
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void attributes(AttributeRequestSet *attributes);
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void attributes(Shader *shader, AttributeRequestSet *attributes);
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ImageManager *image_manager;
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int slot;
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@ -88,7 +88,7 @@ public:
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SHADER_NODE_NO_CLONE_CLASS(EnvironmentTextureNode)
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~EnvironmentTextureNode();
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ShaderNode *clone() const;
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void attributes(AttributeRequestSet *attributes);
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void attributes(Shader *shader, AttributeRequestSet *attributes);
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ImageManager *image_manager;
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int slot;
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@ -217,7 +217,7 @@ public:
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class WardBsdfNode : public BsdfNode {
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public:
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SHADER_NODE_CLASS(WardBsdfNode)
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void attributes(AttributeRequestSet *attributes);
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void attributes(Shader *shader, AttributeRequestSet *attributes);
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};
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class DiffuseBsdfNode : public BsdfNode {
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@ -338,13 +338,13 @@ public:
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class GeometryNode : public ShaderNode {
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public:
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SHADER_NODE_CLASS(GeometryNode)
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void attributes(AttributeRequestSet *attributes);
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void attributes(Shader *shader, AttributeRequestSet *attributes);
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};
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class TextureCoordinateNode : public ShaderNode {
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public:
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SHADER_NODE_CLASS(TextureCoordinateNode)
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void attributes(AttributeRequestSet *attributes);
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void attributes(Shader *shader, AttributeRequestSet *attributes);
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bool from_dupli;
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};
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@ -367,14 +367,14 @@ public:
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class ParticleInfoNode : public ShaderNode {
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public:
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SHADER_NODE_CLASS(ParticleInfoNode)
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void attributes(AttributeRequestSet *attributes);
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void attributes(Shader *shader, AttributeRequestSet *attributes);
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};
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class HairInfoNode : public ShaderNode {
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public:
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SHADER_NODE_CLASS(HairInfoNode)
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void attributes(AttributeRequestSet *attributes);
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void attributes(Shader *shader, AttributeRequestSet *attributes);
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};
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class ValueNode : public ShaderNode {
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@ -459,7 +459,7 @@ public:
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class AttributeNode : public ShaderNode {
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public:
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SHADER_NODE_CLASS(AttributeNode)
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void attributes(AttributeRequestSet *attributes);
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void attributes(Shader *shader, AttributeRequestSet *attributes);
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ustring attribute;
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};
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@ -580,7 +580,7 @@ public:
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class NormalMapNode : public ShaderNode {
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public:
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SHADER_NODE_CLASS(NormalMapNode)
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void attributes(AttributeRequestSet *attributes);
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void attributes(Shader *shader, AttributeRequestSet *attributes);
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ustring space;
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static ShaderEnum space_enum;
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@ -591,7 +591,7 @@ public:
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class TangentNode : public ShaderNode {
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public:
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SHADER_NODE_CLASS(TangentNode)
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void attributes(AttributeRequestSet *attributes);
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void attributes(Shader *shader, AttributeRequestSet *attributes);
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ustring direction_type;
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static ShaderEnum direction_type_enum;
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@ -21,6 +21,7 @@
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#include "osl.h"
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#include "scene.h"
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#include "shader.h"
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#include "nodes.h"
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#ifdef WITH_OSL
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@ -93,15 +93,24 @@ void Shader::tag_update(Scene *scene)
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if(use_mis && has_surface_emission)
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scene->light_manager->need_update = true;
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/* quick detection of which kind of shaders we have to avoid loading
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* e.g. surface attributes when there is only a volume shader. this could
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* be more fine grained but it's better than nothing */
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OutputNode *output = graph->output();
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has_surface = has_surface || output->input("Surface")->link;
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has_volume = has_volume || output->input("Volume")->link;
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has_displacement = has_displacement || output->input("Displacement")->link;
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/* get requested attributes. this could be optimized by pruning unused
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* nodes here already, but that's the job of the shader manager currently,
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* and may not be so great for interactive rendering where you temporarily
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* disconnect a node */
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AttributeRequestSet prev_attributes = attributes;
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attributes.clear();
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foreach(ShaderNode *node, graph->nodes)
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node->attributes(&attributes);
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node->attributes(this, &attributes);
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/* compare if the attributes changed, mesh manager will check
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* need_update_attributes, update the relevant meshes and clear it. */
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@ -18,6 +18,7 @@
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#include "graph.h"
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#include "light.h"
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#include "mesh.h"
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#include "nodes.h"
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#include "scene.h"
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#include "shader.h"
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#include "svm.h"
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