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authorBrecht Van Lommel <brecht@blender.org>2021-10-24 15:19:19 +0300
committerBrecht Van Lommel <brecht@blender.org>2021-10-26 16:36:39 +0300
commitd7d40745fa09061a3117bd3669c5a46bbf611eae (patch)
tree8dbaca086ecbb09aad62c25e9ece66332fe79af3 /intern/cycles/scene/shader.cpp
parentb698fe1e047e56e8ed67ba47464c0017d9c50eea (diff)
Cycles: changes to source code folders structure
* Split render/ into scene/ and session/. The scene/ folder now contains the scene and its nodes. The session/ folder contains the render session and associated data structures like drivers and render buffers. * Move top level kernel headers into new folders kernel/camera/, kernel/film/, kernel/light/, kernel/sample/, kernel/util/ * Move integrator related kernel headers into kernel/integrator/ * Move OSL shaders from kernel/shaders/ to kernel/osl/shaders/ For patches and branches, git merge and rebase should be able to detect the renames and move over code to the right file.
Diffstat (limited to 'intern/cycles/scene/shader.cpp')
-rw-r--r--intern/cycles/scene/shader.cpp876
1 files changed, 876 insertions, 0 deletions
diff --git a/intern/cycles/scene/shader.cpp b/intern/cycles/scene/shader.cpp
new file mode 100644
index 00000000000..6b464a77401
--- /dev/null
+++ b/intern/cycles/scene/shader.cpp
@@ -0,0 +1,876 @@
+/*
+ * Copyright 2011-2013 Blender Foundation
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+#include "device/device.h"
+
+#include "scene/background.h"
+#include "scene/camera.h"
+#include "scene/colorspace.h"
+#include "scene/integrator.h"
+#include "scene/light.h"
+#include "scene/mesh.h"
+#include "scene/object.h"
+#include "scene/osl.h"
+#include "scene/procedural.h"
+#include "scene/scene.h"
+#include "scene/shader.h"
+#include "scene/shader_graph.h"
+#include "scene/shader_nodes.h"
+#include "scene/svm.h"
+#include "scene/tables.h"
+
+#include "util/util_foreach.h"
+#include "util/util_murmurhash.h"
+#include "util/util_task.h"
+#include "util/util_transform.h"
+
+#ifdef WITH_OCIO
+# include <OpenColorIO/OpenColorIO.h>
+namespace OCIO = OCIO_NAMESPACE;
+#endif
+
+CCL_NAMESPACE_BEGIN
+
+thread_mutex ShaderManager::lookup_table_mutex;
+vector<float> ShaderManager::beckmann_table;
+bool ShaderManager::beckmann_table_ready = false;
+
+/* Beckmann sampling precomputed table, see bsdf_microfacet.h */
+
+/* 2D slope distribution (alpha = 1.0) */
+static float beckmann_table_P22(const float slope_x, const float slope_y)
+{
+ return expf(-(slope_x * slope_x + slope_y * slope_y));
+}
+
+/* maximal slope amplitude (range that contains 99.99% of the distribution) */
+static float beckmann_table_slope_max()
+{
+ return 6.0;
+}
+
+/* MSVC 2015 needs this ugly hack to prevent a codegen bug on x86
+ * see T50176 for details
+ */
+#if defined(_MSC_VER) && (_MSC_VER == 1900)
+# define MSVC_VOLATILE volatile
+#else
+# define MSVC_VOLATILE
+#endif
+
+/* Paper used: Importance Sampling Microfacet-Based BSDFs with the
+ * Distribution of Visible Normals. Supplemental Material 2/2.
+ *
+ * http://hal.inria.fr/docs/01/00/66/20/ANNEX/supplemental2.pdf
+ */
+static void beckmann_table_rows(float *table, int row_from, int row_to)
+{
+ /* allocate temporary data */
+ const int DATA_TMP_SIZE = 512;
+ vector<double> slope_x(DATA_TMP_SIZE);
+ vector<double> CDF_P22_omega_i(DATA_TMP_SIZE);
+
+ /* loop over incident directions */
+ for (int index_theta = row_from; index_theta < row_to; index_theta++) {
+ /* incident vector */
+ const float cos_theta = index_theta / (BECKMANN_TABLE_SIZE - 1.0f);
+ const float sin_theta = safe_sqrtf(1.0f - cos_theta * cos_theta);
+
+ /* for a given incident vector
+ * integrate P22_{omega_i}(x_slope, 1, 1), Eq. (10) */
+ slope_x[0] = (double)-beckmann_table_slope_max();
+ CDF_P22_omega_i[0] = 0;
+
+ for (MSVC_VOLATILE int index_slope_x = 1; index_slope_x < DATA_TMP_SIZE; ++index_slope_x) {
+ /* slope_x */
+ slope_x[index_slope_x] = (double)(-beckmann_table_slope_max() +
+ 2.0f * beckmann_table_slope_max() * index_slope_x /
+ (DATA_TMP_SIZE - 1.0f));
+
+ /* dot product with incident vector */
+ float dot_product = fmaxf(0.0f, -(float)slope_x[index_slope_x] * sin_theta + cos_theta);
+ /* marginalize P22_{omega_i}(x_slope, 1, 1), Eq. (10) */
+ float P22_omega_i = 0.0f;
+
+ for (int j = 0; j < 100; ++j) {
+ float slope_y = -beckmann_table_slope_max() +
+ 2.0f * beckmann_table_slope_max() * j * (1.0f / 99.0f);
+ P22_omega_i += dot_product * beckmann_table_P22((float)slope_x[index_slope_x], slope_y);
+ }
+
+ /* CDF of P22_{omega_i}(x_slope, 1, 1), Eq. (10) */
+ CDF_P22_omega_i[index_slope_x] = CDF_P22_omega_i[index_slope_x - 1] + (double)P22_omega_i;
+ }
+
+ /* renormalize CDF_P22_omega_i */
+ for (int index_slope_x = 1; index_slope_x < DATA_TMP_SIZE; ++index_slope_x)
+ CDF_P22_omega_i[index_slope_x] /= CDF_P22_omega_i[DATA_TMP_SIZE - 1];
+
+ /* loop over random number U1 */
+ int index_slope_x = 0;
+
+ for (int index_U = 0; index_U < BECKMANN_TABLE_SIZE; ++index_U) {
+ const double U = 0.0000001 + 0.9999998 * index_U / (double)(BECKMANN_TABLE_SIZE - 1);
+
+ /* inverse CDF_P22_omega_i, solve Eq.(11) */
+ while (CDF_P22_omega_i[index_slope_x] <= U)
+ ++index_slope_x;
+
+ const double interp = (CDF_P22_omega_i[index_slope_x] - U) /
+ (CDF_P22_omega_i[index_slope_x] - CDF_P22_omega_i[index_slope_x - 1]);
+
+ /* store value */
+ table[index_U + index_theta * BECKMANN_TABLE_SIZE] =
+ (float)(interp * slope_x[index_slope_x - 1] + (1.0 - interp) * slope_x[index_slope_x]);
+ }
+ }
+}
+
+#undef MSVC_VOLATILE
+
+static void beckmann_table_build(vector<float> &table)
+{
+ table.resize(BECKMANN_TABLE_SIZE * BECKMANN_TABLE_SIZE);
+
+ /* multithreaded build */
+ TaskPool pool;
+
+ for (int i = 0; i < BECKMANN_TABLE_SIZE; i += 8)
+ pool.push(function_bind(&beckmann_table_rows, &table[0], i, i + 8));
+
+ pool.wait_work();
+}
+
+/* Shader */
+
+NODE_DEFINE(Shader)
+{
+ NodeType *type = NodeType::add("shader", create);
+
+ SOCKET_BOOLEAN(use_mis, "Use MIS", true);
+ SOCKET_BOOLEAN(use_transparent_shadow, "Use Transparent Shadow", true);
+ SOCKET_BOOLEAN(heterogeneous_volume, "Heterogeneous Volume", true);
+
+ static NodeEnum volume_sampling_method_enum;
+ volume_sampling_method_enum.insert("distance", VOLUME_SAMPLING_DISTANCE);
+ volume_sampling_method_enum.insert("equiangular", VOLUME_SAMPLING_EQUIANGULAR);
+ volume_sampling_method_enum.insert("multiple_importance", VOLUME_SAMPLING_MULTIPLE_IMPORTANCE);
+ SOCKET_ENUM(volume_sampling_method,
+ "Volume Sampling Method",
+ volume_sampling_method_enum,
+ VOLUME_SAMPLING_MULTIPLE_IMPORTANCE);
+
+ static NodeEnum volume_interpolation_method_enum;
+ volume_interpolation_method_enum.insert("linear", VOLUME_INTERPOLATION_LINEAR);
+ volume_interpolation_method_enum.insert("cubic", VOLUME_INTERPOLATION_CUBIC);
+ SOCKET_ENUM(volume_interpolation_method,
+ "Volume Interpolation Method",
+ volume_interpolation_method_enum,
+ VOLUME_INTERPOLATION_LINEAR);
+
+ SOCKET_FLOAT(volume_step_rate, "Volume Step Rate", 1.0f);
+
+ static NodeEnum displacement_method_enum;
+ displacement_method_enum.insert("bump", DISPLACE_BUMP);
+ displacement_method_enum.insert("true", DISPLACE_TRUE);
+ displacement_method_enum.insert("both", DISPLACE_BOTH);
+ SOCKET_ENUM(displacement_method, "Displacement Method", displacement_method_enum, DISPLACE_BUMP);
+
+ SOCKET_INT(pass_id, "Pass ID", 0);
+
+ return type;
+}
+
+Shader::Shader() : Node(get_node_type())
+{
+ pass_id = 0;
+
+ graph = NULL;
+
+ has_surface = false;
+ has_surface_transparent = false;
+ has_surface_emission = false;
+ has_surface_raytrace = false;
+ has_surface_bssrdf = false;
+ has_volume = false;
+ has_displacement = false;
+ has_bump = false;
+ has_bssrdf_bump = false;
+ has_surface_spatial_varying = false;
+ has_volume_spatial_varying = false;
+ has_volume_attribute_dependency = false;
+ has_integrator_dependency = false;
+ has_volume_connected = false;
+ prev_volume_step_rate = 0.0f;
+
+ displacement_method = DISPLACE_BUMP;
+
+ id = -1;
+
+ need_update_uvs = true;
+ need_update_attribute = true;
+ need_update_displacement = true;
+}
+
+Shader::~Shader()
+{
+ delete graph;
+}
+
+bool Shader::is_constant_emission(float3 *emission)
+{
+ /* If the shader has AOVs, they need to be evaluated, so we can't skip the shader. */
+ foreach (ShaderNode *node, graph->nodes) {
+ if (node->special_type == SHADER_SPECIAL_TYPE_OUTPUT_AOV) {
+ return false;
+ }
+ }
+
+ ShaderInput *surf = graph->output()->input("Surface");
+
+ if (surf->link == NULL) {
+ return false;
+ }
+
+ if (surf->link->parent->type == EmissionNode::get_node_type()) {
+ EmissionNode *node = (EmissionNode *)surf->link->parent;
+
+ assert(node->input("Color"));
+ assert(node->input("Strength"));
+
+ if (node->input("Color")->link || node->input("Strength")->link) {
+ return false;
+ }
+
+ *emission = node->get_color() * node->get_strength();
+ }
+ else if (surf->link->parent->type == BackgroundNode::get_node_type()) {
+ BackgroundNode *node = (BackgroundNode *)surf->link->parent;
+
+ assert(node->input("Color"));
+ assert(node->input("Strength"));
+
+ if (node->input("Color")->link || node->input("Strength")->link) {
+ return false;
+ }
+
+ *emission = node->get_color() * node->get_strength();
+ }
+ else {
+ return false;
+ }
+
+ return true;
+}
+
+void Shader::set_graph(ShaderGraph *graph_)
+{
+ /* do this here already so that we can detect if mesh or object attributes
+ * are needed, since the node attribute callbacks check if their sockets
+ * are connected but proxy nodes should not count */
+ if (graph_) {
+ graph_->remove_proxy_nodes();
+
+ if (displacement_method != DISPLACE_BUMP) {
+ graph_->compute_displacement_hash();
+ }
+ }
+
+ /* update geometry if displacement changed */
+ if (displacement_method != DISPLACE_BUMP) {
+ const char *old_hash = (graph) ? graph->displacement_hash.c_str() : "";
+ const char *new_hash = (graph_) ? graph_->displacement_hash.c_str() : "";
+
+ if (strcmp(old_hash, new_hash) != 0) {
+ need_update_displacement = true;
+ }
+ }
+
+ /* assign graph */
+ delete graph;
+ graph = graph_;
+
+ /* Store info here before graph optimization to make sure that
+ * nodes that get optimized away still count. */
+ has_volume_connected = (graph->output()->input("Volume")->link != NULL);
+}
+
+void Shader::tag_update(Scene *scene)
+{
+ /* update tag */
+ tag_modified();
+
+ scene->shader_manager->tag_update(scene, ShaderManager::SHADER_MODIFIED);
+
+ /* if the shader previously was emissive, update light distribution,
+ * if the new shader is emissive, a light manager update tag will be
+ * done in the shader manager device update. */
+ if (use_mis && has_surface_emission)
+ scene->light_manager->tag_update(scene, LightManager::SHADER_MODIFIED);
+
+ /* Special handle of background MIS light for now: for some reason it
+ * has use_mis set to false. We are quite close to release now, so
+ * better to be safe.
+ */
+ if (this == scene->background->get_shader(scene)) {
+ scene->light_manager->need_update_background = true;
+ if (scene->light_manager->has_background_light(scene)) {
+ scene->light_manager->tag_update(scene, LightManager::SHADER_MODIFIED);
+ }
+ }
+
+ /* quick detection of which kind of shaders we have to avoid loading
+ * e.g. surface attributes when there is only a volume shader. this could
+ * be more fine grained but it's better than nothing */
+ OutputNode *output = graph->output();
+ bool prev_has_volume = has_volume;
+ has_surface = has_surface || output->input("Surface")->link;
+ has_volume = has_volume || output->input("Volume")->link;
+ has_displacement = has_displacement || output->input("Displacement")->link;
+
+ /* get requested attributes. this could be optimized by pruning unused
+ * nodes here already, but that's the job of the shader manager currently,
+ * and may not be so great for interactive rendering where you temporarily
+ * disconnect a node */
+
+ AttributeRequestSet prev_attributes = attributes;
+
+ attributes.clear();
+ foreach (ShaderNode *node, graph->nodes)
+ node->attributes(this, &attributes);
+
+ if (has_displacement) {
+ if (displacement_method == DISPLACE_BOTH) {
+ attributes.add(ATTR_STD_POSITION_UNDISPLACED);
+ }
+ if (displacement_method_is_modified()) {
+ need_update_displacement = true;
+ scene->geometry_manager->tag_update(scene, GeometryManager::SHADER_DISPLACEMENT_MODIFIED);
+ scene->object_manager->need_flags_update = true;
+ }
+ }
+
+ /* compare if the attributes changed, mesh manager will check
+ * need_update_attribute, update the relevant meshes and clear it. */
+ if (attributes.modified(prev_attributes)) {
+ need_update_attribute = true;
+ scene->geometry_manager->tag_update(scene, GeometryManager::SHADER_ATTRIBUTE_MODIFIED);
+ scene->procedural_manager->tag_update();
+ }
+
+ if (has_volume != prev_has_volume || volume_step_rate != prev_volume_step_rate) {
+ scene->geometry_manager->need_flags_update = true;
+ scene->object_manager->need_flags_update = true;
+ prev_volume_step_rate = volume_step_rate;
+ }
+}
+
+void Shader::tag_used(Scene *scene)
+{
+ /* if an unused shader suddenly gets used somewhere, it needs to be
+ * recompiled because it was skipped for compilation before */
+ if (!reference_count()) {
+ tag_modified();
+ /* We do not reference here as the shader will be referenced when added to a socket. */
+ scene->shader_manager->tag_update(scene, ShaderManager::SHADER_MODIFIED);
+ }
+}
+
+bool Shader::need_update_geometry() const
+{
+ return need_update_uvs || need_update_attribute || need_update_displacement;
+}
+
+/* Shader Manager */
+
+ShaderManager::ShaderManager()
+{
+ update_flags = UPDATE_ALL;
+ beckmann_table_offset = TABLE_OFFSET_INVALID;
+
+ init_xyz_transforms();
+}
+
+ShaderManager::~ShaderManager()
+{
+}
+
+ShaderManager *ShaderManager::create(int shadingsystem)
+{
+ ShaderManager *manager;
+
+ (void)shadingsystem; /* Ignored when built without OSL. */
+
+#ifdef WITH_OSL
+ if (shadingsystem == SHADINGSYSTEM_OSL) {
+ manager = new OSLShaderManager();
+ }
+ else
+#endif
+ {
+ manager = new SVMShaderManager();
+ }
+
+ return manager;
+}
+
+uint ShaderManager::get_attribute_id(ustring name)
+{
+ thread_scoped_spin_lock lock(attribute_lock_);
+
+ /* get a unique id for each name, for SVM attribute lookup */
+ AttributeIDMap::iterator it = unique_attribute_id.find(name);
+
+ if (it != unique_attribute_id.end())
+ return it->second;
+
+ uint id = (uint)ATTR_STD_NUM + unique_attribute_id.size();
+ unique_attribute_id[name] = id;
+ return id;
+}
+
+uint ShaderManager::get_attribute_id(AttributeStandard std)
+{
+ return (uint)std;
+}
+
+int ShaderManager::get_shader_id(Shader *shader, bool smooth)
+{
+ /* get a shader id to pass to the kernel */
+ int id = shader->id;
+
+ /* smooth flag */
+ if (smooth)
+ id |= SHADER_SMOOTH_NORMAL;
+
+ /* default flags */
+ id |= SHADER_CAST_SHADOW | SHADER_AREA_LIGHT;
+
+ return id;
+}
+
+void ShaderManager::device_update(Device *device,
+ DeviceScene *dscene,
+ Scene *scene,
+ Progress &progress)
+{
+ if (!need_update()) {
+ return;
+ }
+
+ uint id = 0;
+ foreach (Shader *shader, scene->shaders) {
+ shader->id = id++;
+ }
+
+ /* Those shaders should always be compiled as they are used as fallback if a shader cannot be
+ * found, e.g. bad shader index for the triangle shaders on a Mesh. */
+ assert(scene->default_surface->reference_count() != 0);
+ assert(scene->default_light->reference_count() != 0);
+ assert(scene->default_background->reference_count() != 0);
+ assert(scene->default_empty->reference_count() != 0);
+
+ device_update_specific(device, dscene, scene, progress);
+}
+
+void ShaderManager::device_update_common(Device * /*device*/,
+ DeviceScene *dscene,
+ Scene *scene,
+ Progress & /*progress*/)
+{
+ dscene->shaders.free();
+
+ if (scene->shaders.size() == 0)
+ return;
+
+ KernelShader *kshader = dscene->shaders.alloc(scene->shaders.size());
+ bool has_volumes = false;
+ bool has_transparent_shadow = false;
+
+ foreach (Shader *shader, scene->shaders) {
+ uint flag = 0;
+
+ if (shader->get_use_mis())
+ flag |= SD_USE_MIS;
+ if (shader->has_surface_emission)
+ flag |= SD_HAS_EMISSION;
+ if (shader->has_surface_transparent && shader->get_use_transparent_shadow())
+ flag |= SD_HAS_TRANSPARENT_SHADOW;
+ if (shader->has_surface_raytrace)
+ flag |= SD_HAS_RAYTRACE;
+ if (shader->has_volume) {
+ flag |= SD_HAS_VOLUME;
+ has_volumes = true;
+
+ /* todo: this could check more fine grained, to skip useless volumes
+ * enclosed inside an opaque bsdf.
+ */
+ flag |= SD_HAS_TRANSPARENT_SHADOW;
+ }
+ /* in this case we can assume transparent surface */
+ if (shader->has_volume_connected && !shader->has_surface)
+ flag |= SD_HAS_ONLY_VOLUME;
+ if (shader->has_volume) {
+ if (shader->get_heterogeneous_volume() && shader->has_volume_spatial_varying)
+ flag |= SD_HETEROGENEOUS_VOLUME;
+ }
+ if (shader->has_volume_attribute_dependency)
+ flag |= SD_NEED_VOLUME_ATTRIBUTES;
+ if (shader->has_bssrdf_bump)
+ flag |= SD_HAS_BSSRDF_BUMP;
+ if (shader->get_volume_sampling_method() == VOLUME_SAMPLING_EQUIANGULAR)
+ flag |= SD_VOLUME_EQUIANGULAR;
+ if (shader->get_volume_sampling_method() == VOLUME_SAMPLING_MULTIPLE_IMPORTANCE)
+ flag |= SD_VOLUME_MIS;
+ if (shader->get_volume_interpolation_method() == VOLUME_INTERPOLATION_CUBIC)
+ flag |= SD_VOLUME_CUBIC;
+ if (shader->has_bump)
+ flag |= SD_HAS_BUMP;
+ if (shader->get_displacement_method() != DISPLACE_BUMP)
+ flag |= SD_HAS_DISPLACEMENT;
+
+ /* constant emission check */
+ float3 constant_emission = zero_float3();
+ if (shader->is_constant_emission(&constant_emission))
+ flag |= SD_HAS_CONSTANT_EMISSION;
+
+ uint32_t cryptomatte_id = util_murmur_hash3(shader->name.c_str(), shader->name.length(), 0);
+
+ /* regular shader */
+ kshader->flags = flag;
+ kshader->pass_id = shader->get_pass_id();
+ kshader->constant_emission[0] = constant_emission.x;
+ kshader->constant_emission[1] = constant_emission.y;
+ kshader->constant_emission[2] = constant_emission.z;
+ kshader->cryptomatte_id = util_hash_to_float(cryptomatte_id);
+ kshader++;
+
+ has_transparent_shadow |= (flag & SD_HAS_TRANSPARENT_SHADOW) != 0;
+ }
+
+ dscene->shaders.copy_to_device();
+
+ /* lookup tables */
+ KernelTables *ktables = &dscene->data.tables;
+
+ /* beckmann lookup table */
+ if (beckmann_table_offset == TABLE_OFFSET_INVALID) {
+ if (!beckmann_table_ready) {
+ thread_scoped_lock lock(lookup_table_mutex);
+ if (!beckmann_table_ready) {
+ beckmann_table_build(beckmann_table);
+ beckmann_table_ready = true;
+ }
+ }
+ beckmann_table_offset = scene->lookup_tables->add_table(dscene, beckmann_table);
+ }
+ ktables->beckmann_offset = (int)beckmann_table_offset;
+
+ /* integrator */
+ KernelIntegrator *kintegrator = &dscene->data.integrator;
+ kintegrator->use_volumes = has_volumes;
+ /* TODO(sergey): De-duplicate with flags set in integrator.cpp. */
+ kintegrator->transparent_shadows = has_transparent_shadow;
+
+ /* film */
+ KernelFilm *kfilm = &dscene->data.film;
+ /* color space, needs to be here because e.g. displacement shaders could depend on it */
+ kfilm->xyz_to_r = float3_to_float4(xyz_to_r);
+ kfilm->xyz_to_g = float3_to_float4(xyz_to_g);
+ kfilm->xyz_to_b = float3_to_float4(xyz_to_b);
+ kfilm->rgb_to_y = float3_to_float4(rgb_to_y);
+}
+
+void ShaderManager::device_free_common(Device *, DeviceScene *dscene, Scene *scene)
+{
+ scene->lookup_tables->remove_table(&beckmann_table_offset);
+
+ dscene->shaders.free();
+}
+
+void ShaderManager::add_default(Scene *scene)
+{
+ /* default surface */
+ {
+ ShaderGraph *graph = new ShaderGraph();
+
+ DiffuseBsdfNode *diffuse = graph->create_node<DiffuseBsdfNode>();
+ diffuse->set_color(make_float3(0.8f, 0.8f, 0.8f));
+ graph->add(diffuse);
+
+ graph->connect(diffuse->output("BSDF"), graph->output()->input("Surface"));
+
+ Shader *shader = scene->create_node<Shader>();
+ shader->name = "default_surface";
+ shader->set_graph(graph);
+ shader->reference();
+ scene->default_surface = shader;
+ shader->tag_update(scene);
+ }
+
+ /* default volume */
+ {
+ ShaderGraph *graph = new ShaderGraph();
+
+ PrincipledVolumeNode *principled = graph->create_node<PrincipledVolumeNode>();
+ graph->add(principled);
+
+ graph->connect(principled->output("Volume"), graph->output()->input("Volume"));
+
+ Shader *shader = scene->create_node<Shader>();
+ shader->name = "default_volume";
+ shader->set_graph(graph);
+ scene->default_volume = shader;
+ shader->tag_update(scene);
+ /* No default reference for the volume to avoid compiling volume kernels if there are no actual
+ * volumes in the scene */
+ }
+
+ /* default light */
+ {
+ ShaderGraph *graph = new ShaderGraph();
+
+ EmissionNode *emission = graph->create_node<EmissionNode>();
+ emission->set_color(make_float3(0.8f, 0.8f, 0.8f));
+ emission->set_strength(0.0f);
+ graph->add(emission);
+
+ graph->connect(emission->output("Emission"), graph->output()->input("Surface"));
+
+ Shader *shader = scene->create_node<Shader>();
+ shader->name = "default_light";
+ shader->set_graph(graph);
+ shader->reference();
+ scene->default_light = shader;
+ shader->tag_update(scene);
+ }
+
+ /* default background */
+ {
+ ShaderGraph *graph = new ShaderGraph();
+
+ Shader *shader = scene->create_node<Shader>();
+ shader->name = "default_background";
+ shader->set_graph(graph);
+ shader->reference();
+ scene->default_background = shader;
+ shader->tag_update(scene);
+ }
+
+ /* default empty */
+ {
+ ShaderGraph *graph = new ShaderGraph();
+
+ Shader *shader = scene->create_node<Shader>();
+ shader->name = "default_empty";
+ shader->set_graph(graph);
+ shader->reference();
+ scene->default_empty = shader;
+ shader->tag_update(scene);
+ }
+}
+
+uint ShaderManager::get_graph_kernel_features(ShaderGraph *graph)
+{
+ uint kernel_features = 0;
+
+ foreach (ShaderNode *node, graph->nodes) {
+ kernel_features |= node->get_feature();
+ if (node->special_type == SHADER_SPECIAL_TYPE_CLOSURE) {
+ BsdfBaseNode *bsdf_node = static_cast<BsdfBaseNode *>(node);
+ if (CLOSURE_IS_VOLUME(bsdf_node->get_closure_type())) {
+ kernel_features |= KERNEL_FEATURE_NODE_VOLUME;
+ }
+ else if (CLOSURE_IS_PRINCIPLED(bsdf_node->get_closure_type())) {
+ kernel_features |= KERNEL_FEATURE_PRINCIPLED;
+ }
+ }
+ if (node->has_surface_bssrdf()) {
+ kernel_features |= KERNEL_FEATURE_SUBSURFACE;
+ }
+ if (node->has_surface_transparent()) {
+ kernel_features |= KERNEL_FEATURE_TRANSPARENT;
+ }
+ }
+
+ return kernel_features;
+}
+
+uint ShaderManager::get_kernel_features(Scene *scene)
+{
+ uint kernel_features = KERNEL_FEATURE_NODE_BSDF | KERNEL_FEATURE_NODE_EMISSION;
+ for (int i = 0; i < scene->shaders.size(); i++) {
+ Shader *shader = scene->shaders[i];
+ if (!shader->reference_count()) {
+ continue;
+ }
+
+ /* Gather requested features from all the nodes from the graph nodes. */
+ kernel_features |= get_graph_kernel_features(shader->graph);
+ ShaderNode *output_node = shader->graph->output();
+ if (output_node->input("Displacement")->link != NULL) {
+ kernel_features |= KERNEL_FEATURE_NODE_BUMP;
+ if (shader->get_displacement_method() == DISPLACE_BOTH) {
+ kernel_features |= KERNEL_FEATURE_NODE_BUMP_STATE;
+ }
+ }
+ /* On top of volume nodes, also check if we need volume sampling because
+ * e.g. an Emission node would slip through the KERNEL_FEATURE_NODE_VOLUME check */
+ if (shader->has_volume_connected) {
+ kernel_features |= KERNEL_FEATURE_VOLUME;
+ }
+ }
+
+ return kernel_features;
+}
+
+void ShaderManager::free_memory()
+{
+ beckmann_table.free_memory();
+
+#ifdef WITH_OSL
+ OSLShaderManager::free_memory();
+#endif
+
+ ColorSpaceManager::free_memory();
+}
+
+float ShaderManager::linear_rgb_to_gray(float3 c)
+{
+ return dot(c, rgb_to_y);
+}
+
+string ShaderManager::get_cryptomatte_materials(Scene *scene)
+{
+ string manifest = "{";
+ unordered_set<ustring, ustringHash> materials;
+ foreach (Shader *shader, scene->shaders) {
+ if (materials.count(shader->name)) {
+ continue;
+ }
+ materials.insert(shader->name);
+ uint32_t cryptomatte_id = util_murmur_hash3(shader->name.c_str(), shader->name.length(), 0);
+ manifest += string_printf("\"%s\":\"%08x\",", shader->name.c_str(), cryptomatte_id);
+ }
+ manifest[manifest.size() - 1] = '}';
+ return manifest;
+}
+
+void ShaderManager::tag_update(Scene * /*scene*/, uint32_t /*flag*/)
+{
+ /* update everything for now */
+ update_flags = ShaderManager::UPDATE_ALL;
+}
+
+bool ShaderManager::need_update() const
+{
+ return update_flags != UPDATE_NONE;
+}
+
+#ifdef WITH_OCIO
+static bool to_scene_linear_transform(OCIO::ConstConfigRcPtr &config,
+ const char *colorspace,
+ Transform &to_scene_linear)
+{
+ OCIO::ConstProcessorRcPtr processor;
+ try {
+ processor = config->getProcessor(OCIO::ROLE_SCENE_LINEAR, colorspace);
+ }
+ catch (OCIO::Exception &) {
+ return false;
+ }
+
+ if (!processor) {
+ return false;
+ }
+
+ OCIO::ConstCPUProcessorRcPtr device_processor = processor->getDefaultCPUProcessor();
+ if (!device_processor) {
+ return false;
+ }
+
+ to_scene_linear = transform_identity();
+ device_processor->applyRGB(&to_scene_linear.x.x);
+ device_processor->applyRGB(&to_scene_linear.y.x);
+ device_processor->applyRGB(&to_scene_linear.z.x);
+ to_scene_linear = transform_transposed_inverse(to_scene_linear);
+ return true;
+}
+#endif
+
+void ShaderManager::init_xyz_transforms()
+{
+ /* Default to ITU-BT.709 in case no appropriate transform found.
+ * Note XYZ here is defined as having a D65 white point. */
+ xyz_to_r = make_float3(3.2404542f, -1.5371385f, -0.4985314f);
+ xyz_to_g = make_float3(-0.9692660f, 1.8760108f, 0.0415560f);
+ xyz_to_b = make_float3(0.0556434f, -0.2040259f, 1.0572252f);
+ rgb_to_y = make_float3(0.2126729f, 0.7151522f, 0.0721750f);
+
+#ifdef WITH_OCIO
+ /* Get from OpenColorO config if it has the required roles. */
+ OCIO::ConstConfigRcPtr config = OCIO::GetCurrentConfig();
+ if (!(config && config->hasRole(OCIO::ROLE_SCENE_LINEAR))) {
+ return;
+ }
+
+ Transform xyz_to_rgb;
+
+ if (config->hasRole("aces_interchange")) {
+ /* Standard OpenColorIO role, defined as ACES2065-1. */
+ const Transform xyz_E_to_aces = make_transform(1.0498110175f,
+ 0.0f,
+ -0.0000974845f,
+ 0.0f,
+ -0.4959030231f,
+ 1.3733130458f,
+ 0.0982400361f,
+ 0.0f,
+ 0.0f,
+ 0.0f,
+ 0.9912520182f,
+ 0.0f);
+ const Transform xyz_D65_to_E = make_transform(
+ 1.0521111f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.9184170f, 0.0f);
+
+ Transform aces_to_rgb;
+ if (!to_scene_linear_transform(config, "aces_interchange", aces_to_rgb)) {
+ return;
+ }
+
+ xyz_to_rgb = aces_to_rgb * xyz_E_to_aces * xyz_D65_to_E;
+ }
+ else if (config->hasRole("XYZ")) {
+ /* Custom role used before the standard existed. */
+ if (!to_scene_linear_transform(config, "XYZ", xyz_to_rgb)) {
+ return;
+ }
+ }
+ else {
+ /* No reference role found to determine XYZ. */
+ return;
+ }
+
+ xyz_to_r = float4_to_float3(xyz_to_rgb.x);
+ xyz_to_g = float4_to_float3(xyz_to_rgb.y);
+ xyz_to_b = float4_to_float3(xyz_to_rgb.z);
+
+ const Transform rgb_to_xyz = transform_inverse(xyz_to_rgb);
+ rgb_to_y = float4_to_float3(rgb_to_xyz.y);
+#endif
+}
+
+CCL_NAMESPACE_END