forked from bartvdbraak/blender
da376e0237
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
104 lines
2.6 KiB
C++
104 lines
2.6 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 __OSL_H__
|
|
#define __OSL_H__
|
|
|
|
#include "util_set.h"
|
|
|
|
#include "shader.h"
|
|
|
|
#ifdef WITH_OSL
|
|
#include <OSL/oslexec.h>
|
|
#endif
|
|
|
|
CCL_NAMESPACE_BEGIN
|
|
|
|
class Device;
|
|
class DeviceScene;
|
|
class ImageManager;
|
|
class OSLRenderServices;
|
|
class OSLGlobals;
|
|
class Scene;
|
|
class ShaderGraph;
|
|
class ShaderNode;
|
|
class ShaderOutput;
|
|
|
|
#ifdef WITH_OSL
|
|
|
|
/* Shader Manage */
|
|
|
|
class OSLShaderManager : public ShaderManager {
|
|
public:
|
|
OSLShaderManager();
|
|
~OSLShaderManager();
|
|
|
|
void device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress);
|
|
void device_free(Device *device, DeviceScene *dscene);
|
|
|
|
private:
|
|
OSL::ShadingSystem *ss;
|
|
OSL::TextureSystem *ts;
|
|
OSLRenderServices *services;
|
|
OSL::ErrorHandler errhandler;
|
|
};
|
|
|
|
#endif
|
|
|
|
/* Graph Compiler */
|
|
|
|
class OSLCompiler {
|
|
public:
|
|
OSLCompiler(void *shadingsys);
|
|
void compile(OSLGlobals *og, Shader *shader);
|
|
|
|
void add(ShaderNode *node, const char *name);
|
|
|
|
void parameter(const char *name, float f);
|
|
void parameter_color(const char *name, float3 f);
|
|
void parameter_vector(const char *name, float3 f);
|
|
void parameter_normal(const char *name, float3 f);
|
|
void parameter_point(const char *name, float3 f);
|
|
void parameter(const char *name, int f);
|
|
void parameter(const char *name, const char *s);
|
|
void parameter(const char *name, ustring str);
|
|
void parameter(const char *name, const Transform& tfm);
|
|
|
|
ShaderType output_type() { return current_type; }
|
|
|
|
bool background;
|
|
|
|
private:
|
|
string id(ShaderNode *node);
|
|
void compile_type(Shader *shader, ShaderGraph *graph, ShaderType type);
|
|
bool node_skip_input(ShaderNode *node, ShaderInput *input);
|
|
string compatible_name(const char *name);
|
|
|
|
void find_dependencies(set<ShaderNode*>& dependencies, ShaderInput *input);
|
|
void generate_nodes(const set<ShaderNode*>& nodes);
|
|
|
|
void *shadingsys;
|
|
ShaderType current_type;
|
|
Shader *current_shader;
|
|
};
|
|
|
|
CCL_NAMESPACE_END
|
|
|
|
#endif /* __OSL_H__ */
|
|
|