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- /*
- * 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/scene.h"
- #include "render/shader.h"
- #include "render/svm.h"
- #include "render/tables.h"
- #include "util/util_foreach.h"
- #include "util/util_murmurhash.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_DISTANCE);
- 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);
- 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);
- return type;
- }
- Shader::Shader() : Node(node_type)
- {
- pass_id = 0;
- graph = NULL;
- has_surface = false;
- has_surface_transparent = false;
- has_surface_emission = 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_object_dependency = false;
- has_attribute_dependency = false;
- has_integrator_dependency = false;
- has_volume_connected = false;
- displacement_method = DISPLACE_BUMP;
- id = -1;
- used = false;
- need_update = true;
- need_update_mesh = true;
- need_sync_object = false;
- }
- Shader::~Shader()
- {
- delete graph;
- }
- bool Shader::is_constant_emission(float3 *emission)
- {
- ShaderInput *surf = graph->output()->input("Surface");
- if (surf->link == NULL) {
- return false;
- }
- if (surf->link->parent->type == EmissionNode::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->color * node->strength;
- }
- else if (surf->link->parent->type == BackgroundNode::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->color * node->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_mesh = 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 */
- need_update = true;
- scene->shader_manager->need_update = true;
- /* 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->need_update = true;
- /* 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->default_background && scene->light_manager->has_background_light(scene)) {
- scene->light_manager->need_update = true;
- }
- /* 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 && displacement_method == DISPLACE_BOTH) {
- attributes.add(ATTR_STD_POSITION_UNDISPLACED);
- }
- /* compare if the attributes changed, mesh manager will check
- * need_update_mesh, update the relevant meshes and clear it. */
- if (attributes.modified(prev_attributes)) {
- need_update_mesh = true;
- scene->mesh_manager->need_update = true;
- }
- if (has_volume != prev_has_volume) {
- scene->mesh_manager->need_flags_update = true;
- scene->object_manager->need_flags_update = true;
- }
- }
- 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 (!used) {
- need_update = true;
- scene->shader_manager->need_update = true;
- }
- }
- /* Shader Manager */
- ShaderManager::ShaderManager()
- {
- need_update = true;
- beckmann_table_offset = TABLE_OFFSET_INVALID;
- 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
- OCIO::ConstConfigRcPtr config = OCIO::GetCurrentConfig();
- if (config) {
- if (config->hasRole("XYZ") && config->hasRole("scene_linear")) {
- OCIO::ConstProcessorRcPtr to_rgb_processor = config->getProcessor("XYZ", "scene_linear");
- OCIO::ConstProcessorRcPtr to_xyz_processor = config->getProcessor("scene_linear", "XYZ");
- if (to_rgb_processor && to_xyz_processor) {
- float r[] = {1.0f, 0.0f, 0.0f};
- float g[] = {0.0f, 1.0f, 0.0f};
- float b[] = {0.0f, 0.0f, 1.0f};
- to_xyz_processor->applyRGB(r);
- to_xyz_processor->applyRGB(g);
- to_xyz_processor->applyRGB(b);
- rgb_to_y = make_float3(r[1], g[1], b[1]);
- float x[] = {1.0f, 0.0f, 0.0f};
- float y[] = {0.0f, 1.0f, 0.0f};
- float z[] = {0.0f, 0.0f, 1.0f};
- to_rgb_processor->applyRGB(x);
- to_rgb_processor->applyRGB(y);
- to_rgb_processor->applyRGB(z);
- xyz_to_r = make_float3(x[0], y[0], z[0]);
- xyz_to_g = make_float3(x[1], y[1], z[1]);
- xyz_to_b = make_float3(x[2], y[2], z[2]);
- }
- }
- }
- #endif
- }
- ShaderManager::~ShaderManager()
- {
- }
- ShaderManager *ShaderManager::create(Scene *scene, 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();
- }
- add_default(scene);
- 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::device_update_shaders_used(Scene *scene)
- {
- /* figure out which shaders are in use, so SVM/OSL can skip compiling them
- * for speed and avoid loading image textures into memory */
- uint id = 0;
- foreach (Shader *shader, scene->shaders) {
- shader->used = false;
- shader->id = id++;
- }
- scene->default_surface->used = true;
- scene->default_light->used = true;
- scene->default_background->used = true;
- scene->default_empty->used = true;
- if (scene->background->shader)
- scene->background->shader->used = true;
- foreach (Mesh *mesh, scene->meshes)
- foreach (Shader *shader, mesh->used_shaders)
- shader->used = true;
- foreach (Light *light, scene->lights)
- if (light->shader)
- light->shader->used = true;
- }
- 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->use_mis)
- flag |= SD_USE_MIS;
- if (shader->has_surface_transparent && shader->use_transparent_shadow)
- flag |= SD_HAS_TRANSPARENT_SHADOW;
- 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->heterogeneous_volume && shader->has_volume_spatial_varying)
- flag |= SD_HETEROGENEOUS_VOLUME;
- if (shader->has_attribute_dependency)
- flag |= SD_NEED_ATTRIBUTES;
- if (shader->has_bssrdf_bump)
- flag |= SD_HAS_BSSRDF_BUMP;
- if (device->info.has_volume_decoupled) {
- if (shader->volume_sampling_method == VOLUME_SAMPLING_EQUIANGULAR)
- flag |= SD_VOLUME_EQUIANGULAR;
- if (shader->volume_sampling_method == VOLUME_SAMPLING_MULTIPLE_IMPORTANCE)
- flag |= SD_VOLUME_MIS;
- }
- if (shader->volume_interpolation_method == VOLUME_INTERPOLATION_CUBIC)
- flag |= SD_VOLUME_CUBIC;
- if (shader->has_bump)
- flag |= SD_HAS_BUMP;
- if (shader->displacement_method != DISPLACE_BUMP)
- flag |= SD_HAS_DISPLACEMENT;
- /* constant emission check */
- float3 constant_emission = make_float3(0.0f, 0.0f, 0.0f);
- 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->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 = new DiffuseBsdfNode();
- diffuse->color = make_float3(0.8f, 0.8f, 0.8f);
- graph->add(diffuse);
- graph->connect(diffuse->output("BSDF"), graph->output()->input("Surface"));
- Shader *shader = new Shader();
- shader->name = "default_surface";
- shader->graph = graph;
- scene->shaders.push_back(shader);
- scene->default_surface = shader;
- }
- /* default light */
- {
- ShaderGraph *graph = new ShaderGraph();
- EmissionNode *emission = new EmissionNode();
- emission->color = make_float3(0.8f, 0.8f, 0.8f);
- emission->strength = 0.0f;
- graph->add(emission);
- graph->connect(emission->output("Emission"), graph->output()->input("Surface"));
- Shader *shader = new Shader();
- shader->name = "default_light";
- shader->graph = graph;
- scene->shaders.push_back(shader);
- scene->default_light = shader;
- }
- /* default background */
- {
- ShaderGraph *graph = new ShaderGraph();
- Shader *shader = new Shader();
- shader->name = "default_background";
- shader->graph = graph;
- scene->shaders.push_back(shader);
- scene->default_background = shader;
- }
- /* default empty */
- {
- ShaderGraph *graph = new ShaderGraph();
- Shader *shader = new Shader();
- shader->name = "default_empty";
- shader->graph = graph;
- scene->shaders.push_back(shader);
- scene->default_empty = shader;
- }
- }
- void ShaderManager::get_requested_graph_features(ShaderGraph *graph,
- DeviceRequestedFeatures *requested_features)
- {
- foreach (ShaderNode *node, graph->nodes) {
- requested_features->max_nodes_group = max(requested_features->max_nodes_group,
- node->get_group());
- requested_features->nodes_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->closure)) {
- requested_features->nodes_features |= NODE_FEATURE_VOLUME;
- }
- else if (CLOSURE_IS_PRINCIPLED(bsdf_node->closure)) {
- requested_features->use_principled = true;
- }
- }
- if (node->has_surface_bssrdf()) {
- requested_features->use_subsurface = true;
- }
- if (node->has_surface_transparent()) {
- requested_features->use_transparent = true;
- }
- if (node->has_raytrace()) {
- requested_features->use_shader_raytrace = true;
- }
- }
- }
- void ShaderManager::get_requested_features(Scene *scene,
- DeviceRequestedFeatures *requested_features)
- {
- requested_features->max_nodes_group = NODE_GROUP_LEVEL_0;
- requested_features->nodes_features = 0;
- for (int i = 0; i < scene->shaders.size(); i++) {
- Shader *shader = scene->shaders[i];
- /* Gather requested features from all the nodes from the graph nodes. */
- get_requested_graph_features(shader->graph, requested_features);
- ShaderNode *output_node = shader->graph->output();
- if (output_node->input("Displacement")->link != NULL) {
- requested_features->nodes_features |= NODE_FEATURE_BUMP;
- if (shader->displacement_method == DISPLACE_BOTH) {
- requested_features->nodes_features |= NODE_FEATURE_BUMP_STATE;
- }
- }
- /* On top of volume nodes, also check if we need volume sampling because
- * e.g. an Emission node would slip through the NODE_FEATURE_VOLUME check */
- if (shader->has_volume)
- requested_features->use_volume |= true;
- }
- }
- 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;
- }
- CCL_NAMESPACE_END
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