blender/intern/cycles/kernel/osl/osl_shader.cpp
Ton Roosendaal da376e0237 Cycles render engine, initial commit. This is the engine itself, blender modifications and build instructions will follow later.
Cycles uses code from some great open source projects, many thanks them:

* BVH building and traversal code from NVidia's "Understanding the Efficiency of Ray Traversal on GPUs":
http://code.google.com/p/understanding-the-efficiency-of-ray-traversal-on-gpus/
* Open Shading Language for a large part of the shading system:
http://code.google.com/p/openshadinglanguage/
* Blender for procedural textures and a few other nodes.
* Approximate Catmull Clark subdivision from NVidia Mesh tools:
http://code.google.com/p/nvidia-mesh-tools/
* Sobol direction vectors from:
http://web.maths.unsw.edu.au/~fkuo/sobol/
* Film response functions from:
http://www.cs.columbia.edu/CAVE/software/softlib/dorf.php
2011-04-27 11:58:34 +00:00

560 lines
17 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 "kernel_compat_cpu.h"
#include "kernel_types.h"
#include "kernel_globals.h"
#include "kernel_object.h"
#include "osl_services.h"
#include "osl_shader.h"
#include "util_foreach.h"
#include <OSL/oslexec.h>
#include <oslexec_pvt.h>
CCL_NAMESPACE_BEGIN
tls_ptr(ThreadData, OSLGlobals::thread_data);
/* Threads */
void OSLShader::thread_init(KernelGlobals *kg)
{
OSL::pvt::ShadingSystemImpl *ssi = (OSL::pvt::ShadingSystemImpl*)kg->osl.ss;
OSLGlobals::ThreadData *tdata = new OSLGlobals::ThreadData();
memset(&tdata->globals, 0, sizeof(OSL::ShaderGlobals));
tdata->thread_info = ssi->create_thread_info();
tls_set(kg->osl.thread_data, tdata);
((OSLRenderServices*)ssi->renderer())->thread_init(kg);
}
void OSLShader::thread_free(KernelGlobals *kg)
{
OSL::pvt::ShadingSystemImpl *ssi = (OSL::pvt::ShadingSystemImpl*)kg->osl.ss;
OSLGlobals::ThreadData *tdata = tls_get(OSLGlobals::ThreadData, kg->osl.thread_data);
ssi->destroy_thread_info(tdata->thread_info);
delete tdata;
}
/* Globals */
#define TO_VEC3(v) (*(OSL::Vec3*)&(v))
#define TO_COLOR3(v) (*(OSL::Color3*)&(v))
#define TO_FLOAT3(v) make_float3(v[0], v[1], v[2])
static void shaderdata_to_shaderglobals(KernelGlobals *kg, ShaderData *sd,
int path_flag, OSL::ShaderGlobals *globals)
{
/* copy from shader data to shader globals */
globals->P = TO_VEC3(sd->P);
globals->dPdx = TO_VEC3(sd->dP.dx);
globals->dPdy = TO_VEC3(sd->dP.dy);
globals->I = TO_VEC3(sd->I);
globals->dIdx = TO_VEC3(sd->dI.dx);
globals->dIdy = TO_VEC3(sd->dI.dy);
globals->N = TO_VEC3(sd->N);
globals->Ng = TO_VEC3(sd->Ng);
globals->u = sd->u;
globals->dudx = sd->du.dx;
globals->dudy = sd->du.dy;
globals->v = sd->v;
globals->dvdx = sd->dv.dx;
globals->dvdy = sd->dv.dy;
globals->dPdu = TO_VEC3(sd->dPdu);
globals->dPdv = TO_VEC3(sd->dPdv);
globals->surfacearea = (sd->object == ~0)? 1.0f: object_surface_area(kg, sd->object);
/* booleans */
globals->raytype = path_flag;
globals->backfacing = (sd->flag & SD_BACKFACING);
/* don't know yet if we need this */
globals->flipHandedness = false;
/* shader data to be used in services callbacks */
globals->renderstate = sd;
/* hacky, we leave it to services to fetch actual object matrix */
globals->shader2common = sd;
globals->object2common = sd;
/* must be set to NULL before execute */
globals->Ci = NULL;
}
/* Surface */
static void flatten_surface_closure_tree(ShaderData *sd, bool no_glossy,
const OSL::ClosureColor *closure, float3 weight = make_float3(1.0f, 1.0f, 1.0f))
{
/* OSL gives use a closure tree, we flatten it into arrays per
* closure type, for evaluation, sampling, etc later on. */
if(closure->type == OSL::ClosureColor::COMPONENT) {
OSL::ClosureComponent *comp = (OSL::ClosureComponent*)closure;
OSL::ClosurePrimitive *prim = (OSL::ClosurePrimitive*)comp->data();
if(prim) {
FlatClosure flat;
flat.prim = prim;
flat.weight = weight;
switch(prim->category()) {
case ClosurePrimitive::BSDF: {
if(sd->osl_closure.num_bsdf == MAX_OSL_CLOSURE)
return;
OSL::BSDFClosure *bsdf = (OSL::BSDFClosure*)prim;
ustring scattering = bsdf->scattering();
/* no caustics option */
if(no_glossy && scattering == OSL::Labels::GLOSSY)
return;
/* sample weight */
float albedo = bsdf->albedo(TO_VEC3(sd->I));
float sample_weight = fabsf(average(weight))*albedo;
float sample_sum = sd->osl_closure.bsdf_sample_sum + sample_weight;
flat.sample_weight = sample_weight;
sd->osl_closure.bsdf_sample_sum = sample_sum;
/* scattering flags */
if(scattering == OSL::Labels::DIFFUSE)
sd->flag |= SD_BSDF_HAS_EVAL;
else if(scattering == OSL::Labels::GLOSSY)
sd->flag |= SD_BSDF_HAS_EVAL|SD_BSDF_GLOSSY;
/* add */
sd->osl_closure.bsdf[sd->osl_closure.num_bsdf++] = flat;
break;
}
case ClosurePrimitive::Emissive: {
if(sd->osl_closure.num_bsdf == MAX_OSL_CLOSURE)
return;
/* sample weight */
float sample_weight = fabsf(average(weight));
float sample_sum = sd->osl_closure.emissive_sample_sum + sample_weight;
flat.sample_weight = sample_weight;
sd->osl_closure.emissive_sample_sum = sample_sum;
/* flag */
sd->flag |= SD_EMISSION;
sd->osl_closure.emissive[sd->osl_closure.num_emissive++] = flat;
break;
}
case ClosurePrimitive::BSSRDF:
case ClosurePrimitive::Holdout:
case ClosurePrimitive::Debug:
break; /* not implemented */
case ClosurePrimitive::Background:
case ClosurePrimitive::Volume:
break; /* not relevant */
}
}
}
else if(closure->type == OSL::ClosureColor::MUL) {
OSL::ClosureMul *mul = (OSL::ClosureMul*)closure;
flatten_surface_closure_tree(sd, no_glossy, mul->closure, TO_FLOAT3(mul->weight) * weight);
}
else if(closure->type == OSL::ClosureColor::ADD) {
OSL::ClosureAdd *add = (OSL::ClosureAdd*)closure;
flatten_surface_closure_tree(sd, no_glossy, add->closureA, weight);
flatten_surface_closure_tree(sd, no_glossy, add->closureB, weight);
}
}
void OSLShader::eval_surface(KernelGlobals *kg, ShaderData *sd, float randb, int path_flag)
{
/* gather pointers */
OSL::pvt::ShadingSystemImpl *ssi = (OSL::pvt::ShadingSystemImpl*)kg->osl.ss;
OSLGlobals::ThreadData *tdata = tls_get(OSLGlobals::ThreadData, kg->osl.thread_data);
OSL::ShaderGlobals *globals = &tdata->globals;
OSL::pvt::ShadingContext *ctx = ssi->get_context(tdata->thread_info);
/* setup shader globals from shader data */
sd->osl_ctx = ctx;
shaderdata_to_shaderglobals(kg, sd, path_flag, globals);
/* execute shader for this point */
if(kg->osl.surface_state[sd->shader])
ctx->execute(OSL::pvt::ShadUseSurface, *(kg->osl.surface_state[sd->shader]), *globals);
/* flatten closure tree */
sd->osl_closure.bsdf_sample_sum = 0.0f;
sd->osl_closure.emissive_sample_sum = 0.0f;
sd->osl_closure.num_bsdf = 0;
sd->osl_closure.num_emissive = 0;
sd->osl_closure.randb = randb;
if(globals->Ci) {
bool no_glossy = (path_flag & PATH_RAY_DIFFUSE) && kernel_data.integrator.no_caustics;
flatten_surface_closure_tree(sd, no_glossy, globals->Ci);
}
}
/* Background */
static float3 flatten_background_closure_tree(const OSL::ClosureColor *closure)
{
/* OSL gives use a closure tree, if we are shading for background there
* is only one supported closure type at the moment, which has no evaluation
* functions, so we just sum the weights */
if(closure->type == OSL::ClosureColor::COMPONENT) {
OSL::ClosureComponent *comp = (OSL::ClosureComponent*)closure;
OSL::ClosurePrimitive *prim = (OSL::ClosurePrimitive*)comp->data();
if(prim && prim->category() == OSL::ClosurePrimitive::Background)
return make_float3(1.0f, 1.0f, 1.0f);
}
else if(closure->type == OSL::ClosureColor::MUL) {
OSL::ClosureMul *mul = (OSL::ClosureMul*)closure;
return TO_FLOAT3(mul->weight) * flatten_background_closure_tree(mul->closure);
}
else if(closure->type == OSL::ClosureColor::ADD) {
OSL::ClosureAdd *add = (OSL::ClosureAdd*)closure;
return flatten_background_closure_tree(add->closureA) +
flatten_background_closure_tree(add->closureB);
}
return make_float3(0.0f, 0.0f, 0.0f);
}
float3 OSLShader::eval_background(KernelGlobals *kg, ShaderData *sd, int path_flag)
{
/* gather pointers */
OSL::pvt::ShadingSystemImpl *ssi = (OSL::pvt::ShadingSystemImpl*)kg->osl.ss;
OSLGlobals::ThreadData *tdata = tls_get(OSLGlobals::ThreadData, kg->osl.thread_data);
OSL::ShaderGlobals *globals = &tdata->globals;
OSL::pvt::ShadingContext *ctx = ssi->get_context(tdata->thread_info);
/* setup shader globals from shader data */
sd->osl_ctx = ctx;
shaderdata_to_shaderglobals(kg, sd, path_flag, globals);
/* execute shader for this point */
if(kg->osl.background_state)
ctx->execute(OSL::pvt::ShadUseSurface, *kg->osl.background_state, *globals);
/* return background color immediately */
if(globals->Ci)
return flatten_background_closure_tree(globals->Ci);
return make_float3(0.0f, 0.0f, 0.0f);
}
/* Volume */
static void flatten_volume_closure_tree(ShaderData *sd,
const OSL::ClosureColor *closure, float3 weight = make_float3(1.0f, 1.0f, 1.0f))
{
/* OSL gives use a closure tree, we flatten it into arrays per
* closure type, for evaluation, sampling, etc later on. */
if(closure->type == OSL::ClosureColor::COMPONENT) {
OSL::ClosureComponent *comp = (OSL::ClosureComponent*)closure;
OSL::ClosurePrimitive *prim = (OSL::ClosurePrimitive*)comp->data();
if(prim) {
FlatClosure flat;
flat.prim = prim;
flat.weight = weight;
switch(prim->category()) {
case ClosurePrimitive::Volume: {
if(sd->osl_closure.num_bsdf == MAX_OSL_CLOSURE)
return;
/* sample weight */
float sample_weight = fabsf(average(weight));
float sample_sum = sd->osl_closure.volume_sample_sum + sample_weight;
flat.sample_weight = sample_weight;
sd->osl_closure.volume_sample_sum = sample_sum;
/* add */
sd->osl_closure.volume[sd->osl_closure.num_volume++] = flat;
break;
}
case ClosurePrimitive::Holdout:
case ClosurePrimitive::Debug:
break; /* not implemented */
case ClosurePrimitive::Background:
case ClosurePrimitive::BSDF:
case ClosurePrimitive::Emissive:
case ClosurePrimitive::BSSRDF:
break; /* not relevant */
}
}
}
else if(closure->type == OSL::ClosureColor::MUL) {
OSL::ClosureMul *mul = (OSL::ClosureMul*)closure;
flatten_volume_closure_tree(sd, mul->closure, TO_FLOAT3(mul->weight) * weight);
}
else if(closure->type == OSL::ClosureColor::ADD) {
OSL::ClosureAdd *add = (OSL::ClosureAdd*)closure;
flatten_volume_closure_tree(sd, add->closureA, weight);
flatten_volume_closure_tree(sd, add->closureB, weight);
}
}
void OSLShader::eval_volume(KernelGlobals *kg, ShaderData *sd, float randb, int path_flag)
{
/* gather pointers */
OSL::pvt::ShadingSystemImpl *ssi = (OSL::pvt::ShadingSystemImpl*)kg->osl.ss;
OSLGlobals::ThreadData *tdata = tls_get(OSLGlobals::ThreadData, kg->osl.thread_data);
OSL::ShaderGlobals *globals = &tdata->globals;
OSL::pvt::ShadingContext *ctx = ssi->get_context(tdata->thread_info);
/* setup shader globals from shader data */
sd->osl_ctx = ctx;
shaderdata_to_shaderglobals(kg, sd, path_flag, globals);
/* execute shader */
ctx->execute(OSL::pvt::ShadUseSurface, *(kg->osl.volume_state[sd->shader]), *globals);
/* retrieve resulting closures */
sd->osl_closure.volume_sample_sum = 0.0f;
sd->osl_closure.num_volume = 0;
sd->osl_closure.randb = randb;
if(globals->Ci)
flatten_volume_closure_tree(sd, globals->Ci);
}
/* Displacement */
void OSLShader::eval_displacement(KernelGlobals *kg, ShaderData *sd)
{
/* gather pointers */
OSL::pvt::ShadingSystemImpl *ssi = (OSL::pvt::ShadingSystemImpl*)kg->osl.ss;
OSLGlobals::ThreadData *tdata = tls_get(OSLGlobals::ThreadData, kg->osl.thread_data);
OSL::ShaderGlobals *globals = &tdata->globals;
OSL::pvt::ShadingContext *ctx = ssi->get_context(tdata->thread_info);
/* setup shader globals from shader data */
sd->osl_ctx = ctx;
shaderdata_to_shaderglobals(kg, sd, 0, globals);
/* execute shader */
ctx->execute(OSL::pvt::ShadUseSurface, *(kg->osl.displacement_state[sd->shader]), *globals);
/* get back position */
sd->P = TO_FLOAT3(globals->P);
}
void OSLShader::release(KernelGlobals *kg, const ShaderData *sd)
{
OSL::pvt::ShadingSystemImpl *ssi = (OSL::pvt::ShadingSystemImpl*)kg->osl.ss;
OSLGlobals::ThreadData *tdata = tls_get(OSLGlobals::ThreadData, kg->osl.thread_data);
ssi->release_context((OSL::pvt::ShadingContext*)sd->osl_ctx, tdata->thread_info);
}
/* BSDF Closure */
int OSLShader::bsdf_sample(const ShaderData *sd, float randu, float randv, float3& eval, float3& omega_in, differential3& domega_in, float& pdf)
{
OSL::BSDFClosure *sample_bsdf = NULL;
int label = LABEL_NONE;
float r = sd->osl_closure.randb*sd->osl_closure.bsdf_sample_sum;
float sample_sum = 0.0f;
pdf = 0.0f;
if(sd->osl_closure.bsdf_sample_sum == 0.0f)
return LABEL_NONE;
/* find a closure to sample */
for(int i = 0; i < sd->osl_closure.num_bsdf; i++) {
const FlatClosure *flat = &sd->osl_closure.bsdf[i];
sample_sum += flat->sample_weight;
if(r > sample_sum)
continue;
/* sample BSDF closure */
sample_bsdf = (OSL::BSDFClosure*)flat->prim;
ustring ulabel;
ulabel = sample_bsdf->sample(TO_VEC3(sd->Ng),
TO_VEC3(sd->I), TO_VEC3(sd->dI.dx), TO_VEC3(sd->dI.dy),
randu, randv,
TO_VEC3(omega_in), TO_VEC3(domega_in.dx), TO_VEC3(domega_in.dy),
pdf, TO_COLOR3(eval));
/* convert OSL label */
if(ulabel == OSL::Labels::REFLECT)
label = LABEL_REFLECT;
else if(ulabel == OSL::Labels::TRANSMIT)
label = LABEL_TRANSMIT;
else
return LABEL_NONE; /* sampling failed */
/* convert scattering to our bitflag label */
ustring uscattering = sample_bsdf->scattering();
if(uscattering == OSL::Labels::DIFFUSE)
label |= LABEL_DIFFUSE;
else if(uscattering == OSL::Labels::GLOSSY)
label |= LABEL_GLOSSY;
else if(uscattering == OSL::Labels::SINGULAR)
label |= LABEL_SINGULAR;
else
label |= LABEL_STRAIGHT;
/* eval + pdf */
eval *= flat->weight;
pdf *= flat->sample_weight;
break;
}
if(!sample_bsdf || pdf == 0.0f)
return LABEL_NONE;
/* add eval/pdf from other BSDF closures */
for(int i = 0; i < sd->osl_closure.num_bsdf; i++) {
const FlatClosure *flat = &sd->osl_closure.bsdf[i];
OSL::BSDFClosure *bsdf = (OSL::BSDFClosure*)flat->prim;
if(bsdf != sample_bsdf) {
OSL::Color3 bsdf_eval;
float bsdf_pdf = 0.0f;
if(dot(sd->Ng, omega_in) >= 0.0f)
bsdf_eval = bsdf->eval_reflect(TO_VEC3(sd->I), TO_VEC3(omega_in), bsdf_pdf);
else
bsdf_eval = bsdf->eval_transmit(TO_VEC3(sd->I), TO_VEC3(omega_in), bsdf_pdf);
if(bsdf_pdf != 0.0f) {
eval += TO_FLOAT3(bsdf_eval)*flat->weight;
pdf += bsdf_pdf*flat->sample_weight;
}
}
}
pdf *= 1.0f/(sd->osl_closure.bsdf_sample_sum);
return label;
}
float3 OSLShader::bsdf_eval(const ShaderData *sd, const float3& omega_in, float& pdf)
{
float3 eval = make_float3(0.0f, 0.0f, 0.0f);
pdf = 0.0f;
for(int i = 0; i < sd->osl_closure.num_bsdf; i++) {
const FlatClosure *flat = &sd->osl_closure.bsdf[i];
OSL::BSDFClosure *bsdf = (OSL::BSDFClosure*)flat->prim;
OSL::Color3 bsdf_eval;
float bsdf_pdf = 0.0f;
if(dot(sd->Ng, omega_in) >= 0.0f)
bsdf_eval = bsdf->eval_reflect(TO_VEC3(sd->I), TO_VEC3(omega_in), bsdf_pdf);
else
bsdf_eval = bsdf->eval_transmit(TO_VEC3(sd->I), TO_VEC3(omega_in), bsdf_pdf);
if(bsdf_pdf != 0.0f) {
eval += TO_FLOAT3(bsdf_eval)*flat->weight;
pdf += bsdf_pdf*flat->sample_weight;
}
}
pdf *= 1.0f/sd->osl_closure.bsdf_sample_sum;
return eval;
}
/* Emissive Closure */
float3 OSLShader::emissive_eval(const ShaderData *sd)
{
float3 eval = make_float3(0.0f, 0.0f, 0.0f);
for(int i = 0; i < sd->osl_closure.num_emissive; i++) {
const FlatClosure *flat = &sd->osl_closure.emissive[i];
OSL::EmissiveClosure *emissive = (OSL::EmissiveClosure*)flat->prim;
OSL::Color3 emissive_eval = emissive->eval(TO_VEC3(sd->Ng), TO_VEC3(sd->I));
eval += TO_FLOAT3(emissive_eval)*flat->weight;
}
return eval;
}
void OSLShader::emissive_sample(const ShaderData *sd, float randu, float randv, float3 *eval, float3 *I, float *pdf)
{
float r = sd->osl_closure.randb*sd->osl_closure.emissive_sample_sum;
float sample_sum = 0.0f;
*pdf = 0.0f;
if(sd->osl_closure.emissive_sample_sum == 0.0f)
return;
/* find a closure to sample */
for(int i = 0; i < sd->osl_closure.num_emissive; i++) {
const FlatClosure *flat = &sd->osl_closure.emissive[i];
sample_sum += flat->sample_weight;
if(r <= sample_sum) {
/* sample emissive closure */
OSL::EmissiveClosure *emissive = (OSL::EmissiveClosure*)flat->prim;
emissive->sample(TO_VEC3(sd->Ng), randu, randv, TO_VEC3(*I), *pdf);
*eval = flat->weight;
*pdf *= flat->sample_weight/sd->osl_closure.emissive_sample_sum;
return;
}
}
}
/* Volume Closure */
float3 OSLShader::volume_eval_phase(const ShaderData *sd, const float3 omega_in, const float3 omega_out)
{
float3 eval = make_float3(0.0f, 0.0f, 0.0f);
for(int i = 0; i < sd->osl_closure.num_volume; i++) {
const FlatClosure *flat = &sd->osl_closure.volume[i];
OSL::VolumeClosure *volume = (OSL::VolumeClosure*)flat->prim;
OSL::Color3 volume_eval = volume->eval_phase(TO_VEC3(omega_in), TO_VEC3(omega_out));
eval += TO_FLOAT3(volume_eval)*flat->weight;
}
return eval;
}
CCL_NAMESPACE_END