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Diffstat (limited to 'intern/cycles/render/shader.cpp')
-rw-r--r--intern/cycles/render/shader.cpp215
1 files changed, 215 insertions, 0 deletions
diff --git a/intern/cycles/render/shader.cpp b/intern/cycles/render/shader.cpp
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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.
+ */
+
+#include "device.h"
+#include "graph.h"
+#include "light.h"
+#include "mesh.h"
+#include "nodes.h"
+#include "osl.h"
+#include "scene.h"
+#include "shader.h"
+#include "svm.h"
+
+#include "util_foreach.h"
+
+CCL_NAMESPACE_BEGIN
+
+/* Shader */
+
+Shader::Shader()
+{
+ name = "";
+
+ graph = NULL;
+ graph_bump = NULL;
+
+ has_surface = false;
+ has_surface_emission = false;
+ has_volume = false;
+ has_displacement = false;
+
+ need_update = true;
+}
+
+Shader::~Shader()
+{
+ delete graph;
+ delete graph_bump;
+}
+
+void Shader::set_graph(ShaderGraph *graph_)
+{
+ /* assign graph */
+ delete graph;
+ delete graph_bump;
+ graph = graph_;
+ graph_bump = NULL;
+}
+
+void Shader::tag_update(Scene *scene)
+{
+ /* update tag */
+ need_update = true;
+ scene->shader_manager->need_update = true;
+
+ /* if the shader previously was emissive, update light distribution,
+ * if the new shader is emissive, a light manager update tag will be
+ * done in the shader manager device update. */
+ if(has_surface_emission)
+ scene->light_manager->need_update = true;
+
+ /* get requested attributes. this could be optimized by pruning unused
+ nodes here already, but that's the job of the shader manager currently,
+ and may not be so great for interactive rendering where you temporarily
+ disconnect a node */
+ AttributeRequestSet prev_attributes = attributes;
+
+ attributes.clear();
+ foreach(ShaderNode *node, graph->nodes)
+ node->attributes(&attributes);
+
+ /* compare if the attributes changed, mesh manager will check
+ need_update_attributes, update the relevant meshes and clear it. */
+ if(attributes.modified(prev_attributes)) {
+ need_update_attributes = true;
+ scene->mesh_manager->need_update = true;
+ }
+}
+
+/* Shader Manager */
+
+ShaderManager::ShaderManager()
+{
+ need_update = true;
+}
+
+ShaderManager::~ShaderManager()
+{
+}
+
+ShaderManager *ShaderManager::create(Scene *scene)
+{
+ ShaderManager *manager;
+
+#ifdef WITH_OSL
+ if(scene->params.shadingsystem == SceneParams::OSL)
+ manager = new OSLShaderManager();
+ else
+#endif
+ manager = new SVMShaderManager();
+
+ add_default(scene);
+
+ return manager;
+}
+
+uint ShaderManager::get_attribute_id(ustring name)
+{
+ /* get a unique id for each name, for SVM attribute lookup */
+ AttributeIDMap::iterator it = unique_attribute_id.find(name);
+
+ if(it != unique_attribute_id.end())
+ return it->second;
+
+ uint id = (uint)Attribute::STD_NUM + unique_attribute_id.size();
+ unique_attribute_id[name] = id;
+ return id;
+}
+
+uint ShaderManager::get_attribute_id(Attribute::Standard std)
+{
+ return (uint)std;
+}
+
+int ShaderManager::get_shader_id(uint shader, Mesh *mesh, bool smooth)
+{
+ /* get a shader id to pass to the kernel */
+ int id = shader*2;
+
+ /* index depends bump since this setting is not in the shader */
+ if(mesh && mesh->displacement_method != Mesh::DISPLACE_TRUE)
+ id += 1;
+ /* stuff in smooth flag too */
+ if(smooth)
+ id= -id;
+
+ return id;
+}
+
+void ShaderManager::add_default(Scene *scene)
+{
+ Shader *shader;
+ ShaderGraph *graph;
+ ShaderNode *closure, *out;
+
+ /* default surface */
+ {
+ graph = new ShaderGraph();
+
+ closure = graph->add(new DiffuseBsdfNode());
+ closure->input("Color")->value = make_float3(0.8f, 0.8f, 0.8f);
+ out = graph->output();
+
+ graph->connect(closure->output("BSDF"), out->input("Surface"));
+
+ shader = new Shader();
+ shader->name = "default_surface";
+ shader->graph = graph;
+ scene->shaders.push_back(shader);
+ scene->default_surface = scene->shaders.size() - 1;
+ }
+
+ /* default light */
+ {
+ graph = new ShaderGraph();
+
+ closure = graph->add(new EmissionNode());
+ closure->input("Color")->value = make_float3(0.8f, 0.8f, 0.8f);
+ closure->input("Strength")->value.x = 0.0f;
+ out = graph->output();
+
+ graph->connect(closure->output("Emission"), out->input("Surface"));
+
+ shader = new Shader();
+ shader->name = "default_light";
+ shader->graph = graph;
+ scene->shaders.push_back(shader);
+ scene->default_light = scene->shaders.size() - 1;
+ }
+
+ /* default background */
+ {
+ graph = new ShaderGraph();
+
+ closure = graph->add(new BackgroundNode());
+ closure->input("Color")->value = make_float3(0.8f, 0.8f, 0.8f);
+ out = graph->output();
+
+ graph->connect(closure->output("Background"), out->input("Surface"));
+
+ shader = new Shader();
+ shader->name = "default_background";
+ shader->graph = graph;
+ scene->shaders.push_back(shader);
+ scene->default_background = scene->shaders.size() - 1;
+ }
+}
+
+CCL_NAMESPACE_END
+