Files
test2/intern/cycles/kernel/osl/closures.cpp
Campbell Barton 6a1fa176ef Cleanup: spelling in comments & duplicate terms (check_spelling.py)
Also minor clarification in doc-string.
2025-06-04 01:51:29 +00:00

330 lines
11 KiB
C++

/* SPDX-FileCopyrightText: 2009-2010 Sony Pictures Imageworks Inc., et al. All Rights Reserved.
* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
*
* SPDX-License-Identifier: BSD-3-Clause
*
* Adapted code from Open Shading Language. */
#include <OSL/genclosure.h>
#include <OSL/oslclosure.h>
#include "kernel/types.h"
#include "kernel/osl/globals.h"
#include "kernel/osl/services.h"
#include "util/math.h"
#include "util/param.h"
#include "kernel/globals.h"
#include "kernel/geom/object.h"
#include "kernel/util/differential.h"
#include "kernel/osl/camera.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, backfacing) == offsetof(OSL::ShaderGlobals, backfacing));
/* 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"
static OSL::ClosureParam *osl_closure_layer_params()
{
static OSL::ClosureParam params[] = {CLOSURE_CLOSURE_PARAM(LayerClosure, top),
CLOSURE_CLOSURE_PARAM(LayerClosure, base),
CLOSURE_FINISH_PARAM(LayerClosure)};
return params;
}
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"
ss->register_closure(
"layer", OSL_CLOSURE_LAYER_ID, osl_closure_layer_params(), nullptr, nullptr);
}
/* Surface & Background */
template<>
void osl_eval_nodes<SHADER_TYPE_SURFACE>(const ThreadKernelGlobalsCPU *kg,
const void *state,
ShaderData *sd,
const uint32_t path_flag)
{
/* setup shader globals from shader data */
shaderdata_to_shaderglobals(sd, path_flag, &kg->osl.shader_globals);
/* clear trace data */
kg->osl.tracedata.init = false;
/* Used by render-services. */
kg->osl.shader_globals.kg = kg;
if (path_flag & PATH_RAY_SHADOW) {
kg->osl.shader_globals.path_state = nullptr;
kg->osl.shader_globals.shadow_path_state = (const IntegratorShadowStateCPU *)state;
}
else {
kg->osl.shader_globals.path_state = (const IntegratorStateCPU *)state;
kg->osl.shader_globals.shadow_path_state = nullptr;
}
/* execute shader for this point */
OSL::ShadingSystem *ss = (OSL::ShadingSystem *)kg->osl.ss;
OSL::ShaderGlobals *globals = reinterpret_cast<OSL::ShaderGlobals *>(&kg->osl.shader_globals);
OSL::ShadingContext *octx = kg->osl.context;
const int shader = sd->shader & SHADER_MASK;
if (sd->object == OBJECT_NONE) {
/* background */
if (kg->osl.globals->background_state) {
ss->execute(*octx,
*(kg->osl.globals->background_state),
kg->osl.thread_index,
0,
*globals,
nullptr,
nullptr);
}
}
else {
/* automatic bump shader */
if (kg->osl.globals->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];
const bool found = kg->osl.globals->services->get_attribute(
globals,
true,
OSLRenderServices::u_empty,
TypeVector,
OSLRenderServices::u_geom_undisplaced,
data);
(void)found;
assert(found);
differential3 tmp_dP;
sd->P = make_float3(data[0], data[1], data[2]);
tmp_dP.dx = make_float3(data[3], data[4], data[5]);
tmp_dP.dy = make_float3(data[6], data[7], data[8]);
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.globals->bump_state[shader]),
kg->osl.thread_index,
0,
*globals,
nullptr,
nullptr);
/* reset state */
sd->P = P;
sd->dP = dP;
/* Apply bump output to sd->N since it's used for shadow terminator logic, for example. */
sd->N = TO_FLOAT3(globals->N);
globals->P = TO_VEC3(P);
globals->dPdx = TO_VEC3(dPdx);
globals->dPdy = TO_VEC3(dPdy);
}
/* surface shader */
if (kg->osl.globals->surface_state[shader]) {
ss->execute(*octx,
*(kg->osl.globals->surface_state[shader]),
kg->osl.thread_index,
0,
*globals,
nullptr,
nullptr);
}
}
/* flatten closure tree */
if (kg->osl.shader_globals.Ci) {
flatten_closure_tree(kg, sd, path_flag, kg->osl.shader_globals.Ci);
}
}
/* Volume */
template<>
void osl_eval_nodes<SHADER_TYPE_VOLUME>(const ThreadKernelGlobalsCPU *kg,
const void *state,
ShaderData *sd,
const uint32_t path_flag)
{
/* setup shader globals from shader data */
shaderdata_to_shaderglobals(sd, path_flag, &kg->osl.shader_globals);
/* clear trace data */
kg->osl.tracedata.init = false;
/* Used by render-services. */
kg->osl.shader_globals.kg = kg;
if (path_flag & PATH_RAY_SHADOW) {
kg->osl.shader_globals.path_state = nullptr;
kg->osl.shader_globals.shadow_path_state = (const IntegratorShadowStateCPU *)state;
}
else {
kg->osl.shader_globals.path_state = (const IntegratorStateCPU *)state;
kg->osl.shader_globals.shadow_path_state = nullptr;
}
/* execute shader */
OSL::ShadingSystem *ss = (OSL::ShadingSystem *)kg->osl.ss;
OSL::ShaderGlobals *globals = reinterpret_cast<OSL::ShaderGlobals *>(&kg->osl.shader_globals);
OSL::ShadingContext *octx = kg->osl.context;
const int shader = sd->shader & SHADER_MASK;
if (kg->osl.globals->volume_state[shader]) {
ss->execute(*octx,
*(kg->osl.globals->volume_state[shader]),
kg->osl.thread_index,
0,
*globals,
nullptr,
nullptr);
}
/* flatten closure tree */
if (kg->osl.shader_globals.Ci) {
flatten_closure_tree(kg, sd, path_flag, kg->osl.shader_globals.Ci);
}
}
/* Displacement */
template<>
void osl_eval_nodes<SHADER_TYPE_DISPLACEMENT>(const ThreadKernelGlobalsCPU *kg,
const void *state,
ShaderData *sd,
const uint32_t path_flag)
{
/* setup shader globals from shader data */
shaderdata_to_shaderglobals(sd, path_flag, &kg->osl.shader_globals);
/* clear trace data */
kg->osl.tracedata.init = false;
/* Used by render-services. */
kg->osl.shader_globals.kg = kg;
kg->osl.shader_globals.path_state = (const IntegratorStateCPU *)state;
kg->osl.shader_globals.shadow_path_state = nullptr;
/* execute shader */
OSL::ShadingSystem *ss = (OSL::ShadingSystem *)kg->osl.ss;
OSL::ShaderGlobals *globals = reinterpret_cast<OSL::ShaderGlobals *>(&kg->osl.shader_globals);
OSL::ShadingContext *octx = kg->osl.context;
const int shader = sd->shader & SHADER_MASK;
if (kg->osl.globals->displacement_state[shader]) {
ss->execute(*octx,
*(kg->osl.globals->displacement_state[shader]),
kg->osl.thread_index,
0,
*globals,
nullptr,
nullptr);
}
/* get back position */
sd->P = TO_FLOAT3(globals->P);
}
/* Camera */
packed_float3 osl_eval_camera(const ThreadKernelGlobalsCPU *kg,
const packed_float3 sensor,
const packed_float3 dSdx,
const packed_float3 dSdy,
const float2 rand_lens,
packed_float3 &P,
packed_float3 &dPdx,
packed_float3 &dPdy,
packed_float3 &D,
packed_float3 &dDdx,
packed_float3 &dDdy)
{
if (!kg->osl.globals->camera_state) {
return zero_spectrum();
}
/* Setup shader globals from the sensor position. */
cameradata_to_shaderglobals(sensor, dSdx, dSdy, rand_lens, &kg->osl.shader_globals);
/* Clear trace data. */
kg->osl.tracedata.init = false;
/* Provide kernel globals to the render-services. */
kg->osl.shader_globals.kg = kg;
/* Execute the shader. */
OSL::ShadingSystem *ss = (OSL::ShadingSystem *)kg->osl.ss;
OSL::ShaderGlobals *globals = reinterpret_cast<OSL::ShaderGlobals *>(&kg->osl.shader_globals);
OSL::ShadingContext *octx = kg->osl.context;
float output[21] = {0.0f};
ss->execute(
*octx, *kg->osl.globals->camera_state, kg->osl.thread_index, 0, *globals, nullptr, output);
P = make_float3(output[0], output[1], output[2]);
dPdx = make_float3(output[3], output[4], output[5]);
dPdy = make_float3(output[6], output[7], output[8]);
D = make_float3(output[9], output[10], output[11]);
dDdx = make_float3(output[12], output[13], output[14]);
dDdy = make_float3(output[15], output[16], output[17]);
return make_float3(output[18], output[19], output[20]);
}
CCL_NAMESPACE_END