Fix #33177: OSL render difference with missing textures and HSV nodes.

This commit is contained in:
Brecht Van Lommel 2012-11-20 17:40:21 +00:00
parent ab1b5af08d
commit fd619cd7f1
6 changed files with 102 additions and 26 deletions

@ -43,6 +43,7 @@ struct OSLGlobals {
/* shading system */
OSL::ShadingSystem *ss;
OSL::TextureSystem *ts;
OSLRenderServices *services;
/* shader states */

@ -649,6 +649,80 @@ bool OSLRenderServices::has_userdata(ustring name, TypeDesc type, void *renderst
return false; /* never called by OSL */
}
bool OSLRenderServices::texture(ustring filename, TextureOpt &options,
OSL::ShaderGlobals *sg,
float s, float t, float dsdx, float dtdx,
float dsdy, float dtdy, float *result)
{
OSL::TextureSystem *ts = kernel_globals->osl.ts;
bool status = ts->texture(filename, options, s, t, dsdx, dtdx, dsdy, dtdy, result);
if(!status) {
if(options.nchannels == 3 || options.nchannels == 4) {
result[0] = 1.0f;
result[1] = 0.0f;
result[2] = 1.0f;
if(options.nchannels == 4)
result[3] = 1.0f;
}
}
return status;
}
bool OSLRenderServices::texture3d(ustring filename, TextureOpt &options,
OSL::ShaderGlobals *sg, const OSL::Vec3 &P,
const OSL::Vec3 &dPdx, const OSL::Vec3 &dPdy,
const OSL::Vec3 &dPdz, float *result)
{
OSL::TextureSystem *ts = kernel_globals->osl.ts;
bool status = ts->texture3d(filename, options, P, dPdx, dPdy, dPdz, result);
if(!status) {
if(options.nchannels == 3 || options.nchannels == 4) {
result[0] = 1.0f;
result[1] = 0.0f;
result[2] = 1.0f;
if(options.nchannels == 4)
result[3] = 1.0f;
}
}
return status;
}
bool OSLRenderServices::environment(ustring filename, TextureOpt &options,
OSL::ShaderGlobals *sg, const OSL::Vec3 &R,
const OSL::Vec3 &dRdx, const OSL::Vec3 &dRdy, float *result)
{
OSL::TextureSystem *ts = kernel_globals->osl.ts;
bool status = ts->environment(filename, options, R, dRdx, dRdy, result);
if(!status) {
if(options.nchannels == 3 || options.nchannels == 4) {
result[0] = 1.0f;
result[1] = 0.0f;
result[2] = 1.0f;
if(options.nchannels == 4)
result[3] = 1.0f;
}
}
return status;
}
bool OSLRenderServices::get_texture_info(ustring filename, int subimage,
ustring dataname,
TypeDesc datatype, void *data)
{
OSL::TextureSystem *ts = kernel_globals->osl.ts;
return ts->get_texture_info(filename, subimage, dataname, datatype, data);
}
int OSLRenderServices::pointcloud_search(OSL::ShaderGlobals *sg, ustring filename, const OSL::Vec3 &center,
float radius, int max_points, bool sort,
size_t *out_indices, float *out_distances, int derivs_offset)

@ -84,6 +84,23 @@ public:
bool getmessage(OSL::ShaderGlobals *sg, ustring source, ustring name,
TypeDesc type, void *val, bool derivatives);
bool texture(ustring filename, TextureOpt &options,
OSL::ShaderGlobals *sg,
float s, float t, float dsdx, float dtdx,
float dsdy, float dtdy, float *result);
bool texture3d(ustring filename, TextureOpt &options,
OSL::ShaderGlobals *sg, const OSL::Vec3 &P,
const OSL::Vec3 &dPdx, const OSL::Vec3 &dPdy,
const OSL::Vec3 &dPdz, float *result);
bool environment(ustring filename, TextureOpt &options,
OSL::ShaderGlobals *sg, const OSL::Vec3 &R,
const OSL::Vec3 &dRdx, const OSL::Vec3 &dRdy, float *result);
bool get_texture_info(ustring filename, int subimage,
ustring dataname, TypeDesc datatype, void *data);
struct TraceData {
Ray ray;
Intersection isect;

@ -20,32 +20,15 @@
shader node_brightness(
color ColorIn = color(0.8, 0.8, 0.8),
float Brightness = 0.0,
float Bright = 0.0,
float Contrast = 0.0,
output color ColorOut = color(0.8, 0.8, 0.8))
{
float delta = Contrast * (1.0 / 200.0);
float a = 1.0 - delta * 2.0;
float b;
float a = 1.0 + Contrast;
float b = Bright - Contrast*0.5;
/* input value is a percentage */
float bright_factor = Brightness / 100.0;
/*
* The algorithm is by Werner D. Streidt
* (http://visca.com/ffactory/archives/5-99/msg00021.html)
* Extracted of OpenCV demhist.c
*/
if (Contrast > 0.0) {
a = (a < 0.0 ? 1.0 / a : 0.0);
b = a * (bright_factor - delta);
}
else {
delta *= -1.0;
b = a * (bright_factor + delta);
}
ColorOut = a * ColorIn + b;
ColorOut[0] = max(a*ColorIn[0] + b, 0.0);
ColorOut[1] = max(a*ColorIn[1] + b, 0.0);
ColorOut[2] = max(a*ColorIn[2] + b, 0.0);
}

@ -27,7 +27,6 @@ shader node_hsv(
color ColorIn = color(0.0, 0.0, 0.0),
output color ColorOut = color(0.0, 0.0, 0.0))
{
float t = clamp(Fac, 0.0, 1.0);
color Color = rgb_to_hsv(ColorIn);
// remember: fmod doesn't work for negative numbers
@ -38,6 +37,6 @@ shader node_hsv(
Color = hsv_to_rgb(Color);
ColorOut = mix(Color, ColorIn, t);
ColorOut = mix(ColorIn, Color, Fac);
}

@ -88,6 +88,7 @@ void OSLShaderManager::device_update(Device *device, DeviceScene *dscene, Scene
/* 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];
@ -118,6 +119,7 @@ void OSLShaderManager::device_free(Device *device, DeviceScene *dscene)
/* clear shader engine */
og->use = false;
og->ss = NULL;
og->ts = NULL;
og->surface_state.clear();
og->volume_state.clear();
@ -334,7 +336,7 @@ string OSLCompiler::compatible_name(ShaderNode *node, ShaderOutput *output)
while((i = sname.find(" ")) != string::npos)
sname.replace(i, 1, "");
/* if output exists with the same name, add "In" suffix */
/* if input exists with the same name, add "Out" suffix */
foreach(ShaderInput *input, node->inputs) {
if (strcmp(input->name, output->name)==0) {
sname += "Out";