blender/intern/cycles/render/osl.h
Ton Roosendaal da376e0237 Cycles render engine, initial commit. This is the engine itself, blender modifications and build instructions will follow later.
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
2011-04-27 11:58:34 +00:00

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/*
* 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__ */