blender/intern/cycles/render/osl.h

170 lines
4.6 KiB
C++

/*
* Copyright 2011-2013 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef __OSL_H__
#define __OSL_H__
#include "util_set.h"
#include "util_string.h"
#include "util_thread.h"
#include "graph.h"
#include "nodes.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)
{}
OSL::OSLQuery query;
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);
/* create OSL node using OSLQuery */
OSLNode *osl_node(const std::string& filepath,
const std::string& bytecode_hash = "",
const std::string& bytecode = "");
protected:
void texture_system_init();
void texture_system_free();
void shading_system_init();
void shading_system_free();
OSL::ShadingSystem *ss;
OSL::TextureSystem *ts;
OSLRenderServices *services;
OSL::ErrorHandler errhandler;
map<string, OSLShaderInfo> loaded_shaders;
static OSL::TextureSystem *ts_shared;
static thread_mutex ts_shared_mutex;
static int ts_shared_users;
static OSL::ShadingSystem *ss_shared;
static OSLRenderServices *services_shared;
static thread_mutex ss_shared_mutex;
static thread_mutex ss_mutex;
static int ss_shared_users;
};
#endif
/* Graph Compiler */
class OSLCompiler {
public:
OSLCompiler(void *manager, void *shadingsys, ImageManager *image_manager);
void compile(Scene *scene, OSLGlobals *og, Shader *shader);
void add(ShaderNode *node, const char *name, bool isfilepath = false);
void parameter(ShaderNode *node, const char *name);
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 array<float3>& f);
ShaderType output_type() { return current_type; }
bool background;
ImageManager *image_manager;
private:
#ifdef WITH_OSL
string id(ShaderNode *node);
OSL::ShaderGroupRef 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(ShaderNodeSet& dependencies, ShaderInput *input);
void generate_nodes(const ShaderNodeSet& nodes);
#endif
void *shadingsys;
void *manager;
ShaderType current_type;
Shader *current_shader;
};
CCL_NAMESPACE_END
#endif /* __OSL_H__ */