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:
Diffstat (limited to 'intern/cycles/render/shader.cpp')
-rw-r--r--intern/cycles/render/shader.cpp885
1 files changed, 0 insertions, 885 deletions
diff --git a/intern/cycles/render/shader.cpp b/intern/cycles/render/shader.cpp
deleted file mode 100644
index 171cbb89549..00000000000
--- a/intern/cycles/render/shader.cpp
+++ /dev/null
@@ -1,885 +0,0 @@
-/*
- * 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 "render/background.h"
-#include "render/camera.h"
-#include "render/colorspace.h"
-#include "render/graph.h"
-#include "render/integrator.h"
-#include "render/light.h"
-#include "render/mesh.h"
-#include "render/nodes.h"
-#include "render/object.h"
-#include "render/osl.h"
-#include "render/procedural.h"
-#include "render/scene.h"
-#include "render/shader.h"
-#include "render/svm.h"
-#include "render/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::host_update(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);
-
- host_update_specific(scene, progress);
-}
-
-void ShaderManager::device_update(Device *device,
- DeviceScene *dscene,
- Scene *scene,
- Progress &progress)
-{
- if (!need_update()) {
- return;
- }
-
- 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