blender/intern/cycles/scene/procedural.h
Brecht Van Lommel 9cfc7967dd Cycles: use SPDX license headers
* Replace license text in headers with SPDX identifiers.
* Remove specific license info from outdated readme.txt, instead leave details
  to the source files.
* Add list of SPDX license identifiers used, and corresponding license texts.
* Update copyright dates while we're at it.

Ref D14069, T95597
2022-02-11 17:47:34 +01:00

61 lines
1.4 KiB
C++

/* SPDX-License-Identifier: Apache-2.0
* Copyright 2011-2022 Blender Foundation */
#pragma once
#include "graph/node.h"
CCL_NAMESPACE_BEGIN
class Progress;
class Scene;
/* A Procedural is a Node which can create other Nodes before rendering starts.
*
* The Procedural is supposed to be the owner of any nodes that it creates. It can also create
* Nodes directly in the Scene (through Scene.create_node), it should still be set as the owner of
* those Nodes.
*/
class Procedural : public Node, public NodeOwner {
public:
NODE_ABSTRACT_DECLARE
explicit Procedural(const NodeType *type);
virtual ~Procedural();
/* Called each time the ProceduralManager is tagged for an update, this function is the entry
* point for the data generated by this Procedural. */
virtual void generate(Scene *scene, Progress &progress) = 0;
/* Create a node and set this Procedural as the owner. */
template<typename T> T *create_node()
{
T *node = new T();
node->set_owner(this);
return node;
}
/* Delete a Node created and owned by this Procedural. */
template<typename T> void delete_node(T *node)
{
assert(node->get_owner() == this);
delete node;
}
};
class ProceduralManager {
bool need_update_;
public:
ProceduralManager();
~ProceduralManager();
void update(Scene *scene, Progress &progress);
void tag_update();
bool need_update() const;
};
CCL_NAMESPACE_END