blender/intern/cycles/render/shader.h
Brecht Van Lommel 1d8c798188 Cycles: support for motion vector and UV passes.
Most of the changes are related to adding support for motion data throughout
the code. There's some code for actual camera/object motion blur raytracing
but it's unfinished (it badly slows down the raytracing kernel even when the
option is turned off), so that code it disabled still.

Motion vector export from Blender tries to avoid computing derived meshes
when the mesh does not have a deforming modifier, and it also won't store
motion vectors for every vertex if only the object or camera is moving.
2012-04-30 12:49:26 +00:00

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/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#ifndef __SHADER_H__
#define __SHADER_H__
#include "attribute.h"
#include "kernel_types.h"
#include "util_map.h"
#include "util_param.h"
#include "util_string.h"
#include "util_types.h"
CCL_NAMESPACE_BEGIN
class Device;
class DeviceScene;
class Mesh;
class Progress;
class Scene;
class ShaderGraph;
struct float3;
/* Shader describing the appearance of a Mesh, Light or Background.
*
* While there is only a single shader graph, it has three outputs: surface,
* volume and displacement, that the shader manager will compile and execute
* separately. */
class Shader {
public:
/* name */
string name;
int pass_id;
/* shader graph */
ShaderGraph *graph;
/* shader graph with auto bump mapping included, we compile two shaders,
with and without bump, because the displacement method is a mesh
level setting, so we need to handle both */
ShaderGraph *graph_bump;
/* sampling */
bool sample_as_light;
bool homogeneous_volume;
/* synchronization */
bool need_update;
bool need_update_attributes;
/* information about shader after compiling */
bool has_surface;
bool has_surface_emission;
bool has_surface_transparent;
bool has_volume;
bool has_displacement;
/* requested mesh attributes */
AttributeRequestSet attributes;
Shader();
~Shader();
void set_graph(ShaderGraph *graph);
void tag_update(Scene *scene);
};
/* Shader Manager virtual base class
*
* From this the SVM and OSL shader managers are derived, that do the actual
* shader compiling and device updating. */
class ShaderManager {
public:
bool need_update;
static ShaderManager *create(Scene *scene);
virtual ~ShaderManager();
/* device update */
virtual void device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress) = 0;
virtual void device_free(Device *device, DeviceScene *dscene) = 0;
void device_update_common(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress);
void device_free_common(Device *device, DeviceScene *dscene);
/* get globally unique id for a type of attribute */
uint get_attribute_id(ustring name);
uint get_attribute_id(AttributeStandard std);
/* get shader id for mesh faces */
int get_shader_id(uint shader, Mesh *mesh = NULL, bool smooth = false);
/* add default shaders to scene, to use as default for things that don't
have any shader assigned explicitly */
static void add_default(Scene *scene);
protected:
ShaderManager();
typedef unordered_map<ustring, uint, ustringHash> AttributeIDMap;
AttributeIDMap unique_attribute_id;
};
CCL_NAMESPACE_END
#endif /* __SHADER_H__ */