forked from bartvdbraak/blender
104 lines
2.6 KiB
C
104 lines
2.6 KiB
C
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/*
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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 __OSL_H__
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#define __OSL_H__
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#include "util_set.h"
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#include "shader.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 ImageManager;
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class OSLRenderServices;
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class OSLGlobals;
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class Scene;
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class ShaderGraph;
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class ShaderNode;
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class ShaderOutput;
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#ifdef WITH_OSL
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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 device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress);
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void device_free(Device *device, DeviceScene *dscene);
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private:
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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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};
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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 *shadingsys);
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void compile(OSLGlobals *og, Shader *shader);
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void add(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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ShaderType output_type() { return current_type; }
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bool background;
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private:
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string id(ShaderNode *node);
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void 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(const char *name);
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void find_dependencies(set<ShaderNode*>& dependencies, ShaderInput *input);
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void generate_nodes(const set<ShaderNode*>& nodes);
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void *shadingsys;
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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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