blender/intern/cycles/kernel/osl/osl_shader.h
Brecht Van Lommel ebc653463d Cycles:
* Fix missing update when editing objects with emission materials.
* Fix preview pass rendering set to 1 not showing full resolution.
* Fix CUDA runtime compiling failing due to missing cache directory.
* Use settings from first render layer for visibility and material override.

And a bunch of incomplete and still disabled code mostly related to closure
sampling.
2011-09-12 13:13:56 +00:00

91 lines
2.7 KiB
C++

/*
* 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_SHADER_H__
#define __OSL_SHADER_H__
#ifdef WITH_OSL
/* OSL Shader Engine
*
* Holds all variables to execute and use OSL shaders from the kernel. These
* are initialized externally by OSLShaderManager before rendering starts.
*
* Before/after a thread starts rendering, thread_init/thread_free must be
* called, which will store any per thread OSL state in thread local storage.
* This means no thread state must be passed along in the kernel itself.
*/
#include <OSL/oslexec.h>
#include <OSL/oslclosure.h>
#include "kernel_types.h"
#include "util_map.h"
#include "util_param.h"
#include "util_vector.h"
CCL_NAMESPACE_BEGIN
namespace OSL = ::OSL;
class OSLRenderServices;
class Scene;
class ShaderClosure;
class ShaderData;
class differential3;
class KernelGlobals;
class OSLShader {
public:
/* init */
static void register_closures(OSL::ShadingSystem *ss);
/* per thread data */
static void thread_init(KernelGlobals *kg);
static void thread_free(KernelGlobals *kg);
/* eval */
static void eval_surface(KernelGlobals *kg, ShaderData *sd, float randb, int path_flag);
static float3 eval_background(KernelGlobals *kg, ShaderData *sd, int path_flag);
static void eval_volume(KernelGlobals *kg, ShaderData *sd, float randb, int path_flag);
static void eval_displacement(KernelGlobals *kg, ShaderData *sd);
/* sample & eval */
static int bsdf_sample(const ShaderData *sd, const ShaderClosure *sc,
float randu, float randv,
float3& eval, float3& omega_in, differential3& domega_in, float& pdf);
static float3 bsdf_eval(const ShaderData *sd, const ShaderClosure *sc,
const float3& omega_in, float& pdf);
static float3 emissive_eval(const ShaderData *sd, const ShaderClosure *sc);
static float3 volume_eval_phase(const ShaderData *sd, const ShaderClosure *sc,
const float3 omega_in, const float3 omega_out);
/* release */
static void release(KernelGlobals *kg, const ShaderData *sd);
};
CCL_NAMESPACE_END
#endif
#endif /* __OSL_SHADER_H__ */