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Diffstat (limited to 'intern/cycles/render/shader.h')
-rw-r--r--intern/cycles/render/shader.h262
1 files changed, 0 insertions, 262 deletions
diff --git a/intern/cycles/render/shader.h b/intern/cycles/render/shader.h
deleted file mode 100644
index 44d88ac0e93..00000000000
--- a/intern/cycles/render/shader.h
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-/*
- * Copyright 2011-2013 Blender Foundation
- *
- * Licensed under the Apache License, Version 2.0 (the "License");
- * you may not use this file except in compliance with the License.
- * You may obtain a copy of the License at
- *
- * http://www.apache.org/licenses/LICENSE-2.0
- *
- * Unless required by applicable law or agreed to in writing, software
- * distributed under the License is distributed on an "AS IS" BASIS,
- * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
- * See the License for the specific language governing permissions and
- * limitations under the License.
- */
-
-#ifndef __SHADER_H__
-#define __SHADER_H__
-
-#ifdef WITH_OSL
-/* So no context pollution happens from indirectly included windows.h */
-# include "util/util_windows.h"
-# include <OSL/oslexec.h>
-#endif
-
-#include "kernel/kernel_types.h"
-#include "render/attribute.h"
-
-#include "graph/node.h"
-
-#include "util/util_map.h"
-#include "util/util_param.h"
-#include "util/util_string.h"
-#include "util/util_thread.h"
-#include "util/util_types.h"
-
-CCL_NAMESPACE_BEGIN
-
-class Device;
-class DeviceScene;
-class Mesh;
-class Progress;
-class Scene;
-class ShaderGraph;
-struct float3;
-
-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_NUM_SAMPLING,
-};
-
-enum VolumeInterpolation {
- VOLUME_INTERPOLATION_LINEAR = 0,
- VOLUME_INTERPOLATION_CUBIC = 1,
-
- VOLUME_NUM_INTERPOLATION,
-};
-
-enum DisplacementMethod {
- DISPLACE_BUMP = 0,
- DISPLACE_TRUE = 1,
- DISPLACE_BOTH = 2,
-
- DISPLACE_NUM_METHODS,
-};
-
-/* 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 Node {
- public:
- NODE_DECLARE
-
- /* shader graph */
- ShaderGraph *graph;
-
- NODE_SOCKET_API(int, pass_id)
-
- /* sampling */
- NODE_SOCKET_API(bool, use_mis)
- NODE_SOCKET_API(bool, use_transparent_shadow)
- NODE_SOCKET_API(bool, heterogeneous_volume)
- NODE_SOCKET_API(VolumeSampling, volume_sampling_method)
- NODE_SOCKET_API(int, volume_interpolation_method)
- NODE_SOCKET_API(float, volume_step_rate)
-
- /* displacement */
- NODE_SOCKET_API(DisplacementMethod, displacement_method)
-
- float prev_volume_step_rate;
-
- /* synchronization */
- bool need_update_uvs;
- bool need_update_attribute;
- bool need_update_displacement;
-
- /* 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 sub-tree
- * 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_surface_raytrace;
- 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_volume_attribute_dependency;
- bool has_integrator_dependency;
-
- /* requested mesh attributes */
- AttributeRequestSet attributes;
-
- /* determined before compiling */
- uint id;
-
-#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;
-#endif
-
- 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);
-
- void set_graph(ShaderGraph *graph);
- void tag_update(Scene *scene);
- void tag_used(Scene *scene);
-
- /* Return true when either of the surface or displacement socket of the output node is linked.
- * This should be used to ensure that surface attributes are also requested even when only the
- * displacement socket is linked. */
- bool has_surface_link() const
- {
- return has_surface || has_displacement;
- }
-
- bool need_update_geometry() const;
-};
-
-/* 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:
- enum : uint32_t {
- SHADER_ADDED = (1 << 0),
- SHADER_MODIFIED = (1 << 2),
- INTEGRATOR_MODIFIED = (1 << 3),
-
- /* tag everything in the manager for an update */
- UPDATE_ALL = ~0u,
-
- UPDATE_NONE = 0u,
- };
-
- static ShaderManager *create(int shadingsystem);
- virtual ~ShaderManager();
-
- virtual void reset(Scene *scene) = 0;
-
- virtual bool use_osl()
- {
- return false;
- }
-
- void host_update(Scene *scene, Progress &progress);
- virtual void host_update_specific(Scene *scene, Progress &progress) = 0;
-
- /* device update */
- void device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress &progress);
- virtual void device_update_specific(Device *device,
- DeviceScene *dscene,
- Scene *scene,
- Progress &progress) = 0;
- virtual void device_free(Device *device, DeviceScene *dscene, Scene *scene) = 0;
-
- 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 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);
-
- /* Selective nodes compilation. */
- uint get_kernel_features(Scene *scene);
-
- static void free_memory();
-
- float linear_rgb_to_gray(float3 c);
-
- string get_cryptomatte_materials(Scene *scene);
-
- void tag_update(Scene *scene, uint32_t flag);
-
- bool need_update() const;
-
- void init_xyz_transforms();
-
- protected:
- ShaderManager();
-
- uint32_t update_flags;
-
- 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;
-
- size_t beckmann_table_offset;
-
- uint get_graph_kernel_features(ShaderGraph *graph);
-
- thread_spin_lock attribute_lock_;
-
- float3 xyz_to_r;
- float3 xyz_to_g;
- float3 xyz_to_b;
- float3 rgb_to_y;
-};
-
-CCL_NAMESPACE_END
-
-#endif /* __SHADER_H__ */