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- /*
- * 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/util_windows.h"
- # include <OSL/oslexec.h>
- #endif
- #include "render/attribute.h"
- #include "kernel/kernel_types.h"
- #include "graph/node.h"
- #include "util/util_map.h"
- #include "util/util_param.h"
- #include "util/util_string.h"
- #include "util/util_thread.h"
- #include "util/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;
- /* 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_mesh;
- bool need_sync_object;
- /* If the shader has only volume components, the surface is assumed to
- * be transparent.
- * However, graph optimization might remove the volume subgraph, but
- * since the user connected something to the volume output the surface
- * should still be transparent.
- * Therefore, has_volume_connected stores whether some volume subtree
- * was connected before optimization. */
- bool has_volume_connected;
- /* 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_bump;
- bool has_bssrdf_bump;
- bool has_surface_spatial_varying;
- bool has_volume_spatial_varying;
- bool has_object_dependency;
- bool has_attribute_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();
- float linear_rgb_to_gray(float3 c);
- string get_cryptomatte_materials(Scene *scene);
- protected:
- ShaderManager();
- typedef unordered_map<ustring, uint, ustringHash> AttributeIDMap;
- AttributeIDMap unique_attribute_id;
- static thread_mutex lookup_table_mutex;
- static vector<float> beckmann_table;
- static bool beckmann_table_ready;
- size_t beckmann_table_offset;
- void get_requested_graph_features(ShaderGraph *graph,
- DeviceRequestedFeatures *requested_features);
- thread_spin_lock attribute_lock_;
- float3 xyz_to_r;
- float3 xyz_to_g;
- float3 xyz_to_b;
- float3 rgb_to_y;
- };
- CCL_NAMESPACE_END
- #endif /* __SHADER_H__ */
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