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authorCampbell Barton <ideasman42@gmail.com>2019-04-17 07:17:24 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-04-17 07:21:24 +0300
commite12c08e8d170b7ca40f204a5b0423c23a9fbc2c1 (patch)
tree8cf3453d12edb177a218ef8009357518ec6cab6a /intern/cycles/render/osl.cpp
parentb3dabc200a4b0399ec6b81f2ff2730d07b44fcaa (diff)
ClangFormat: apply to source, most of intern
Apply clang format as proposed in T53211. For details on usage and instructions for migrating branches without conflicts, see: https://wiki.blender.org/wiki/Tools/ClangFormat
Diffstat (limited to 'intern/cycles/render/osl.cpp')
-rw-r--r--intern/cycles/render/osl.cpp1911
1 files changed, 950 insertions, 961 deletions
diff --git a/intern/cycles/render/osl.cpp b/intern/cycles/render/osl.cpp
index c603dc69a16..b66a46938be 100644
--- a/intern/cycles/render/osl.cpp
+++ b/intern/cycles/render/osl.cpp
@@ -25,16 +25,16 @@
#ifdef WITH_OSL
-#include "kernel/osl/osl_globals.h"
-#include "kernel/osl/osl_services.h"
-#include "kernel/osl/osl_shader.h"
+# include "kernel/osl/osl_globals.h"
+# include "kernel/osl/osl_services.h"
+# include "kernel/osl/osl_shader.h"
-#include "util/util_foreach.h"
-#include "util/util_logging.h"
-#include "util/util_md5.h"
-#include "util/util_path.h"
-#include "util/util_progress.h"
-#include "util/util_projection.h"
+# include "util/util_foreach.h"
+# include "util/util_logging.h"
+# include "util/util_md5.h"
+# include "util/util_path.h"
+# include "util/util_progress.h"
+# include "util/util_projection.h"
#endif
@@ -58,1151 +58,1140 @@ thread_mutex OSLShaderManager::ss_mutex;
OSLShaderManager::OSLShaderManager()
{
- texture_system_init();
- shading_system_init();
+ texture_system_init();
+ shading_system_init();
}
OSLShaderManager::~OSLShaderManager()
{
- shading_system_free();
- texture_system_free();
+ shading_system_free();
+ texture_system_free();
}
void OSLShaderManager::free_memory()
{
-#ifdef OSL_HAS_BLENDER_CLEANUP_FIX
- /* There is a problem with llvm+osl: The order global destructors across
- * different compilation units run cannot be guaranteed, on windows this means
- * that the llvm destructors run before the osl destructors, causing a crash
- * when the process exits. the OSL in svn has a special cleanup hack to
- * sidestep this behavior */
- OSL::pvt::LLVM_Util::Cleanup();
-#endif
+# ifdef OSL_HAS_BLENDER_CLEANUP_FIX
+ /* There is a problem with llvm+osl: The order global destructors across
+ * different compilation units run cannot be guaranteed, on windows this means
+ * that the llvm destructors run before the osl destructors, causing a crash
+ * when the process exits. the OSL in svn has a special cleanup hack to
+ * sidestep this behavior */
+ OSL::pvt::LLVM_Util::Cleanup();
+# endif
}
void OSLShaderManager::reset(Scene * /*scene*/)
{
- shading_system_free();
- shading_system_init();
+ shading_system_free();
+ shading_system_init();
}
-void OSLShaderManager::device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress)
+void OSLShaderManager::device_update(Device *device,
+ DeviceScene *dscene,
+ Scene *scene,
+ Progress &progress)
{
- if(!need_update)
- return;
+ if (!need_update)
+ return;
- VLOG(1) << "Total " << scene->shaders.size() << " shaders.";
+ VLOG(1) << "Total " << scene->shaders.size() << " shaders.";
- device_free(device, dscene, scene);
+ device_free(device, dscene, scene);
- /* determine which shaders are in use */
- device_update_shaders_used(scene);
+ /* determine which shaders are in use */
+ device_update_shaders_used(scene);
- /* create shaders */
- OSLGlobals *og = (OSLGlobals*)device->osl_memory();
+ /* create shaders */
+ OSLGlobals *og = (OSLGlobals *)device->osl_memory();
- foreach(Shader *shader, scene->shaders) {
- assert(shader->graph);
+ foreach (Shader *shader, scene->shaders) {
+ assert(shader->graph);
- if(progress.get_cancel()) return;
+ if (progress.get_cancel())
+ return;
- /* we can only compile one shader at the time as the OSL ShadingSytem
- * has a single state, but we put the lock here so different renders can
- * compile shaders alternating */
- thread_scoped_lock lock(ss_mutex);
+ /* we can only compile one shader at the time as the OSL ShadingSytem
+ * has a single state, but we put the lock here so different renders can
+ * compile shaders alternating */
+ thread_scoped_lock lock(ss_mutex);
- OSLCompiler compiler((void*)this, (void*)ss,
- scene->image_manager,
- scene->light_manager);
- compiler.background = (shader == scene->default_background);
- compiler.compile(scene, og, shader);
+ OSLCompiler compiler((void *)this, (void *)ss, scene->image_manager, scene->light_manager);
+ compiler.background = (shader == scene->default_background);
+ compiler.compile(scene, og, shader);
- if(shader->use_mis && shader->has_surface_emission)
- scene->light_manager->need_update = true;
- }
+ if (shader->use_mis && shader->has_surface_emission)
+ scene->light_manager->need_update = true;
+ }
- /* setup shader engine */
- og->ss = ss;
- og->ts = ts;
- og->services = services;
+ /* setup shader engine */
+ og->ss = ss;
+ og->ts = ts;
+ og->services = services;
- int background_id = scene->shader_manager->get_shader_id(scene->default_background);
- og->background_state = og->surface_state[background_id & SHADER_MASK];
- og->use = true;
+ int background_id = scene->shader_manager->get_shader_id(scene->default_background);
+ og->background_state = og->surface_state[background_id & SHADER_MASK];
+ og->use = true;
- foreach(Shader *shader, scene->shaders)
- shader->need_update = false;
+ foreach (Shader *shader, scene->shaders)
+ shader->need_update = false;
- need_update = false;
+ need_update = false;
- /* set texture system */
- scene->image_manager->set_osl_texture_system((void*)ts);
+ /* set texture system */
+ scene->image_manager->set_osl_texture_system((void *)ts);
- device_update_common(device, dscene, scene, progress);
+ device_update_common(device, dscene, scene, progress);
- {
- /* Perform greedyjit optimization.
- *
- * This might waste time on optimizing gorups which are never actually
- * used, but this prevents OSL from allocating data on TLS at render
- * time.
- *
- * This is much better for us because this way we aren't required to
- * stop task scheduler threads to make sure all TLS is clean and don't
- * have issues with TLS data free accessing freed memory if task scheduler
- * is being freed after the Session is freed.
- */
- thread_scoped_lock lock(ss_shared_mutex);
- ss->optimize_all_groups();
- }
+ {
+ /* Perform greedyjit optimization.
+ *
+ * This might waste time on optimizing gorups which are never actually
+ * used, but this prevents OSL from allocating data on TLS at render
+ * time.
+ *
+ * This is much better for us because this way we aren't required to
+ * stop task scheduler threads to make sure all TLS is clean and don't
+ * have issues with TLS data free accessing freed memory if task scheduler
+ * is being freed after the Session is freed.
+ */
+ thread_scoped_lock lock(ss_shared_mutex);
+ ss->optimize_all_groups();
+ }
}
void OSLShaderManager::device_free(Device *device, DeviceScene *dscene, Scene *scene)
{
- OSLGlobals *og = (OSLGlobals*)device->osl_memory();
+ OSLGlobals *og = (OSLGlobals *)device->osl_memory();
- device_free_common(device, dscene, scene);
+ device_free_common(device, dscene, scene);
- /* clear shader engine */
- og->use = false;
- og->ss = NULL;
- og->ts = NULL;
+ /* clear shader engine */
+ og->use = false;
+ og->ss = NULL;
+ og->ts = NULL;
- og->surface_state.clear();
- og->volume_state.clear();
- og->displacement_state.clear();
- og->bump_state.clear();
- og->background_state.reset();
+ og->surface_state.clear();
+ og->volume_state.clear();
+ og->displacement_state.clear();
+ og->bump_state.clear();
+ og->background_state.reset();
}
void OSLShaderManager::texture_system_init()
{
- /* create texture system, shared between different renders to reduce memory usage */
- thread_scoped_lock lock(ts_shared_mutex);
+ /* create texture system, shared between different renders to reduce memory usage */
+ thread_scoped_lock lock(ts_shared_mutex);
- if(ts_shared_users == 0) {
- ts_shared = TextureSystem::create(true);
+ if (ts_shared_users == 0) {
+ ts_shared = TextureSystem::create(true);
- ts_shared->attribute("automip", 1);
- ts_shared->attribute("autotile", 64);
- ts_shared->attribute("gray_to_rgb", 1);
+ ts_shared->attribute("automip", 1);
+ ts_shared->attribute("autotile", 64);
+ ts_shared->attribute("gray_to_rgb", 1);
- /* effectively unlimited for now, until we support proper mipmap lookups */
- ts_shared->attribute("max_memory_MB", 16384);
- }
+ /* effectively unlimited for now, until we support proper mipmap lookups */
+ ts_shared->attribute("max_memory_MB", 16384);
+ }
- ts = ts_shared;
- ts_shared_users++;
+ ts = ts_shared;
+ ts_shared_users++;
}
void OSLShaderManager::texture_system_free()
{
- /* shared texture system decrease users and destroy if no longer used */
- thread_scoped_lock lock(ts_shared_mutex);
- ts_shared_users--;
+ /* shared texture system decrease users and destroy if no longer used */
+ thread_scoped_lock lock(ts_shared_mutex);
+ ts_shared_users--;
- if(ts_shared_users == 0) {
- ts_shared->invalidate_all(true);
- OSL::TextureSystem::destroy(ts_shared);
- ts_shared = NULL;
- }
+ if (ts_shared_users == 0) {
+ ts_shared->invalidate_all(true);
+ OSL::TextureSystem::destroy(ts_shared);
+ ts_shared = NULL;
+ }
- ts = NULL;
+ ts = NULL;
}
void OSLShaderManager::shading_system_init()
{
- /* create shading system, shared between different renders to reduce memory usage */
- thread_scoped_lock lock(ss_shared_mutex);
-
- if(ss_shared_users == 0) {
- services_shared = new OSLRenderServices();
-
- string shader_path = path_get("shader");
-#ifdef _WIN32
- /* Annoying thing, Cycles stores paths in UTF-8 codepage, so it can
- * operate with file paths with any character. This requires to use wide
- * char functions, but OSL uses old fashioned ANSI functions which means:
- *
- * - We have to convert our paths to ANSI before passing to OSL
- * - OSL can't be used when there's a multi-byte character in the path
- * to the shaders folder.
- */
- shader_path = string_to_ansi(shader_path);
-#endif
-
- ss_shared = new OSL::ShadingSystem(services_shared, ts_shared, &errhandler);
- ss_shared->attribute("lockgeom", 1);
- ss_shared->attribute("commonspace", "world");
- ss_shared->attribute("searchpath:shader", shader_path);
- ss_shared->attribute("greedyjit", 1);
-
- VLOG(1) << "Using shader search path: " << shader_path;
-
- /* our own ray types */
- static const char *raytypes[] = {
- "camera", /* PATH_RAY_CAMERA */
- "reflection", /* PATH_RAY_REFLECT */
- "refraction", /* PATH_RAY_TRANSMIT */
- "diffuse", /* PATH_RAY_DIFFUSE */
- "glossy", /* PATH_RAY_GLOSSY */
- "singular", /* PATH_RAY_SINGULAR */
- "transparent", /* PATH_RAY_TRANSPARENT */
-
- "shadow", /* PATH_RAY_SHADOW_OPAQUE_NON_CATCHER */
- "shadow", /* PATH_RAY_SHADOW_OPAQUE_CATCHER */
- "shadow", /* PATH_RAY_SHADOW_TRANSPARENT_NON_CATCHER */
- "shadow", /* PATH_RAY_SHADOW_TRANSPARENT_CATCHER */
-
- "__unused__",
- "volume_scatter", /* PATH_RAY_VOLUME_SCATTER */
- "__unused__",
-
- "__unused__",
- "diffuse_ancestor", /* PATH_RAY_DIFFUSE_ANCESTOR */
- "__unused__",
- "__unused__",
- "__unused__",
- "__unused__",
- "__unused__",
- "__unused__",
- "__unused__",
- };
-
- const int nraytypes = sizeof(raytypes)/sizeof(raytypes[0]);
- ss_shared->attribute("raytypes", TypeDesc(TypeDesc::STRING, nraytypes), raytypes);
-
- OSLShader::register_closures((OSLShadingSystem*)ss_shared);
-
- loaded_shaders.clear();
- }
-
- ss = ss_shared;
- services = services_shared;
- ss_shared_users++;
+ /* create shading system, shared between different renders to reduce memory usage */
+ thread_scoped_lock lock(ss_shared_mutex);
+
+ if (ss_shared_users == 0) {
+ services_shared = new OSLRenderServices();
+
+ string shader_path = path_get("shader");
+# ifdef _WIN32
+ /* Annoying thing, Cycles stores paths in UTF-8 codepage, so it can
+ * operate with file paths with any character. This requires to use wide
+ * char functions, but OSL uses old fashioned ANSI functions which means:
+ *
+ * - We have to convert our paths to ANSI before passing to OSL
+ * - OSL can't be used when there's a multi-byte character in the path
+ * to the shaders folder.
+ */
+ shader_path = string_to_ansi(shader_path);
+# endif
+
+ ss_shared = new OSL::ShadingSystem(services_shared, ts_shared, &errhandler);
+ ss_shared->attribute("lockgeom", 1);
+ ss_shared->attribute("commonspace", "world");
+ ss_shared->attribute("searchpath:shader", shader_path);
+ ss_shared->attribute("greedyjit", 1);
+
+ VLOG(1) << "Using shader search path: " << shader_path;
+
+ /* our own ray types */
+ static const char *raytypes[] = {
+ "camera", /* PATH_RAY_CAMERA */
+ "reflection", /* PATH_RAY_REFLECT */
+ "refraction", /* PATH_RAY_TRANSMIT */
+ "diffuse", /* PATH_RAY_DIFFUSE */
+ "glossy", /* PATH_RAY_GLOSSY */
+ "singular", /* PATH_RAY_SINGULAR */
+ "transparent", /* PATH_RAY_TRANSPARENT */
+
+ "shadow", /* PATH_RAY_SHADOW_OPAQUE_NON_CATCHER */
+ "shadow", /* PATH_RAY_SHADOW_OPAQUE_CATCHER */
+ "shadow", /* PATH_RAY_SHADOW_TRANSPARENT_NON_CATCHER */
+ "shadow", /* PATH_RAY_SHADOW_TRANSPARENT_CATCHER */
+
+ "__unused__", "volume_scatter", /* PATH_RAY_VOLUME_SCATTER */
+ "__unused__",
+
+ "__unused__", "diffuse_ancestor", /* PATH_RAY_DIFFUSE_ANCESTOR */
+ "__unused__", "__unused__", "__unused__", "__unused__",
+ "__unused__", "__unused__", "__unused__",
+ };
+
+ const int nraytypes = sizeof(raytypes) / sizeof(raytypes[0]);
+ ss_shared->attribute("raytypes", TypeDesc(TypeDesc::STRING, nraytypes), raytypes);
+
+ OSLShader::register_closures((OSLShadingSystem *)ss_shared);
+
+ loaded_shaders.clear();
+ }
+
+ ss = ss_shared;
+ services = services_shared;
+ ss_shared_users++;
}
void OSLShaderManager::shading_system_free()
{
- /* shared shading system decrease users and destroy if no longer used */
- thread_scoped_lock lock(ss_shared_mutex);
- ss_shared_users--;
+ /* shared shading system decrease users and destroy if no longer used */
+ thread_scoped_lock lock(ss_shared_mutex);
+ ss_shared_users--;
- if(ss_shared_users == 0) {
- delete ss_shared;
- ss_shared = NULL;
+ if (ss_shared_users == 0) {
+ delete ss_shared;
+ ss_shared = NULL;
- delete services_shared;
- services_shared = NULL;
- }
+ delete services_shared;
+ services_shared = NULL;
+ }
- ss = NULL;
- services = NULL;
+ ss = NULL;
+ services = NULL;
}
-bool OSLShaderManager::osl_compile(const string& inputfile, const string& outputfile)
+bool OSLShaderManager::osl_compile(const string &inputfile, const string &outputfile)
{
- vector<string> options;
- string stdosl_path;
- string shader_path = path_get("shader");
+ vector<string> options;
+ string stdosl_path;
+ string shader_path = path_get("shader");
- /* specify output file name */
- options.push_back("-o");
- options.push_back(outputfile);
+ /* specify output file name */
+ options.push_back("-o");
+ options.push_back(outputfile);
- /* specify standard include path */
- string include_path_arg = string("-I") + shader_path;
- options.push_back(include_path_arg);
+ /* specify standard include path */
+ string include_path_arg = string("-I") + shader_path;
+ options.push_back(include_path_arg);
- stdosl_path = path_get("shader/stdosl.h");
+ stdosl_path = path_get("shader/stdosl.h");
- /* compile */
- OSL::OSLCompiler *compiler = new OSL::OSLCompiler(&OSL::ErrorHandler::default_handler());
- bool ok = compiler->compile(string_view(inputfile), options, string_view(stdosl_path));
- delete compiler;
+ /* compile */
+ OSL::OSLCompiler *compiler = new OSL::OSLCompiler(&OSL::ErrorHandler::default_handler());
+ bool ok = compiler->compile(string_view(inputfile), options, string_view(stdosl_path));
+ delete compiler;
- return ok;
+ return ok;
}
-bool OSLShaderManager::osl_query(OSL::OSLQuery& query, const string& filepath)
+bool OSLShaderManager::osl_query(OSL::OSLQuery &query, const string &filepath)
{
- string searchpath = path_user_get("shaders");
- return query.open(filepath, searchpath);
+ string searchpath = path_user_get("shaders");
+ return query.open(filepath, searchpath);
}
-static string shader_filepath_hash(const string& filepath, uint64_t modified_time)
+static string shader_filepath_hash(const string &filepath, uint64_t modified_time)
{
- /* compute a hash from filepath and modified time to detect changes */
- MD5Hash md5;
- md5.append((const uint8_t*)filepath.c_str(), filepath.size());
- md5.append((const uint8_t*)&modified_time, sizeof(modified_time));
+ /* compute a hash from filepath and modified time to detect changes */
+ MD5Hash md5;
+ md5.append((const uint8_t *)filepath.c_str(), filepath.size());
+ md5.append((const uint8_t *)&modified_time, sizeof(modified_time));
- return md5.get_hex();
+ return md5.get_hex();
}
-const char *OSLShaderManager::shader_test_loaded(const string& hash)
+const char *OSLShaderManager::shader_test_loaded(const string &hash)
{
- map<string, OSLShaderInfo>::iterator it = loaded_shaders.find(hash);
- return (it == loaded_shaders.end())? NULL: it->first.c_str();
+ map<string, OSLShaderInfo>::iterator it = loaded_shaders.find(hash);
+ return (it == loaded_shaders.end()) ? NULL : it->first.c_str();
}
-OSLShaderInfo *OSLShaderManager::shader_loaded_info(const string& hash)
+OSLShaderInfo *OSLShaderManager::shader_loaded_info(const string &hash)
{
- map<string, OSLShaderInfo>::iterator it = loaded_shaders.find(hash);
- return (it == loaded_shaders.end())? NULL: &it->second;
+ map<string, OSLShaderInfo>::iterator it = loaded_shaders.find(hash);
+ return (it == loaded_shaders.end()) ? NULL : &it->second;
}
const char *OSLShaderManager::shader_load_filepath(string filepath)
{
- size_t len = filepath.size();
- string extension = filepath.substr(len - 4);
- uint64_t modified_time = path_modified_time(filepath);
-
- if(extension == ".osl") {
- /* .OSL File */
- string osopath = filepath.substr(0, len - 4) + ".oso";
- uint64_t oso_modified_time = path_modified_time(osopath);
-
- /* test if we have loaded the corresponding .OSO already */
- if(oso_modified_time != 0) {
- const char *hash = shader_test_loaded(shader_filepath_hash(osopath, oso_modified_time));
-
- if(hash)
- return hash;
- }
-
- /* autocompile .OSL to .OSO if needed */
- if(oso_modified_time == 0 || (oso_modified_time < modified_time)) {
- OSLShaderManager::osl_compile(filepath, osopath);
- modified_time = path_modified_time(osopath);
- }
- else
- modified_time = oso_modified_time;
-
- filepath = osopath;
- }
- else {
- if(extension == ".oso") {
- /* .OSO File, nothing to do */
- }
- else if(path_dirname(filepath) == "") {
- /* .OSO File in search path */
- filepath = path_join(path_user_get("shaders"), filepath + ".oso");
- }
- else {
- /* unknown file */
- return NULL;
- }
-
- /* test if we have loaded this .OSO already */
- const char *hash = shader_test_loaded(shader_filepath_hash(filepath, modified_time));
-
- if(hash)
- return hash;
- }
-
- /* read oso bytecode from file */
- string bytecode_hash = shader_filepath_hash(filepath, modified_time);
- string bytecode;
-
- if(!path_read_text(filepath, bytecode)) {
- fprintf(stderr, "Cycles shader graph: failed to read file %s\n", filepath.c_str());
- OSLShaderInfo info;
- loaded_shaders[bytecode_hash] = info; /* to avoid repeat tries */
- return NULL;
- }
-
- return shader_load_bytecode(bytecode_hash, bytecode);
+ size_t len = filepath.size();
+ string extension = filepath.substr(len - 4);
+ uint64_t modified_time = path_modified_time(filepath);
+
+ if (extension == ".osl") {
+ /* .OSL File */
+ string osopath = filepath.substr(0, len - 4) + ".oso";
+ uint64_t oso_modified_time = path_modified_time(osopath);
+
+ /* test if we have loaded the corresponding .OSO already */
+ if (oso_modified_time != 0) {
+ const char *hash = shader_test_loaded(shader_filepath_hash(osopath, oso_modified_time));
+
+ if (hash)
+ return hash;
+ }
+
+ /* autocompile .OSL to .OSO if needed */
+ if (oso_modified_time == 0 || (oso_modified_time < modified_time)) {
+ OSLShaderManager::osl_compile(filepath, osopath);
+ modified_time = path_modified_time(osopath);
+ }
+ else
+ modified_time = oso_modified_time;
+
+ filepath = osopath;
+ }
+ else {
+ if (extension == ".oso") {
+ /* .OSO File, nothing to do */
+ }
+ else if (path_dirname(filepath) == "") {
+ /* .OSO File in search path */
+ filepath = path_join(path_user_get("shaders"), filepath + ".oso");
+ }
+ else {
+ /* unknown file */
+ return NULL;
+ }
+
+ /* test if we have loaded this .OSO already */
+ const char *hash = shader_test_loaded(shader_filepath_hash(filepath, modified_time));
+
+ if (hash)
+ return hash;
+ }
+
+ /* read oso bytecode from file */
+ string bytecode_hash = shader_filepath_hash(filepath, modified_time);
+ string bytecode;
+
+ if (!path_read_text(filepath, bytecode)) {
+ fprintf(stderr, "Cycles shader graph: failed to read file %s\n", filepath.c_str());
+ OSLShaderInfo info;
+ loaded_shaders[bytecode_hash] = info; /* to avoid repeat tries */
+ return NULL;
+ }
+
+ return shader_load_bytecode(bytecode_hash, bytecode);
}
-const char *OSLShaderManager::shader_load_bytecode(const string& hash, const string& bytecode)
+const char *OSLShaderManager::shader_load_bytecode(const string &hash, const string &bytecode)
{
- ss->LoadMemoryCompiledShader(hash.c_str(), bytecode.c_str());
+ ss->LoadMemoryCompiledShader(hash.c_str(), bytecode.c_str());
- OSLShaderInfo info;
+ OSLShaderInfo info;
- if(!info.query.open_bytecode(bytecode)) {
- fprintf(stderr, "OSL query error: %s\n", info.query.geterror().c_str());
- }
+ if (!info.query.open_bytecode(bytecode)) {
+ fprintf(stderr, "OSL query error: %s\n", info.query.geterror().c_str());
+ }
- /* this is a bit weak, but works */
- info.has_surface_emission = (bytecode.find("\"emission\"") != string::npos);
- info.has_surface_transparent = (bytecode.find("\"transparent\"") != string::npos);
- info.has_surface_bssrdf = (bytecode.find("\"bssrdf\"") != string::npos);
+ /* this is a bit weak, but works */
+ info.has_surface_emission = (bytecode.find("\"emission\"") != string::npos);
+ info.has_surface_transparent = (bytecode.find("\"transparent\"") != string::npos);
+ info.has_surface_bssrdf = (bytecode.find("\"bssrdf\"") != string::npos);
- loaded_shaders[hash] = info;
+ loaded_shaders[hash] = info;
- return loaded_shaders.find(hash)->first.c_str();
+ return loaded_shaders.find(hash)->first.c_str();
}
-OSLNode *OSLShaderManager::osl_node(const std::string& filepath,
- const std::string& bytecode_hash,
- const std::string& bytecode)
+OSLNode *OSLShaderManager::osl_node(const std::string &filepath,
+ const std::string &bytecode_hash,
+ const std::string &bytecode)
{
- /* create query */
- const char *hash;
-
- if(!filepath.empty()) {
- hash = shader_load_filepath(filepath);
- }
- else {
- hash = shader_test_loaded(bytecode_hash);
- if(!hash)
- hash = shader_load_bytecode(bytecode_hash, bytecode);
- }
-
- if(!hash) {
- return NULL;
- }
-
- OSLShaderInfo *info = shader_loaded_info(hash);
-
- /* count number of inputs */
- size_t num_inputs = 0;
-
- for(int i = 0; i < info->query.nparams(); i++) {
- const OSL::OSLQuery::Parameter *param = info->query.getparam(i);
-
- /* skip unsupported types */
- if(param->varlenarray || param->isstruct || param->type.arraylen > 1)
- continue;
-
- if(!param->isoutput)
- num_inputs++;
- }
-
- /* create node */
- OSLNode *node = OSLNode::create(num_inputs);
-
- /* add new sockets from parameters */
- set<void*> used_sockets;
-
- for(int i = 0; i < info->query.nparams(); i++) {
- const OSL::OSLQuery::Parameter *param = info->query.getparam(i);
-
- /* skip unsupported types */
- if(param->varlenarray || param->isstruct || param->type.arraylen > 1)
- continue;
-
- SocketType::Type socket_type;
-
- if(param->isclosure) {
- socket_type = SocketType::CLOSURE;
- }
- else if(param->type.vecsemantics != TypeDesc::NOSEMANTICS) {
- if(param->type.vecsemantics == TypeDesc::COLOR)
- socket_type = SocketType::COLOR;
- else if(param->type.vecsemantics == TypeDesc::POINT)
- socket_type = SocketType::POINT;
- else if(param->type.vecsemantics == TypeDesc::VECTOR)
- socket_type = SocketType::VECTOR;
- else if(param->type.vecsemantics == TypeDesc::NORMAL)
- socket_type = SocketType::NORMAL;
- else
- continue;
-
- if(!param->isoutput && param->validdefault) {
- float3 *default_value = (float3*)node->input_default_value();
- default_value->x = param->fdefault[0];
- default_value->y = param->fdefault[1];
- default_value->z = param->fdefault[2];
- }
- }
- else if(param->type.aggregate == TypeDesc::SCALAR) {
- if(param->type.basetype == TypeDesc::INT) {
- socket_type = SocketType::INT;
-
- if(!param->isoutput && param->validdefault) {
- *(int*)node->input_default_value() = param->idefault[0];
- }
- }
- else if(param->type.basetype == TypeDesc::FLOAT) {
- socket_type = SocketType::FLOAT;
-
- if(!param->isoutput && param->validdefault) {
- *(float*)node->input_default_value() = param->fdefault[0];
- }
- }
- else if(param->type.basetype == TypeDesc::STRING) {
- socket_type = SocketType::STRING;
-
- if(!param->isoutput && param->validdefault) {
- *(ustring*)node->input_default_value() = param->sdefault[0];
- }
- }
- else
- continue;
- }
- else
- continue;
-
- if(param->isoutput) {
- node->add_output(param->name, socket_type);
- }
- else {
- node->add_input(param->name, socket_type);
- }
- }
-
- /* set bytcode hash or filepath */
- if(!bytecode_hash.empty()) {
- node->bytecode_hash = bytecode_hash;
- }
- else {
- node->filepath = filepath;
- }
-
- /* Generate inputs and outputs */
- node->create_inputs_outputs(node->type);
-
- return node;
+ /* create query */
+ const char *hash;
+
+ if (!filepath.empty()) {
+ hash = shader_load_filepath(filepath);
+ }
+ else {
+ hash = shader_test_loaded(bytecode_hash);
+ if (!hash)
+ hash = shader_load_bytecode(bytecode_hash, bytecode);
+ }
+
+ if (!hash) {
+ return NULL;
+ }
+
+ OSLShaderInfo *info = shader_loaded_info(hash);
+
+ /* count number of inputs */
+ size_t num_inputs = 0;
+
+ for (int i = 0; i < info->query.nparams(); i++) {
+ const OSL::OSLQuery::Parameter *param = info->query.getparam(i);
+
+ /* skip unsupported types */
+ if (param->varlenarray || param->isstruct || param->type.arraylen > 1)
+ continue;
+
+ if (!param->isoutput)
+ num_inputs++;
+ }
+
+ /* create node */
+ OSLNode *node = OSLNode::create(num_inputs);
+
+ /* add new sockets from parameters */
+ set<void *> used_sockets;
+
+ for (int i = 0; i < info->query.nparams(); i++) {
+ const OSL::OSLQuery::Parameter *param = info->query.getparam(i);
+
+ /* skip unsupported types */
+ if (param->varlenarray || param->isstruct || param->type.arraylen > 1)
+ continue;
+
+ SocketType::Type socket_type;
+
+ if (param->isclosure) {
+ socket_type = SocketType::CLOSURE;
+ }
+ else if (param->type.vecsemantics != TypeDesc::NOSEMANTICS) {
+ if (param->type.vecsemantics == TypeDesc::COLOR)
+ socket_type = SocketType::COLOR;
+ else if (param->type.vecsemantics == TypeDesc::POINT)
+ socket_type = SocketType::POINT;
+ else if (param->type.vecsemantics == TypeDesc::VECTOR)
+ socket_type = SocketType::VECTOR;
+ else if (param->type.vecsemantics == TypeDesc::NORMAL)
+ socket_type = SocketType::NORMAL;
+ else
+ continue;
+
+ if (!param->isoutput && param->validdefault) {
+ float3 *default_value = (float3 *)node->input_default_value();
+ default_value->x = param->fdefault[0];
+ default_value->y = param->fdefault[1];
+ default_value->z = param->fdefault[2];
+ }
+ }
+ else if (param->type.aggregate == TypeDesc::SCALAR) {
+ if (param->type.basetype == TypeDesc::INT) {
+ socket_type = SocketType::INT;
+
+ if (!param->isoutput && param->validdefault) {
+ *(int *)node->input_default_value() = param->idefault[0];
+ }
+ }
+ else if (param->type.basetype == TypeDesc::FLOAT) {
+ socket_type = SocketType::FLOAT;
+
+ if (!param->isoutput && param->validdefault) {
+ *(float *)node->input_default_value() = param->fdefault[0];
+ }
+ }
+ else if (param->type.basetype == TypeDesc::STRING) {
+ socket_type = SocketType::STRING;
+
+ if (!param->isoutput && param->validdefault) {
+ *(ustring *)node->input_default_value() = param->sdefault[0];
+ }
+ }
+ else
+ continue;
+ }
+ else
+ continue;
+
+ if (param->isoutput) {
+ node->add_output(param->name, socket_type);
+ }
+ else {
+ node->add_input(param->name, socket_type);
+ }
+ }
+
+ /* set bytcode hash or filepath */
+ if (!bytecode_hash.empty()) {
+ node->bytecode_hash = bytecode_hash;
+ }
+ else {
+ node->filepath = filepath;
+ }
+
+ /* Generate inputs and outputs */
+ node->create_inputs_outputs(node->type);
+
+ return node;
}
/* Graph Compiler */
-OSLCompiler::OSLCompiler(void *manager_, void *shadingsys_,
+OSLCompiler::OSLCompiler(void *manager_,
+ void *shadingsys_,
ImageManager *image_manager_,
LightManager *light_manager_)
{
- manager = manager_;
- shadingsys = shadingsys_;
- image_manager = image_manager_;
- light_manager = light_manager_;
- current_type = SHADER_TYPE_SURFACE;
- current_shader = NULL;
- background = false;
+ manager = manager_;
+ shadingsys = shadingsys_;
+ image_manager = image_manager_;
+ light_manager = light_manager_;
+ current_type = SHADER_TYPE_SURFACE;
+ current_shader = NULL;
+ background = false;
}
string OSLCompiler::id(ShaderNode *node)
{
- /* assign layer unique name based on pointer address + bump mode */
- stringstream stream;
- stream << "node_" << node->type->name << "_" << node;
+ /* assign layer unique name based on pointer address + bump mode */
+ stringstream stream;
+ stream << "node_" << node->type->name << "_" << node;
- return stream.str();
+ return stream.str();
}
string OSLCompiler::compatible_name(ShaderNode *node, ShaderInput *input)
{
- string sname(input->name().string());
- size_t i;
-
- /* strip whitespace */
- while((i = sname.find(" ")) != string::npos)
- sname.replace(i, 1, "");
-
- /* if output exists with the same name, add "In" suffix */
- foreach(ShaderOutput *output, node->outputs) {
- if(input->name() == output->name()) {
- sname += "In";
- break;
- }
- }
-
- return sname;
+ string sname(input->name().string());
+ size_t i;
+
+ /* strip whitespace */
+ while ((i = sname.find(" ")) != string::npos)
+ sname.replace(i, 1, "");
+
+ /* if output exists with the same name, add "In" suffix */
+ foreach (ShaderOutput *output, node->outputs) {
+ if (input->name() == output->name()) {
+ sname += "In";
+ break;
+ }
+ }
+
+ return sname;
}
string OSLCompiler::compatible_name(ShaderNode *node, ShaderOutput *output)
{
- string sname(output->name().string());
- size_t i;
-
- /* strip whitespace */
- while((i = sname.find(" ")) != string::npos)
- sname.replace(i, 1, "");
-
- /* if input exists with the same name, add "Out" suffix */
- foreach(ShaderInput *input, node->inputs) {
- if(input->name() == output->name()) {
- sname += "Out";
- break;
- }
- }
-
- return sname;
+ string sname(output->name().string());
+ size_t i;
+
+ /* strip whitespace */
+ while ((i = sname.find(" ")) != string::npos)
+ sname.replace(i, 1, "");
+
+ /* if input exists with the same name, add "Out" suffix */
+ foreach (ShaderInput *input, node->inputs) {
+ if (input->name() == output->name()) {
+ sname += "Out";
+ break;
+ }
+ }
+
+ return sname;
}
bool OSLCompiler::node_skip_input(ShaderNode *node, ShaderInput *input)
{
- /* exception for output node, only one input is actually used
- * depending on the current shader type */
-
- if(input->flags() & SocketType::SVM_INTERNAL)
- return true;
-
- if(node->special_type == SHADER_SPECIAL_TYPE_OUTPUT) {
- if(input->name() == "Surface" && current_type != SHADER_TYPE_SURFACE)
- return true;
- if(input->name() == "Volume" && current_type != SHADER_TYPE_VOLUME)
- return true;
- if(input->name() == "Displacement" && current_type != SHADER_TYPE_DISPLACEMENT)
- return true;
- if(input->name() == "Normal" && current_type != SHADER_TYPE_BUMP)
- return true;
- }
- else if(node->special_type == SHADER_SPECIAL_TYPE_BUMP) {
- if(input->name() == "Height")
- return true;
- }
- else if(current_type == SHADER_TYPE_DISPLACEMENT && input->link && input->link->parent->special_type == SHADER_SPECIAL_TYPE_BUMP)
- return true;
-
- return false;
+ /* exception for output node, only one input is actually used
+ * depending on the current shader type */
+
+ if (input->flags() & SocketType::SVM_INTERNAL)
+ return true;
+
+ if (node->special_type == SHADER_SPECIAL_TYPE_OUTPUT) {
+ if (input->name() == "Surface" && current_type != SHADER_TYPE_SURFACE)
+ return true;
+ if (input->name() == "Volume" && current_type != SHADER_TYPE_VOLUME)
+ return true;
+ if (input->name() == "Displacement" && current_type != SHADER_TYPE_DISPLACEMENT)
+ return true;
+ if (input->name() == "Normal" && current_type != SHADER_TYPE_BUMP)
+ return true;
+ }
+ else if (node->special_type == SHADER_SPECIAL_TYPE_BUMP) {
+ if (input->name() == "Height")
+ return true;
+ }
+ else if (current_type == SHADER_TYPE_DISPLACEMENT && input->link &&
+ input->link->parent->special_type == SHADER_SPECIAL_TYPE_BUMP)
+ return true;
+
+ return false;
}
void OSLCompiler::add(ShaderNode *node, const char *name, bool isfilepath)
{
- OSL::ShadingSystem *ss = (OSL::ShadingSystem*)shadingsys;
-
- /* load filepath */
- if(isfilepath) {
- name = ((OSLShaderManager*)manager)->shader_load_filepath(name);
-
- if(name == NULL)
- return;
- }
-
- /* pass in fixed parameter values */
- foreach(ShaderInput *input, node->inputs) {
- if(!input->link) {
- /* checks to untangle graphs */
- if(node_skip_input(node, input))
- continue;
- /* already has default value assigned */
- else if(input->flags() & SocketType::DEFAULT_LINK_MASK)
- continue;
-
- string param_name = compatible_name(node, input);
- const SocketType& socket = input->socket_type;
- switch(input->type()) {
- case SocketType::COLOR:
- parameter_color(param_name.c_str(), node->get_float3(socket));
- break;
- case SocketType::POINT:
- parameter_point(param_name.c_str(), node->get_float3(socket));
- break;
- case SocketType::VECTOR:
- parameter_vector(param_name.c_str(), node->get_float3(socket));
- break;
- case SocketType::NORMAL:
- parameter_normal(param_name.c_str(), node->get_float3(socket));
- break;
- case SocketType::FLOAT:
- parameter(param_name.c_str(), node->get_float(socket));
- break;
- case SocketType::INT:
- parameter(param_name.c_str(), node->get_int(socket));
- break;
- case SocketType::STRING:
- parameter(param_name.c_str(), node->get_string(socket));
- break;
- case SocketType::CLOSURE:
- case SocketType::UNDEFINED:
- default:
- break;
- }
- }
- }
-
- /* create shader of the appropriate type. OSL only distinguishes between "surface"
- * and "displacement" atm */
- 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("displacement", name, id(node).c_str());
- else if(current_type == SHADER_TYPE_BUMP)
- ss->Shader("displacement", name, id(node).c_str());
- else
- assert(0);
-
- /* link inputs to other nodes */
- foreach(ShaderInput *input, node->inputs) {
- if(input->link) {
- if(node_skip_input(node, input))
- continue;
-
- /* connect shaders */
- string id_from = id(input->link->parent);
- string id_to = id(node);
- string param_from = compatible_name(input->link->parent, input->link);
- string param_to = compatible_name(node, input);
-
- ss->ConnectShaders(id_from.c_str(), param_from.c_str(), id_to.c_str(), param_to.c_str());
- }
- }
-
- /* test if we shader contains specific closures */
- OSLShaderInfo *info = ((OSLShaderManager*)manager)->shader_loaded_info(name);
-
- if(current_type == SHADER_TYPE_SURFACE) {
- if(info) {
- if(info->has_surface_emission)
- current_shader->has_surface_emission = true;
- if(info->has_surface_transparent)
- current_shader->has_surface_transparent = true;
- if(info->has_surface_bssrdf) {
- current_shader->has_surface_bssrdf = true;
- current_shader->has_bssrdf_bump = true; /* can't detect yet */
- }
- current_shader->has_bump = true; /* can't detect yet */
- }
-
- if(node->has_spatial_varying()) {
- current_shader->has_surface_spatial_varying = true;
- }
- }
- else if(current_type == SHADER_TYPE_VOLUME) {
- if(node->has_spatial_varying())
- current_shader->has_volume_spatial_varying = true;
- }
-
- if(node->has_object_dependency()) {
- current_shader->has_object_dependency = true;
- }
-
- if(node->has_attribute_dependency()) {
- current_shader->has_attribute_dependency = true;
- }
-
- if(node->has_integrator_dependency()) {
- current_shader->has_integrator_dependency = true;
- }
+ OSL::ShadingSystem *ss = (OSL::ShadingSystem *)shadingsys;
+
+ /* load filepath */
+ if (isfilepath) {
+ name = ((OSLShaderManager *)manager)->shader_load_filepath(name);
+
+ if (name == NULL)
+ return;
+ }
+
+ /* pass in fixed parameter values */
+ foreach (ShaderInput *input, node->inputs) {
+ if (!input->link) {
+ /* checks to untangle graphs */
+ if (node_skip_input(node, input))
+ continue;
+ /* already has default value assigned */
+ else if (input->flags() & SocketType::DEFAULT_LINK_MASK)
+ continue;
+
+ string param_name = compatible_name(node, input);
+ const SocketType &socket = input->socket_type;
+ switch (input->type()) {
+ case SocketType::COLOR:
+ parameter_color(param_name.c_str(), node->get_float3(socket));
+ break;
+ case SocketType::POINT:
+ parameter_point(param_name.c_str(), node->get_float3(socket));
+ break;
+ case SocketType::VECTOR:
+ parameter_vector(param_name.c_str(), node->get_float3(socket));
+ break;
+ case SocketType::NORMAL:
+ parameter_normal(param_name.c_str(), node->get_float3(socket));
+ break;
+ case SocketType::FLOAT:
+ parameter(param_name.c_str(), node->get_float(socket));
+ break;
+ case SocketType::INT:
+ parameter(param_name.c_str(), node->get_int(socket));
+ break;
+ case SocketType::STRING:
+ parameter(param_name.c_str(), node->get_string(socket));
+ break;
+ case SocketType::CLOSURE:
+ case SocketType::UNDEFINED:
+ default:
+ break;
+ }
+ }
+ }
+
+ /* create shader of the appropriate type. OSL only distinguishes between "surface"
+ * and "displacement" atm */
+ 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("displacement", name, id(node).c_str());
+ else if (current_type == SHADER_TYPE_BUMP)
+ ss->Shader("displacement", name, id(node).c_str());
+ else
+ assert(0);
+
+ /* link inputs to other nodes */
+ foreach (ShaderInput *input, node->inputs) {
+ if (input->link) {
+ if (node_skip_input(node, input))
+ continue;
+
+ /* connect shaders */
+ string id_from = id(input->link->parent);
+ string id_to = id(node);
+ string param_from = compatible_name(input->link->parent, input->link);
+ string param_to = compatible_name(node, input);
+
+ ss->ConnectShaders(id_from.c_str(), param_from.c_str(), id_to.c_str(), param_to.c_str());
+ }
+ }
+
+ /* test if we shader contains specific closures */
+ OSLShaderInfo *info = ((OSLShaderManager *)manager)->shader_loaded_info(name);
+
+ if (current_type == SHADER_TYPE_SURFACE) {
+ if (info) {
+ if (info->has_surface_emission)
+ current_shader->has_surface_emission = true;
+ if (info->has_surface_transparent)
+ current_shader->has_surface_transparent = true;
+ if (info->has_surface_bssrdf) {
+ current_shader->has_surface_bssrdf = true;
+ current_shader->has_bssrdf_bump = true; /* can't detect yet */
+ }
+ current_shader->has_bump = true; /* can't detect yet */
+ }
+
+ if (node->has_spatial_varying()) {
+ current_shader->has_surface_spatial_varying = true;
+ }
+ }
+ else if (current_type == SHADER_TYPE_VOLUME) {
+ if (node->has_spatial_varying())
+ current_shader->has_volume_spatial_varying = true;
+ }
+
+ if (node->has_object_dependency()) {
+ current_shader->has_object_dependency = true;
+ }
+
+ if (node->has_attribute_dependency()) {
+ current_shader->has_attribute_dependency = true;
+ }
+
+ if (node->has_integrator_dependency()) {
+ current_shader->has_integrator_dependency = true;
+ }
}
static TypeDesc array_typedesc(TypeDesc typedesc, int arraylength)
{
- return TypeDesc((TypeDesc::BASETYPE)typedesc.basetype,
- (TypeDesc::AGGREGATE)typedesc.aggregate,
- (TypeDesc::VECSEMANTICS)typedesc.vecsemantics,
- arraylength);
+ return TypeDesc((TypeDesc::BASETYPE)typedesc.basetype,
+ (TypeDesc::AGGREGATE)typedesc.aggregate,
+ (TypeDesc::VECSEMANTICS)typedesc.vecsemantics,
+ arraylength);
}
-void OSLCompiler::parameter(ShaderNode* node, const char *name)
+void OSLCompiler::parameter(ShaderNode *node, const char *name)
{
- OSL::ShadingSystem *ss = (OSL::ShadingSystem*)shadingsys;
- ustring uname = ustring(name);
- const SocketType& socket = *(node->type->find_input(uname));
-
- switch(socket.type)
- {
- case SocketType::BOOLEAN:
- {
- int value = node->get_bool(socket);
- ss->Parameter(name, TypeDesc::TypeInt, &value);
- break;
- }
- case SocketType::FLOAT:
- {
- float value = node->get_float(socket);
- ss->Parameter(uname, TypeDesc::TypeFloat, &value);
- break;
- }
- case SocketType::INT:
- {
- int value = node->get_int(socket);
- ss->Parameter(uname, TypeDesc::TypeInt, &value);
- break;
- }
- case SocketType::COLOR:
- {
- float3 value = node->get_float3(socket);
- ss->Parameter(uname, TypeDesc::TypeColor, &value);
- break;
- }
- case SocketType::VECTOR:
- {
- float3 value = node->get_float3(socket);
- ss->Parameter(uname, TypeDesc::TypeVector, &value);
- break;
- }
- case SocketType::POINT:
- {
- float3 value = node->get_float3(socket);
- ss->Parameter(uname, TypeDesc::TypePoint, &value);
- break;
- }
- case SocketType::NORMAL:
- {
- float3 value = node->get_float3(socket);
- ss->Parameter(uname, TypeDesc::TypeNormal, &value);
- break;
- }
- case SocketType::POINT2:
- {
- float2 value = node->get_float2(socket);
- ss->Parameter(uname, TypeDesc(TypeDesc::FLOAT, TypeDesc::VEC2, TypeDesc::POINT), &value);
- break;
- }
- case SocketType::STRING:
- {
- ustring value = node->get_string(socket);
- ss->Parameter(uname, TypeDesc::TypeString, &value);
- break;
- }
- case SocketType::ENUM:
- {
- ustring value = node->get_string(socket);
- ss->Parameter(uname, TypeDesc::TypeString, &value);
- break;
- }
- case SocketType::TRANSFORM:
- {
- Transform value = node->get_transform(socket);
- ProjectionTransform projection(value);
- projection = projection_transpose(projection);
- ss->Parameter(uname, TypeDesc::TypeMatrix, &projection);
- break;
- }
- case SocketType::BOOLEAN_ARRAY:
- {
- // OSL does not support booleans, so convert to int
- const array<bool>& value = node->get_bool_array(socket);
- array<int> intvalue(value.size());
- for(size_t i = 0; i < value.size(); i++)
- intvalue[i] = value[i];
- ss->Parameter(uname, array_typedesc(TypeDesc::TypeInt, value.size()), intvalue.data());
- break;
- }
- case SocketType::FLOAT_ARRAY:
- {
- const array<float>& value = node->get_float_array(socket);
- ss->Parameter(uname, array_typedesc(TypeDesc::TypeFloat, value.size()), value.data());
- break;
- }
- case SocketType::INT_ARRAY:
- {
- const array<int>& value = node->get_int_array(socket);
- ss->Parameter(uname, array_typedesc(TypeDesc::TypeInt, value.size()), value.data());
- break;
- }
- case SocketType::COLOR_ARRAY:
- case SocketType::VECTOR_ARRAY:
- case SocketType::POINT_ARRAY:
- case SocketType::NORMAL_ARRAY:
- {
- TypeDesc typedesc;
-
- switch(socket.type)
- {
- case SocketType::COLOR_ARRAY: typedesc = TypeDesc::TypeColor; break;
- case SocketType::VECTOR_ARRAY: typedesc = TypeDesc::TypeVector; break;
- case SocketType::POINT_ARRAY: typedesc = TypeDesc::TypePoint; break;
- case SocketType::NORMAL_ARRAY: typedesc = TypeDesc::TypeNormal; break;
- default: assert(0); break;
- }
-
- // convert to tightly packed array since float3 has padding
- const array<float3>& value = node->get_float3_array(socket);
- array<float> fvalue(value.size() * 3);
- for(size_t i = 0, j = 0; i < value.size(); i++) {
- fvalue[j++] = value[i].x;
- fvalue[j++] = value[i].y;
- fvalue[j++] = value[i].z;
- }
-
- ss->Parameter(uname, array_typedesc(typedesc, value.size()), fvalue.data());
- break;
- }
- case SocketType::POINT2_ARRAY:
- {
- const array<float2>& value = node->get_float2_array(socket);
- ss->Parameter(uname, array_typedesc(TypeDesc(TypeDesc::FLOAT, TypeDesc::VEC2, TypeDesc::POINT), value.size()), value.data());
- break;
- }
- case SocketType::STRING_ARRAY:
- {
- const array<ustring>& value = node->get_string_array(socket);
- ss->Parameter(uname, array_typedesc(TypeDesc::TypeString, value.size()), value.data());
- break;
- }
- case SocketType::TRANSFORM_ARRAY:
- {
- const array<Transform>& value = node->get_transform_array(socket);
- array<ProjectionTransform> fvalue(value.size());
- for(size_t i = 0; i < value.size(); i++) {
- fvalue[i] = projection_transpose(ProjectionTransform(value[i]));
- }
- ss->Parameter(uname, array_typedesc(TypeDesc::TypeMatrix, fvalue.size()), fvalue.data());
- break;
- }
- case SocketType::CLOSURE:
- case SocketType::NODE:
- case SocketType::NODE_ARRAY:
- case SocketType::UNDEFINED:
- case SocketType::UINT:
- {
- assert(0);
- break;
- }
- }
+ OSL::ShadingSystem *ss = (OSL::ShadingSystem *)shadingsys;
+ ustring uname = ustring(name);
+ const SocketType &socket = *(node->type->find_input(uname));
+
+ switch (socket.type) {
+ case SocketType::BOOLEAN: {
+ int value = node->get_bool(socket);
+ ss->Parameter(name, TypeDesc::TypeInt, &value);
+ break;
+ }
+ case SocketType::FLOAT: {
+ float value = node->get_float(socket);
+ ss->Parameter(uname, TypeDesc::TypeFloat, &value);
+ break;
+ }
+ case SocketType::INT: {
+ int value = node->get_int(socket);
+ ss->Parameter(uname, TypeDesc::TypeInt, &value);
+ break;
+ }
+ case SocketType::COLOR: {
+ float3 value = node->get_float3(socket);
+ ss->Parameter(uname, TypeDesc::TypeColor, &value);
+ break;
+ }
+ case SocketType::VECTOR: {
+ float3 value = node->get_float3(socket);
+ ss->Parameter(uname, TypeDesc::TypeVector, &value);
+ break;
+ }
+ case SocketType::POINT: {
+ float3 value = node->get_float3(socket);
+ ss->Parameter(uname, TypeDesc::TypePoint, &value);
+ break;
+ }
+ case SocketType::NORMAL: {
+ float3 value = node->get_float3(socket);
+ ss->Parameter(uname, TypeDesc::TypeNormal, &value);
+ break;
+ }
+ case SocketType::POINT2: {
+ float2 value = node->get_float2(socket);
+ ss->Parameter(uname, TypeDesc(TypeDesc::FLOAT, TypeDesc::VEC2, TypeDesc::POINT), &value);
+ break;
+ }
+ case SocketType::STRING: {
+ ustring value = node->get_string(socket);
+ ss->Parameter(uname, TypeDesc::TypeString, &value);
+ break;
+ }
+ case SocketType::ENUM: {
+ ustring value = node->get_string(socket);
+ ss->Parameter(uname, TypeDesc::TypeString, &value);
+ break;
+ }
+ case SocketType::TRANSFORM: {
+ Transform value = node->get_transform(socket);
+ ProjectionTransform projection(value);
+ projection = projection_transpose(projection);
+ ss->Parameter(uname, TypeDesc::TypeMatrix, &projection);
+ break;
+ }
+ case SocketType::BOOLEAN_ARRAY: {
+ // OSL does not support booleans, so convert to int
+ const array<bool> &value = node->get_bool_array(socket);
+ array<int> intvalue(value.size());
+ for (size_t i = 0; i < value.size(); i++)
+ intvalue[i] = value[i];
+ ss->Parameter(uname, array_typedesc(TypeDesc::TypeInt, value.size()), intvalue.data());
+ break;
+ }
+ case SocketType::FLOAT_ARRAY: {
+ const array<float> &value = node->get_float_array(socket);
+ ss->Parameter(uname, array_typedesc(TypeDesc::TypeFloat, value.size()), value.data());
+ break;
+ }
+ case SocketType::INT_ARRAY: {
+ const array<int> &value = node->get_int_array(socket);
+ ss->Parameter(uname, array_typedesc(TypeDesc::TypeInt, value.size()), value.data());
+ break;
+ }
+ case SocketType::COLOR_ARRAY:
+ case SocketType::VECTOR_ARRAY:
+ case SocketType::POINT_ARRAY:
+ case SocketType::NORMAL_ARRAY: {
+ TypeDesc typedesc;
+
+ switch (socket.type) {
+ case SocketType::COLOR_ARRAY:
+ typedesc = TypeDesc::TypeColor;
+ break;
+ case SocketType::VECTOR_ARRAY:
+ typedesc = TypeDesc::TypeVector;
+ break;
+ case SocketType::POINT_ARRAY:
+ typedesc = TypeDesc::TypePoint;
+ break;
+ case SocketType::NORMAL_ARRAY:
+ typedesc = TypeDesc::TypeNormal;
+ break;
+ default:
+ assert(0);
+ break;
+ }
+
+ // convert to tightly packed array since float3 has padding
+ const array<float3> &value = node->get_float3_array(socket);
+ array<float> fvalue(value.size() * 3);
+ for (size_t i = 0, j = 0; i < value.size(); i++) {
+ fvalue[j++] = value[i].x;
+ fvalue[j++] = value[i].y;
+ fvalue[j++] = value[i].z;
+ }
+
+ ss->Parameter(uname, array_typedesc(typedesc, value.size()), fvalue.data());
+ break;
+ }
+ case SocketType::POINT2_ARRAY: {
+ const array<float2> &value = node->get_float2_array(socket);
+ ss->Parameter(
+ uname,
+ array_typedesc(TypeDesc(TypeDesc::FLOAT, TypeDesc::VEC2, TypeDesc::POINT), value.size()),
+ value.data());
+ break;
+ }
+ case SocketType::STRING_ARRAY: {
+ const array<ustring> &value = node->get_string_array(socket);
+ ss->Parameter(uname, array_typedesc(TypeDesc::TypeString, value.size()), value.data());
+ break;
+ }
+ case SocketType::TRANSFORM_ARRAY: {
+ const array<Transform> &value = node->get_transform_array(socket);
+ array<ProjectionTransform> fvalue(value.size());
+ for (size_t i = 0; i < value.size(); i++) {
+ fvalue[i] = projection_transpose(ProjectionTransform(value[i]));
+ }
+ ss->Parameter(uname, array_typedesc(TypeDesc::TypeMatrix, fvalue.size()), fvalue.data());
+ break;
+ }
+ case SocketType::CLOSURE:
+ case SocketType::NODE:
+ case SocketType::NODE_ARRAY:
+ case SocketType::UNDEFINED:
+ case SocketType::UINT: {
+ assert(0);
+ break;
+ }
+ }
}
void OSLCompiler::parameter(const char *name, float f)
{
- OSL::ShadingSystem *ss = (OSL::ShadingSystem*)shadingsys;
- ss->Parameter(name, TypeDesc::TypeFloat, &f);
+ OSL::ShadingSystem *ss = (OSL::ShadingSystem *)shadingsys;
+ ss->Parameter(name, TypeDesc::TypeFloat, &f);
}
void OSLCompiler::parameter_color(const char *name, float3 f)
{
- OSL::ShadingSystem *ss = (OSL::ShadingSystem*)shadingsys;
- ss->Parameter(name, TypeDesc::TypeColor, &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);
+ 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);
+ 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);
+ 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);
+ 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);
+ 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);
+ 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)
+void OSLCompiler::parameter(const char *name, const Transform &tfm)
{
- OSL::ShadingSystem *ss = (OSL::ShadingSystem*)shadingsys;
- ProjectionTransform projection(tfm);
- projection = projection_transpose(projection);
- ss->Parameter(name, TypeDesc::TypeMatrix, (float*)&projection);
+ OSL::ShadingSystem *ss = (OSL::ShadingSystem *)shadingsys;
+ ProjectionTransform projection(tfm);
+ projection = projection_transpose(projection);
+ ss->Parameter(name, TypeDesc::TypeMatrix, (float *)&projection);
}
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);
+ 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 array<float3>& f)
+void OSLCompiler::parameter_color_array(const char *name, const array<float3> &f)
{
- /* NB: cycles float3 type is actually 4 floats! need to use an explicit array */
- array<float[3]> table(f.size());
-
- for(int i = 0; i < f.size(); ++i) {
- table[i][0] = f[i].x;
- table[i][1] = f[i].y;
- table[i][2] = f[i].z;
- }
-
- OSL::ShadingSystem *ss = (OSL::ShadingSystem*)shadingsys;
- TypeDesc type = TypeDesc::TypeColor;
- type.arraylen = table.size();
- ss->Parameter(name, type, table.data());
+ /* NB: cycles float3 type is actually 4 floats! need to use an explicit array */
+ array<float[3]> table(f.size());
+
+ for (int i = 0; i < f.size(); ++i) {
+ table[i][0] = f[i].x;
+ table[i][1] = f[i].y;
+ table[i][2] = f[i].z;
+ }
+
+ OSL::ShadingSystem *ss = (OSL::ShadingSystem *)shadingsys;
+ TypeDesc type = TypeDesc::TypeColor;
+ type.arraylen = table.size();
+ ss->Parameter(name, type, table.data());
}
void OSLCompiler::parameter_attribute(const char *name, ustring s)
{
- if(Attribute::name_standard(s.c_str()))
- parameter(name, (string("geom:") + s.c_str()).c_str());
- else
- parameter(name, s.c_str());
+ if (Attribute::name_standard(s.c_str()))
+ parameter(name, (string("geom:") + s.c_str()).c_str());
+ else
+ parameter(name, s.c_str());
}
-void OSLCompiler::find_dependencies(ShaderNodeSet& dependencies, ShaderInput *input)
+void OSLCompiler::find_dependencies(ShaderNodeSet &dependencies, ShaderInput *input)
{
- ShaderNode *node = (input->link)? input->link->parent: NULL;
+ ShaderNode *node = (input->link) ? input->link->parent : NULL;
- if(node != NULL && dependencies.find(node) == dependencies.end()) {
- foreach(ShaderInput *in, node->inputs)
- if(!node_skip_input(node, in))
- find_dependencies(dependencies, in);
+ if (node != NULL && dependencies.find(node) == dependencies.end()) {
+ foreach (ShaderInput *in, node->inputs)
+ if (!node_skip_input(node, in))
+ find_dependencies(dependencies, in);
- dependencies.insert(node);
- }
+ dependencies.insert(node);
+ }
}
-void OSLCompiler::generate_nodes(const ShaderNodeSet& nodes)
+void OSLCompiler::generate_nodes(const ShaderNodeSet &nodes)
{
- ShaderNodeSet 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(current_type == SHADER_TYPE_SURFACE) {
- if(node->has_surface_emission())
- current_shader->has_surface_emission = true;
- if(node->has_surface_transparent())
- current_shader->has_surface_transparent = true;
- if(node->has_spatial_varying())
- current_shader->has_surface_spatial_varying = true;
- if(node->has_surface_bssrdf()) {
- current_shader->has_surface_bssrdf = true;
- if(node->has_bssrdf_bump())
- current_shader->has_bssrdf_bump = true;
- }
- if(node->has_bump()) {
- current_shader->has_bump = true;
- }
- }
- else if(current_type == SHADER_TYPE_VOLUME) {
- if(node->has_spatial_varying())
- current_shader->has_volume_spatial_varying = true;
- }
- }
- else
- nodes_done = false;
- }
- }
- } while(!nodes_done);
+ ShaderNodeSet 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 (current_type == SHADER_TYPE_SURFACE) {
+ if (node->has_surface_emission())
+ current_shader->has_surface_emission = true;
+ if (node->has_surface_transparent())
+ current_shader->has_surface_transparent = true;
+ if (node->has_spatial_varying())
+ current_shader->has_surface_spatial_varying = true;
+ if (node->has_surface_bssrdf()) {
+ current_shader->has_surface_bssrdf = true;
+ if (node->has_bssrdf_bump())
+ current_shader->has_bssrdf_bump = true;
+ }
+ if (node->has_bump()) {
+ current_shader->has_bump = true;
+ }
+ }
+ else if (current_type == SHADER_TYPE_VOLUME) {
+ if (node->has_spatial_varying())
+ current_shader->has_volume_spatial_varying = true;
+ }
+ }
+ else
+ nodes_done = false;
+ }
+ }
+ } while (!nodes_done);
}
OSL::ShaderGroupRef OSLCompiler::compile_type(Shader *shader, ShaderGraph *graph, ShaderType type)
{
- OSL::ShadingSystem *ss = (OSL::ShadingSystem*)shadingsys;
-
- current_type = type;
-
- OSL::ShaderGroupRef group = ss->ShaderGroupBegin(shader->name.c_str());
-
- ShaderNode *output = graph->output();
- ShaderNodeSet 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_BUMP) {
- /* generate bump shader */
- find_dependencies(dependencies, output->input("Normal"));
- 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();
-
- return group;
+ OSL::ShadingSystem *ss = (OSL::ShadingSystem *)shadingsys;
+
+ current_type = type;
+
+ OSL::ShaderGroupRef group = ss->ShaderGroupBegin(shader->name.c_str());
+
+ ShaderNode *output = graph->output();
+ ShaderNodeSet 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_BUMP) {
+ /* generate bump shader */
+ find_dependencies(dependencies, output->input("Normal"));
+ 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();
+
+ return group;
}
void OSLCompiler::compile(Scene *scene, OSLGlobals *og, Shader *shader)
{
- if(shader->need_update) {
- ShaderGraph *graph = shader->graph;
- ShaderNode *output = (graph)? graph->output(): NULL;
-
- bool has_bump = (shader->displacement_method != DISPLACE_TRUE) &&
- output->input("Surface")->link && output->input("Displacement")->link;
-
- /* finalize */
- shader->graph->finalize(scene,
- has_bump,
- shader->has_integrator_dependency,
- shader->displacement_method == DISPLACE_BOTH);
-
- current_shader = shader;
-
- shader->has_surface = false;
- shader->has_surface_emission = false;
- shader->has_surface_transparent = false;
- shader->has_surface_bssrdf = false;
- shader->has_bump = has_bump;
- shader->has_bssrdf_bump = has_bump;
- shader->has_volume = false;
- shader->has_displacement = false;
- shader->has_surface_spatial_varying = false;
- shader->has_volume_spatial_varying = false;
- shader->has_object_dependency = false;
- shader->has_attribute_dependency = false;
- shader->has_integrator_dependency = false;
-
- /* generate surface shader */
- if(shader->used && graph && output->input("Surface")->link) {
- shader->osl_surface_ref = compile_type(shader, shader->graph, SHADER_TYPE_SURFACE);
-
- if(has_bump)
- shader->osl_surface_bump_ref = compile_type(shader, shader->graph, SHADER_TYPE_BUMP);
- else
- shader->osl_surface_bump_ref = OSL::ShaderGroupRef();
-
- shader->has_surface = true;
- }
- else {
- shader->osl_surface_ref = OSL::ShaderGroupRef();
- shader->osl_surface_bump_ref = OSL::ShaderGroupRef();
- }
-
- /* generate volume shader */
- if(shader->used && graph && output->input("Volume")->link) {
- shader->osl_volume_ref = compile_type(shader, shader->graph, SHADER_TYPE_VOLUME);
- shader->has_volume = true;
- }
- else
- shader->osl_volume_ref = OSL::ShaderGroupRef();
-
- /* generate displacement shader */
- if(shader->used && graph && output->input("Displacement")->link) {
- shader->osl_displacement_ref = compile_type(shader, shader->graph, SHADER_TYPE_DISPLACEMENT);
- shader->has_displacement = true;
- }
- else
- shader->osl_displacement_ref = OSL::ShaderGroupRef();
- }
-
- /* push state to array for lookup */
- og->surface_state.push_back(shader->osl_surface_ref);
- og->volume_state.push_back(shader->osl_volume_ref);
- og->displacement_state.push_back(shader->osl_displacement_ref);
- og->bump_state.push_back(shader->osl_surface_bump_ref);
+ if (shader->need_update) {
+ ShaderGraph *graph = shader->graph;
+ ShaderNode *output = (graph) ? graph->output() : NULL;
+
+ bool has_bump = (shader->displacement_method != DISPLACE_TRUE) &&
+ output->input("Surface")->link && output->input("Displacement")->link;
+
+ /* finalize */
+ shader->graph->finalize(scene,
+ has_bump,
+ shader->has_integrator_dependency,
+ shader->displacement_method == DISPLACE_BOTH);
+
+ current_shader = shader;
+
+ shader->has_surface = false;
+ shader->has_surface_emission = false;
+ shader->has_surface_transparent = false;
+ shader->has_surface_bssrdf = false;
+ shader->has_bump = has_bump;
+ shader->has_bssrdf_bump = has_bump;
+ shader->has_volume = false;
+ shader->has_displacement = false;
+ shader->has_surface_spatial_varying = false;
+ shader->has_volume_spatial_varying = false;
+ shader->has_object_dependency = false;
+ shader->has_attribute_dependency = false;
+ shader->has_integrator_dependency = false;
+
+ /* generate surface shader */
+ if (shader->used && graph && output->input("Surface")->link) {
+ shader->osl_surface_ref = compile_type(shader, shader->graph, SHADER_TYPE_SURFACE);
+
+ if (has_bump)
+ shader->osl_surface_bump_ref = compile_type(shader, shader->graph, SHADER_TYPE_BUMP);
+ else
+ shader->osl_surface_bump_ref = OSL::ShaderGroupRef();
+
+ shader->has_surface = true;
+ }
+ else {
+ shader->osl_surface_ref = OSL::ShaderGroupRef();
+ shader->osl_surface_bump_ref = OSL::ShaderGroupRef();
+ }
+
+ /* generate volume shader */
+ if (shader->used && graph && output->input("Volume")->link) {
+ shader->osl_volume_ref = compile_type(shader, shader->graph, SHADER_TYPE_VOLUME);
+ shader->has_volume = true;
+ }
+ else
+ shader->osl_volume_ref = OSL::ShaderGroupRef();
+
+ /* generate displacement shader */
+ if (shader->used && graph && output->input("Displacement")->link) {
+ shader->osl_displacement_ref = compile_type(shader, shader->graph, SHADER_TYPE_DISPLACEMENT);
+ shader->has_displacement = true;
+ }
+ else
+ shader->osl_displacement_ref = OSL::ShaderGroupRef();
+ }
+
+ /* push state to array for lookup */
+ og->surface_state.push_back(shader->osl_surface_ref);
+ og->volume_state.push_back(shader->osl_volume_ref);
+ og->displacement_state.push_back(shader->osl_displacement_ref);
+ og->bump_state.push_back(shader->osl_surface_bump_ref);
}
#else
@@ -1247,7 +1236,7 @@ void OSLCompiler::parameter(const char * /*name*/, ustring /*s*/)
{
}
-void OSLCompiler::parameter(const char * /*name*/, const Transform& /*tfm*/)
+void OSLCompiler::parameter(const char * /*name*/, const Transform & /*tfm*/)
{
}
@@ -1255,10 +1244,10 @@ void OSLCompiler::parameter_array(const char * /*name*/, const float /*f*/[], in
{
}
-void OSLCompiler::parameter_color_array(const char * /*name*/, const array<float3>& /*f*/)
+void OSLCompiler::parameter_color_array(const char * /*name*/, const array<float3> & /*f*/)
{
}
-#endif /* WITH_OSL */
+#endif /* WITH_OSL */
CCL_NAMESPACE_END