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Diffstat (limited to 'intern/cycles/render/osl.cpp')
-rw-r--r--intern/cycles/render/osl.cpp504
1 files changed, 504 insertions, 0 deletions
diff --git a/intern/cycles/render/osl.cpp b/intern/cycles/render/osl.cpp
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+/*
+ * Copyright 2011, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ */
+
+#include "device.h"
+
+#include "graph.h"
+#include "light.h"
+#include "osl.h"
+#include "scene.h"
+#include "shader.h"
+
+#ifdef WITH_OSL
+
+#include "osl_globals.h"
+#include "osl_services.h"
+#include "osl_shader.h"
+
+#include "util_foreach.h"
+#include "util_path.h"
+#include "util_progress.h"
+
+#endif
+
+CCL_NAMESPACE_BEGIN
+
+#ifdef WITH_OSL
+
+/* Shader Manager */
+
+OSLShaderManager::OSLShaderManager()
+{
+ services = new OSLRenderServices();
+
+ /* if we let OSL create it, it leaks */
+ ts = TextureSystem::create(true);
+ ts->attribute("automip", 1);
+ ts->attribute("autotile", 64);
+
+ ss = OSL::ShadingSystem::create(services, ts, &errhandler);
+ ss->attribute("lockgeom", 1);
+ ss->attribute("commonspace", "world");
+ ss->attribute("optimize", 2);
+ //ss->attribute("debug", 1);
+ //ss->attribute("statistics:level", 1);
+ ss->attribute("searchpath:shader", path_get("shader").c_str());
+
+ OSLShader::register_closures(ss);
+}
+
+OSLShaderManager::~OSLShaderManager()
+{
+ OSL::ShadingSystem::destroy(ss);
+ OSL::TextureSystem::destroy(ts);
+ delete services;
+}
+
+void OSLShaderManager::device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress)
+{
+ /* test if we need to update */
+ bool need_update = false;
+
+ foreach(Shader *shader, scene->shaders)
+ if(shader->need_update)
+ need_update = true;
+
+ if(!need_update)
+ return;
+
+ device_free(device, dscene);
+
+ /* create shaders */
+ OSLGlobals *og = (OSLGlobals*)device->osl_memory();
+
+ foreach(Shader *shader, scene->shaders) {
+ assert(shader->graph);
+
+ if(progress.get_cancel()) return;
+
+ if(shader->sample_as_light && shader->has_surface_emission)
+ scene->light_manager->need_update = true;
+
+ OSLCompiler compiler((void*)ss);
+ compiler.background = (shader == scene->shaders[scene->default_background]);
+ compiler.compile(og, shader);
+ }
+
+ /* 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->use = true;
+
+ tls_create(OSLGlobals::ThreadData, og->thread_data);
+
+ foreach(Shader *shader, scene->shaders)
+ shader->need_update = false;
+
+ /* set texture system */
+ scene->image_manager->set_osl_texture_system((void*)ts);
+
+ device_update_common(device, dscene, scene, progress);
+}
+
+void OSLShaderManager::device_free(Device *device, DeviceScene *dscene)
+{
+ OSLGlobals *og = (OSLGlobals*)device->osl_memory();
+
+ device_free_common(device, dscene);
+
+ /* clear shader engine */
+ og->use = false;
+ og->ss = NULL;
+
+ tls_delete(OSLGlobals::ThreadData, og->thread_data);
+
+ og->surface_state.clear();
+ og->volume_state.clear();
+ og->displacement_state.clear();
+ og->background_state.reset();
+}
+
+/* Graph Compiler */
+
+OSLCompiler::OSLCompiler(void *shadingsys_)
+{
+ shadingsys = shadingsys_;
+ 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->name << "_" << node;
+
+ return stream.str();
+}
+
+string OSLCompiler::compatible_name(const char *name)
+{
+ string sname = name;
+ size_t i;
+
+ while((i = sname.find(" ")) != string::npos)
+ sname.replace(i, 1, "");
+
+ 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(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)
+ return true;
+ if(strcmp(input->name, "Displacement") == 0 && current_type != SHADER_TYPE_DISPLACEMENT)
+ return true;
+ }
+ else if(current_type == SHADER_TYPE_DISPLACEMENT && input->link && input->link->parent->name == ustring("bump"))
+ return true;
+
+ return false;
+}
+
+void OSLCompiler::add(ShaderNode *node, const char *name)
+{
+ OSL::ShadingSystem *ss = (OSL::ShadingSystem*)shadingsys;
+
+ /* 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->default_value != ShaderInput::NONE)
+ continue;
+
+ switch(input->type) {
+ case SHADER_SOCKET_COLOR:
+ parameter_color(input->name, input->value);
+ break;
+ case SHADER_SOCKET_POINT:
+ parameter_point(input->name, input->value);
+ break;
+ case SHADER_SOCKET_VECTOR:
+ parameter_vector(input->name, input->value);
+ break;
+ case SHADER_SOCKET_NORMAL:
+ parameter_normal(input->name, input->value);
+ break;
+ case SHADER_SOCKET_FLOAT:
+ parameter(input->name, input->value.x);
+ break;
+ case SHADER_SOCKET_CLOSURE:
+ break;
+ }
+ }
+ }
+
+ /* create shader of the appropriate type. we pass "surface" to all shaders,
+ * 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)
+ ss->Shader("surface", name, id(node).c_str());
+ else if(current_type == SHADER_TYPE_DISPLACEMENT)
+ ss->Shader("surface", 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->name);
+ string param_to = compatible_name(input->name);
+
+ /* avoid name conflict with same input/output socket name */
+ if(input->link->parent->input(input->link->name))
+ param_from += "_";
+
+ ss->ConnectShaders(id_from.c_str(), param_from.c_str(), id_to.c_str(), param_to.c_str());
+ }
+ }
+}
+
+void OSLCompiler::parameter(const char *name, float 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);
+}
+
+void OSLCompiler::parameter_point(const char *name, float3 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);
+}
+
+void OSLCompiler::parameter_vector(const char *name, float3 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);
+}
+
+void OSLCompiler::parameter(const char *name, const char *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);
+}
+
+void OSLCompiler::parameter(const char *name, const Transform& tfm)
+{
+ OSL::ShadingSystem *ss = (OSL::ShadingSystem*)shadingsys;
+ ss->Parameter(name, TypeDesc::TypeMatrix, (float*)&tfm);
+}
+
+void OSLCompiler::find_dependencies(set<ShaderNode*>& dependencies, ShaderInput *input)
+{
+ ShaderNode *node = (input->link)? input->link->parent: NULL;
+
+ if(node) {
+ foreach(ShaderInput *in, node->inputs)
+ if(!node_skip_input(node, in))
+ find_dependencies(dependencies, in);
+
+ dependencies.insert(node);
+ }
+}
+
+void OSLCompiler::generate_nodes(const set<ShaderNode*>& nodes)
+{
+ set<ShaderNode*> 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(node->name == ustring("emission"))
+ current_shader->has_surface_emission = true;
+ if(node->name == ustring("transparent"))
+ current_shader->has_surface_transparent = true;
+ }
+ else
+ nodes_done = false;
+ }
+ }
+ } while(!nodes_done);
+}
+
+void OSLCompiler::compile_type(Shader *shader, ShaderGraph *graph, ShaderType type)
+{
+ OSL::ShadingSystem *ss = (OSL::ShadingSystem*)shadingsys;
+
+ current_type = type;
+
+ ss->ShaderGroupBegin();
+
+ ShaderNode *output = graph->output();
+ set<ShaderNode*> 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_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();
+}
+
+void OSLCompiler::compile(OSLGlobals *og, Shader *shader)
+{
+ OSL::ShadingSystem *ss = (OSL::ShadingSystem*)shadingsys;
+ ShaderGraph *graph = shader->graph;
+ ShaderNode *output = (graph)? graph->output(): NULL;
+
+ /* copy graph for shader with bump mapping */
+ if(output->input("Surface")->link && output->input("Displacement")->link)
+ if(!shader->graph_bump)
+ shader->graph_bump = shader->graph->copy();
+
+ /* finalize */
+ shader->graph->finalize(false, true);
+ if(shader->graph_bump)
+ shader->graph_bump->finalize(true, true);
+
+ 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(shader->graph_bump) {
+ ss->clear_state();
+ compile_type(shader, shader->graph_bump, SHADER_TYPE_SURFACE);
+ og->surface_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->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());
+ }
+
+ /* generate displacement shader */
+ if(graph && output->input("Displacement")->link) {
+ compile_type(shader, shader->graph, SHADER_TYPE_DISPLACEMENT);
+ shader->has_displacement = true;
+
+ og->displacement_state.push_back(ss->state());
+ og->displacement_state.push_back(ss->state());
+ ss->clear_state();
+ }
+ else {
+ og->displacement_state.push_back(OSL::ShadingAttribStateRef());
+ og->displacement_state.push_back(OSL::ShadingAttribStateRef());
+ }
+}
+
+#else
+
+void OSLCompiler::add(ShaderNode *node, const char *name)
+{
+}
+
+void OSLCompiler::parameter(const char *name, float f)
+{
+}
+
+void OSLCompiler::parameter_color(const char *name, float3 f)
+{
+}
+
+void OSLCompiler::parameter_vector(const char *name, float3 f)
+{
+}
+
+void OSLCompiler::parameter(const char *name, int f)
+{
+}
+
+void OSLCompiler::parameter(const char *name, const char *s)
+{
+}
+
+void OSLCompiler::parameter(const char *name, ustring s)
+{
+}
+
+void OSLCompiler::parameter(const char *name, const Transform& tfm)
+{
+}
+
+#endif /* WITH_OSL */
+
+CCL_NAMESPACE_END
+