forked from bartvdbraak/blender
126 lines
3.3 KiB
C++
126 lines
3.3 KiB
C++
/*
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* Copyright 2011, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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#ifndef __SHADER_H__
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#define __SHADER_H__
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#include "attribute.h"
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#include "kernel_types.h"
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#include "util_map.h"
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#include "util_param.h"
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#include "util_string.h"
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#include "util_types.h"
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CCL_NAMESPACE_BEGIN
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class Device;
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class DeviceScene;
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class Mesh;
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class Progress;
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class Scene;
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class ShaderGraph;
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struct float3;
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/* Shader describing the appearance of a Mesh, Light or Background.
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*
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* While there is only a single shader graph, it has three outputs: surface,
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* volume and displacement, that the shader manager will compile and execute
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* separately. */
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class Shader {
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public:
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/* name */
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string name;
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int pass_id;
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/* shader graph */
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ShaderGraph *graph;
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/* shader graph with auto bump mapping included, we compile two shaders,
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* with and without bump, because the displacement method is a mesh
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* level setting, so we need to handle both */
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ShaderGraph *graph_bump;
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/* sampling */
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bool sample_as_light;
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bool homogeneous_volume;
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/* synchronization */
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bool need_update;
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bool need_update_attributes;
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/* information about shader after compiling */
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bool has_surface;
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bool has_surface_emission;
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bool has_surface_transparent;
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bool has_volume;
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bool has_displacement;
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/* requested mesh attributes */
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AttributeRequestSet attributes;
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Shader();
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~Shader();
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void set_graph(ShaderGraph *graph);
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void tag_update(Scene *scene);
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};
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/* Shader Manager virtual base class
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*
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* From this the SVM and OSL shader managers are derived, that do the actual
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* shader compiling and device updating. */
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class ShaderManager {
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public:
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bool need_update;
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static ShaderManager *create(Scene *scene);
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virtual ~ShaderManager();
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/* device update */
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virtual void device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress) = 0;
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virtual void device_free(Device *device, DeviceScene *dscene) = 0;
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void device_update_common(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress);
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void device_free_common(Device *device, DeviceScene *dscene);
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/* get globally unique id for a type of attribute */
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uint get_attribute_id(ustring name);
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uint get_attribute_id(AttributeStandard std);
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/* get shader id for mesh faces */
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int get_shader_id(uint shader, Mesh *mesh = NULL, bool smooth = false);
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/* add default shaders to scene, to use as default for things that don't
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* have any shader assigned explicitly */
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static void add_default(Scene *scene);
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protected:
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ShaderManager();
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typedef unordered_map<ustring, uint, ustringHash> AttributeIDMap;
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AttributeIDMap unique_attribute_id;
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};
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CCL_NAMESPACE_END
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#endif /* __SHADER_H__ */
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