/* * 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 __OSL_H__ #define __OSL_H__ #include "util_set.h" #include "util_string.h" #include "shader.h" #ifdef WITH_OSL #include #include #include #endif CCL_NAMESPACE_BEGIN class Device; class DeviceScene; class ImageManager; class OSLRenderServices; struct OSLGlobals; class Scene; class ShaderGraph; class ShaderNode; class ShaderInput; class ShaderOutput; #ifdef WITH_OSL /* OSL Shader Info * to auto detect closures in the shader for MIS and transparent shadows */ struct OSLShaderInfo { OSLShaderInfo() : has_surface_emission(false), has_surface_transparent(false) {} bool has_surface_emission; bool has_surface_transparent; }; /* Shader Manage */ class OSLShaderManager : public ShaderManager { public: OSLShaderManager(); ~OSLShaderManager(); void reset(Scene *scene); bool use_osl() { return true; } void device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress); void device_free(Device *device, DeviceScene *dscene); /* osl compile and query */ static bool osl_compile(const string& inputfile, const string& outputfile); static bool osl_query(OSL::OSLQuery& query, const string& filepath); /* shader file loading, all functions return pointer to hash string if found */ const char *shader_test_loaded(const string& hash); const char *shader_load_bytecode(const string& hash, const string& bytecode); const char *shader_load_filepath(string filepath); OSLShaderInfo *shader_loaded_info(const string& hash); protected: void texture_system_init(); void shading_system_init(); OSL::ShadingSystem *ss; OSL::TextureSystem *ts; OSLRenderServices *services; OSL::ErrorHandler errhandler; map loaded_shaders; }; #endif /* Graph Compiler */ class OSLCompiler { public: OSLCompiler(void *manager, void *shadingsys, ImageManager *image_manager); void compile(OSLGlobals *og, Shader *shader); void add(ShaderNode *node, const char *name, bool isfilepath = false); void parameter(const char *name, float f); void parameter_color(const char *name, float3 f); void parameter_vector(const char *name, float3 f); void parameter_normal(const char *name, float3 f); void parameter_point(const char *name, float3 f); void parameter(const char *name, int f); void parameter(const char *name, const char *s); void parameter(const char *name, ustring str); void parameter(const char *name, const Transform& tfm); void parameter_array(const char *name, const float f[], int arraylen); void parameter_color_array(const char *name, const float f[][3], int arraylen); void parameter_vector_array(const char *name, const float f[][3], int arraylen); void parameter_normal_array(const char *name, const float f[][3], int arraylen); void parameter_point_array(const char *name, const float f[][3], int arraylen); void parameter_array(const char *name, const int f[], int arraylen); void parameter_array(const char *name, const char * const s[], int arraylen); void parameter_array(const char *name, const Transform tfm[], int arraylen); ShaderType output_type() { return current_type; } bool background; ImageManager *image_manager; private: string id(ShaderNode *node); void compile_type(Shader *shader, ShaderGraph *graph, ShaderType type); bool node_skip_input(ShaderNode *node, ShaderInput *input); string compatible_name(ShaderNode *node, ShaderInput *input); string compatible_name(ShaderNode *node, ShaderOutput *output); void find_dependencies(set& dependencies, ShaderInput *input); void generate_nodes(const set& nodes); void *shadingsys; void *manager; ShaderType current_type; Shader *current_shader; }; CCL_NAMESPACE_END #endif /* __OSL_H__ */