blender/intern/cycles/kernel/osl/shaders/CMakeLists.txt
Brecht Van Lommel 4631ff0ee2 Refactor: Cycles: Replace vertex color with attribute node in SVM/OSL
This dedicated node was added when the attribute node did not support
alpha output, now that it does we can just route it to the attribute
node implementation internally.

This also fixes an issue with vertex color derivatives not working
properly.

Pull Request: https://projects.blender.org/blender/blender/pulls/164674
2026-10-05 19:58:25 +02:00

208 lines
4.9 KiB
CMake

# SPDX-FileCopyrightText: 2011-2022 Blender Foundation
#
# SPDX-License-Identifier: Apache-2.0
# OSL node shaders
set(SRC_OSL
node_add_closure.osl
node_ambient_occlusion.osl
node_attribute.osl
node_background.osl
node_bevel.osl
node_boolean_math.osl
node_brick_texture.osl
node_brightness.osl
node_bump.osl
node_camera.osl
node_checker_texture.osl
node_clamp.osl
node_combine_color.osl
node_combine_xyz.osl
node_convert_from_color.osl
node_convert_from_float.osl
node_convert_from_int.osl
node_convert_from_normal.osl
node_convert_from_point.osl
node_convert_from_vector.osl
node_diffuse_bsdf.osl
node_displacement.osl
node_vector_displacement.osl
node_emission.osl
node_environment_texture.osl
node_float_curve.osl
node_fresnel.osl
node_gabor_texture.osl
node_gamma.osl
node_geometry.osl
node_get_vector_component.osl
node_glass_bsdf.osl
node_glossy_bsdf.osl
node_gradient_texture.osl
node_hair_info.osl
node_point_info.osl
node_scatter_volume.osl
node_scene_time.osl
node_absorption_volume.osl
node_volume_coefficients.osl
node_principled_volume.osl
node_holdout.osl
node_hsv.osl
node_ies_light.osl
node_image_texture.osl
node_invert.osl
node_layer_weight.osl
node_light_falloff.osl
node_light_path.osl
node_magic_texture.osl
node_map_range.osl
node_mapping.osl
node_math.osl
node_integer_math.osl
node_metallic_bsdf.osl
node_mix.osl
node_mix_closure.osl
node_mix_color.osl
node_mix_float.osl
node_mix_vector.osl
node_mix_vector_non_uniform.osl
node_noise_texture.osl
node_normal.osl
node_normal_map.osl
node_object_info.osl
node_output_displacement.osl
node_output_surface.osl
node_output_volume.osl
node_particle_info.osl
node_ray_portal_bsdf.osl
node_raycast.osl
node_raycast_attr_float.osl
node_raycast_attr_vector.osl
node_refraction_bsdf.osl
node_rgb_curves.osl
node_rgb_ramp.osl
node_radial_tiling.osl
node_separate_color.osl
node_separate_xyz.osl
node_set_normal.osl
node_sheen_bsdf.osl
node_sky_texture.osl
node_subsurface_scattering.osl
node_tangent.osl
node_texture_coordinate.osl
node_toon_bsdf.osl
node_translucent_bsdf.osl
node_transparent_bsdf.osl
node_value.osl
node_vector_curves.osl
node_vector_math.osl
node_vector_map_range.osl
node_vector_rotate.osl
node_vector_transform.osl
node_voronoi_texture.osl
node_wavelength.osl
node_blackbody.osl
node_wave_texture.osl
node_white_noise_texture.osl
node_wireframe.osl
node_hair_bsdf.osl
node_principled_hair_bsdf.osl
node_uv_map.osl
node_principled_bsdf.osl
node_rgb_to_bw.osl
)
get_filename_component(OSL_SHADER_HINT ${OSL_COMPILER} DIRECTORY)
set(_osl_SEARCH_DIRS
${OSL_SHADER_HINT}
${OSL_SHADER_HINT}/../
/usr/share/OSL/
/usr/include/OSL/
)
if(DEFINED OSL_ROOT_DIR)
list(APPEND _osl_SEARCH_DIRS ${OSL_ROOT_DIR})
endif()
if(DEFINED OSL_HOME_DIR)
list(APPEND _osl_SEARCH_DIRS ${OSL_HOME_DIR})
endif()
find_path(OSL_SHADER_DIR
NAMES
stdosl.h
HINTS
${_osl_SEARCH_DIRS}
PATH_SUFFIXES
share/OSL/shaders
share/openshadinglanguage/shaders
shaders
)
mark_as_advanced(OSL_SHADER_DIR)
unset(_osl_SEARCH_DIRS)
if(NOT EXISTS "${OSL_SHADER_DIR}")
if(WITH_STRICT_BUILD_OPTIONS)
message(SEND_ERROR "Precompiled OSL shader headers are not found, stopping")
else()
message(STATUS "Precompiled OSL shader headers are not found, continuing without")
endif()
endif()
# The headers that OSL ships differs per release so we can not
# hard-code this.
file(GLOB SRC_OSL_HEADER_DIST ${OSL_SHADER_DIR}/*.h)
set(SRC_OSL_HEADERS
int_vector_types.h
node_color.h
node_color_blend.h
node_fractal_voronoi.h
node_fresnel.h
node_hash.h
node_math.h
node_noise.h
node_ramp_util.h
node_radial_tiling_shared.h
node_scatter.h
node_voronoi.h
stdcycles.h
${SRC_OSL_HEADER_DIST}
)
set(SRC_OSO
)
# TODO, add a module to compile OSL
foreach(_file ${SRC_OSL})
set(_OSL_FILE ${CMAKE_CURRENT_SOURCE_DIR}/${_file})
set_source_files_properties(${_file} PROPERTIES HEADER_FILE_ONLY TRUE)
string(REPLACE ".osl" ".oso" _OSO_FILE ${_OSL_FILE})
string(REPLACE ${CMAKE_SOURCE_DIR} ${CMAKE_BINARY_DIR} _OSO_FILE ${_OSO_FILE})
add_custom_command(
OUTPUT ${_OSO_FILE}
COMMAND
${CMAKE_COMMAND} -E env ${PLATFORM_ENV_BUILD}
${OSL_COMPILER} -q -O2
-I"${CMAKE_CURRENT_SOURCE_DIR}"
-I"${OSL_SHADER_DIR}"
-o ${_OSO_FILE}
${_OSL_FILE}
DEPENDS ${_OSL_FILE} ${SRC_OSL_HEADERS} ${OSL_COMPILER}
)
list(APPEND SRC_OSO
${_OSO_FILE}
)
unset(_OSL_FILE)
unset(_OSO_FILE)
endforeach()
add_custom_target(cycles_osl_shaders ALL DEPENDS ${SRC_OSO} ${SRC_OSL_HEADERS} ${OSL_COMPILER} SOURCES ${SRC_OSL})
cycles_set_solution_folder(cycles_osl_shaders)
# CMAKE_CURRENT_SOURCE_DIR is already included in OSO paths
delayed_install("" "${SRC_OSO}" ${CYCLES_INSTALL_PATH}/shader)
delayed_install("${CMAKE_CURRENT_SOURCE_DIR}" "${SRC_OSL_HEADERS}" ${CYCLES_INSTALL_PATH}/shader)