blender/intern/cycles/kernel/osl/osl_shader.h
Ton Roosendaal da376e0237 Cycles render engine, initial commit. This is the engine itself, blender modifications and build instructions will follow later.
Cycles uses code from some great open source projects, many thanks them:

* BVH building and traversal code from NVidia's "Understanding the Efficiency of Ray Traversal on GPUs":
http://code.google.com/p/understanding-the-efficiency-of-ray-traversal-on-gpus/
* Open Shading Language for a large part of the shading system:
http://code.google.com/p/openshadinglanguage/
* Blender for procedural textures and a few other nodes.
* Approximate Catmull Clark subdivision from NVidia Mesh tools:
http://code.google.com/p/nvidia-mesh-tools/
* Sobol direction vectors from:
http://web.maths.unsw.edu.au/~fkuo/sobol/
* Film response functions from:
http://www.cs.columbia.edu/CAVE/software/softlib/dorf.php
2011-04-27 11:58:34 +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 __OSL_SHADER_H__
#define __OSL_SHADER_H__
#ifdef WITH_OSL
/* OSL Shader Engine
*
* Holds all variables to execute and use OSL shaders from the kernel. These
* are initialized externally by OSLShaderManager before rendering starts.
*
* Before/after a thread starts rendering, thread_init/thread_free must be
* called, which will store any per thread OSL state in thread local storage.
* This means no thread state must be passed along in the kernel itself.
*/
#include <OSL/oslexec.h>
#include <OSL/oslclosure.h>
#include "kernel_types.h"
#include "util_map.h"
#include "util_param.h"
#include "util_vector.h"
CCL_NAMESPACE_BEGIN
namespace OSL = ::OSL;
class OSLRenderServices;
class Scene;
class ShaderData;
class differential3;
class KernelGlobals;
class OSLShader {
public:
/* init */
static void register_closures(OSL::ShadingSystem *ss);
/* per thread data */
static void thread_init(KernelGlobals *kg);
static void thread_free(KernelGlobals *kg);
/* eval */
static void eval_surface(KernelGlobals *kg, ShaderData *sd, float randb, int path_flag);
static float3 eval_background(KernelGlobals *kg, ShaderData *sd, int path_flag);
static void eval_volume(KernelGlobals *kg, ShaderData *sd, float randb, int path_flag);
static void eval_displacement(KernelGlobals *kg, ShaderData *sd);
/* sample & eval */
static int bsdf_sample(const ShaderData *sd, float randu, float randv,
float3& eval, float3& omega_in, differential3& domega_in, float& pdf);
static float3 bsdf_eval(const ShaderData *sd, const float3& omega_in, float& pdf);
static float3 emissive_eval(const ShaderData *sd);
static void emissive_sample(const ShaderData *sd, float randu, float randv,
float3 *eval, float3 *I, float *pdf);
static float3 volume_eval_phase(const ShaderData *sd, const float3 omega_in,
const float3 omega_out);
/* release */
static void release(KernelGlobals *kg, const ShaderData *sd);
};
CCL_NAMESPACE_END
#endif
#endif /* __OSL_SHADER_H__ */