diff options
author | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2011-10-12 19:42:35 +0400 |
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committer | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2011-10-12 19:42:35 +0400 |
commit | 7503a7edfba9496521baefd70fe6cbcbfce5127b (patch) | |
tree | 9800ef871191ce52396048681d393d62c0c30cc5 /intern/cycles/render/osl.cpp | |
parent | 85818c8209bc6df4f60c7e86173521f5fa1a5a96 (diff) |
Cycles: replace surface/volume sockets in output nodes with a single shader socket,
decided it's better to render objects as either surface or volume.
This may break the volume rendering patch, but shaders with volume closures still
get tagged as having volume closures, so it should be fixable without too many
changes.
Diffstat (limited to 'intern/cycles/render/osl.cpp')
-rw-r--r-- | intern/cycles/render/osl.cpp | 62 |
1 files changed, 18 insertions, 44 deletions
diff --git a/intern/cycles/render/osl.cpp b/intern/cycles/render/osl.cpp index b0173334c76..492529c30a2 100644 --- a/intern/cycles/render/osl.cpp +++ b/intern/cycles/render/osl.cpp @@ -102,7 +102,7 @@ void OSLShaderManager::device_update(Device *device, DeviceScene *dscene, Scene /* setup shader engine */ og->ss = ss; int background_id = scene->shader_manager->get_shader_id(scene->default_background); - og->background_state = og->surface_state[background_id]; + og->background_state = og->state[background_id]; og->use = true; tls_create(OSLGlobals::ThreadData, og->thread_data); @@ -128,8 +128,7 @@ void OSLShaderManager::device_free(Device *device, DeviceScene *dscene) tls_delete(OSLGlobals::ThreadData, og->thread_data); - og->surface_state.clear(); - og->volume_state.clear(); + og->state.clear(); og->displacement_state.clear(); og->background_state.reset(); } @@ -139,7 +138,7 @@ void OSLShaderManager::device_free(Device *device, DeviceScene *dscene) OSLCompiler::OSLCompiler(void *shadingsys_) { shadingsys = shadingsys_; - current_type = SHADER_TYPE_SURFACE; + current_type = SHADER_TYPE_CLOSURE; current_shader = NULL; background = false; } @@ -170,9 +169,7 @@ bool OSLCompiler::node_skip_input(ShaderNode *node, ShaderInput *input) depending on the current shader type */ if(node->name == ustring("output")) { - if(strcmp(input->name, "Surface") == 0 && current_type != SHADER_TYPE_SURFACE) - return true; - if(strcmp(input->name, "Volume") == 0 && current_type != SHADER_TYPE_VOLUME) + if(strcmp(input->name, "Closure") == 0 && current_type != SHADER_TYPE_CLOSURE) return true; if(strcmp(input->name, "Displacement") == 0 && current_type != SHADER_TYPE_DISPLACEMENT) return true; @@ -223,9 +220,7 @@ void OSLCompiler::add(ShaderNode *node, const char *name) * because "volume" and "displacement" don't work yet in OSL. the shaders * work fine, but presumably these values would be used for more strict * checking, so when that is fixed, we should update the code here too. */ - if(current_type == SHADER_TYPE_SURFACE) - ss->Shader("surface", name, id(node).c_str()); - else if(current_type == SHADER_TYPE_VOLUME) + if(current_type == SHADER_TYPE_CLOSURE) ss->Shader("surface", name, id(node).c_str()); else if(current_type == SHADER_TYPE_DISPLACEMENT) ss->Shader("surface", name, id(node).c_str()); @@ -346,6 +341,8 @@ void OSLCompiler::generate_nodes(const set<ShaderNode*>& nodes) current_shader->has_surface_emission = true; if(node->name == ustring("transparent")) current_shader->has_surface_transparent = true; + if(node->name == ustring("volume")) + current_shader->has_volume = true; } else nodes_done = false; @@ -365,15 +362,9 @@ void OSLCompiler::compile_type(Shader *shader, ShaderGraph *graph, ShaderType ty ShaderNode *output = graph->output(); set<ShaderNode*> dependencies; - if(type == SHADER_TYPE_SURFACE) { + if(type == SHADER_TYPE_CLOSURE) { /* generate surface shader */ - find_dependencies(dependencies, output->input("Surface")); - generate_nodes(dependencies); - output->compile(*this); - } - else if(type == SHADER_TYPE_VOLUME) { - /* generate volume shader */ - find_dependencies(dependencies, output->input("Volume")); + find_dependencies(dependencies, output->input("Closure")); generate_nodes(dependencies); output->compile(*this); } @@ -396,7 +387,7 @@ void OSLCompiler::compile(OSLGlobals *og, Shader *shader) ShaderNode *output = (graph)? graph->output(): NULL; /* copy graph for shader with bump mapping */ - if(output->input("Surface")->link && output->input("Displacement")->link) + if(output->input("Closure")->link && output->input("Displacement")->link) if(!shader->graph_bump) shader->graph_bump = shader->graph->copy(); @@ -407,46 +398,29 @@ void OSLCompiler::compile(OSLGlobals *og, Shader *shader) current_shader = shader; - shader->has_surface = false; shader->has_surface_emission = false; shader->has_surface_transparent = false; shader->has_volume = false; shader->has_displacement = false; /* generate surface shader */ - if(graph && output->input("Surface")->link) { - compile_type(shader, shader->graph, SHADER_TYPE_SURFACE); - og->surface_state.push_back(ss->state()); + if(graph && output->input("Closure")->link) { + compile_type(shader, shader->graph, SHADER_TYPE_CLOSURE); + og->state.push_back(ss->state()); if(shader->graph_bump) { ss->clear_state(); - compile_type(shader, shader->graph_bump, SHADER_TYPE_SURFACE); - og->surface_state.push_back(ss->state()); + compile_type(shader, shader->graph_bump, SHADER_TYPE_CLOSURE); + og->state.push_back(ss->state()); } else - og->surface_state.push_back(ss->state()); - - ss->clear_state(); - - shader->has_surface = true; - } - else { - og->surface_state.push_back(OSL::ShadingAttribStateRef()); - og->surface_state.push_back(OSL::ShadingAttribStateRef()); - } - - /* generate volume shader */ - if(graph && output->input("Volume")->link) { - compile_type(shader, shader->graph, SHADER_TYPE_VOLUME); - shader->has_volume = true; + og->state.push_back(ss->state()); - og->volume_state.push_back(ss->state()); - og->volume_state.push_back(ss->state()); ss->clear_state(); } else { - og->volume_state.push_back(OSL::ShadingAttribStateRef()); - og->volume_state.push_back(OSL::ShadingAttribStateRef()); + og->state.push_back(OSL::ShadingAttribStateRef()); + og->state.push_back(OSL::ShadingAttribStateRef()); } /* generate displacement shader */ |