Files
test2/intern/cycles/scene/shader.h
Lukas Stockner 17f2cdd104 Cycles: Add thin film iridescence to Principled BSDF
This is an implementation of thin film iridescence in the Principled BSDF based on "A Practical Extension to Microfacet Theory for the Modeling of Varying Iridescence".

There are still several open topics that are left for future work:
- Currently, the thin film only affects dielectric Fresnel, not metallic. Properly specifying thin films on metals requires a proper conductive Fresnel term with complex IOR inputs, any attempt of trying to hack it into the F82 model we currently use for the Principled BSDF is fundamentally flawed. In the future, we'll add a node for proper conductive Fresnel, including thin films.
- The F0/F90 control is not very elegantly implemented right now. It fundamentally works, but enabling thin film while using a Specular Tint causes a jump in appearance since the models integrate it differently. Then again, thin film interference is a physical effect, so of course a non-physical tweak doesn't play nicely with it.
- The white point handling is currently quite crude. In short: The code computes XYZ values of the reflectance spectrum, but we'd need the XYZ values of the product of the reflectance spectrum and the neutral illuminant of the working color space. Currently, this is addressed by just dividing by the XYZ values of the illuminant, but it would be better to do a proper chromatic adaptation transform or to use the proper reference curves for the working space instead of the XYZ curves from the paper.

Pull Request: https://projects.blender.org/blender/blender/pulls/118477
2024-05-02 14:28:44 +02:00

263 lines
6.8 KiB
C++

/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
*
* SPDX-License-Identifier: Apache-2.0 */
#ifndef __SHADER_H__
#define __SHADER_H__
#ifdef WITH_OSL
/* So no context pollution happens from indirectly included windows.h */
# include "util/windows.h"
# include <OSL/oslexec.h>
#endif
#include "kernel/types.h"
#include "scene/attribute.h"
#include "graph/node.h"
#include "util/map.h"
#include "util/param.h"
#include "util/string.h"
#include "util/thread.h"
#include "util/types.h"
CCL_NAMESPACE_BEGIN
class Device;
class DeviceScene;
class Mesh;
class Progress;
class Scene;
class ShaderGraph;
struct float3;
enum ShadingSystem { SHADINGSYSTEM_OSL, SHADINGSYSTEM_SVM };
/* Keep those in sync with the python-defined enum. */
enum VolumeSampling {
VOLUME_SAMPLING_DISTANCE = 0,
VOLUME_SAMPLING_EQUIANGULAR = 1,
VOLUME_SAMPLING_MULTIPLE_IMPORTANCE = 2,
VOLUME_NUM_SAMPLING,
};
enum VolumeInterpolation {
VOLUME_INTERPOLATION_LINEAR = 0,
VOLUME_INTERPOLATION_CUBIC = 1,
VOLUME_NUM_INTERPOLATION,
};
enum DisplacementMethod {
DISPLACE_BUMP = 0,
DISPLACE_TRUE = 1,
DISPLACE_BOTH = 2,
DISPLACE_NUM_METHODS,
};
/* Shader describing the appearance of a Mesh, Light or Background.
*
* While there is only a single shader graph, it has three outputs: surface,
* volume and displacement, that the shader manager will compile and execute
* separately. */
class Shader : public Node {
public:
NODE_DECLARE
/* shader graph */
ShaderGraph *graph;
NODE_SOCKET_API(int, pass_id)
/* sampling */
NODE_SOCKET_API(EmissionSampling, emission_sampling_method)
NODE_SOCKET_API(bool, use_transparent_shadow)
NODE_SOCKET_API(bool, use_bump_map_correction)
NODE_SOCKET_API(bool, heterogeneous_volume)
NODE_SOCKET_API(VolumeSampling, volume_sampling_method)
NODE_SOCKET_API(int, volume_interpolation_method)
NODE_SOCKET_API(float, volume_step_rate)
/* displacement */
NODE_SOCKET_API(DisplacementMethod, displacement_method)
float prev_volume_step_rate;
/* synchronization */
bool need_update_uvs;
bool need_update_attribute;
bool need_update_displacement;
/* If the shader has only volume components, the surface is assumed to
* be transparent.
* However, graph optimization might remove the volume subgraph, but
* since the user connected something to the volume output the surface
* should still be transparent.
* Therefore, has_volume_connected stores whether some volume sub-tree
* was connected before optimization. */
bool has_volume_connected;
/* information about shader after compiling */
bool has_surface;
bool has_surface_transparent;
bool has_surface_raytrace;
bool has_volume;
bool has_displacement;
bool has_surface_bssrdf;
bool has_bump;
bool has_bssrdf_bump;
bool has_surface_spatial_varying;
bool has_volume_spatial_varying;
bool has_volume_attribute_dependency;
float3 emission_estimate;
EmissionSampling emission_sampling;
bool emission_is_constant;
/* requested mesh attributes */
AttributeRequestSet attributes;
/* determined before compiling */
uint id;
#ifdef WITH_OSL
/* osl shading state references */
OSL::ShaderGroupRef osl_surface_ref;
OSL::ShaderGroupRef osl_surface_bump_ref;
OSL::ShaderGroupRef osl_volume_ref;
OSL::ShaderGroupRef osl_displacement_ref;
#endif
Shader();
~Shader();
/* Estimate emission of this shader based on the shader graph. This works only in very simple
* cases. But it helps improve light importance sampling in common cases.
*
* If the emission is fully constant, returns true, so that shader evaluation can be skipped
* entirely for a light. */
void estimate_emission();
void set_graph(ShaderGraph *graph);
void tag_update(Scene *scene);
void tag_used(Scene *scene);
/* Return true when either of the surface or displacement socket of the output node is linked.
* This should be used to ensure that surface attributes are also requested even when only the
* displacement socket is linked. */
bool has_surface_link() const
{
return has_surface || has_displacement;
}
bool need_update_geometry() const;
};
/* Shader Manager virtual base class
*
* From this the SVM and OSL shader managers are derived, that do the actual
* shader compiling and device updating. */
class ShaderManager {
public:
enum : uint32_t {
SHADER_ADDED = (1 << 0),
SHADER_MODIFIED = (1 << 2),
/* tag everything in the manager for an update */
UPDATE_ALL = ~0u,
UPDATE_NONE = 0u,
};
static ShaderManager *create(int shadingsystem, Device *device);
virtual ~ShaderManager();
virtual void reset(Scene *scene) = 0;
virtual bool use_osl()
{
return false;
}
/* device update */
void device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress &progress);
virtual void device_update_specific(Device *device,
DeviceScene *dscene,
Scene *scene,
Progress &progress) = 0;
virtual void device_free(Device *device, DeviceScene *dscene, Scene *scene) = 0;
void device_update_common(Device *device, DeviceScene *dscene, Scene *scene, Progress &progress);
void device_free_common(Device *device, DeviceScene *dscene, Scene *scene);
/* get globally unique id for a type of attribute */
virtual uint64_t get_attribute_id(ustring name);
virtual uint64_t get_attribute_id(AttributeStandard std);
/* get shader id for mesh faces */
int get_shader_id(Shader *shader, bool smooth = false);
/* add default shaders to scene, to use as default for things that don't
* have any shader assigned explicitly */
static void add_default(Scene *scene);
/* Selective nodes compilation. */
uint get_kernel_features(Scene *scene);
static void free_memory();
float linear_rgb_to_gray(float3 c);
float3 rec709_to_scene_linear(float3 c);
string get_cryptomatte_materials(Scene *scene);
void tag_update(Scene *scene, uint32_t flag);
bool need_update() const;
void init_xyz_transforms();
protected:
ShaderManager();
uint32_t update_flags;
typedef unordered_map<ustring, uint64_t, ustringHash> AttributeIDMap;
AttributeIDMap unique_attribute_id;
static thread_mutex lookup_table_mutex;
unordered_map<const float *, size_t> bsdf_tables;
template<std::size_t n>
size_t ensure_bsdf_table(DeviceScene *dscene, Scene *scene, const float (&table)[n])
{
return ensure_bsdf_table_impl(dscene, scene, table, n);
}
size_t ensure_bsdf_table_impl(DeviceScene *dscene, Scene *scene, const float *table, size_t n);
uint get_graph_kernel_features(ShaderGraph *graph);
thread_spin_lock attribute_lock_;
float3 xyz_to_r;
float3 xyz_to_g;
float3 xyz_to_b;
float3 rgb_to_y;
float3 white_xyz;
float3 rec709_to_r;
float3 rec709_to_g;
float3 rec709_to_b;
bool is_rec709;
};
CCL_NAMESPACE_END
#endif /* __SHADER_H__ */