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Diffstat (limited to 'intern/cycles/scene/shader.h')
-rw-r--r-- | intern/cycles/scene/shader.h | 259 |
1 files changed, 259 insertions, 0 deletions
diff --git a/intern/cycles/scene/shader.h b/intern/cycles/scene/shader.h new file mode 100644 index 00000000000..7ef3bda15d7 --- /dev/null +++ b/intern/cycles/scene/shader.h @@ -0,0 +1,259 @@ +/* + * 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 "scene/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; + } + + /* 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__ */ |