Cycles: revert commit that joined surface/volume socket into a single shader socket,

on second thought this makes it a bit too difficult to understand what's going on.
This commit is contained in:
Brecht Van Lommel 2011-10-12 23:03:12 +00:00
parent 310b25c388
commit 9ebfcea8f3
20 changed files with 1606 additions and 1494 deletions

@ -228,7 +228,7 @@ class CyclesCamera_PT_dof(CyclesButtonsPanel, Panel):
sub.prop(ccam, "aperture_rotation", text="Rotation")
class Cycles_PT_context_material(CyclesButtonsPanel, Panel):
bl_label = ""
bl_label = "Surface"
bl_context = "material"
bl_options = {'HIDE_HEADER'}
@ -400,8 +400,8 @@ class CyclesLamp_PT_lamp(CyclesButtonsPanel, Panel):
elif lamp.type == 'HEMI':
layout.label(text="Not supported, interpreted as sun lamp.")
class CyclesLamp_PT_shader(CyclesButtonsPanel, Panel):
bl_label = "Shader"
class CyclesLamp_PT_nodes(CyclesButtonsPanel, Panel):
bl_label = "Nodes"
bl_context = "data"
@classmethod
@ -412,10 +412,10 @@ class CyclesLamp_PT_shader(CyclesButtonsPanel, Panel):
layout = self.layout
mat = context.lamp
panel_node_draw(layout, mat, 'OUTPUT_LAMP', 'Shader')
panel_node_draw(layout, mat, 'OUTPUT_LAMP', 'Surface')
class CyclesWorld_PT_shader(CyclesButtonsPanel, Panel):
bl_label = "Shader"
class CyclesWorld_PT_surface(CyclesButtonsPanel, Panel):
bl_label = "Surface"
bl_context = "world"
@classmethod
@ -426,10 +426,25 @@ class CyclesWorld_PT_shader(CyclesButtonsPanel, Panel):
layout = self.layout
mat = context.world
panel_node_draw(layout, mat, 'OUTPUT_WORLD', 'Shader')
panel_node_draw(layout, mat, 'OUTPUT_WORLD', 'Surface')
class CyclesMaterial_PT_shader(CyclesButtonsPanel, Panel):
bl_label = "Shader"
class CyclesWorld_PT_volume(CyclesButtonsPanel, Panel):
bl_label = "Volume"
bl_context = "world"
@classmethod
def poll(cls, context):
return context.world and CyclesButtonsPanel.poll(context)
def draw(self, context):
layout = self.layout
layout.active = False
world = context.world
panel_node_draw(layout, world, 'OUTPUT_WORLD', 'Volume')
class CyclesMaterial_PT_surface(CyclesButtonsPanel, Panel):
bl_label = "Surface"
bl_context = "material"
@classmethod
@ -440,7 +455,26 @@ class CyclesMaterial_PT_shader(CyclesButtonsPanel, Panel):
layout = self.layout
mat = context.material
panel_node_draw(layout, mat, 'OUTPUT_MATERIAL', 'Shader')
panel_node_draw(layout, mat, 'OUTPUT_MATERIAL', 'Surface')
class CyclesMaterial_PT_volume(CyclesButtonsPanel, Panel):
bl_label = "Volume"
bl_context = "material"
@classmethod
def poll(cls, context):
return context.material and CyclesButtonsPanel.poll(context)
def draw(self, context):
layout = self.layout
layout.active = False
mat = context.material
cmat = mat.cycles
panel_node_draw(layout, mat, 'OUTPUT_MATERIAL', 'Volume')
layout.prop(cmat, "homogeneous_volume")
class CyclesMaterial_PT_displacement(CyclesButtonsPanel, Panel):
bl_label = "Displacement"

@ -607,7 +607,7 @@ void BlenderSync::sync_materials()
closure->input("Color")->value = get_float3(b_mat->diffuse_color());
out = graph->output();
graph->connect(closure->output("BSDF"), out->input("Closure"));
graph->connect(closure->output("BSDF"), out->input("Surface"));
}
/* settings */
@ -648,7 +648,7 @@ void BlenderSync::sync_world()
closure->input("Color")->value = get_float3(b_world.horizon_color());
out = graph->output();
graph->connect(closure->output("Background"), out->input("Closure"));
graph->connect(closure->output("Background"), out->input("Surface"));
}
shader->set_graph(graph);
@ -698,7 +698,7 @@ void BlenderSync::sync_lamps()
closure->input("Strength")->value.x = b_lamp->energy()*10.0f;
out = graph->output();
graph->connect(closure->output("Emission"), out->input("Closure"));
graph->connect(closure->output("Emission"), out->input("Surface"));
}
shader->set_graph(graph);

@ -482,7 +482,7 @@ __device void shader_eval_surface(KernelGlobals *kg, ShaderData *sd,
#else
#ifdef __SVM__
svm_eval_nodes(kg, sd, SHADER_TYPE_CLOSURE, randb, path_flag);
svm_eval_nodes(kg, sd, SHADER_TYPE_SURFACE, randb, path_flag);
#else
bsdf_diffuse_setup(sd, &sd->closure);
sd->closure.weight = make_float3(0.8f, 0.8f, 0.8f);
@ -500,7 +500,7 @@ __device float3 shader_eval_background(KernelGlobals *kg, ShaderData *sd, int pa
#else
#ifdef __SVM__
svm_eval_nodes(kg, sd, SHADER_TYPE_CLOSURE, 0.0f, path_flag);
svm_eval_nodes(kg, sd, SHADER_TYPE_SURFACE, 0.0f, path_flag);
#ifdef __MULTI_CLOSURE__
float3 eval = make_float3(0.0f, 0.0f, 0.0f);
@ -562,7 +562,7 @@ __device void shader_eval_volume(KernelGlobals *kg, ShaderData *sd,
#ifdef __OSL__
OSLShader::eval_volume(kg, sd, randb, path_flag);
#else
svm_eval_nodes(kg, sd, SHADER_TYPE_CLOSURE, randb, path_flag);
svm_eval_nodes(kg, sd, SHADER_TYPE_VOLUME, randb, path_flag);
#endif
#endif
}

@ -32,8 +32,9 @@ set(osl_sources
node_musgrave_texture.osl
node_blend_weight_texture.osl
node_noise_texture.osl
node_output_closure.osl
node_output_displacement.osl
node_output_surface.osl
node_output_volume.osl
node_sky_texture.osl
node_stucci_texture.osl
node_texture_coordinate.osl

@ -18,8 +18,8 @@
#include "stdosl.h"
surface node_output_surface(closure color Closure = background())
surface node_output_surface(closure color Surface = background())
{
Ci = Closure;
Ci = Surface;
}

@ -0,0 +1,25 @@
/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "stdosl.h"
volume node_output_volume(closure color Volume = background())
{
Ci = Volume;
}

@ -218,8 +218,8 @@ void OSLShader::eval_surface(KernelGlobals *kg, ShaderData *sd, float randb, int
/* execute shader for this point */
int shader = sd->shader & SHADER_MASK;
if(kg->osl.state[shader])
ctx->execute(OSL::pvt::ShadUseSurface, *(kg->osl.state[shader]), *globals);
if(kg->osl.surface_state[shader])
ctx->execute(OSL::pvt::ShadUseSurface, *(kg->osl.surface_state[shader]), *globals);
/* flatten closure tree */
sd->num_closure = 0;
@ -355,8 +355,8 @@ void OSLShader::eval_volume(KernelGlobals *kg, ShaderData *sd, float randb, int
/* execute shader */
int shader = sd->shader & SHADER_MASK;
if(kg->osl.state[shader])
ctx->execute(OSL::pvt::ShadUseSurface, *(kg->osl.state[shader]), *globals);
if(kg->osl.volume_state[shader])
ctx->execute(OSL::pvt::ShadUseSurface, *(kg->osl.volume_state[shader]), *globals);
/* retrieve resulting closures */
sd->osl_closure.volume_sample_sum = 0.0f;

@ -166,7 +166,8 @@ __device_noinline void svm_eval_nodes(KernelGlobals *kg, ShaderData *sd, ShaderT
switch(node.x) {
case NODE_SHADER_JUMP: {
if(type == SHADER_TYPE_CLOSURE) offset = node.y;
if(type == SHADER_TYPE_SURFACE) offset = node.y;
else if(type == SHADER_TYPE_VOLUME) offset = node.z;
else if(type == SHADER_TYPE_DISPLACEMENT) offset = node.w;
else return;
break;

@ -257,7 +257,8 @@ typedef enum NodeBlendWeightType {
} NodeBlendWeightType;
typedef enum ShaderType {
SHADER_TYPE_CLOSURE,
SHADER_TYPE_SURFACE,
SHADER_TYPE_VOLUME,
SHADER_TYPE_DISPLACEMENT
} ShaderType;

@ -2028,7 +2028,8 @@ void BlendWeightNode::compile(OSLCompiler& compiler)
OutputNode::OutputNode()
: ShaderNode("output")
{
add_input("Closure", SHADER_SOCKET_CLOSURE);
add_input("Surface", SHADER_SOCKET_CLOSURE);
add_input("Volume", SHADER_SOCKET_CLOSURE);
add_input("Displacement", SHADER_SOCKET_FLOAT);
}
@ -2046,8 +2047,10 @@ void OutputNode::compile(SVMCompiler& compiler)
void OutputNode::compile(OSLCompiler& compiler)
{
if(compiler.output_type() == SHADER_TYPE_CLOSURE)
compiler.add(this, "node_output_closure");
if(compiler.output_type() == SHADER_TYPE_SURFACE)
compiler.add(this, "node_output_surface");
else if(compiler.output_type() == SHADER_TYPE_VOLUME)
compiler.add(this, "node_output_volume");
else if(compiler.output_type() == SHADER_TYPE_DISPLACEMENT)
compiler.add(this, "node_output_displacement");
}

@ -102,7 +102,7 @@ void OSLShaderManager::device_update(Device *device, DeviceScene *dscene, Scene
/* setup shader engine */
og->ss = ss;
int background_id = scene->shader_manager->get_shader_id(scene->default_background);
og->background_state = og->state[background_id];
og->background_state = og->surface_state[background_id];
og->use = true;
tls_create(OSLGlobals::ThreadData, og->thread_data);
@ -128,7 +128,8 @@ void OSLShaderManager::device_free(Device *device, DeviceScene *dscene)
tls_delete(OSLGlobals::ThreadData, og->thread_data);
og->state.clear();
og->surface_state.clear();
og->volume_state.clear();
og->displacement_state.clear();
og->background_state.reset();
}
@ -138,7 +139,7 @@ void OSLShaderManager::device_free(Device *device, DeviceScene *dscene)
OSLCompiler::OSLCompiler(void *shadingsys_)
{
shadingsys = shadingsys_;
current_type = SHADER_TYPE_CLOSURE;
current_type = SHADER_TYPE_SURFACE;
current_shader = NULL;
background = false;
}
@ -169,7 +170,9 @@ bool OSLCompiler::node_skip_input(ShaderNode *node, ShaderInput *input)
depending on the current shader type */
if(node->name == ustring("output")) {
if(strcmp(input->name, "Closure") == 0 && current_type != SHADER_TYPE_CLOSURE)
if(strcmp(input->name, "Surface") == 0 && current_type != SHADER_TYPE_SURFACE)
return true;
if(strcmp(input->name, "Volume") == 0 && current_type != SHADER_TYPE_VOLUME)
return true;
if(strcmp(input->name, "Displacement") == 0 && current_type != SHADER_TYPE_DISPLACEMENT)
return true;
@ -220,7 +223,9 @@ void OSLCompiler::add(ShaderNode *node, const char *name)
* because "volume" and "displacement" don't work yet in OSL. the shaders
* work fine, but presumably these values would be used for more strict
* checking, so when that is fixed, we should update the code here too. */
if(current_type == SHADER_TYPE_CLOSURE)
if(current_type == SHADER_TYPE_SURFACE)
ss->Shader("surface", name, id(node).c_str());
else if(current_type == SHADER_TYPE_VOLUME)
ss->Shader("surface", name, id(node).c_str());
else if(current_type == SHADER_TYPE_DISPLACEMENT)
ss->Shader("surface", name, id(node).c_str());
@ -341,8 +346,6 @@ void OSLCompiler::generate_nodes(const set<ShaderNode*>& nodes)
current_shader->has_surface_emission = true;
if(node->name == ustring("transparent"))
current_shader->has_surface_transparent = true;
if(node->name == ustring("volume"))
current_shader->has_volume = true;
}
else
nodes_done = false;
@ -362,9 +365,15 @@ void OSLCompiler::compile_type(Shader *shader, ShaderGraph *graph, ShaderType ty
ShaderNode *output = graph->output();
set<ShaderNode*> dependencies;
if(type == SHADER_TYPE_CLOSURE) {
if(type == SHADER_TYPE_SURFACE) {
/* generate surface shader */
find_dependencies(dependencies, output->input("Closure"));
find_dependencies(dependencies, output->input("Surface"));
generate_nodes(dependencies);
output->compile(*this);
}
else if(type == SHADER_TYPE_VOLUME) {
/* generate volume shader */
find_dependencies(dependencies, output->input("Volume"));
generate_nodes(dependencies);
output->compile(*this);
}
@ -387,7 +396,7 @@ void OSLCompiler::compile(OSLGlobals *og, Shader *shader)
ShaderNode *output = (graph)? graph->output(): NULL;
/* copy graph for shader with bump mapping */
if(output->input("Closure")->link && output->input("Displacement")->link)
if(output->input("Surface")->link && output->input("Displacement")->link)
if(!shader->graph_bump)
shader->graph_bump = shader->graph->copy();
@ -398,29 +407,46 @@ void OSLCompiler::compile(OSLGlobals *og, Shader *shader)
current_shader = shader;
shader->has_surface = false;
shader->has_surface_emission = false;
shader->has_surface_transparent = false;
shader->has_volume = false;
shader->has_displacement = false;
/* generate surface shader */
if(graph && output->input("Closure")->link) {
compile_type(shader, shader->graph, SHADER_TYPE_CLOSURE);
og->state.push_back(ss->state());
if(graph && output->input("Surface")->link) {
compile_type(shader, shader->graph, SHADER_TYPE_SURFACE);
og->surface_state.push_back(ss->state());
if(shader->graph_bump) {
ss->clear_state();
compile_type(shader, shader->graph_bump, SHADER_TYPE_CLOSURE);
og->state.push_back(ss->state());
compile_type(shader, shader->graph_bump, SHADER_TYPE_SURFACE);
og->surface_state.push_back(ss->state());
}
else
og->state.push_back(ss->state());
og->surface_state.push_back(ss->state());
ss->clear_state();
shader->has_surface = true;
}
else {
og->surface_state.push_back(OSL::ShadingAttribStateRef());
og->surface_state.push_back(OSL::ShadingAttribStateRef());
}
/* generate volume shader */
if(graph && output->input("Volume")->link) {
compile_type(shader, shader->graph, SHADER_TYPE_VOLUME);
shader->has_volume = true;
og->volume_state.push_back(ss->state());
og->volume_state.push_back(ss->state());
ss->clear_state();
}
else {
og->state.push_back(OSL::ShadingAttribStateRef());
og->state.push_back(OSL::ShadingAttribStateRef());
og->volume_state.push_back(OSL::ShadingAttribStateRef());
og->volume_state.push_back(OSL::ShadingAttribStateRef());
}
/* generate displacement shader */

@ -42,6 +42,7 @@ Shader::Shader()
sample_as_light = true;
homogeneous_volume = false;
has_surface = false;
has_surface_transparent = false;
has_surface_emission = false;
has_volume = false;
@ -209,7 +210,7 @@ void ShaderManager::add_default(Scene *scene)
closure->input("Color")->value = make_float3(0.8f, 0.8f, 0.8f);
out = graph->output();
graph->connect(closure->output("BSDF"), out->input("Closure"));
graph->connect(closure->output("BSDF"), out->input("Surface"));
shader = new Shader();
shader->name = "default_surface";
@ -227,7 +228,7 @@ void ShaderManager::add_default(Scene *scene)
closure->input("Strength")->value.x = 0.0f;
out = graph->output();
graph->connect(closure->output("Emission"), out->input("Closure"));
graph->connect(closure->output("Emission"), out->input("Surface"));
shader = new Shader();
shader->name = "default_light";
@ -244,7 +245,7 @@ void ShaderManager::add_default(Scene *scene)
closure->input("Color")->value = make_float3(0.8f, 0.8f, 0.8f);
out = graph->output();
graph->connect(closure->output("Background"), out->input("Closure"));
graph->connect(closure->output("Background"), out->input("Surface"));
shader = new Shader();
shader->name = "default_background";

@ -39,8 +39,8 @@ struct float3;
/* Shader describing the appearance of a Mesh, Light or Background.
*
* While there is only a single shader graph, it has two outputs: shader,
* displacement, that the shader manager will compile and execute
* While there is only a single shader graph, it has three outputs: surface,
* volume and displacement, that the shader manager will compile and execute
* separately. */
class Shader {
@ -65,10 +65,11 @@ public:
bool need_update_attributes;
/* information about shader after compiling */
bool has_surface;
bool has_surface_emission;
bool has_surface_transparent;
bool has_displacement;
bool has_volume;
bool has_displacement;
/* requested mesh attributes */
AttributeRequestSet attributes;

@ -107,7 +107,7 @@ SVMCompiler::SVMCompiler(ShaderManager *shader_manager_, ImageManager *image_man
image_manager = image_manager_;
sunsky = NULL;
max_stack_use = 0;
current_type = SHADER_TYPE_CLOSURE;
current_type = SHADER_TYPE_SURFACE;
current_shader = NULL;
background = false;
mix_weight_offset = SVM_STACK_INVALID;
@ -467,8 +467,6 @@ void SVMCompiler::generate_closure(ShaderNode *node, set<ShaderNode*>& done)
current_shader->has_surface_emission = true;
if(node->name == ustring("transparent"))
current_shader->has_surface_transparent = true;
if(node->name == ustring("volume"))
current_shader->has_volume = true;
/* end node is added outside of this */
}
@ -579,8 +577,10 @@ void SVMCompiler::compile_type(Shader *shader, ShaderGraph *graph, ShaderType ty
ShaderNode *node = graph->output();
ShaderInput *clin = NULL;
if(type == SHADER_TYPE_CLOSURE)
clin = node->input("Closure");
if(type == SHADER_TYPE_SURFACE)
clin = node->input("Surface");
else if(type == SHADER_TYPE_VOLUME)
clin = node->input("Volume");
else if(type == SHADER_TYPE_DISPLACEMENT)
clin = node->input("Displacement");
else
@ -599,9 +599,15 @@ void SVMCompiler::compile_type(Shader *shader, ShaderGraph *graph, ShaderType ty
if(clin->link) {
bool generate = false;
if(type == SHADER_TYPE_CLOSURE) {
if(type == SHADER_TYPE_SURFACE) {
/* generate surface shader */
generate = true;
shader->has_surface = true;
}
else if(type == SHADER_TYPE_VOLUME) {
/* generate volume shader */
generate = true;
shader->has_volume = true;
}
else if(type == SHADER_TYPE_DISPLACEMENT) {
/* generate displacement shader */
@ -630,7 +636,7 @@ void SVMCompiler::compile(Shader *shader, vector<int4>& global_svm_nodes, int in
/* copy graph for shader with bump mapping */
ShaderNode *node = shader->graph->output();
if(node->input("Closure")->link && node->input("Displacement")->link)
if(node->input("Surface")->link && node->input("Displacement")->link)
if(!shader->graph_bump)
shader->graph_bump = shader->graph->copy();
@ -641,23 +647,30 @@ void SVMCompiler::compile(Shader *shader, vector<int4>& global_svm_nodes, int in
current_shader = shader;
shader->has_surface = false;
shader->has_surface_emission = false;
shader->has_surface_transparent = false;
shader->has_volume = false;
shader->has_displacement = false;
/* generate surface shader */
compile_type(shader, shader->graph, SHADER_TYPE_CLOSURE);
compile_type(shader, shader->graph, SHADER_TYPE_SURFACE);
global_svm_nodes[index*2 + 0].y = global_svm_nodes.size();
global_svm_nodes[index*2 + 1].y = global_svm_nodes.size();
global_svm_nodes.insert(global_svm_nodes.end(), svm_nodes.begin(), svm_nodes.end());
if(shader->graph_bump) {
compile_type(shader, shader->graph_bump, SHADER_TYPE_CLOSURE);
compile_type(shader, shader->graph_bump, SHADER_TYPE_SURFACE);
global_svm_nodes[index*2 + 1].y = global_svm_nodes.size();
global_svm_nodes.insert(global_svm_nodes.end(), svm_nodes.begin(), svm_nodes.end());
}
/* generate volume shader */
compile_type(shader, shader->graph, SHADER_TYPE_VOLUME);
global_svm_nodes[index*2 + 0].z = global_svm_nodes.size();
global_svm_nodes[index*2 + 1].z = global_svm_nodes.size();
global_svm_nodes.insert(global_svm_nodes.end(), svm_nodes.begin(), svm_nodes.end());
/* generate displacement shader */
compile_type(shader, shader->graph, SHADER_TYPE_DISPLACEMENT);
global_svm_nodes[index*2 + 0].w = global_svm_nodes.size();

@ -2105,8 +2105,12 @@ static void ntree_tmp_cycles_version_patch(bNodeTree *ntree)
if(strcmp(sock->name, "Shader2") == 0)
strcpy(sock->name, "Shader");
if(strcmp(sock->name, "Surface") == 0)
strcpy(sock->name, "Shader");
if(node->type == SH_NODE_OUTPUT_MATERIAL ||
node->type == SH_NODE_OUTPUT_WORLD ||
node->type == SH_NODE_OUTPUT_LAMP) {
if(strcmp(sock->name, "Shader") == 0)
strcpy(sock->name, "Surface");
}
if(strcmp(sock->name, "Fresnel") == 0) {
strcpy(sock->name, "IOR");

@ -2114,8 +2114,8 @@ void node_light_path(
/* output */
void node_output_material(vec4 shader, float displacement, out vec4 result)
void node_output_material(vec4 surface, vec4 volume, float displacement, out vec4 result)
{
result = shader;
result = surface;
}

File diff suppressed because it is too large Load Diff

@ -32,7 +32,7 @@
/* **************** OUTPUT ******************** */
static bNodeSocketTemplate sh_node_output_lamp_in[]= {
{ SOCK_SHADER, 1, "Shader"},
{ SOCK_SHADER, 1, "Surface", 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
{ -1, 0, "" }
};

@ -32,7 +32,8 @@
/* **************** OUTPUT ******************** */
static bNodeSocketTemplate sh_node_output_material_in[]= {
{ SOCK_SHADER, 1, "Shader"},
{ SOCK_SHADER, 1, "Surface"},
{ SOCK_SHADER, 1, "Volume"},
{ SOCK_FLOAT, 1, "Displacement", 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE},
{ -1, 0, "" }
};

@ -32,7 +32,8 @@
/* **************** OUTPUT ******************** */
static bNodeSocketTemplate sh_node_output_world_in[]= {
{ SOCK_SHADER, 1, "Shader"},
{ SOCK_SHADER, 1, "Surface", 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
{ SOCK_SHADER, 1, "Volume", 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
{ -1, 0, "" }
};