blender/intern/cycles/app/cycles_xml.cpp
Brecht Van Lommel 0803119725 Cycles: merge of cycles-x branch, a major update to the renderer
This includes much improved GPU rendering performance, viewport interactivity,
new shadow catcher, revamped sampling settings, subsurface scattering anisotropy,
new GPU volume sampling, improved PMJ sampling pattern, and more.

Some features have also been removed or changed, breaking backwards compatibility.
Including the removal of the OpenCL backend, for which alternatives are under
development.

Release notes and code docs:
https://wiki.blender.org/wiki/Reference/Release_Notes/3.0/Cycles
https://wiki.blender.org/wiki/Source/Render/Cycles

Credits:
* Sergey Sharybin
* Brecht Van Lommel
* Patrick Mours (OptiX backend)
* Christophe Hery (subsurface scattering anisotropy)
* William Leeson (PMJ sampling pattern)
* Alaska (various fixes and tweaks)
* Thomas Dinges (various fixes)

For the full commit history, see the cycles-x branch. This squashes together
all the changes since intermediate changes would often fail building or tests.

Ref T87839, T87837, T87836
Fixes T90734, T89353, T80267, T80267, T77185, T69800
2021-09-21 14:55:54 +02:00

710 lines
18 KiB
C++

/*
* Copyright 2011-2013 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include <stdio.h>
#include <algorithm>
#include <iterator>
#include <sstream>
#include "graph/node_xml.h"
#include "render/background.h"
#include "render/camera.h"
#include "render/film.h"
#include "render/graph.h"
#include "render/integrator.h"
#include "render/light.h"
#include "render/mesh.h"
#include "render/nodes.h"
#include "render/object.h"
#include "render/osl.h"
#include "render/scene.h"
#include "render/shader.h"
#include "subd/subd_patch.h"
#include "subd/subd_split.h"
#include "util/util_foreach.h"
#include "util/util_path.h"
#include "util/util_projection.h"
#include "util/util_transform.h"
#include "util/util_xml.h"
#include "app/cycles_xml.h"
CCL_NAMESPACE_BEGIN
/* XML reading state */
struct XMLReadState : public XMLReader {
Scene *scene; /* Scene pointer. */
Transform tfm; /* Current transform state. */
bool smooth; /* Smooth normal state. */
Shader *shader; /* Current shader. */
string base; /* Base path to current file. */
float dicing_rate; /* Current dicing rate. */
XMLReadState() : scene(NULL), smooth(false), shader(NULL), dicing_rate(1.0f)
{
tfm = transform_identity();
}
};
/* Attribute Reading */
static bool xml_read_int(int *value, xml_node node, const char *name)
{
xml_attribute attr = node.attribute(name);
if (attr) {
*value = atoi(attr.value());
return true;
}
return false;
}
static bool xml_read_int_array(vector<int> &value, xml_node node, const char *name)
{
xml_attribute attr = node.attribute(name);
if (attr) {
vector<string> tokens;
string_split(tokens, attr.value());
foreach (const string &token, tokens)
value.push_back(atoi(token.c_str()));
return true;
}
return false;
}
static bool xml_read_float(float *value, xml_node node, const char *name)
{
xml_attribute attr = node.attribute(name);
if (attr) {
*value = (float)atof(attr.value());
return true;
}
return false;
}
static bool xml_read_float_array(vector<float> &value, xml_node node, const char *name)
{
xml_attribute attr = node.attribute(name);
if (attr) {
vector<string> tokens;
string_split(tokens, attr.value());
foreach (const string &token, tokens)
value.push_back((float)atof(token.c_str()));
return true;
}
return false;
}
static bool xml_read_float3(float3 *value, xml_node node, const char *name)
{
vector<float> array;
if (xml_read_float_array(array, node, name) && array.size() == 3) {
*value = make_float3(array[0], array[1], array[2]);
return true;
}
return false;
}
static bool xml_read_float3_array(vector<float3> &value, xml_node node, const char *name)
{
vector<float> array;
if (xml_read_float_array(array, node, name)) {
for (size_t i = 0; i < array.size(); i += 3)
value.push_back(make_float3(array[i + 0], array[i + 1], array[i + 2]));
return true;
}
return false;
}
static bool xml_read_float4(float4 *value, xml_node node, const char *name)
{
vector<float> array;
if (xml_read_float_array(array, node, name) && array.size() == 4) {
*value = make_float4(array[0], array[1], array[2], array[3]);
return true;
}
return false;
}
static bool xml_read_string(string *str, xml_node node, const char *name)
{
xml_attribute attr = node.attribute(name);
if (attr) {
*str = attr.value();
return true;
}
return false;
}
static bool xml_equal_string(xml_node node, const char *name, const char *value)
{
xml_attribute attr = node.attribute(name);
if (attr)
return string_iequals(attr.value(), value);
return false;
}
/* Camera */
static void xml_read_camera(XMLReadState &state, xml_node node)
{
Camera *cam = state.scene->camera;
int width = -1, height = -1;
xml_read_int(&width, node, "width");
xml_read_int(&height, node, "height");
cam->set_full_width(width);
cam->set_full_height(height);
xml_read_node(state, cam, node);
cam->set_matrix(state.tfm);
cam->need_flags_update = true;
cam->update(state.scene);
}
/* Shader */
static void xml_read_shader_graph(XMLReadState &state, Shader *shader, xml_node graph_node)
{
xml_read_node(state, shader, graph_node);
ShaderGraph *graph = new ShaderGraph();
/* local state, shader nodes can't link to nodes outside the shader graph */
XMLReader graph_reader;
graph_reader.node_map[ustring("output")] = graph->output();
for (xml_node node = graph_node.first_child(); node; node = node.next_sibling()) {
ustring node_name(node.name());
if (node_name == "connect") {
/* connect nodes */
vector<string> from_tokens, to_tokens;
string_split(from_tokens, node.attribute("from").value());
string_split(to_tokens, node.attribute("to").value());
if (from_tokens.size() == 2 && to_tokens.size() == 2) {
ustring from_node_name(from_tokens[0]);
ustring from_socket_name(from_tokens[1]);
ustring to_node_name(to_tokens[0]);
ustring to_socket_name(to_tokens[1]);
/* find nodes and sockets */
ShaderOutput *output = NULL;
ShaderInput *input = NULL;
if (graph_reader.node_map.find(from_node_name) != graph_reader.node_map.end()) {
ShaderNode *fromnode = (ShaderNode *)graph_reader.node_map[from_node_name];
foreach (ShaderOutput *out, fromnode->outputs)
if (string_iequals(out->socket_type.name.string(), from_socket_name.string()))
output = out;
if (!output)
fprintf(stderr,
"Unknown output socket name \"%s\" on \"%s\".\n",
from_node_name.c_str(),
from_socket_name.c_str());
}
else
fprintf(stderr, "Unknown shader node name \"%s\".\n", from_node_name.c_str());
if (graph_reader.node_map.find(to_node_name) != graph_reader.node_map.end()) {
ShaderNode *tonode = (ShaderNode *)graph_reader.node_map[to_node_name];
foreach (ShaderInput *in, tonode->inputs)
if (string_iequals(in->socket_type.name.string(), to_socket_name.string()))
input = in;
if (!input)
fprintf(stderr,
"Unknown input socket name \"%s\" on \"%s\".\n",
to_socket_name.c_str(),
to_node_name.c_str());
}
else
fprintf(stderr, "Unknown shader node name \"%s\".\n", to_node_name.c_str());
/* connect */
if (output && input)
graph->connect(output, input);
}
else
fprintf(stderr, "Invalid from or to value for connect node.\n");
continue;
}
ShaderNode *snode = NULL;
#ifdef WITH_OSL
if (node_name == "osl_shader") {
ShaderManager *manager = state.scene->shader_manager;
if (manager->use_osl()) {
std::string filepath;
if (xml_read_string(&filepath, node, "src")) {
if (path_is_relative(filepath)) {
filepath = path_join(state.base, filepath);
}
snode = OSLShaderManager::osl_node(graph, manager, filepath, "");
if (!snode) {
fprintf(stderr, "Failed to create OSL node from \"%s\".\n", filepath.c_str());
continue;
}
}
else {
fprintf(stderr, "OSL node missing \"src\" attribute.\n");
continue;
}
}
else {
fprintf(stderr, "OSL node without using --shadingsys osl.\n");
continue;
}
}
else
#endif
{
/* exception for name collision */
if (node_name == "background")
node_name = "background_shader";
const NodeType *node_type = NodeType::find(node_name);
if (!node_type) {
fprintf(stderr, "Unknown shader node \"%s\".\n", node.name());
continue;
}
else if (node_type->type != NodeType::SHADER) {
fprintf(stderr, "Node type \"%s\" is not a shader node.\n", node_type->name.c_str());
continue;
}
else if (node_type->create == NULL) {
fprintf(stderr, "Can't create abstract node type \"%s\".\n", node_type->name.c_str());
continue;
}
snode = (ShaderNode *)node_type->create(node_type);
}
xml_read_node(graph_reader, snode, node);
if (node_name == "image_texture") {
ImageTextureNode *img = (ImageTextureNode *)snode;
ustring filename(path_join(state.base, img->get_filename().string()));
img->set_filename(filename);
}
else if (node_name == "environment_texture") {
EnvironmentTextureNode *env = (EnvironmentTextureNode *)snode;
ustring filename(path_join(state.base, env->get_filename().string()));
env->set_filename(filename);
}
if (snode) {
/* add to graph */
graph->add(snode);
}
}
shader->set_graph(graph);
shader->tag_update(state.scene);
}
static void xml_read_shader(XMLReadState &state, xml_node node)
{
Shader *shader = new Shader();
xml_read_shader_graph(state, shader, node);
state.scene->shaders.push_back(shader);
}
/* Background */
static void xml_read_background(XMLReadState &state, xml_node node)
{
/* Background Settings */
xml_read_node(state, state.scene->background, node);
/* Background Shader */
Shader *shader = state.scene->default_background;
xml_read_shader_graph(state, shader, node);
}
/* Mesh */
static Mesh *xml_add_mesh(Scene *scene, const Transform &tfm)
{
/* create mesh */
Mesh *mesh = new Mesh();
scene->geometry.push_back(mesh);
/* Create object. */
Object *object = new Object();
object->set_geometry(mesh);
object->set_tfm(tfm);
scene->objects.push_back(object);
return mesh;
}
static void xml_read_mesh(const XMLReadState &state, xml_node node)
{
/* add mesh */
Mesh *mesh = xml_add_mesh(state.scene, state.tfm);
array<Node *> used_shaders = mesh->get_used_shaders();
used_shaders.push_back_slow(state.shader);
mesh->set_used_shaders(used_shaders);
/* read state */
int shader = 0;
bool smooth = state.smooth;
/* read vertices and polygons */
vector<float3> P;
vector<float> UV;
vector<int> verts, nverts;
xml_read_float3_array(P, node, "P");
xml_read_int_array(verts, node, "verts");
xml_read_int_array(nverts, node, "nverts");
if (xml_equal_string(node, "subdivision", "catmull-clark")) {
mesh->set_subdivision_type(Mesh::SUBDIVISION_CATMULL_CLARK);
}
else if (xml_equal_string(node, "subdivision", "linear")) {
mesh->set_subdivision_type(Mesh::SUBDIVISION_LINEAR);
}
array<float3> P_array;
P_array = P;
if (mesh->get_subdivision_type() == Mesh::SUBDIVISION_NONE) {
/* create vertices */
mesh->set_verts(P_array);
size_t num_triangles = 0;
for (size_t i = 0; i < nverts.size(); i++)
num_triangles += nverts[i] - 2;
mesh->reserve_mesh(mesh->get_verts().size(), num_triangles);
/* create triangles */
int index_offset = 0;
for (size_t i = 0; i < nverts.size(); i++) {
for (int j = 0; j < nverts[i] - 2; j++) {
int v0 = verts[index_offset];
int v1 = verts[index_offset + j + 1];
int v2 = verts[index_offset + j + 2];
assert(v0 < (int)P.size());
assert(v1 < (int)P.size());
assert(v2 < (int)P.size());
mesh->add_triangle(v0, v1, v2, shader, smooth);
}
index_offset += nverts[i];
}
if (xml_read_float_array(UV, node, "UV")) {
ustring name = ustring("UVMap");
Attribute *attr = mesh->attributes.add(ATTR_STD_UV, name);
float2 *fdata = attr->data_float2();
/* loop over the triangles */
index_offset = 0;
for (size_t i = 0; i < nverts.size(); i++) {
for (int j = 0; j < nverts[i] - 2; j++) {
int v0 = index_offset;
int v1 = index_offset + j + 1;
int v2 = index_offset + j + 2;
assert(v0 * 2 + 1 < (int)UV.size());
assert(v1 * 2 + 1 < (int)UV.size());
assert(v2 * 2 + 1 < (int)UV.size());
fdata[0] = make_float2(UV[v0 * 2], UV[v0 * 2 + 1]);
fdata[1] = make_float2(UV[v1 * 2], UV[v1 * 2 + 1]);
fdata[2] = make_float2(UV[v2 * 2], UV[v2 * 2 + 1]);
fdata += 3;
}
index_offset += nverts[i];
}
}
}
else {
/* create vertices */
mesh->set_verts(P_array);
size_t num_ngons = 0;
size_t num_corners = 0;
for (size_t i = 0; i < nverts.size(); i++) {
num_ngons += (nverts[i] == 4) ? 0 : 1;
num_corners += nverts[i];
}
mesh->reserve_subd_faces(nverts.size(), num_ngons, num_corners);
/* create subd_faces */
int index_offset = 0;
for (size_t i = 0; i < nverts.size(); i++) {
mesh->add_subd_face(&verts[index_offset], nverts[i], shader, smooth);
index_offset += nverts[i];
}
/* uv map */
if (xml_read_float_array(UV, node, "UV")) {
ustring name = ustring("UVMap");
Attribute *attr = mesh->subd_attributes.add(ATTR_STD_UV, name);
float3 *fdata = attr->data_float3();
#if 0
if (subdivide_uvs) {
attr->flags |= ATTR_SUBDIVIDED;
}
#endif
index_offset = 0;
for (size_t i = 0; i < nverts.size(); i++) {
for (int j = 0; j < nverts[i]; j++) {
*(fdata++) = make_float3(UV[index_offset++]);
}
}
}
/* setup subd params */
float dicing_rate = state.dicing_rate;
xml_read_float(&dicing_rate, node, "dicing_rate");
dicing_rate = std::max(0.1f, dicing_rate);
mesh->set_subd_dicing_rate(dicing_rate);
mesh->set_subd_objecttoworld(state.tfm);
}
/* we don't yet support arbitrary attributes, for now add vertex
* coordinates as generated coordinates if requested */
if (mesh->need_attribute(state.scene, ATTR_STD_GENERATED)) {
Attribute *attr = mesh->attributes.add(ATTR_STD_GENERATED);
memcpy(
attr->data_float3(), mesh->get_verts().data(), sizeof(float3) * mesh->get_verts().size());
}
}
/* Light */
static void xml_read_light(XMLReadState &state, xml_node node)
{
Light *light = new Light();
light->set_shader(state.shader);
xml_read_node(state, light, node);
state.scene->lights.push_back(light);
}
/* Transform */
static void xml_read_transform(xml_node node, Transform &tfm)
{
if (node.attribute("matrix")) {
vector<float> matrix;
if (xml_read_float_array(matrix, node, "matrix") && matrix.size() == 16) {
ProjectionTransform projection = *(ProjectionTransform *)&matrix[0];
tfm = tfm * projection_to_transform(projection_transpose(projection));
}
}
if (node.attribute("translate")) {
float3 translate = zero_float3();
xml_read_float3(&translate, node, "translate");
tfm = tfm * transform_translate(translate);
}
if (node.attribute("rotate")) {
float4 rotate = zero_float4();
xml_read_float4(&rotate, node, "rotate");
tfm = tfm * transform_rotate(DEG2RADF(rotate.x), make_float3(rotate.y, rotate.z, rotate.w));
}
if (node.attribute("scale")) {
float3 scale = zero_float3();
xml_read_float3(&scale, node, "scale");
tfm = tfm * transform_scale(scale);
}
}
/* State */
static void xml_read_state(XMLReadState &state, xml_node node)
{
/* read shader */
string shadername;
if (xml_read_string(&shadername, node, "shader")) {
bool found = false;
foreach (Shader *shader, state.scene->shaders) {
if (shader->name == shadername) {
state.shader = shader;
found = true;
break;
}
}
if (!found)
fprintf(stderr, "Unknown shader \"%s\".\n", shadername.c_str());
}
xml_read_float(&state.dicing_rate, node, "dicing_rate");
/* read smooth/flat */
if (xml_equal_string(node, "interpolation", "smooth"))
state.smooth = true;
else if (xml_equal_string(node, "interpolation", "flat"))
state.smooth = false;
}
/* Scene */
static void xml_read_include(XMLReadState &state, const string &src);
static void xml_read_scene(XMLReadState &state, xml_node scene_node)
{
for (xml_node node = scene_node.first_child(); node; node = node.next_sibling()) {
if (string_iequals(node.name(), "film")) {
xml_read_node(state, state.scene->film, node);
}
else if (string_iequals(node.name(), "integrator")) {
xml_read_node(state, state.scene->integrator, node);
}
else if (string_iequals(node.name(), "camera")) {
xml_read_camera(state, node);
}
else if (string_iequals(node.name(), "shader")) {
xml_read_shader(state, node);
}
else if (string_iequals(node.name(), "background")) {
xml_read_background(state, node);
}
else if (string_iequals(node.name(), "mesh")) {
xml_read_mesh(state, node);
}
else if (string_iequals(node.name(), "light")) {
xml_read_light(state, node);
}
else if (string_iequals(node.name(), "transform")) {
XMLReadState substate = state;
xml_read_transform(node, substate.tfm);
xml_read_scene(substate, node);
}
else if (string_iequals(node.name(), "state")) {
XMLReadState substate = state;
xml_read_state(substate, node);
xml_read_scene(substate, node);
}
else if (string_iequals(node.name(), "include")) {
string src;
if (xml_read_string(&src, node, "src"))
xml_read_include(state, src);
}
else
fprintf(stderr, "Unknown node \"%s\".\n", node.name());
}
}
/* Include */
static void xml_read_include(XMLReadState &state, const string &src)
{
/* open XML document */
xml_document doc;
xml_parse_result parse_result;
string path = path_join(state.base, src);
parse_result = doc.load_file(path.c_str());
if (parse_result) {
XMLReadState substate = state;
substate.base = path_dirname(path);
xml_node cycles = doc.child("cycles");
xml_read_scene(substate, cycles);
}
else {
fprintf(stderr, "%s read error: %s\n", src.c_str(), parse_result.description());
exit(EXIT_FAILURE);
}
}
/* File */
void xml_read_file(Scene *scene, const char *filepath)
{
XMLReadState state;
state.scene = scene;
state.tfm = transform_identity();
state.shader = scene->default_surface;
state.smooth = false;
state.dicing_rate = 1.0f;
state.base = path_dirname(filepath);
xml_read_include(state, path_filename(filepath));
scene->params.bvh_type = BVH_TYPE_STATIC;
}
CCL_NAMESPACE_END