blender/intern/cycles/render/shader.cpp
Brecht Van Lommel de9dffc61e Cycles: initial subsurface multiple scattering support. It's not working as
well as I would like, but it works, just add a subsurface scattering node and
you can use it like any other BSDF.

It is using fully raytraced sampling compatible with progressive rendering
and other more advanced rendering algorithms we might used in the future, and
it uses no extra memory so it's suitable for complex scenes.

Disadvantage is that it can be quite noisy and slow. Two limitations that will
be solved are that it does not work with bump mapping yet, and that the falloff
function used is a simple cubic function, it's not using the real BSSRDF
falloff function yet.

The node has a color input, along with a scattering radius for each RGB color
channel along with an overall scale factor for the radii.

There is also no GPU support yet, will test if I can get that working later.

Node Documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#BSSRDF

Implementation notes:
http://wiki.blender.org/index.php/Dev:2.6/Source/Render/Cycles/Subsurface_Scattering
2013-04-01 20:26:52 +00:00

353 lines
8.7 KiB
C++

/*
* 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 "bssrdf.h"
#include "device.h"
#include "graph.h"
#include "light.h"
#include "mesh.h"
#include "nodes.h"
#include "osl.h"
#include "scene.h"
#include "shader.h"
#include "svm.h"
#include "tables.h"
#include "util_foreach.h"
CCL_NAMESPACE_BEGIN
/* Shader */
Shader::Shader()
{
name = "";
pass_id = 0;
graph = NULL;
graph_bump = NULL;
sample_as_light = true;
homogeneous_volume = false;
has_surface = false;
has_surface_transparent = false;
has_surface_emission = false;
has_surface_bssrdf = false;
has_volume = false;
has_displacement = false;
used = false;
need_update = true;
need_update_attributes = true;
}
Shader::~Shader()
{
delete graph;
delete graph_bump;
}
void Shader::set_graph(ShaderGraph *graph_)
{
/* assign graph */
delete graph;
delete graph_bump;
graph = graph_;
graph_bump = NULL;
}
void Shader::tag_update(Scene *scene)
{
/* update tag */
need_update = true;
scene->shader_manager->need_update = true;
/* if the shader previously was emissive, update light distribution,
* if the new shader is emissive, a light manager update tag will be
* done in the shader manager device update. */
if(sample_as_light && has_surface_emission)
scene->light_manager->need_update = true;
/* get requested attributes. this could be optimized by pruning unused
* nodes here already, but that's the job of the shader manager currently,
* and may not be so great for interactive rendering where you temporarily
* disconnect a node */
AttributeRequestSet prev_attributes = attributes;
attributes.clear();
foreach(ShaderNode *node, graph->nodes)
node->attributes(&attributes);
/* compare if the attributes changed, mesh manager will check
* need_update_attributes, update the relevant meshes and clear it. */
if(attributes.modified(prev_attributes)) {
need_update_attributes = true;
scene->mesh_manager->need_update = true;
}
}
void Shader::tag_used(Scene *scene)
{
/* if an unused shader suddenly gets used somewhere, it needs to be
* recompiled because it was skipped for compilation before */
if(!used) {
need_update = true;
scene->shader_manager->need_update = true;
}
}
/* Shader Manager */
ShaderManager::ShaderManager()
{
need_update = true;
bssrdf_table_offset = TABLE_OFFSET_INVALID;
}
ShaderManager::~ShaderManager()
{
}
ShaderManager *ShaderManager::create(Scene *scene, int shadingsystem)
{
ShaderManager *manager;
#ifdef WITH_OSL
if(shadingsystem == SceneParams::OSL)
manager = new OSLShaderManager();
else
#endif
manager = new SVMShaderManager();
add_default(scene);
return manager;
}
uint ShaderManager::get_attribute_id(ustring name)
{
/* get a unique id for each name, for SVM attribute lookup */
AttributeIDMap::iterator it = unique_attribute_id.find(name);
if(it != unique_attribute_id.end())
return it->second;
uint id = (uint)ATTR_STD_NUM + unique_attribute_id.size();
unique_attribute_id[name] = id;
return id;
}
uint ShaderManager::get_attribute_id(AttributeStandard std)
{
return (uint)std;
}
int ShaderManager::get_shader_id(uint shader, Mesh *mesh, bool smooth)
{
/* get a shader id to pass to the kernel */
int id = shader*2;
/* index depends bump since this setting is not in the shader */
if(mesh && mesh->displacement_method != Mesh::DISPLACE_TRUE)
id += 1;
/* smooth flag */
if(smooth)
id |= SHADER_SMOOTH_NORMAL;
/* default flags */
id |= SHADER_CAST_SHADOW|SHADER_AREA_LIGHT;
return id;
}
void ShaderManager::device_update_shaders_used(Scene *scene)
{
/* figure out which shaders are in use, so SVM/OSL can skip compiling them
* for speed and avoid loading image textures into memory */
foreach(Shader *shader, scene->shaders)
shader->used = false;
scene->shaders[scene->default_surface]->used = true;
scene->shaders[scene->default_light]->used = true;
scene->shaders[scene->default_background]->used = true;
scene->shaders[scene->default_holdout]->used = true;
scene->shaders[scene->default_empty]->used = true;
foreach(Mesh *mesh, scene->meshes)
foreach(uint shader, mesh->used_shaders)
scene->shaders[shader]->used = true;
foreach(Light *light, scene->lights)
scene->shaders[light->shader]->used = true;
}
void ShaderManager::device_update_common(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress)
{
device->tex_free(dscene->shader_flag);
dscene->shader_flag.clear();
if(scene->shaders.size() == 0)
return;
uint shader_flag_size = scene->shaders.size()*4;
uint *shader_flag = dscene->shader_flag.resize(shader_flag_size);
uint i = 0;
bool has_surface_bssrdf = false;
foreach(Shader *shader, scene->shaders) {
uint flag = 0;
if(shader->sample_as_light)
flag |= SD_SAMPLE_AS_LIGHT;
if(shader->has_surface_transparent)
flag |= SD_HAS_SURFACE_TRANSPARENT;
if(shader->has_volume)
flag |= SD_HAS_VOLUME;
if(shader->homogeneous_volume)
flag |= SD_HOMOGENEOUS_VOLUME;
if(shader->has_surface_bssrdf)
has_surface_bssrdf = true;
shader_flag[i++] = flag;
shader_flag[i++] = shader->pass_id;
shader_flag[i++] = flag;
shader_flag[i++] = shader->pass_id;
}
device->tex_alloc("__shader_flag", dscene->shader_flag);
/* bssrdf lookup table */
KernelBSSRDF *kbssrdf = &dscene->data.bssrdf;
if(has_surface_bssrdf && bssrdf_table_offset == TABLE_OFFSET_INVALID) {
vector<float> table;
bssrdf_table_build(table);
bssrdf_table_offset = scene->lookup_tables->add_table(dscene, table);
kbssrdf->table_offset = (int)bssrdf_table_offset;
kbssrdf->num_attempts = BSSRDF_MAX_ATTEMPTS;
}
else if(!has_surface_bssrdf && bssrdf_table_offset != TABLE_OFFSET_INVALID) {
scene->lookup_tables->remove_table(bssrdf_table_offset);
bssrdf_table_offset = TABLE_OFFSET_INVALID;
}
}
void ShaderManager::device_free_common(Device *device, DeviceScene *dscene, Scene *scene)
{
if(bssrdf_table_offset != TABLE_OFFSET_INVALID) {
scene->lookup_tables->remove_table(bssrdf_table_offset);
bssrdf_table_offset = TABLE_OFFSET_INVALID;
}
device->tex_free(dscene->shader_flag);
dscene->shader_flag.clear();
}
void ShaderManager::add_default(Scene *scene)
{
Shader *shader;
ShaderGraph *graph;
ShaderNode *closure, *out;
/* default surface */
{
graph = new ShaderGraph();
closure = graph->add(new DiffuseBsdfNode());
closure->input("Color")->value = make_float3(0.8f, 0.8f, 0.8f);
out = graph->output();
graph->connect(closure->output("BSDF"), out->input("Surface"));
shader = new Shader();
shader->name = "default_surface";
shader->graph = graph;
scene->shaders.push_back(shader);
scene->default_surface = scene->shaders.size() - 1;
}
/* default light */
{
graph = new ShaderGraph();
closure = graph->add(new EmissionNode());
closure->input("Color")->value = make_float3(0.8f, 0.8f, 0.8f);
closure->input("Strength")->value.x = 0.0f;
out = graph->output();
graph->connect(closure->output("Emission"), out->input("Surface"));
shader = new Shader();
shader->name = "default_light";
shader->graph = graph;
scene->shaders.push_back(shader);
scene->default_light = scene->shaders.size() - 1;
}
/* default background */
{
graph = new ShaderGraph();
closure = graph->add(new BackgroundNode());
closure->input("Color")->value = make_float3(0.8f, 0.8f, 0.8f);
out = graph->output();
graph->connect(closure->output("Background"), out->input("Surface"));
shader = new Shader();
shader->name = "default_background";
shader->graph = graph;
scene->shaders.push_back(shader);
scene->default_background = scene->shaders.size() - 1;
}
/* default holdout */
{
graph = new ShaderGraph();
closure = graph->add(new HoldoutNode());
out = graph->output();
graph->connect(closure->output("Holdout"), out->input("Surface"));
shader = new Shader();
shader->name = "default_holdout";
shader->graph = graph;
scene->shaders.push_back(shader);
scene->default_holdout = scene->shaders.size() - 1;
}
/* default empty */
{
graph = new ShaderGraph();
shader = new Shader();
shader->name = "default_empty";
shader->graph = graph;
scene->shaders.push_back(shader);
scene->default_empty = scene->shaders.size() - 1;
}
}
CCL_NAMESPACE_END