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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/svm.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/svm.h')
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1 files changed, 104 insertions, 0 deletions
diff --git a/intern/cycles/render/svm.h b/intern/cycles/render/svm.h
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+++ b/intern/cycles/render/svm.h
@@ -0,0 +1,104 @@
+/*
+ * 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 __SVM_H__
+#define __SVM_H__
+
+#include "attribute.h"
+#include "graph.h"
+#include "shader.h"
+
+#include "util_set.h"
+
+CCL_NAMESPACE_BEGIN
+
+class Device;
+class DeviceScene;
+class ImageManager;
+class KernelSunSky;
+class Scene;
+class ShaderGraph;
+class ShaderInput;
+class ShaderNode;
+class ShaderOutput;
+
+/* Shader Manager */
+
+class SVMShaderManager : public ShaderManager {
+public:
+ SVMShaderManager();
+ ~SVMShaderManager();
+
+ void device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress);
+ void device_free(Device *device, DeviceScene *dscene);
+};
+
+/* Graph Compiler */
+
+class SVMCompiler {
+public:
+ SVMCompiler(ShaderManager *shader_manager, ImageManager *image_manager);
+ void compile(Shader *shader, vector<int4>& svm_nodes, int index);
+
+ void stack_assign(ShaderOutput *output);
+ void stack_assign(ShaderInput *input);
+ void stack_link(ShaderInput *input, ShaderOutput *output);
+ void add_node(NodeType type, int a = 0, int b = 0, int c = 0);
+ void add_node(int a = 0, int b = 0, int c = 0, int d = 0);
+ void add_node(NodeType type, const float3& f);
+ void add_node(const float4& f);
+ uint attribute(ustring name);
+ uint attribute(Attribute::Standard std);
+ uint encode_uchar4(uint x, uint y = 0, uint z = 0, uint w = 0);
+
+ ShaderType output_type() { return current_type; }
+
+ ImageManager *image_manager;
+ ShaderManager *shader_manager;
+ KernelSunSky *sunsky;
+ bool background;
+
+protected:
+ struct Stack {
+ int users[SVM_STACK_SIZE];
+ };
+
+ void stack_clear_temporary(ShaderNode *node);
+ int stack_size(ShaderSocketType type);
+ int stack_find_offset(ShaderSocketType type);
+ void stack_clear_users(ShaderNode *node, set<ShaderNode*>& done);
+
+ bool node_skip_input(ShaderNode *node, ShaderInput *input);
+
+ void find_dependencies(set<ShaderNode*>& dependencies, const set<ShaderNode*>& done, ShaderInput *input);
+ void generate_svm_nodes(const set<ShaderNode*>& nodes, set<ShaderNode*>& done);
+ void generate_closure(ShaderNode *node, set<ShaderNode*> done, Stack stack);
+
+ void compile_type(Shader *shader, ShaderGraph *graph, ShaderType type);
+
+ vector<int4> svm_nodes;
+ ShaderType current_type;
+ Shader *current_shader;
+ Stack active_stack;
+ int max_stack_use;
+};
+
+CCL_NAMESPACE_END
+
+#endif /* __SVM_H__ */
+