de9dffc61e
well as I would like, but it works, just add a subsurface scattering node and you can use it like any other BSDF. It is using fully raytraced sampling compatible with progressive rendering and other more advanced rendering algorithms we might used in the future, and it uses no extra memory so it's suitable for complex scenes. Disadvantage is that it can be quite noisy and slow. Two limitations that will be solved are that it does not work with bump mapping yet, and that the falloff function used is a simple cubic function, it's not using the real BSSRDF falloff function yet. The node has a color input, along with a scattering radius for each RGB color channel along with an overall scale factor for the radii. There is also no GPU support yet, will test if I can get that working later. Node Documentation: http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#BSSRDF Implementation notes: http://wiki.blender.org/index.php/Dev:2.6/Source/Render/Cycles/Subsurface_Scattering
150 lines
3.9 KiB
C++
150 lines
3.9 KiB
C++
/*
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* Copyright 2011, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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#ifndef __SHADER_H__
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#define __SHADER_H__
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#include "attribute.h"
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#include "kernel_types.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_types.h"
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#ifdef WITH_OSL
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#include <OSL/oslexec.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 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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/* 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 {
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public:
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/* name */
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string name;
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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 sample_as_light;
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bool homogeneous_volume;
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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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/* requested mesh attributes */
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AttributeRequestSet attributes;
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/* determined before compiling */
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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::ShadingAttribStateRef osl_surface_ref;
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OSL::ShadingAttribStateRef osl_surface_bump_ref;
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OSL::ShadingAttribStateRef osl_volume_ref;
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OSL::ShadingAttribStateRef osl_displacement_ref;
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#endif
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Shader();
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~Shader();
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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(uint shader, Mesh *mesh = NULL, 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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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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size_t bssrdf_table_offset;
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};
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CCL_NAMESPACE_END
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#endif /* __SHADER_H__ */
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