Blender V2.61 - r43446
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00001 /* 00002 * Copyright 2011, Blender Foundation. 00003 * 00004 * This program is free software; you can redistribute it and/or 00005 * modify it under the terms of the GNU General Public License 00006 * as published by the Free Software Foundation; either version 2 00007 * of the License, or (at your option) any later version. 00008 * 00009 * This program is distributed in the hope that it will be useful, 00010 * but WITHOUT ANY WARRANTY; without even the implied warranty of 00011 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 00012 * GNU General Public License for more details. 00013 * 00014 * You should have received a copy of the GNU General Public License 00015 * along with this program; if not, write to the Free Software Foundation, 00016 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. 00017 */ 00018 00019 #ifndef __SHADER_H__ 00020 #define __SHADER_H__ 00021 00022 #include "attribute.h" 00023 #include "kernel_types.h" 00024 00025 #include "util_map.h" 00026 #include "util_param.h" 00027 #include "util_string.h" 00028 #include "util_types.h" 00029 00030 CCL_NAMESPACE_BEGIN 00031 00032 class Device; 00033 class DeviceScene; 00034 class Mesh; 00035 class Progress; 00036 class Scene; 00037 class ShaderGraph; 00038 struct float3; 00039 00040 /* Shader describing the appearance of a Mesh, Light or Background. 00041 * 00042 * While there is only a single shader graph, it has three outputs: surface, 00043 * volume and displacement, that the shader manager will compile and execute 00044 * separately. */ 00045 00046 class Shader { 00047 public: 00048 /* name */ 00049 string name; 00050 00051 /* shader graph */ 00052 ShaderGraph *graph; 00053 00054 /* shader graph with auto bump mapping included, we compile two shaders, 00055 with and without bump, because the displacement method is a mesh 00056 level setting, so we need to handle both */ 00057 ShaderGraph *graph_bump; 00058 00059 /* sampling */ 00060 bool sample_as_light; 00061 bool homogeneous_volume; 00062 00063 /* synchronization */ 00064 bool need_update; 00065 bool need_update_attributes; 00066 00067 /* information about shader after compiling */ 00068 bool has_surface; 00069 bool has_surface_emission; 00070 bool has_surface_transparent; 00071 bool has_volume; 00072 bool has_displacement; 00073 00074 /* requested mesh attributes */ 00075 AttributeRequestSet attributes; 00076 00077 Shader(); 00078 ~Shader(); 00079 00080 void set_graph(ShaderGraph *graph); 00081 void tag_update(Scene *scene); 00082 }; 00083 00084 /* Shader Manager virtual base class 00085 * 00086 * From this the SVM and OSL shader managers are derived, that do the actual 00087 * shader compiling and device updating. */ 00088 00089 class ShaderManager { 00090 public: 00091 bool need_update; 00092 00093 static ShaderManager *create(Scene *scene); 00094 virtual ~ShaderManager(); 00095 00096 /* device update */ 00097 virtual void device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress) = 0; 00098 virtual void device_free(Device *device, DeviceScene *dscene) = 0; 00099 00100 void device_update_common(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress); 00101 void device_free_common(Device *device, DeviceScene *dscene); 00102 00103 /* get globally unique id for a type of attribute */ 00104 uint get_attribute_id(ustring name); 00105 uint get_attribute_id(Attribute::Standard std); 00106 00107 /* get shader id for mesh faces */ 00108 int get_shader_id(uint shader, Mesh *mesh = NULL, bool smooth = false); 00109 00110 /* add default shaders to scene, to use as default for things that don't 00111 have any shader assigned explicitly */ 00112 static void add_default(Scene *scene); 00113 00114 protected: 00115 ShaderManager(); 00116 00117 typedef unordered_map<ustring, uint, ustringHash> AttributeIDMap; 00118 AttributeIDMap unique_attribute_id; 00119 }; 00120 00121 CCL_NAMESPACE_END 00122 00123 #endif /* __SHADER_H__ */ 00124