/* * 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 # if defined(_MSC_VER) /* Prevent OSL from polluting the context with weird macros from windows.h. * TODO(sergey): Ideally it's only enough to have class/struct declarations in * the header and skip header include here. */ # define NOGDI # define NOMINMAX # define WIN32_LEAN_AND_MEAN # endif # include #endif #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; 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, }; enum VolumeInterpolation { VOLUME_INTERPOLATION_LINEAR = 0, VOLUME_INTERPOLATION_CUBIC = 1, }; /* 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; 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_converter_blackbody; bool has_bssrdf_bump; bool has_heterogeneous_volume; bool has_object_dependency; /* requested mesh attributes */ AttributeRequestSet attributes; /* determined before compiling */ bool used; #ifdef WITH_OSL /* osl shading state references */ OSL::ShadingAttribStateRef osl_surface_ref; OSL::ShadingAttribStateRef osl_surface_bump_ref; OSL::ShadingAttribStateRef osl_volume_ref; OSL::ShadingAttribStateRef osl_displacement_ref; #endif Shader(); ~Shader(); 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(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 AttributeIDMap; AttributeIDMap unique_attribute_id; vector blackbody_table; vector beckmann_table; size_t blackbody_table_offset; size_t beckmann_table_offset; }; CCL_NAMESPACE_END #endif /* __SHADER_H__ */