forked from bartvdbraak/blender
ebc653463d
* Fix missing update when editing objects with emission materials. * Fix preview pass rendering set to 1 not showing full resolution. * Fix CUDA runtime compiling failing due to missing cache directory. * Use settings from first render layer for visibility and material override. And a bunch of incomplete and still disabled code mostly related to closure sampling.
91 lines
2.7 KiB
C++
91 lines
2.7 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 __OSL_SHADER_H__
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#define __OSL_SHADER_H__
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#ifdef WITH_OSL
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/* OSL Shader Engine
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*
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* Holds all variables to execute and use OSL shaders from the kernel. These
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* are initialized externally by OSLShaderManager before rendering starts.
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*
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* Before/after a thread starts rendering, thread_init/thread_free must be
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* called, which will store any per thread OSL state in thread local storage.
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* This means no thread state must be passed along in the kernel itself.
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*/
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#include <OSL/oslexec.h>
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#include <OSL/oslclosure.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_vector.h"
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CCL_NAMESPACE_BEGIN
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namespace OSL = ::OSL;
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class OSLRenderServices;
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class Scene;
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class ShaderClosure;
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class ShaderData;
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class differential3;
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class KernelGlobals;
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class OSLShader {
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public:
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/* init */
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static void register_closures(OSL::ShadingSystem *ss);
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/* per thread data */
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static void thread_init(KernelGlobals *kg);
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static void thread_free(KernelGlobals *kg);
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/* eval */
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static void eval_surface(KernelGlobals *kg, ShaderData *sd, float randb, int path_flag);
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static float3 eval_background(KernelGlobals *kg, ShaderData *sd, int path_flag);
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static void eval_volume(KernelGlobals *kg, ShaderData *sd, float randb, int path_flag);
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static void eval_displacement(KernelGlobals *kg, ShaderData *sd);
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/* sample & eval */
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static int bsdf_sample(const ShaderData *sd, const ShaderClosure *sc,
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float randu, float randv,
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float3& eval, float3& omega_in, differential3& domega_in, float& pdf);
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static float3 bsdf_eval(const ShaderData *sd, const ShaderClosure *sc,
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const float3& omega_in, float& pdf);
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static float3 emissive_eval(const ShaderData *sd, const ShaderClosure *sc);
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static float3 volume_eval_phase(const ShaderData *sd, const ShaderClosure *sc,
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const float3 omega_in, const float3 omega_out);
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/* release */
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static void release(KernelGlobals *kg, const ShaderData *sd);
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};
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CCL_NAMESPACE_END
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#endif
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#endif /* __OSL_SHADER_H__ */
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