/* * 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 "shader.h" #ifdef WITH_OSL #include #endif CCL_NAMESPACE_BEGIN class Device; class DeviceScene; class ImageManager; class OSLRenderServices; class OSLGlobals; class Scene; class ShaderGraph; class ShaderNode; class ShaderOutput; #ifdef WITH_OSL /* Shader Manage */ class OSLShaderManager : public ShaderManager { public: OSLShaderManager(); ~OSLShaderManager(); void device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress); void device_free(Device *device, DeviceScene *dscene); private: OSL::ShadingSystem *ss; OSL::TextureSystem *ts; OSLRenderServices *services; OSL::ErrorHandler errhandler; }; #endif /* Graph Compiler */ class OSLCompiler { public: OSLCompiler(void *shadingsys); void compile(OSLGlobals *og, Shader *shader); void add(ShaderNode *node, const char *name); 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); ShaderType output_type() { return current_type; } bool background; 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(const char *name); void find_dependencies(set& dependencies, ShaderInput *input); void generate_nodes(const set& nodes); void *shadingsys; ShaderType current_type; Shader *current_shader; }; CCL_NAMESPACE_END #endif /* __OSL_H__ */