170 lines
4.6 KiB
C++
170 lines
4.6 KiB
C++
/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifndef __OSL_H__
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#define __OSL_H__
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#include "util_set.h"
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#include "util_string.h"
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#include "util_thread.h"
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#include "graph.h"
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#include "nodes.h"
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#include "shader.h"
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#ifdef WITH_OSL
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#include <OSL/oslcomp.h>
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#include <OSL/oslexec.h>
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#include <OSL/oslquery.h>
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#endif
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CCL_NAMESPACE_BEGIN
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class Device;
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class DeviceScene;
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class ImageManager;
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class OSLRenderServices;
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struct OSLGlobals;
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class Scene;
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class ShaderGraph;
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class ShaderNode;
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class ShaderInput;
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class ShaderOutput;
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#ifdef WITH_OSL
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/* OSL Shader Info
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* to auto detect closures in the shader for MIS and transparent shadows */
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struct OSLShaderInfo {
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OSLShaderInfo()
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: has_surface_emission(false), has_surface_transparent(false),
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has_surface_bssrdf(false)
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{}
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OSL::OSLQuery query;
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bool has_surface_emission;
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bool has_surface_transparent;
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bool has_surface_bssrdf;
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};
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/* Shader Manage */
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class OSLShaderManager : public ShaderManager {
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public:
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OSLShaderManager();
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~OSLShaderManager();
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void reset(Scene *scene);
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bool use_osl() { return true; }
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void device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress);
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void device_free(Device *device, DeviceScene *dscene, Scene *scene);
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/* osl compile and query */
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static bool osl_compile(const string& inputfile, const string& outputfile);
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static bool osl_query(OSL::OSLQuery& query, const string& filepath);
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/* shader file loading, all functions return pointer to hash string if found */
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const char *shader_test_loaded(const string& hash);
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const char *shader_load_bytecode(const string& hash, const string& bytecode);
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const char *shader_load_filepath(string filepath);
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OSLShaderInfo *shader_loaded_info(const string& hash);
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/* create OSL node using OSLQuery */
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OSLNode *osl_node(const std::string& filepath,
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const std::string& bytecode_hash = "",
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const std::string& bytecode = "");
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protected:
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void texture_system_init();
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void texture_system_free();
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void shading_system_init();
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void shading_system_free();
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OSL::ShadingSystem *ss;
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OSL::TextureSystem *ts;
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OSLRenderServices *services;
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OSL::ErrorHandler errhandler;
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map<string, OSLShaderInfo> loaded_shaders;
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static OSL::TextureSystem *ts_shared;
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static thread_mutex ts_shared_mutex;
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static int ts_shared_users;
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static OSL::ShadingSystem *ss_shared;
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static OSLRenderServices *services_shared;
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static thread_mutex ss_shared_mutex;
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static thread_mutex ss_mutex;
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static int ss_shared_users;
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};
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#endif
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/* Graph Compiler */
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class OSLCompiler {
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public:
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OSLCompiler(void *manager, void *shadingsys, ImageManager *image_manager);
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void compile(Scene *scene, OSLGlobals *og, Shader *shader);
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void add(ShaderNode *node, const char *name, bool isfilepath = false);
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void parameter(ShaderNode *node, const char *name);
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void parameter(const char *name, float f);
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void parameter_color(const char *name, float3 f);
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void parameter_vector(const char *name, float3 f);
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void parameter_normal(const char *name, float3 f);
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void parameter_point(const char *name, float3 f);
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void parameter(const char *name, int f);
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void parameter(const char *name, const char *s);
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void parameter(const char *name, ustring str);
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void parameter(const char *name, const Transform& tfm);
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void parameter_array(const char *name, const float f[], int arraylen);
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void parameter_color_array(const char *name, const array<float3>& f);
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ShaderType output_type() { return current_type; }
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bool background;
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ImageManager *image_manager;
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private:
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#ifdef WITH_OSL
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string id(ShaderNode *node);
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OSL::ShaderGroupRef compile_type(Shader *shader, ShaderGraph *graph, ShaderType type);
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bool node_skip_input(ShaderNode *node, ShaderInput *input);
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string compatible_name(ShaderNode *node, ShaderInput *input);
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string compatible_name(ShaderNode *node, ShaderOutput *output);
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void find_dependencies(ShaderNodeSet& dependencies, ShaderInput *input);
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void generate_nodes(const ShaderNodeSet& nodes);
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#endif
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void *shadingsys;
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void *manager;
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ShaderType current_type;
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Shader *current_shader;
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};
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CCL_NAMESPACE_END
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#endif /* __OSL_H__ */
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