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Diffstat (limited to 'intern/cycles/render/shader.h')
-rw-r--r-- | intern/cycles/render/shader.h | 116 |
1 files changed, 116 insertions, 0 deletions
diff --git a/intern/cycles/render/shader.h b/intern/cycles/render/shader.h new file mode 100644 index 00000000000..0712100b3e7 --- /dev/null +++ b/intern/cycles/render/shader.h @@ -0,0 +1,116 @@ +/* + * 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__ */ + |