0e995e0bfe
Patch by Stefan Werner, thanks!
211 lines
5.4 KiB
C++
211 lines
5.4 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 __SHADER_H__
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#define __SHADER_H__
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#ifdef WITH_OSL
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/* So no context pollution happens from indirectly included windows.h */
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# include "util_windows.h"
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# include <OSL/oslexec.h>
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#endif
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#include "attribute.h"
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#include "kernel_types.h"
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#include "node.h"
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#include "util_map.h"
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#include "util_param.h"
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#include "util_string.h"
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#include "util_thread.h"
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#include "util_types.h"
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CCL_NAMESPACE_BEGIN
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class Device;
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class DeviceScene;
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class DeviceRequestedFeatures;
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class Mesh;
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class Progress;
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class Scene;
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class ShaderGraph;
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struct float3;
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enum ShadingSystem {
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SHADINGSYSTEM_OSL,
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SHADINGSYSTEM_SVM
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};
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/* Keep those in sync with the python-defined enum. */
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enum VolumeSampling {
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VOLUME_SAMPLING_DISTANCE = 0,
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VOLUME_SAMPLING_EQUIANGULAR = 1,
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VOLUME_SAMPLING_MULTIPLE_IMPORTANCE = 2,
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VOLUME_NUM_SAMPLING,
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};
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enum VolumeInterpolation {
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VOLUME_INTERPOLATION_LINEAR = 0,
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VOLUME_INTERPOLATION_CUBIC = 1,
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VOLUME_NUM_INTERPOLATION,
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};
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enum DisplacementMethod {
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DISPLACE_BUMP = 0,
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DISPLACE_TRUE = 1,
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DISPLACE_BOTH = 2,
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DISPLACE_NUM_METHODS,
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};
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/* Shader describing the appearance of a Mesh, Light or Background.
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*
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* While there is only a single shader graph, it has three outputs: surface,
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* volume and displacement, that the shader manager will compile and execute
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* separately. */
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class Shader : public Node {
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public:
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NODE_DECLARE
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int pass_id;
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/* shader graph */
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ShaderGraph *graph;
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/* shader graph with auto bump mapping included, we compile two shaders,
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* with and without bump, because the displacement method is a mesh
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* level setting, so we need to handle both */
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ShaderGraph *graph_bump;
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/* sampling */
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bool use_mis;
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bool use_transparent_shadow;
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bool heterogeneous_volume;
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VolumeSampling volume_sampling_method;
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int volume_interpolation_method;
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/* synchronization */
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bool need_update;
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bool need_update_attributes;
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/* information about shader after compiling */
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bool has_surface;
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bool has_surface_emission;
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bool has_surface_transparent;
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bool has_volume;
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bool has_displacement;
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bool has_surface_bssrdf;
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bool has_bssrdf_bump;
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bool has_surface_spatial_varying;
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bool has_volume_spatial_varying;
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bool has_object_dependency;
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bool has_integrator_dependency;
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/* displacement */
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DisplacementMethod displacement_method;
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/* requested mesh attributes */
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AttributeRequestSet attributes;
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/* determined before compiling */
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uint id;
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bool used;
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#ifdef WITH_OSL
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/* osl shading state references */
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OSL::ShaderGroupRef osl_surface_ref;
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OSL::ShaderGroupRef osl_surface_bump_ref;
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OSL::ShaderGroupRef osl_volume_ref;
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OSL::ShaderGroupRef osl_displacement_ref;
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#endif
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Shader();
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~Shader();
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/* Checks whether the shader consists of just a emission node with fixed inputs that's connected directly to the output.
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* If yes, it sets the content of emission to the constant value (color * strength), which is then used for speeding up light evaluation. */
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bool is_constant_emission(float3* emission);
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void set_graph(ShaderGraph *graph);
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void tag_update(Scene *scene);
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void tag_used(Scene *scene);
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};
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/* Shader Manager virtual base class
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*
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* From this the SVM and OSL shader managers are derived, that do the actual
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* shader compiling and device updating. */
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class ShaderManager {
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public:
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bool need_update;
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static ShaderManager *create(Scene *scene, int shadingsystem);
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virtual ~ShaderManager();
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virtual void reset(Scene *scene) = 0;
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virtual bool use_osl() { return false; }
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/* device update */
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virtual void device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress) = 0;
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virtual void device_free(Device *device, DeviceScene *dscene, Scene *scene) = 0;
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void device_update_shaders_used(Scene *scene);
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void device_update_common(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress);
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void device_free_common(Device *device, DeviceScene *dscene, Scene *scene);
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/* get globally unique id for a type of attribute */
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uint get_attribute_id(ustring name);
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uint get_attribute_id(AttributeStandard std);
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/* get shader id for mesh faces */
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int get_shader_id(Shader *shader, bool smooth = false);
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/* add default shaders to scene, to use as default for things that don't
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* have any shader assigned explicitly */
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static void add_default(Scene *scene);
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/* Selective nodes compilation. */
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void get_requested_features(Scene *scene,
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DeviceRequestedFeatures *requested_features);
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static void free_memory();
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protected:
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ShaderManager();
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typedef unordered_map<ustring, uint, ustringHash> AttributeIDMap;
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AttributeIDMap unique_attribute_id;
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thread_mutex lookup_table_mutex;
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static vector<float> beckmann_table;
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size_t beckmann_table_offset;
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void get_requested_graph_features(ShaderGraph *graph,
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DeviceRequestedFeatures *requested_features);
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};
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CCL_NAMESPACE_END
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#endif /* __SHADER_H__ */
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