blender/intern/cycles/render/film.h

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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 __FILM_H__
#define __FILM_H__
#include "util/util_string.h"
#include "util/util_vector.h"
#include "kernel/kernel_types.h"
#include "graph/node.h"
CCL_NAMESPACE_BEGIN
class Device;
class DeviceScene;
class Scene;
typedef enum FilterType {
FILTER_BOX,
FILTER_GAUSSIAN,
FILTER_BLACKMAN_HARRIS,
FILTER_NUM_TYPES,
} FilterType;
class Pass {
public:
PassType type;
int components;
bool filter;
bool exposure;
PassType divide_type;
static void add(PassType type, array<Pass>& passes);
static bool equals(const array<Pass>& A, const array<Pass>& B);
static bool contains(const array<Pass>& passes, PassType);
};
class Film : public Node {
public:
NODE_DECLARE
float exposure;
array<Pass> passes;
bool denoising_data_pass;
bool denoising_clean_pass;
int denoising_flags;
float pass_alpha_threshold;
int pass_stride;
int denoising_data_offset;
int denoising_clean_offset;
FilterType filter_type;
float filter_width;
size_t filter_table_offset;
float mist_start;
float mist_depth;
float mist_falloff;
bool use_light_visibility;
bool use_sample_clamp;
bool need_update;
Film();
~Film();
void device_update(Device *device, DeviceScene *dscene, Scene *scene);
void device_free(Device *device, DeviceScene *dscene, Scene *scene);
bool modified(const Film& film);
void tag_passes_update(Scene *scene, const array<Pass>& passes_);
void tag_update(Scene *scene);
};
CCL_NAMESPACE_END
#endif /* __FILM_H__ */