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Diffstat (limited to 'intern/cycles/render/shader.h')
-rw-r--r--intern/cycles/render/shader.h248
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__ */