forked from bartvdbraak/blender
adbd84c320
causing memory to increase continuously during animation render.
872 lines
23 KiB
C++
872 lines
23 KiB
C++
/*
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* Copyright 2011, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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#include "device.h"
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#include "graph.h"
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#include "light.h"
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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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#ifdef WITH_OSL
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#include "osl_globals.h"
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#include "osl_services.h"
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#include "osl_shader.h"
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#include "util_foreach.h"
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#include "util_md5.h"
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#include "util_path.h"
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#include "util_progress.h"
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#endif
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CCL_NAMESPACE_BEGIN
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#ifdef WITH_OSL
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/* Shader Manager */
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OSLShaderManager::OSLShaderManager()
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{
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services = new OSLRenderServices();
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texture_system_init();
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shading_system_init();
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}
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OSLShaderManager::~OSLShaderManager()
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{
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OSL::ShadingSystem::destroy(ss);
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OSL::TextureSystem::destroy(ts);
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delete services;
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}
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void OSLShaderManager::reset(Scene *scene)
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{
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OSL::ShadingSystem::destroy(ss);
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delete services;
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services = new OSLRenderServices();
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shading_system_init();
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}
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void OSLShaderManager::device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress)
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{
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if(!need_update)
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return;
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device_free(device, dscene);
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/* determine which shaders are in use */
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device_update_shaders_used(scene);
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/* create shaders */
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OSLGlobals *og = (OSLGlobals*)device->osl_memory();
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foreach(Shader *shader, scene->shaders) {
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assert(shader->graph);
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if(progress.get_cancel()) return;
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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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og->ss = ss;
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og->ts = ts;
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og->services = services;
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int background_id = scene->shader_manager->get_shader_id(scene->default_background);
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og->background_state = og->surface_state[background_id & SHADER_MASK];
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og->use = true;
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foreach(Shader *shader, scene->shaders)
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shader->need_update = false;
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need_update = false;
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/* set texture system */
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scene->image_manager->set_osl_texture_system((void*)ts);
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device_update_common(device, dscene, scene, progress);
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}
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void OSLShaderManager::device_free(Device *device, DeviceScene *dscene)
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{
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OSLGlobals *og = (OSLGlobals*)device->osl_memory();
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device_free_common(device, dscene);
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/* clear shader engine */
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og->use = false;
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og->ss = NULL;
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og->ts = NULL;
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og->surface_state.clear();
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og->volume_state.clear();
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og->displacement_state.clear();
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og->background_state.reset();
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}
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void OSLShaderManager::texture_system_init()
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{
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/* if we let OSL create it, it leaks */
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ts = TextureSystem::create(true);
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ts->attribute("automip", 1);
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ts->attribute("autotile", 64);
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ts->attribute("gray_to_rgb", 1);
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/* effectively unlimited for now, until we support proper mipmap lookups */
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ts->attribute("max_memory_MB", 16384);
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}
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void OSLShaderManager::shading_system_init()
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{
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ss = OSL::ShadingSystem::create(services, ts, &errhandler);
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ss->attribute("lockgeom", 1);
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ss->attribute("commonspace", "world");
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ss->attribute("optimize", 2);
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//ss->attribute("debug", 1);
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//ss->attribute("statistics:level", 1);
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ss->attribute("searchpath:shader", path_get("shader"));
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/* our own ray types */
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static const char *raytypes[] = {
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"camera", /* PATH_RAY_CAMERA */
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"reflection", /* PATH_RAY_REFLECT */
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"refraction", /* PATH_RAY_TRANSMIT */
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"diffuse", /* PATH_RAY_DIFFUSE */
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"glossy", /* PATH_RAY_GLOSSY */
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"singular", /* PATH_RAY_SINGULAR */
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"transparent", /* PATH_RAY_TRANSPARENT */
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"shadow", /* PATH_RAY_SHADOW_OPAQUE */
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"shadow", /* PATH_RAY_SHADOW_TRANSPARENT */
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};
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const int nraytypes = sizeof(raytypes)/sizeof(raytypes[0]);
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ss->attribute("raytypes", TypeDesc(TypeDesc::STRING, nraytypes), raytypes);
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OSLShader::register_closures((OSLShadingSystem*)ss);
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loaded_shaders.clear();
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}
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bool OSLShaderManager::osl_compile(const string& inputfile, const string& outputfile)
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{
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vector<string> options;
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string stdosl_path;
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/* specify output file name */
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options.push_back("-o");
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options.push_back(outputfile);
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/* specify standard include path */
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options.push_back("-I" + path_get("shader"));
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stdosl_path = path_get("shader/stdosl.h");
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/* compile */
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OSL::OSLCompiler *compiler = OSL::OSLCompiler::create();
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bool ok = compiler->compile(inputfile, options, stdosl_path);
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delete compiler;
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return ok;
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}
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bool OSLShaderManager::osl_query(OSL::OSLQuery& query, const string& filepath)
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{
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string searchpath = path_user_get("shaders");
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return query.open(filepath, searchpath);
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}
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static string shader_filepath_hash(const string& filepath, uint64_t modified_time)
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{
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/* compute a hash from filepath and modified time to detect changes */
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MD5Hash md5;
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md5.append((const uint8_t*)filepath.c_str(), filepath.size());
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md5.append((const uint8_t*)&modified_time, sizeof(modified_time));
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return md5.get_hex();
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}
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const char *OSLShaderManager::shader_test_loaded(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->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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{
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size_t len = filepath.size();
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string extension = filepath.substr(len - 4);
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uint64_t modified_time = path_modified_time(filepath);
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if(extension == ".osl") {
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/* .OSL File */
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string osopath = filepath.substr(0, len - 4) + ".oso";
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uint64_t oso_modified_time = path_modified_time(osopath);
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/* test if we have loaded the corresponding .OSO already */
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if(oso_modified_time != 0) {
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const char *hash = shader_test_loaded(shader_filepath_hash(osopath, oso_modified_time));
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if(hash)
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return hash;
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}
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/* autocompile .OSL to .OSO if needed */
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if(oso_modified_time == 0 || (oso_modified_time < modified_time)) {
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OSLShaderManager::osl_compile(filepath, osopath);
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modified_time = path_modified_time(osopath);
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}
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else
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modified_time = oso_modified_time;
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filepath = osopath;
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}
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else {
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if(extension == ".oso") {
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/* .OSO File, nothing to do */
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}
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else if(path_dirname(filepath) == "") {
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/* .OSO File in search path */
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filepath = path_join(path_user_get("shaders"), filepath + ".oso");
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}
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else {
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/* unknown file */
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return NULL;
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}
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/* test if we have loaded this .OSO already */
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const char *hash = shader_test_loaded(shader_filepath_hash(filepath, modified_time));
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if(hash)
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return hash;
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}
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/* read oso bytecode from file */
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string bytecode_hash = shader_filepath_hash(filepath, modified_time);
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string bytecode;
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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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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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return shader_load_bytecode(bytecode_hash, bytecode);
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}
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/* don't try this at home .. this is a template trick to use either
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* LoadMemoryShader or LoadMemoryCompiledShader which are the function
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* names in our custom branch and the official repository. */
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template<bool C, typename T = void> struct enable_if { typedef T type; };
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template<typename T> struct enable_if<false, T> { };
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template<typename T, typename Sign>
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struct has_LoadMemoryCompiledShader {
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typedef int yes;
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typedef char no;
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template<typename U, U> struct type_check;
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template<typename _1> static yes &chk(type_check<Sign, &_1::LoadMemoryCompiledShader>*);
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template<typename > static no &chk(...);
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static bool const value = sizeof(chk<T>(0)) == sizeof(yes);
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};
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template<typename T>
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typename enable_if<has_LoadMemoryCompiledShader<T,
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bool(T::*)(const char*, const char*)>::value, bool>::type
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load_memory_shader(T *ss, const char *name, const char *buffer)
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{
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return ss->LoadMemoryCompiledShader(name, buffer);
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}
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template<typename T>
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typename enable_if<!has_LoadMemoryCompiledShader<T,
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bool(T::*)(const char*, const char*)>::value, bool>::type
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load_memory_shader(T *ss, const char *name, const char *buffer)
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{
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return ss->LoadMemoryShader(name, buffer);
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}
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const char *OSLShaderManager::shader_load_bytecode(const string& hash, const string& bytecode)
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{
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load_memory_shader(ss, hash.c_str(), bytecode.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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OSLCompiler::OSLCompiler(void *manager_, void *shadingsys_, ImageManager *image_manager_)
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{
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manager = manager_;
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shadingsys = shadingsys_;
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image_manager = image_manager_;
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current_type = SHADER_TYPE_SURFACE;
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current_shader = NULL;
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background = false;
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}
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string OSLCompiler::id(ShaderNode *node)
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{
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/* assign layer unique name based on pointer address + bump mode */
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stringstream stream;
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stream << "node_" << node->name << "_" << node;
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return stream.str();
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}
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string OSLCompiler::compatible_name(ShaderNode *node, ShaderInput *input)
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{
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string sname(input->name);
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size_t i;
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/* strip whitespace */
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while((i = sname.find(" ")) != string::npos)
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sname.replace(i, 1, "");
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/* if output exists with the same name, add "In" suffix */
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foreach(ShaderOutput *output, node->outputs) {
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if (strcmp(input->name, output->name)==0) {
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sname += "In";
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break;
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}
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}
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return sname;
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}
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string OSLCompiler::compatible_name(ShaderNode *node, ShaderOutput *output)
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{
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string sname(output->name);
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size_t i;
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/* strip whitespace */
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while((i = sname.find(" ")) != string::npos)
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sname.replace(i, 1, "");
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/* if input exists with the same name, add "Out" suffix */
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foreach(ShaderInput *input, node->inputs) {
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if (strcmp(input->name, output->name)==0) {
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sname += "Out";
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break;
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}
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}
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return sname;
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}
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bool OSLCompiler::node_skip_input(ShaderNode *node, ShaderInput *input)
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{
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/* exception for output node, only one input is actually used
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* depending on the current shader type */
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if(!(input->usage & ShaderInput::USE_OSL))
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return true;
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if(node->name == ustring("output")) {
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if(strcmp(input->name, "Surface") == 0 && current_type != SHADER_TYPE_SURFACE)
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return true;
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if(strcmp(input->name, "Volume") == 0 && current_type != SHADER_TYPE_VOLUME)
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return true;
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if(strcmp(input->name, "Displacement") == 0 && current_type != SHADER_TYPE_DISPLACEMENT)
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return true;
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if(strcmp(input->name, "Normal") == 0)
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return true;
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}
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else if(node->name == ustring("bump")) {
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if(strcmp(input->name, "Height") == 0)
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return true;
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}
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else if(current_type == SHADER_TYPE_DISPLACEMENT && input->link && input->link->parent->name == ustring("bump"))
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return true;
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return false;
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}
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void OSLCompiler::add(ShaderNode *node, const char *name, bool isfilepath)
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{
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OSL::ShadingSystem *ss = (OSL::ShadingSystem*)shadingsys;
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/* load filepath */
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if(isfilepath) {
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name = ((OSLShaderManager*)manager)->shader_load_filepath(name);
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if(name == NULL)
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return;
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}
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/* pass in fixed parameter values */
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foreach(ShaderInput *input, node->inputs) {
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if(!input->link) {
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/* checks to untangle graphs */
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if(node_skip_input(node, input))
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continue;
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/* already has default value assigned */
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else if(input->default_value != ShaderInput::NONE)
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continue;
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string param_name = compatible_name(node, input);
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switch(input->type) {
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case SHADER_SOCKET_COLOR:
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parameter_color(param_name.c_str(), input->value);
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break;
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case SHADER_SOCKET_POINT:
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parameter_point(param_name.c_str(), input->value);
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break;
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case SHADER_SOCKET_VECTOR:
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parameter_vector(param_name.c_str(), input->value);
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break;
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case SHADER_SOCKET_NORMAL:
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parameter_normal(param_name.c_str(), input->value);
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break;
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case SHADER_SOCKET_FLOAT:
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parameter(param_name.c_str(), input->value.x);
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break;
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case SHADER_SOCKET_INT:
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parameter(param_name.c_str(), (int)input->value.x);
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break;
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case SHADER_SOCKET_STRING:
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parameter(param_name.c_str(), input->value_string);
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break;
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case SHADER_SOCKET_CLOSURE:
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break;
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}
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}
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}
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/* create shader of the appropriate type. we pass "surface" to all shaders,
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* because "volume" and "displacement" don't work yet in OSL. the shaders
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* work fine, but presumably these values would be used for more strict
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* checking, so when that is fixed, we should update the code here too. */
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if(current_type == SHADER_TYPE_SURFACE)
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ss->Shader("surface", name, id(node).c_str());
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else if(current_type == SHADER_TYPE_VOLUME)
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ss->Shader("surface", name, id(node).c_str());
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else if(current_type == SHADER_TYPE_DISPLACEMENT)
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ss->Shader("surface", name, id(node).c_str());
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else
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assert(0);
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/* link inputs to other nodes */
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foreach(ShaderInput *input, node->inputs) {
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if(input->link) {
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if(node_skip_input(node, input))
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continue;
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/* connect shaders */
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string id_from = id(input->link->parent);
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string id_to = id(node);
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string param_from = compatible_name(input->link->parent, input->link);
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string param_to = compatible_name(node, input);
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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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{
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OSL::ShadingSystem *ss = (OSL::ShadingSystem*)shadingsys;
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ss->Parameter(name, TypeDesc::TypeFloat, &f);
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}
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|
|
|
void OSLCompiler::parameter_color(const char *name, float3 f)
|
|
{
|
|
OSL::ShadingSystem *ss = (OSL::ShadingSystem*)shadingsys;
|
|
ss->Parameter(name, TypeDesc::TypeColor, &f);
|
|
}
|
|
|
|
void OSLCompiler::parameter_point(const char *name, float3 f)
|
|
{
|
|
OSL::ShadingSystem *ss = (OSL::ShadingSystem*)shadingsys;
|
|
ss->Parameter(name, TypeDesc::TypePoint, &f);
|
|
}
|
|
|
|
void OSLCompiler::parameter_normal(const char *name, float3 f)
|
|
{
|
|
OSL::ShadingSystem *ss = (OSL::ShadingSystem*)shadingsys;
|
|
ss->Parameter(name, TypeDesc::TypeNormal, &f);
|
|
}
|
|
|
|
void OSLCompiler::parameter_vector(const char *name, float3 f)
|
|
{
|
|
OSL::ShadingSystem *ss = (OSL::ShadingSystem*)shadingsys;
|
|
ss->Parameter(name, TypeDesc::TypeVector, &f);
|
|
}
|
|
|
|
void OSLCompiler::parameter(const char *name, int f)
|
|
{
|
|
OSL::ShadingSystem *ss = (OSL::ShadingSystem*)shadingsys;
|
|
ss->Parameter(name, TypeDesc::TypeInt, &f);
|
|
}
|
|
|
|
void OSLCompiler::parameter(const char *name, const char *s)
|
|
{
|
|
OSL::ShadingSystem *ss = (OSL::ShadingSystem*)shadingsys;
|
|
ss->Parameter(name, TypeDesc::TypeString, &s);
|
|
}
|
|
|
|
void OSLCompiler::parameter(const char *name, ustring s)
|
|
{
|
|
OSL::ShadingSystem *ss = (OSL::ShadingSystem*)shadingsys;
|
|
const char *str = s.c_str();
|
|
ss->Parameter(name, TypeDesc::TypeString, &str);
|
|
}
|
|
|
|
void OSLCompiler::parameter(const char *name, const Transform& tfm)
|
|
{
|
|
OSL::ShadingSystem *ss = (OSL::ShadingSystem*)shadingsys;
|
|
ss->Parameter(name, TypeDesc::TypeMatrix, (float*)&tfm);
|
|
}
|
|
|
|
void OSLCompiler::parameter_array(const char *name, const float f[], int arraylen)
|
|
{
|
|
OSL::ShadingSystem *ss = (OSL::ShadingSystem*)shadingsys;
|
|
TypeDesc type = TypeDesc::TypeFloat;
|
|
type.arraylen = arraylen;
|
|
ss->Parameter(name, type, f);
|
|
}
|
|
|
|
void OSLCompiler::parameter_color_array(const char *name, const float f[][3], int arraylen)
|
|
{
|
|
OSL::ShadingSystem *ss = (OSL::ShadingSystem*)shadingsys;
|
|
TypeDesc type = TypeDesc::TypeColor;
|
|
type.arraylen = arraylen;
|
|
ss->Parameter(name, type, f);
|
|
}
|
|
|
|
void OSLCompiler::parameter_vector_array(const char *name, const float f[][3], int arraylen)
|
|
{
|
|
OSL::ShadingSystem *ss = (OSL::ShadingSystem*)shadingsys;
|
|
TypeDesc type = TypeDesc::TypeVector;
|
|
type.arraylen = arraylen;
|
|
ss->Parameter(name, type, f);
|
|
}
|
|
|
|
void OSLCompiler::parameter_normal_array(const char *name, const float f[][3], int arraylen)
|
|
{
|
|
OSL::ShadingSystem *ss = (OSL::ShadingSystem*)shadingsys;
|
|
TypeDesc type = TypeDesc::TypeNormal;
|
|
type.arraylen = arraylen;
|
|
ss->Parameter(name, type, f);
|
|
}
|
|
|
|
void OSLCompiler::parameter_point_array(const char *name, const float f[][3], int arraylen)
|
|
{
|
|
OSL::ShadingSystem *ss = (OSL::ShadingSystem*)shadingsys;
|
|
TypeDesc type = TypeDesc::TypePoint;
|
|
type.arraylen = arraylen;
|
|
ss->Parameter(name, type, f);
|
|
}
|
|
|
|
void OSLCompiler::parameter_array(const char *name, const int f[], int arraylen)
|
|
{
|
|
OSL::ShadingSystem *ss = (OSL::ShadingSystem*)shadingsys;
|
|
TypeDesc type = TypeDesc::TypeInt;
|
|
type.arraylen = arraylen;
|
|
ss->Parameter(name, type, f);
|
|
}
|
|
|
|
void OSLCompiler::parameter_array(const char *name, const char * const s[], int arraylen)
|
|
{
|
|
OSL::ShadingSystem *ss = (OSL::ShadingSystem*)shadingsys;
|
|
TypeDesc type = TypeDesc::TypeString;
|
|
type.arraylen = arraylen;
|
|
ss->Parameter(name, type, s);
|
|
}
|
|
|
|
void OSLCompiler::parameter_array(const char *name, const Transform tfm[], int arraylen)
|
|
{
|
|
OSL::ShadingSystem *ss = (OSL::ShadingSystem*)shadingsys;
|
|
TypeDesc type = TypeDesc::TypeMatrix;
|
|
type.arraylen = arraylen;
|
|
ss->Parameter(name, type, (const float *)tfm);
|
|
}
|
|
|
|
void OSLCompiler::find_dependencies(set<ShaderNode*>& dependencies, ShaderInput *input)
|
|
{
|
|
ShaderNode *node = (input->link)? input->link->parent: NULL;
|
|
|
|
if(node) {
|
|
foreach(ShaderInput *in, node->inputs)
|
|
if(!node_skip_input(node, in))
|
|
find_dependencies(dependencies, in);
|
|
|
|
dependencies.insert(node);
|
|
}
|
|
}
|
|
|
|
void OSLCompiler::generate_nodes(const set<ShaderNode*>& nodes)
|
|
{
|
|
set<ShaderNode*> done;
|
|
bool nodes_done;
|
|
|
|
do {
|
|
nodes_done = true;
|
|
|
|
foreach(ShaderNode *node, nodes) {
|
|
if(done.find(node) == done.end()) {
|
|
bool inputs_done = true;
|
|
|
|
foreach(ShaderInput *input, node->inputs)
|
|
if(!node_skip_input(node, input))
|
|
if(input->link && done.find(input->link->parent) == done.end())
|
|
inputs_done = false;
|
|
|
|
if(inputs_done) {
|
|
node->compile(*this);
|
|
done.insert(node);
|
|
|
|
if(node->has_surface_emission())
|
|
current_shader->has_surface_emission = true;
|
|
if(node->has_surface_transparent())
|
|
current_shader->has_surface_transparent = true;
|
|
}
|
|
else
|
|
nodes_done = false;
|
|
}
|
|
}
|
|
} while(!nodes_done);
|
|
}
|
|
|
|
void OSLCompiler::compile_type(Shader *shader, ShaderGraph *graph, ShaderType type)
|
|
{
|
|
OSL::ShadingSystem *ss = (OSL::ShadingSystem*)shadingsys;
|
|
|
|
current_type = type;
|
|
|
|
ss->ShaderGroupBegin();
|
|
|
|
ShaderNode *output = graph->output();
|
|
set<ShaderNode*> dependencies;
|
|
|
|
if(type == SHADER_TYPE_SURFACE) {
|
|
/* generate surface shader */
|
|
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);
|
|
}
|
|
else if(type == SHADER_TYPE_DISPLACEMENT) {
|
|
/* generate displacement shader */
|
|
find_dependencies(dependencies, output->input("Displacement"));
|
|
generate_nodes(dependencies);
|
|
output->compile(*this);
|
|
}
|
|
else
|
|
assert(0);
|
|
|
|
ss->ShaderGroupEnd();
|
|
}
|
|
|
|
void OSLCompiler::compile(OSLGlobals *og, Shader *shader)
|
|
{
|
|
if(shader->need_update) {
|
|
OSL::ShadingSystem *ss = (OSL::ShadingSystem*)shadingsys;
|
|
ShaderGraph *graph = shader->graph;
|
|
ShaderNode *output = (graph)? graph->output(): NULL;
|
|
|
|
/* copy graph for shader with bump mapping */
|
|
if(output->input("Surface")->link && output->input("Displacement")->link)
|
|
if(!shader->graph_bump)
|
|
shader->graph_bump = shader->graph->copy();
|
|
|
|
/* finalize */
|
|
shader->graph->finalize(false, true);
|
|
if(shader->graph_bump)
|
|
shader->graph_bump->finalize(true, true);
|
|
|
|
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(shader->used && graph && output->input("Surface")->link) {
|
|
compile_type(shader, shader->graph, SHADER_TYPE_SURFACE);
|
|
shader->osl_surface_ref = ss->state();
|
|
|
|
if(shader->graph_bump) {
|
|
ss->clear_state();
|
|
compile_type(shader, shader->graph_bump, SHADER_TYPE_SURFACE);
|
|
}
|
|
|
|
shader->osl_surface_bump_ref = ss->state();
|
|
ss->clear_state();
|
|
|
|
shader->has_surface = true;
|
|
}
|
|
else {
|
|
shader->osl_surface_ref = OSL::ShadingAttribStateRef();
|
|
shader->osl_surface_bump_ref = OSL::ShadingAttribStateRef();
|
|
}
|
|
|
|
/* generate volume shader */
|
|
if(shader->used && graph && output->input("Volume")->link) {
|
|
compile_type(shader, shader->graph, SHADER_TYPE_VOLUME);
|
|
shader->has_volume = true;
|
|
|
|
shader->osl_volume_ref = ss->state();
|
|
ss->clear_state();
|
|
}
|
|
else
|
|
shader->osl_volume_ref = OSL::ShadingAttribStateRef();
|
|
|
|
/* generate displacement shader */
|
|
if(shader->used && graph && output->input("Displacement")->link) {
|
|
compile_type(shader, shader->graph, SHADER_TYPE_DISPLACEMENT);
|
|
shader->has_displacement = true;
|
|
shader->osl_displacement_ref = ss->state();
|
|
ss->clear_state();
|
|
}
|
|
else
|
|
shader->osl_displacement_ref = OSL::ShadingAttribStateRef();
|
|
}
|
|
|
|
/* push state to array for lookup */
|
|
og->surface_state.push_back(shader->osl_surface_ref);
|
|
og->surface_state.push_back(shader->osl_surface_bump_ref);
|
|
|
|
og->volume_state.push_back(shader->osl_volume_ref);
|
|
og->volume_state.push_back(shader->osl_volume_ref);
|
|
|
|
og->displacement_state.push_back(shader->osl_displacement_ref);
|
|
og->displacement_state.push_back(shader->osl_displacement_ref);
|
|
}
|
|
|
|
#else
|
|
|
|
void OSLCompiler::add(ShaderNode *node, const char *name, bool isfilepath)
|
|
{
|
|
}
|
|
|
|
void OSLCompiler::parameter(const char *name, float f)
|
|
{
|
|
}
|
|
|
|
void OSLCompiler::parameter_color(const char *name, float3 f)
|
|
{
|
|
}
|
|
|
|
void OSLCompiler::parameter_vector(const char *name, float3 f)
|
|
{
|
|
}
|
|
|
|
void OSLCompiler::parameter_point(const char *name, float3 f)
|
|
{
|
|
}
|
|
|
|
void OSLCompiler::parameter_normal(const char *name, float3 f)
|
|
{
|
|
}
|
|
|
|
void OSLCompiler::parameter(const char *name, int f)
|
|
{
|
|
}
|
|
|
|
void OSLCompiler::parameter(const char *name, const char *s)
|
|
{
|
|
}
|
|
|
|
void OSLCompiler::parameter(const char *name, ustring s)
|
|
{
|
|
}
|
|
|
|
void OSLCompiler::parameter(const char *name, const Transform& tfm)
|
|
{
|
|
}
|
|
|
|
void OSLCompiler::parameter_array(const char *name, const float f[], int arraylen)
|
|
{
|
|
}
|
|
|
|
void OSLCompiler::parameter_color_array(const char *name, const float f[][3], int arraylen)
|
|
{
|
|
}
|
|
|
|
void OSLCompiler::parameter_vector_array(const char *name, const float f[][3], int arraylen)
|
|
{
|
|
}
|
|
|
|
void OSLCompiler::parameter_normal_array(const char *name, const float f[][3], int arraylen)
|
|
{
|
|
}
|
|
|
|
void OSLCompiler::parameter_point_array(const char *name, const float f[][3], int arraylen)
|
|
{
|
|
}
|
|
|
|
void OSLCompiler::parameter_array(const char *name, const int f[], int arraylen)
|
|
{
|
|
}
|
|
|
|
void OSLCompiler::parameter_array(const char *name, const char * const s[], int arraylen)
|
|
{
|
|
}
|
|
|
|
void OSLCompiler::parameter_array(const char *name, const Transform tfm[], int arraylen)
|
|
{
|
|
}
|
|
|
|
#endif /* WITH_OSL */
|
|
|
|
CCL_NAMESPACE_END
|
|
|