Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorBrecht Van Lommel <brechtvanlommel@pandora.be>2011-10-12 19:42:35 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2011-10-12 19:42:35 +0400
commit7503a7edfba9496521baefd70fe6cbcbfce5127b (patch)
tree9800ef871191ce52396048681d393d62c0c30cc5 /intern/cycles/render/osl.cpp
parent85818c8209bc6df4f60c7e86173521f5fa1a5a96 (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.cpp62
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 */