/* SPDX-License-Identifier: BSD-3-Clause * * Adapted from Open Shading Language * Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al. * All Rights Reserved. * * Modifications Copyright 2011-2022 Blender Foundation. */ #include #include #include "kernel/types.h" #include "kernel/osl/globals.h" #include "kernel/osl/services.h" #include "util/math.h" #include "util/param.h" #include "kernel/device/cpu/compat.h" #include "kernel/device/cpu/globals.h" #include "kernel/geom/object.h" #include "kernel/util/differential.h" #include "kernel/osl/osl.h" #define TO_VEC3(v) OSL::Vec3(v.x, v.y, v.z) #define TO_FLOAT3(v) make_float3(v[0], v[1], v[2]) CCL_NAMESPACE_BEGIN static_assert(sizeof(OSLClosure) == sizeof(OSL::ClosureColor) && sizeof(OSLClosureAdd) == sizeof(OSL::ClosureAdd) && sizeof(OSLClosureMul) == sizeof(OSL::ClosureMul) && sizeof(OSLClosureComponent) == sizeof(OSL::ClosureComponent)); static_assert(sizeof(ShaderGlobals) == sizeof(OSL::ShaderGlobals) && offsetof(ShaderGlobals, Ci) == offsetof(OSL::ShaderGlobals, Ci)); /* Registration */ #define OSL_CLOSURE_STRUCT_BEGIN(Upper, lower) \ static OSL::ClosureParam *osl_closure_##lower##_params() \ { \ static OSL::ClosureParam params[] = { #define OSL_CLOSURE_STRUCT_END(Upper, lower) \ CLOSURE_STRING_KEYPARAM(Upper##Closure, label, "label"), CLOSURE_FINISH_PARAM(Upper##Closure) \ } \ ; \ return params; \ } #define OSL_CLOSURE_STRUCT_MEMBER(Upper, TYPE, type, name, key) \ CLOSURE_##TYPE##_KEYPARAM(Upper##Closure, name, key), #define OSL_CLOSURE_STRUCT_ARRAY_MEMBER(Upper, TYPE, type, name, key, size) \ CLOSURE_##TYPE##_ARRAY_PARAM(Upper##Closure, name, size), #include "closures_template.h" void OSLRenderServices::register_closures(OSL::ShadingSystem *ss) { #define OSL_CLOSURE_STRUCT_BEGIN(Upper, lower) \ ss->register_closure( \ #lower, OSL_CLOSURE_##Upper##_ID, osl_closure_##lower##_params(), nullptr, nullptr); #include "closures_template.h" } /* Surface & Background */ template<> void osl_eval_nodes(const KernelGlobalsCPU *kg, const void *state, ShaderData *sd, uint32_t path_flag) { /* setup shader globals from shader data */ OSLThreadData *tdata = kg->osl_tdata; shaderdata_to_shaderglobals( kg, sd, path_flag, reinterpret_cast(&tdata->globals)); /* clear trace data */ tdata->tracedata.init = false; /* Used by render-services. */ sd->osl_globals = kg; if (path_flag & PATH_RAY_SHADOW) { sd->osl_path_state = nullptr; sd->osl_shadow_path_state = (const IntegratorShadowStateCPU *)state; } else { sd->osl_path_state = (const IntegratorStateCPU *)state; sd->osl_shadow_path_state = nullptr; } /* execute shader for this point */ OSL::ShadingSystem *ss = (OSL::ShadingSystem *)kg->osl_ss; OSL::ShaderGlobals *globals = &tdata->globals; OSL::ShadingContext *octx = tdata->context; int shader = sd->shader & SHADER_MASK; if (sd->object == OBJECT_NONE && sd->lamp == LAMP_NONE) { /* background */ if (kg->osl->background_state) { ss->execute(octx, *(kg->osl->background_state), *globals); } } else { /* automatic bump shader */ if (kg->osl->bump_state[shader]) { /* save state */ const float3 P = sd->P; const float dP = sd->dP; const OSL::Vec3 dPdx = globals->dPdx; const OSL::Vec3 dPdy = globals->dPdy; /* set state as if undisplaced */ if (sd->flag & SD_HAS_DISPLACEMENT) { float data[9]; bool found = kg->osl->services->get_attribute(sd, true, OSLRenderServices::u_empty, TypeDesc::TypeVector, OSLRenderServices::u_geom_undisplaced, data); (void)found; assert(found); differential3 tmp_dP; memcpy(&sd->P, data, sizeof(float) * 3); memcpy(&tmp_dP.dx, data + 3, sizeof(float) * 3); memcpy(&tmp_dP.dy, data + 6, sizeof(float) * 3); object_position_transform(kg, sd, &sd->P); object_dir_transform(kg, sd, &tmp_dP.dx); object_dir_transform(kg, sd, &tmp_dP.dy); sd->dP = differential_make_compact(tmp_dP); globals->P = TO_VEC3(sd->P); globals->dPdx = TO_VEC3(tmp_dP.dx); globals->dPdy = TO_VEC3(tmp_dP.dy); } /* execute bump shader */ ss->execute(octx, *(kg->osl->bump_state[shader]), *globals); /* reset state */ sd->P = P; sd->dP = dP; globals->P = TO_VEC3(P); globals->dPdx = TO_VEC3(dPdx); globals->dPdy = TO_VEC3(dPdy); } /* surface shader */ if (kg->osl->surface_state[shader]) { ss->execute(octx, *(kg->osl->surface_state[shader]), *globals); } } /* flatten closure tree */ if (globals->Ci) { flatten_closure_tree(kg, sd, path_flag, reinterpret_cast(globals->Ci)); } } /* Volume */ template<> void osl_eval_nodes(const KernelGlobalsCPU *kg, const void *state, ShaderData *sd, uint32_t path_flag) { /* setup shader globals from shader data */ OSLThreadData *tdata = kg->osl_tdata; shaderdata_to_shaderglobals( kg, sd, path_flag, reinterpret_cast(&tdata->globals)); /* clear trace data */ tdata->tracedata.init = false; /* Used by render-services. */ sd->osl_globals = kg; if (path_flag & PATH_RAY_SHADOW) { sd->osl_path_state = nullptr; sd->osl_shadow_path_state = (const IntegratorShadowStateCPU *)state; } else { sd->osl_path_state = (const IntegratorStateCPU *)state; sd->osl_shadow_path_state = nullptr; } /* execute shader */ OSL::ShadingSystem *ss = (OSL::ShadingSystem *)kg->osl_ss; OSL::ShaderGlobals *globals = &tdata->globals; OSL::ShadingContext *octx = tdata->context; int shader = sd->shader & SHADER_MASK; if (kg->osl->volume_state[shader]) { ss->execute(octx, *(kg->osl->volume_state[shader]), *globals); } /* flatten closure tree */ if (globals->Ci) { flatten_closure_tree(kg, sd, path_flag, reinterpret_cast(globals->Ci)); } } /* Displacement */ template<> void osl_eval_nodes(const KernelGlobalsCPU *kg, const void *state, ShaderData *sd, uint32_t path_flag) { /* setup shader globals from shader data */ OSLThreadData *tdata = kg->osl_tdata; shaderdata_to_shaderglobals( kg, sd, path_flag, reinterpret_cast(&tdata->globals)); /* clear trace data */ tdata->tracedata.init = false; /* Used by render-services. */ sd->osl_globals = kg; sd->osl_path_state = (const IntegratorStateCPU *)state; sd->osl_shadow_path_state = nullptr; /* execute shader */ OSL::ShadingSystem *ss = (OSL::ShadingSystem *)kg->osl_ss; OSL::ShaderGlobals *globals = &tdata->globals; OSL::ShadingContext *octx = tdata->context; int shader = sd->shader & SHADER_MASK; if (kg->osl->displacement_state[shader]) { ss->execute(octx, *(kg->osl->displacement_state[shader]), *globals); } /* get back position */ sd->P = TO_FLOAT3(globals->P); } CCL_NAMESPACE_END