/* * 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 __SHADER_H__ #define __SHADER_H__ #include "attribute.h" #include "kernel_types.h" #include "util_map.h" #include "util_param.h" #include "util_string.h" #include "util_types.h" #ifdef WITH_OSL #include #endif CCL_NAMESPACE_BEGIN class Device; class DeviceScene; class Mesh; class Progress; class Scene; class ShaderGraph; struct float3; /* 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 sample_as_light; bool homogeneous_volume; /* 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; /* 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) = 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); /* 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; }; CCL_NAMESPACE_END #endif /* __SHADER_H__ */