forked from bartvdbraak/blender
1f1dcdfd76
This is a good practice to do anyway, plus it'll help with the upcoming change.
99 lines
2.1 KiB
C++
99 lines
2.1 KiB
C++
/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License
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*/
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#ifndef __OSL_GLOBALS_H__
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#define __OSL_GLOBALS_H__
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#ifdef WITH_OSL
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#include <OSL/oslexec.h>
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#include "util_map.h"
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#include "util_param.h"
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#include "util_thread.h"
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#include "util_vector.h"
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#ifndef WIN32
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using std::isfinite;
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#endif
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CCL_NAMESPACE_BEGIN
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class OSLRenderServices;
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struct OSLGlobals {
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OSLGlobals()
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{
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ss = NULL;
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ts = NULL;
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services = NULL;
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use = false;
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}
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bool use;
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/* shading system */
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OSL::ShadingSystem *ss;
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OSL::TextureSystem *ts;
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OSLRenderServices *services;
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/* shader states */
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vector<OSL::ShadingAttribStateRef> surface_state;
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vector<OSL::ShadingAttribStateRef> volume_state;
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vector<OSL::ShadingAttribStateRef> displacement_state;
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OSL::ShadingAttribStateRef background_state;
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/* attributes */
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struct Attribute {
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TypeDesc type;
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AttributeElement elem;
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int offset;
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ParamValue value;
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};
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typedef unordered_map<ustring, Attribute, ustringHash> AttributeMap;
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typedef unordered_map<ustring, int, ustringHash> ObjectNameMap;
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vector<AttributeMap> attribute_map;
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ObjectNameMap object_name_map;
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vector<ustring> object_names;
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};
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/* trace() call result */
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struct OSLTraceData {
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Ray ray;
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Intersection isect;
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ShaderData sd;
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bool setup;
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bool init;
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};
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/* thread key for thread specific data lookup */
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struct OSLThreadData {
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OSL::ShaderGlobals globals;
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OSL::PerThreadInfo *osl_thread_info;
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OSLTraceData tracedata;
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OSL::ShadingContext *context[SHADER_CONTEXT_NUM];
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OIIO::TextureSystem::Perthread *oiio_thread_info;
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};
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CCL_NAMESPACE_END
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#endif
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#endif /* __OSL_GLOBALS_H__ */
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