/* * 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_windows.h" # include #endif #include "attribute.h" #include "kernel_types.h" #include "node.h" #include "util_map.h" #include "util_param.h" #include "util_string.h" #include "util_thread.h" #include "util_types.h" CCL_NAMESPACE_BEGIN class Device; class DeviceScene; class DeviceRequestedFeatures; 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; int pass_id; /* 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; /* sampling */ bool use_mis; bool use_transparent_shadow; bool heterogeneous_volume; VolumeSampling volume_sampling_method; int volume_interpolation_method; /* synchronization */ bool need_update; bool need_update_attributes; /* information about shader after compiling */ bool has_surface; bool has_surface_emission; bool has_surface_transparent; bool has_volume; bool has_displacement; bool has_surface_bssrdf; bool has_bssrdf_bump; bool has_surface_spatial_varying; bool has_volume_spatial_varying; bool has_object_dependency; bool has_integrator_dependency; /* displacement */ DisplacementMethod displacement_method; /* requested mesh attributes */ AttributeRequestSet attributes; /* determined before compiling */ uint id; bool used; #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); }; /* 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, int shadingsystem); virtual ~ShaderManager(); virtual void reset(Scene *scene) = 0; virtual bool use_osl() { return false; } /* device update */ virtual void device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress) = 0; virtual void device_free(Device *device, DeviceScene *dscene, Scene *scene) = 0; void device_update_shaders_used(Scene *scene); 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. */ void get_requested_features(Scene *scene, DeviceRequestedFeatures *requested_features); static void free_memory(); protected: ShaderManager(); typedef unordered_map AttributeIDMap; AttributeIDMap unique_attribute_id; thread_mutex lookup_table_mutex; static vector beckmann_table; size_t beckmann_table_offset; void get_requested_graph_features(ShaderGraph *graph, DeviceRequestedFeatures *requested_features); }; CCL_NAMESPACE_END #endif /* __SHADER_H__ */