diff options
Diffstat (limited to 'intern/cycles/render/shader.h')
-rw-r--r-- | intern/cycles/render/shader.h | 248 |
1 files changed, 125 insertions, 123 deletions
diff --git a/intern/cycles/render/shader.h b/intern/cycles/render/shader.h index 05772b9a9cd..600b0cc59d4 100644 --- a/intern/cycles/render/shader.h +++ b/intern/cycles/render/shader.h @@ -45,33 +45,30 @@ class Scene; class ShaderGraph; struct float3; -enum ShadingSystem { - SHADINGSYSTEM_OSL, - SHADINGSYSTEM_SVM -}; +enum ShadingSystem { SHADINGSYSTEM_OSL, SHADINGSYSTEM_SVM }; /* Keep those in sync with the python-defined enum. */ enum VolumeSampling { - VOLUME_SAMPLING_DISTANCE = 0, - VOLUME_SAMPLING_EQUIANGULAR = 1, - VOLUME_SAMPLING_MULTIPLE_IMPORTANCE = 2, + VOLUME_SAMPLING_DISTANCE = 0, + VOLUME_SAMPLING_EQUIANGULAR = 1, + VOLUME_SAMPLING_MULTIPLE_IMPORTANCE = 2, - VOLUME_NUM_SAMPLING, + VOLUME_NUM_SAMPLING, }; enum VolumeInterpolation { - VOLUME_INTERPOLATION_LINEAR = 0, - VOLUME_INTERPOLATION_CUBIC = 1, + VOLUME_INTERPOLATION_LINEAR = 0, + VOLUME_INTERPOLATION_CUBIC = 1, - VOLUME_NUM_INTERPOLATION, + VOLUME_NUM_INTERPOLATION, }; enum DisplacementMethod { - DISPLACE_BUMP = 0, - DISPLACE_TRUE = 1, - DISPLACE_BOTH = 2, + DISPLACE_BUMP = 0, + DISPLACE_TRUE = 1, + DISPLACE_BOTH = 2, - DISPLACE_NUM_METHODS, + DISPLACE_NUM_METHODS, }; /* Shader describing the appearance of a Mesh, Light or Background. @@ -81,78 +78,78 @@ enum DisplacementMethod { * separately. */ class Shader : public Node { -public: - NODE_DECLARE - - int pass_id; - - /* shader graph */ - ShaderGraph *graph; - - /* sampling */ - bool use_mis; - bool use_transparent_shadow; - bool heterogeneous_volume; - VolumeSampling volume_sampling_method; - int volume_interpolation_method; - - /* synchronization */ - bool need_update; - bool need_update_mesh; - bool need_sync_object; - - /* If the shader has only volume components, the surface is assumed to - * be transparent. - * However, graph optimization might remove the volume subgraph, but - * since the user connected something to the volume output the surface - * should still be transparent. - * Therefore, has_volume_connected stores whether some volume subtree - * was connected before optimization. */ - bool has_volume_connected; - - /* information about shader after compiling */ - bool has_surface; - bool has_surface_emission; - bool has_surface_transparent; - bool has_volume; - bool has_displacement; - bool has_surface_bssrdf; - bool has_bump; - bool has_bssrdf_bump; - bool has_surface_spatial_varying; - bool has_volume_spatial_varying; - bool has_object_dependency; - bool has_attribute_dependency; - bool has_integrator_dependency; - - /* displacement */ - DisplacementMethod displacement_method; - - /* requested mesh attributes */ - AttributeRequestSet attributes; - - /* determined before compiling */ - uint id; - bool used; + public: + NODE_DECLARE + + int pass_id; + + /* shader graph */ + ShaderGraph *graph; + + /* sampling */ + bool use_mis; + bool use_transparent_shadow; + bool heterogeneous_volume; + VolumeSampling volume_sampling_method; + int volume_interpolation_method; + + /* synchronization */ + bool need_update; + bool need_update_mesh; + bool need_sync_object; + + /* If the shader has only volume components, the surface is assumed to + * be transparent. + * However, graph optimization might remove the volume subgraph, but + * since the user connected something to the volume output the surface + * should still be transparent. + * Therefore, has_volume_connected stores whether some volume subtree + * was connected before optimization. */ + bool has_volume_connected; + + /* information about shader after compiling */ + bool has_surface; + bool has_surface_emission; + bool has_surface_transparent; + bool has_volume; + bool has_displacement; + bool has_surface_bssrdf; + bool has_bump; + bool has_bssrdf_bump; + bool has_surface_spatial_varying; + bool has_volume_spatial_varying; + bool has_object_dependency; + bool has_attribute_dependency; + bool has_integrator_dependency; + + /* displacement */ + DisplacementMethod displacement_method; + + /* requested mesh attributes */ + AttributeRequestSet attributes; + + /* determined before compiling */ + uint id; + bool used; #ifdef WITH_OSL - /* osl shading state references */ - OSL::ShaderGroupRef osl_surface_ref; - OSL::ShaderGroupRef osl_surface_bump_ref; - OSL::ShaderGroupRef osl_volume_ref; - OSL::ShaderGroupRef osl_displacement_ref; + /* osl shading state references */ + OSL::ShaderGroupRef osl_surface_ref; + OSL::ShaderGroupRef osl_surface_bump_ref; + OSL::ShaderGroupRef osl_volume_ref; + OSL::ShaderGroupRef osl_displacement_ref; #endif - Shader(); - ~Shader(); + Shader(); + ~Shader(); - /* Checks whether the shader consists of just a emission node with fixed inputs that's connected directly to the output. - * If yes, it sets the content of emission to the constant value (color * strength), which is then used for speeding up light evaluation. */ - bool is_constant_emission(float3* emission); + /* Checks whether the shader consists of just a emission node with fixed inputs that's connected directly to the output. + * If yes, it sets the content of emission to the constant value (color * strength), which is then used for speeding up light evaluation. */ + bool is_constant_emission(float3 *emission); - void set_graph(ShaderGraph *graph); - void tag_update(Scene *scene); - void tag_used(Scene *scene); + void set_graph(ShaderGraph *graph); + void tag_update(Scene *scene); + void tag_used(Scene *scene); }; /* Shader Manager virtual base class @@ -161,68 +158,73 @@ public: * shader compiling and device updating. */ class ShaderManager { -public: - bool need_update; + public: + bool need_update; - static ShaderManager *create(Scene *scene, int shadingsystem); - virtual ~ShaderManager(); + static ShaderManager *create(Scene *scene, int shadingsystem); + virtual ~ShaderManager(); - virtual void reset(Scene *scene) = 0; + virtual void reset(Scene *scene) = 0; - virtual bool use_osl() { return false; } + virtual bool use_osl() + { + return false; + } - /* device update */ - virtual void device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress) = 0; - virtual void device_free(Device *device, DeviceScene *dscene, Scene *scene) = 0; + /* device update */ + virtual void device_update(Device *device, + DeviceScene *dscene, + Scene *scene, + Progress &progress) = 0; + virtual void device_free(Device *device, DeviceScene *dscene, Scene *scene) = 0; - void device_update_shaders_used(Scene *scene); - void device_update_common(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress); - void device_free_common(Device *device, DeviceScene *dscene, Scene *scene); + void device_update_shaders_used(Scene *scene); + void device_update_common(Device *device, DeviceScene *dscene, Scene *scene, Progress &progress); + void device_free_common(Device *device, DeviceScene *dscene, Scene *scene); - /* get globally unique id for a type of attribute */ - uint get_attribute_id(ustring name); - uint get_attribute_id(AttributeStandard std); + /* get globally unique id for a type of attribute */ + uint get_attribute_id(ustring name); + uint get_attribute_id(AttributeStandard std); - /* get shader id for mesh faces */ - int get_shader_id(Shader *shader, bool smooth = false); + /* get shader id for mesh faces */ + int get_shader_id(Shader *shader, 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); + /* 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); - /* Selective nodes compilation. */ - void get_requested_features(Scene *scene, - DeviceRequestedFeatures *requested_features); + /* Selective nodes compilation. */ + void get_requested_features(Scene *scene, DeviceRequestedFeatures *requested_features); - static void free_memory(); + static void free_memory(); - float linear_rgb_to_gray(float3 c); + float linear_rgb_to_gray(float3 c); - string get_cryptomatte_materials(Scene *scene); + string get_cryptomatte_materials(Scene *scene); -protected: - ShaderManager(); + protected: + ShaderManager(); - typedef unordered_map<ustring, uint, ustringHash> AttributeIDMap; - AttributeIDMap unique_attribute_id; + typedef unordered_map<ustring, uint, ustringHash> AttributeIDMap; + AttributeIDMap unique_attribute_id; - static thread_mutex lookup_table_mutex; - static vector<float> beckmann_table; - static bool beckmann_table_ready; + static thread_mutex lookup_table_mutex; + static vector<float> beckmann_table; + static bool beckmann_table_ready; - size_t beckmann_table_offset; + size_t beckmann_table_offset; - void get_requested_graph_features(ShaderGraph *graph, - DeviceRequestedFeatures *requested_features); + void get_requested_graph_features(ShaderGraph *graph, + DeviceRequestedFeatures *requested_features); - thread_spin_lock attribute_lock_; + thread_spin_lock attribute_lock_; - float3 xyz_to_r; - float3 xyz_to_g; - float3 xyz_to_b; - float3 rgb_to_y; + float3 xyz_to_r; + float3 xyz_to_g; + float3 xyz_to_b; + float3 rgb_to_y; }; CCL_NAMESPACE_END -#endif /* __SHADER_H__ */ +#endif /* __SHADER_H__ */ |