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Diffstat (limited to 'intern/cycles/render/shader.h')
-rw-r--r--intern/cycles/render/shader.h116
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diff --git a/intern/cycles/render/shader.h b/intern/cycles/render/shader.h
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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.
+ */
+
+#ifndef __SHADER_H__
+#define __SHADER_H__
+
+#include "attribute.h"
+#include "kernel_types.h"
+
+#include "util_map.h"
+#include "util_param.h"
+#include "util_string.h"
+#include "util_types.h"
+
+CCL_NAMESPACE_BEGIN
+
+class Device;
+class DeviceScene;
+class Mesh;
+class Progress;
+class Scene;
+class ShaderGraph;
+class float3;
+
+/* 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:
+ /* name */
+ string name;
+
+ /* shader graph */
+ ShaderGraph *graph;
+
+ /* shader graph with auto bump mapping included, we compile two shaders,
+ with and without bump, because the displacement method is a mesh
+ level setting, so we need to handle both */
+ ShaderGraph *graph_bump;
+
+ /* synchronization */
+ bool need_update;
+ bool need_update_attributes;
+
+ /* information about shader after compiling */
+ bool has_surface;
+ bool has_surface_emission;
+ bool has_volume;
+ bool has_displacement;
+
+ /* requested mesh attributes */
+ AttributeRequestSet attributes;
+
+ Shader();
+ ~Shader();
+
+ void set_graph(ShaderGraph *graph);
+ void tag_update(Scene *scene);
+};
+
+/* 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:
+ bool need_update;
+
+ static ShaderManager *create(Scene *scene);
+ virtual ~ShaderManager();
+
+ /* device update */
+ virtual void device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress) = 0;
+ virtual void device_free(Device *device, DeviceScene *dscene) = 0;
+
+ /* get globally unique id for a type of attribute */
+ uint get_attribute_id(ustring name);
+ uint get_attribute_id(Attribute::Standard std);
+
+ /* get shader id for mesh faces */
+ int get_shader_id(uint shader, Mesh *mesh = NULL, 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);
+
+protected:
+ ShaderManager();
+
+ typedef unordered_map<ustring, uint, ustringHash> AttributeIDMap;
+ AttributeIDMap unique_attribute_id;
+};
+
+CCL_NAMESPACE_END
+
+#endif /* __SHADER_H__ */
+