blender/intern/cycles/render/osl.h

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/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#ifndef __OSL_H__
#define __OSL_H__
#include "util_set.h"
#include "util_string.h"
#include "shader.h"
#ifdef WITH_OSL
#include <OSL/oslcomp.h>
#include <OSL/oslexec.h>
#include <OSL/oslquery.h>
#endif
CCL_NAMESPACE_BEGIN
class Device;
class DeviceScene;
class ImageManager;
class OSLRenderServices;
struct OSLGlobals;
class Scene;
class ShaderGraph;
class ShaderNode;
class ShaderInput;
class ShaderOutput;
#ifdef WITH_OSL
/* OSL Shader Info
* to auto detect closures in the shader for MIS and transparent shadows */
struct OSLShaderInfo {
OSLShaderInfo()
: has_surface_emission(false), has_surface_transparent(false),
has_surface_bssrdf(false)
{}
bool has_surface_emission;
bool has_surface_transparent;
bool has_surface_bssrdf;
};
/* Shader Manage */
class OSLShaderManager : public ShaderManager {
public:
OSLShaderManager();
~OSLShaderManager();
void reset(Scene *scene);
bool use_osl() { return true; }
void device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress);
void device_free(Device *device, DeviceScene *dscene, Scene *scene);
/* osl compile and query */
static bool osl_compile(const string& inputfile, const string& outputfile);
static bool osl_query(OSL::OSLQuery& query, const string& filepath);
/* shader file loading, all functions return pointer to hash string if found */
const char *shader_test_loaded(const string& hash);
const char *shader_load_bytecode(const string& hash, const string& bytecode);
const char *shader_load_filepath(string filepath);
OSLShaderInfo *shader_loaded_info(const string& hash);
protected:
void texture_system_init();
void shading_system_init();
OSL::ShadingSystem *ss;
OSL::TextureSystem *ts;
OSLRenderServices *services;
OSL::ErrorHandler errhandler;
map<string, OSLShaderInfo> loaded_shaders;
};
#endif
/* Graph Compiler */
class OSLCompiler {
public:
OSLCompiler(void *manager, void *shadingsys, ImageManager *image_manager);
void compile(OSLGlobals *og, Shader *shader);
void add(ShaderNode *node, const char *name, bool isfilepath = false);
void parameter(const char *name, float f);
void parameter_color(const char *name, float3 f);
void parameter_vector(const char *name, float3 f);
void parameter_normal(const char *name, float3 f);
void parameter_point(const char *name, float3 f);
void parameter(const char *name, int f);
void parameter(const char *name, const char *s);
void parameter(const char *name, ustring str);
void parameter(const char *name, const Transform& tfm);
void parameter_array(const char *name, const float f[], int arraylen);
void parameter_color_array(const char *name, const float f[][3], int arraylen);
void parameter_vector_array(const char *name, const float f[][3], int arraylen);
void parameter_normal_array(const char *name, const float f[][3], int arraylen);
void parameter_point_array(const char *name, const float f[][3], int arraylen);
void parameter_array(const char *name, const int f[], int arraylen);
void parameter_array(const char *name, const char * const s[], int arraylen);
void parameter_array(const char *name, const Transform tfm[], int arraylen);
ShaderType output_type() { return current_type; }
bool background;
ImageManager *image_manager;
private:
string id(ShaderNode *node);
void compile_type(Shader *shader, ShaderGraph *graph, ShaderType type);
bool node_skip_input(ShaderNode *node, ShaderInput *input);
string compatible_name(ShaderNode *node, ShaderInput *input);
string compatible_name(ShaderNode *node, ShaderOutput *output);
void find_dependencies(set<ShaderNode*>& dependencies, ShaderInput *input);
void generate_nodes(const set<ShaderNode*>& nodes);
void *shadingsys;
void *manager;
ShaderType current_type;
Shader *current_shader;
};
CCL_NAMESPACE_END
#endif /* __OSL_H__ */