blender/intern/cycles/kernel/osl/osl_shader.h
Brecht Van Lommel bae896691a Cycles:
* Add alpha pass output, to use set Transparent option in Film panel.
* Add Holdout closure (OSL terminology), this is like the Sky option in the
  internal renderer, objects with this closure show the background / zero
  alpha.
* Add option to use Gaussian instead of Box pixel filter in the UI.
* Remove camera response curves for now, they don't really belong here in
  the pipeline, should be moved to compositor.

* Output full float values for rendering now, previously was only byte precision.
* Add a patch from Thomas to get a preview passes option, but still disabled
  because it isn't quite working right yet.
* CUDA: don't compile shader graph evaluation inline.
* Convert tabs to spaces in python files.
2011-08-28 13:55:59 +00:00

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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 __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);
static float3 holdout_eval(const ShaderData *sd);
/* release */
static void release(KernelGlobals *kg, const ShaderData *sd);
};
CCL_NAMESPACE_END
#endif
#endif /* __OSL_SHADER_H__ */