Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorTon Roosendaal <ton@blender.org>2011-04-27 15:58:34 +0400
committerTon Roosendaal <ton@blender.org>2011-04-27 15:58:34 +0400
commitda376e0237517543aa21740ee2363234ee1c20ae (patch)
tree014a513ed8d0eccc5e54fef42347781e85bae56a /intern/cycles/render/shader.h
parent693780074388111e7b9ef1c3825e462f398dc6c4 (diff)
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
Diffstat (limited to 'intern/cycles/render/shader.h')
-rw-r--r--intern/cycles/render/shader.h116
1 files changed, 116 insertions, 0 deletions
diff --git a/intern/cycles/render/shader.h b/intern/cycles/render/shader.h
new file mode 100644
index 00000000000..0712100b3e7
--- /dev/null
+++ b/intern/cycles/render/shader.h
@@ -0,0 +1,116 @@
+/*
+ * 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 __SHADER_H__
+#define __SHADER_H__
+
+#include "attribute.h"
+#include "kernel_types.h"
+
+#include "util_map.h"
+#include "util_param.h"
+#include "util_string.h"
+#include "util_types.h"
+
+CCL_NAMESPACE_BEGIN
+
+class Device;
+class DeviceScene;
+class Mesh;
+class Progress;
+class Scene;
+class ShaderGraph;
+class float3;
+
+/* Shader describing the appearance of a Mesh, Light or Background.
+ *
+ * While there is only a single shader graph, it has three outputs: surface,
+ * volume and displacement, that the shader manager will compile and execute
+ * separately. */
+
+class Shader {
+public:
+ /* name */
+ string name;
+
+ /* shader graph */
+ ShaderGraph *graph;
+
+ /* shader graph with auto bump mapping included, we compile two shaders,
+ with and without bump, because the displacement method is a mesh
+ level setting, so we need to handle both */
+ ShaderGraph *graph_bump;
+
+ /* synchronization */
+ bool need_update;
+ bool need_update_attributes;
+
+ /* information about shader after compiling */
+ bool has_surface;
+ bool has_surface_emission;
+ bool has_volume;
+ bool has_displacement;
+
+ /* requested mesh attributes */
+ AttributeRequestSet attributes;
+
+ Shader();
+ ~Shader();
+
+ void set_graph(ShaderGraph *graph);
+ void tag_update(Scene *scene);
+};
+
+/* Shader Manager virtual base class
+ *
+ * From this the SVM and OSL shader managers are derived, that do the actual
+ * shader compiling and device updating. */
+
+class ShaderManager {
+public:
+ bool need_update;
+
+ static ShaderManager *create(Scene *scene);
+ virtual ~ShaderManager();
+
+ /* device update */
+ virtual void device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress) = 0;
+ virtual void device_free(Device *device, DeviceScene *dscene) = 0;
+
+ /* get globally unique id for a type of attribute */
+ uint get_attribute_id(ustring name);
+ uint get_attribute_id(Attribute::Standard std);
+
+ /* get shader id for mesh faces */
+ int get_shader_id(uint shader, Mesh *mesh = NULL, bool smooth = false);
+
+ /* add default shaders to scene, to use as default for things that don't
+ have any shader assigned explicitly */
+ static void add_default(Scene *scene);
+
+protected:
+ ShaderManager();
+
+ typedef unordered_map<ustring, uint, ustringHash> AttributeIDMap;
+ AttributeIDMap unique_attribute_id;
+};
+
+CCL_NAMESPACE_END
+
+#endif /* __SHADER_H__ */
+