blender/intern/cycles/render/shader.h

151 lines
3.9 KiB
C++

/*
* 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"
#ifdef WITH_OSL
#include <OSL/oslexec.h>
#endif
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 use_mis;
bool use_transparent_shadow;
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;
bool has_surface_bssrdf;
/* requested mesh attributes */
AttributeRequestSet attributes;
/* determined before compiling */
bool used;
#ifdef WITH_OSL
/* osl shading state references */
OSL::ShadingAttribStateRef osl_surface_ref;
OSL::ShadingAttribStateRef osl_surface_bump_ref;
OSL::ShadingAttribStateRef osl_volume_ref;
OSL::ShadingAttribStateRef osl_displacement_ref;
#endif
Shader();
~Shader();
void set_graph(ShaderGraph *graph);
void tag_update(Scene *scene);
void tag_used(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, int shadingsystem);
virtual ~ShaderManager();
virtual void reset(Scene *scene) = 0;
virtual bool use_osl() { return false; }
/* device update */
virtual void device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress) = 0;
virtual void device_free(Device *device, DeviceScene *dscene, Scene *scene) = 0;
void device_update_shaders_used(Scene *scene);
void device_update_common(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress);
void device_free_common(Device *device, DeviceScene *dscene, Scene *scene);
/* 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;
size_t bssrdf_table_offset;
};
CCL_NAMESPACE_END
#endif /* __SHADER_H__ */