예제 #1
0
static void loadShaderParameters( const OSLQuery &query, Gaffer::CompoundPlug *parametersPlug, bool keepExistingValues )
{	
	
	// if we're not preserving existing values then remove all existing parameter plugs - the various
	// plug creators above know that if a plug exists then they should preserve its values.
	
	if( !keepExistingValues )
	{
		parametersPlug->clearChildren();
	}
	
	// make sure we have a plug to represent each parameter, reusing plugs wherever possible.
	
	set<string> validPlugNames;
	for( size_t i = 0; i < query.nparams(); ++i )
	{
		const OSLQuery::Parameter *parameter = query.getparam( i );
		const Plug::Direction direction = parameter->isoutput ? Plug::Out : Plug::In;
		if( direction != parametersPlug->direction() )
		{
			continue;
		} 
		
		if( parameter->name.find( "." ) != string::npos )
		{
			// member of a struct - will be loaded when the struct is loaded
			continue;
		}
		
		const Plug *plug = loadShaderParameter( query, parameter, parametersPlug, keepExistingValues );

		if( plug )
		{
			validPlugNames.insert( parameter->name );
		}
	}
	
	// remove any old plugs which it turned out we didn't need
	
	if( keepExistingValues )
	{
		for( int i = parametersPlug->children().size() - 1; i >= 0; --i )
		{
			GraphComponent *child = parametersPlug->getChild<GraphComponent>( i );
			if( validPlugNames.find( child->getName().string() ) == validPlugNames.end() )
			{
				parametersPlug->removeChild( child );
			}
		}
	}
	
}
예제 #2
0
static IECore::ConstCompoundDataPtr metadataGetter( const std::string &key, size_t &cost )
{
	cost = 1;
	if( !key.size() )
	{
		return NULL;
	}
	
	const char *searchPath = getenv( "OSL_SHADER_PATHS" );
	OSLQuery query;
	if( !query.open( key, searchPath ? searchPath : "" ) )
	{
		throw Exception( query.error() );
	}
	
	CompoundDataPtr metadata = new CompoundData;
	metadata->writable()["shader"] = convertMetadata( query.metadata() );
	
	CompoundDataPtr parameterMetadata = new CompoundData;
	metadata->writable()["parameter"] = parameterMetadata;
	for( size_t i = 0; i < query.nparams(); ++i )
	{
		const OSLQuery::Parameter *parameter = query.getparam( i );
		if( parameter->metadata.size() )
		{
			parameterMetadata->writable()[parameter->name] = convertMetadata( parameter->metadata );
		}
	}
	
	return metadata;
}
예제 #3
0
void OSLShader::loadShader( const std::string &shaderName, bool keepExistingValues )
{
	const char *searchPath = getenv( "OSL_SHADER_PATHS" );

	OSLQuery query;
	if( !query.open( shaderName, searchPath ? searchPath : "" ) )
	{
		throw Exception( query.error() );
	}
	
	loadShaderParameters( query, parametersPlug(), keepExistingValues );
	
	if( query.shadertype() == "shader" )
	{
		CompoundPlug *existingOut = getChild<CompoundPlug>( "out" );
		if( !existingOut || existingOut->typeId() != CompoundPlug::staticTypeId() )
		{
			CompoundPlugPtr outPlug = new CompoundPlug( "out", Plug::Out, Plug::Default | Plug::Dynamic );
			setChild( "out", outPlug );
		}
		loadShaderParameters( query, getChild<CompoundPlug>( "out" ), keepExistingValues );		
	}
	else
	{
		Plug *existingOut = getChild<Plug>( "out" );
		if( !existingOut || existingOut->typeId() != Plug::staticTypeId() )
		{
			PlugPtr outPlug = new Plug( "out", Plug::Out, Plug::Default | Plug::Dynamic );
			setChild( "out", outPlug );
		}
	}
	
	namePlug()->setValue( shaderName );
	typePlug()->setValue( "osl:" + query.shadertype() );
	
	m_metadata = NULL;
}
예제 #4
0
static IECore::ConstCompoundDataPtr metadataGetter( const std::string &key, size_t &cost )
{
	cost = 1;
	if( !key.size() )
	{
		return NULL;
	}

	const char *searchPath = getenv( "OSL_SHADER_PATHS" );
	OSLQuery query;
	if( !query.open( key, searchPath ? searchPath : "" ) )
	{
		throw Exception( query.geterror() );
	}

	CompoundDataPtr metadata = new CompoundData;
	metadata->writable()["shader"] = convertMetadata( query.metadata() );

	CompoundDataPtr parameterMetadata = new CompoundData;
	metadata->writable()["parameter"] = parameterMetadata;
	for( size_t i = 0; i < query.nparams(); ++i )
	{
		const OSLQuery::Parameter *parameter = query.getparam( i );
		if( parameter->metadata.size() )
		{
			string nameWithoutSuffix;
			const OSLQuery::Parameter *positionsParameter;
			const OSLQuery::Parameter *valuesParameter;
			const OSLQuery::Parameter *basisParameter;

			// If this parameter is part of a spline, register the metadata onto the spline plug
			if( findSplineParameters( query, parameter, nameWithoutSuffix, positionsParameter, valuesParameter, basisParameter ) )
			{
				// We merge metadata found on all the parameters that make up the plug, but in no particular order.
				// If you specify conflicting metadata on the different parameters you may get inconsistent results.
				CompoundData *prevData = parameterMetadata->member<CompoundData>( nameWithoutSuffix );
				CompoundDataPtr data = convertMetadata( parameter->metadata );
				if( prevData )
				{
					data->writable().insert( prevData->readable().begin(), prevData->readable().end() );
				}

				parameterMetadata->writable()[nameWithoutSuffix] = data;
			}
			else
			{
				parameterMetadata->writable()[parameter->name.c_str()] = convertMetadata( parameter->metadata );
			}
		}
	}

	return metadata;
}
예제 #5
0
void OSLShader::loadShader( const std::string &shaderName, bool keepExistingValues )
{
	Plug *existingOut = outPlug();
	if( shaderName.empty() )
	{
		parametersPlug()->clearChildren();
		namePlug()->setValue( "" );
		typePlug()->setValue( "" );
		if( existingOut )
		{
			existingOut->clearChildren();
		}
		return;
	}

	const char *searchPath = getenv( "OSL_SHADER_PATHS" );

	OSLQuery query;
	if( !query.open( shaderName, searchPath ? searchPath : "" ) )
	{
		throw Exception( query.geterror() );
	}

	const bool outPlugHadChildren = existingOut ? existingOut->children().size() : false;
	if( !keepExistingValues )
	{
		// If we're not preserving existing values then remove all existing
		// parameter plugs - the various plug creators above know that if a
		// plug exists then they should preserve its values.
		parametersPlug()->clearChildren();
		if( existingOut )
		{
			existingOut->clearChildren();
		}
	}

	m_metadata = NULL;
	namePlug()->setValue( shaderName );
	typePlug()->setValue( std::string( "osl:" ) + query.shadertype().c_str() );

	const IECore::CompoundData *metadata = OSLShader::metadata();
	const IECore::CompoundData *parameterMetadata = NULL;
	if( metadata )
	{
		parameterMetadata = metadata->member<IECore::CompoundData>( "parameter" );
	}


	loadShaderParameters( query, parametersPlug(), parameterMetadata );

	if( !existingOut || existingOut->typeId() != Plug::staticTypeId() )
	{
		PlugPtr outPlug = new Plug( "out", Plug::Out, Plug::Default | Plug::Dynamic );
		if( existingOut )
		{
			// We had an out plug but it was the wrong type (we used
			// to use a CompoundPlug before that was deprecated). Move
			// over any existing child plugs onto our replacement.
			for( PlugIterator it( existingOut ); !it.done(); ++it )
			{
				outPlug->addChild( *it );
			}
		}
		setChild( "out", outPlug );
	}

	if( query.shadertype() == "shader" )
	{
		loadShaderParameters( query, outPlug(), parameterMetadata );
	}
	else
	{
		outPlug()->clearChildren();
	}

	if( static_cast<bool>( outPlug()->children().size() ) != outPlugHadChildren )
	{
		// OSLShaderUI registers a dynamic metadata entry which depends on whether or
		// not the plug has children, so we must notify the world that the value will
		// have changed.
		Metadata::plugValueChangedSignal()( staticTypeId(), "out", "nodule:type", outPlug() );
	}
}
예제 #6
0
extern "C" OSL_DLL_EXPORT int
test_shade (int argc, const char *argv[])
{
    OIIO::Timer timer;

    // Create a new shading system.  We pass it the RendererServices
    // object that services callbacks from the shading system, NULL for
    // the TextureSystem (that just makes 'create' make its own TS), and
    // an error handler.
    shadingsys = new ShadingSystem (&rend, NULL, &errhandler);

    // Register the layout of all closures known to this renderer
    // Any closure used by the shader which is not registered, or
    // registered with a different number of arguments will lead
    // to a runtime error.
    register_closures(shadingsys);

    // Remember that each shader parameter may optionally have a
    // metadata hint [[int lockgeom=...]], where 0 indicates that the
    // parameter may be overridden by the geometry itself, for example
    // with data interpolated from the mesh vertices, and a value of 1
    // means that it is "locked" with respect to the geometry (i.e. it
    // will not be overridden with interpolated or
    // per-geometric-primitive data).
    // 
    // In order to most fully optimize shader, we typically want any
    // shader parameter not explicitly specified to default to being
    // locked (i.e. no per-geometry override):
    shadingsys->attribute("lockgeom", 1);

    // Now we declare our shader.
    // 
    // Each material in the scene is comprised of a "shader group."
    // Each group is comprised of one or more "layers" (a.k.a. shader
    // instances) with possible connections from outputs of
    // upstream/early layers into the inputs of downstream/later layers.
    // A shader instance is the combination of a reference to a shader
    // master and its parameter values that may override the defaults in
    // the shader source and may be particular to this instance (versus
    // all the other instances of the same shader).
    // 
    // A shader group declaration typically looks like this:
    //
    //   ShaderGroupRef shadergroup = ss->ShaderGroupBegin ();
    //   ss->Parameter ("paramname", TypeDesc paramtype, void *value);
    //      ... and so on for all the other parameters of...
    //   ss->Shader ("shadertype", "shadername", "layername");
    //      The Shader() call creates a new instance, which gets
    //      all the pending Parameter() values made right before it.
    //   ... and other shader instances in this group, interspersed with...
    //   ss->ConnectShaders ("layer1", "param1", "layer2", "param2");
    //   ... and other connections ...
    //   ss->ShaderGroupEnd ();
    // 
    // It looks so simple, and it really is, except that the way this
    // testshade program works is that all the Parameter() and Shader()
    // calls are done inside getargs(), as it walks through the command
    // line arguments, whereas the connections accumulate and have
    // to be processed at the end.  Bear with us.
    
    // Start the shader group and grab a reference to it.
    shadergroup = shadingsys->ShaderGroupBegin (groupname);

    // Get the command line arguments.  That will set up all the shader
    // instances and their parameters for the group.
    getargs (argc, argv);

    if (! shadergroup) {
        std::cerr << "ERROR: Invalid shader group. Exiting testshade.\n";
        return EXIT_FAILURE;
    }

    shadingsys->attribute (shadergroup.get(), "groupname", groupname);

    // Now set up the connections
    for (size_t i = 0;  i < connections.size();  i += 4) {
        if (i+3 < connections.size()) {
            std::cout << "Connect " 
                      << connections[i] << "." << connections[i+1]
                      << " to " << connections[i+2] << "." << connections[i+3]
                      << "\n";
            shadingsys->ConnectShaders (connections[i].c_str(),
                                        connections[i+1].c_str(),
                                        connections[i+2].c_str(),
                                        connections[i+3].c_str());
        }
    }

    // End the group
    shadingsys->ShaderGroupEnd ();

    if (verbose || do_oslquery) {
        std::string pickle;
        shadingsys->getattribute (shadergroup.get(), "pickle", pickle);
        std::cout << "Shader group:\n---\n" << pickle << "\n---\n";
        std::cout << "\n";
        ustring groupname;
        shadingsys->getattribute (shadergroup.get(), "groupname", groupname);
        std::cout << "Shader group \"" << groupname << "\" layers are:\n";
        int num_layers = 0;
        shadingsys->getattribute (shadergroup.get(), "num_layers", num_layers);
        if (num_layers > 0) {
            std::vector<const char *> layers (size_t(num_layers), NULL);
            shadingsys->getattribute (shadergroup.get(), "layer_names",
                                      TypeDesc(TypeDesc::STRING, num_layers),
                                      &layers[0]);
            for (int i = 0; i < num_layers; ++i) {
                std::cout << "    " << (layers[i] ? layers[i] : "<unnamed>") << "\n";
                if (do_oslquery) {
                    OSLQuery q;
                    q.init (shadergroup.get(), i);
                    for (size_t p = 0;  p < q.nparams(); ++p) {
                        const OSLQuery::Parameter *param = q.getparam(p);
                        std::cout << "\t" << (param->isoutput ? "output "  : "")
                                  << param->type << ' ' << param->name << "\n";
                    }
                }
            }
        }
        std::cout << "\n";
    }
    if (archivegroup.size())
        shadingsys->archive_shadergroup (shadergroup.get(), archivegroup);

    if (outputfiles.size() != 0)
        std::cout << "\n";

    // Set up the named transformations, including shader and object.
    // For this test application, we just do this statically; in a real
    // renderer, the global named space (like "myspace") would probably
    // be static, but shader and object spaces may be different for each
    // object.
    setup_transformations (rend, Mshad, Mobj);

    // Set up the image outputs requested on the command line
    setup_output_images (shadingsys, shadergroup);

    if (debug)
        test_group_attributes (shadergroup.get());

    if (num_threads < 1)
        num_threads = boost::thread::hardware_concurrency();

    double setuptime = timer.lap ();

    // Allow a settable number of iterations to "render" the whole image,
    // which is useful for time trials of things that would be too quick
    // to accurately time for a single iteration
    for (int iter = 0;  iter < iters;  ++iter) {
        OIIO::ROI roi (0, xres, 0, yres);

        if (use_shade_image)
            OSL::shade_image (*shadingsys, *shadergroup, NULL,
                              *outputimgs[0], outputvarnames,
                              pixelcenters ? ShadePixelCenters : ShadePixelGrid,
                              roi, num_threads);
        else {
            bool save = (iter == (iters-1));   // save on last iteration
#if 0
            shade_region (shadergroup.get(), roi, save);
#else
            OIIO::ImageBufAlgo::parallel_image (
                    boost::bind (shade_region, shadergroup.get(), _1, save),
                    roi, num_threads);
#endif
        }

        // If any reparam was requested, do it now
        if (reparams.size() && reparam_layer.size()) {
            for (size_t p = 0;  p < reparams.size();  ++p) {
                const ParamValue &pv (reparams[p]);
                shadingsys->ReParameter (*shadergroup, reparam_layer.c_str(),
                                         pv.name().c_str(), pv.type(),
                                         pv.data());
            }
        }
    }
    double runtime = timer.lap();

    if (outputfiles.size() == 0)
        std::cout << "\n";

    // Write the output images to disk
    for (size_t i = 0;  i < outputimgs.size();  ++i) {
        if (outputimgs[i]) {
            if (! print_outputs) {
                std::string filename = outputimgs[i]->name();
                // JPEG, GIF, and PNG images should be automatically saved
                // as sRGB because they are almost certainly supposed to
                // be displayed on web pages.
                using namespace OIIO;
                if (Strutil::iends_with (filename, ".jpg") ||
                    Strutil::iends_with (filename, ".jpeg") ||
                    Strutil::iends_with (filename, ".gif") ||
                    Strutil::iends_with (filename, ".png")) {
                    ImageBuf ccbuf;
                    ImageBufAlgo::colorconvert (ccbuf, *outputimgs[i],
                                                "linear", "sRGB", false,
                                                "", "");
                    ccbuf.set_write_format (outputimgs[i]->spec().format);
                    ccbuf.write (filename);
                } else {
                    outputimgs[i]->write (filename);
                }
            }
            delete outputimgs[i];
            outputimgs[i] = NULL;
        }
    }

    // Print some debugging info
    if (debug || runstats || profile) {
        double writetime = timer.lap();
        std::cout << "\n";
        std::cout << "Setup: " << OIIO::Strutil::timeintervalformat (setuptime,2) << "\n";
        std::cout << "Run  : " << OIIO::Strutil::timeintervalformat (runtime,2) << "\n";
        std::cout << "Write: " << OIIO::Strutil::timeintervalformat (writetime,2) << "\n";
        std::cout << "\n";
        std::cout << shadingsys->getstats (5) << "\n";
        OIIO::TextureSystem *texturesys = shadingsys->texturesys();
        if (texturesys)
            std::cout << texturesys->getstats (5) << "\n";
        std::cout << ustring::getstats() << "\n";
    }

    // We're done with the shading system now, destroy it
    shadergroup.reset ();  // Must release this before destroying shadingsys
    delete shadingsys;

    return EXIT_SUCCESS;
}