blender/intern/cycles/render/bake.h
Brecht Van Lommel 7faa9d1304 Fix T46550: Cycles combined baking black in some cases.
Now pass_filter is modified to have exactly the flags for the light components
that need to be baked, based on the shader type. This simplifies the logic.
2016-02-06 21:02:02 +01:00

89 lines
2.2 KiB
C++

/*
* Copyright 2011-2014 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 __BAKE_H__
#define __BAKE_H__
#include "device.h"
#include "scene.h"
#include "util_progress.h"
#include "util_vector.h"
CCL_NAMESPACE_BEGIN
class BakeData {
public:
BakeData(const int object, const size_t tri_offset, const size_t num_pixels);
~BakeData();
void set(int i, int prim, float uv[2], float dudx, float dudy, float dvdx, float dvdy);
void set_null(int i);
int object();
size_t size();
uint4 data(int i);
uint4 differentials(int i);
bool is_valid(int i);
private:
int m_object;
size_t m_tri_offset;
size_t m_num_pixels;
vector<int>m_primitive;
vector<float>m_u;
vector<float>m_v;
vector<float>m_dudx;
vector<float>m_dudy;
vector<float>m_dvdx;
vector<float>m_dvdy;
};
class BakeManager {
public:
BakeManager();
~BakeManager();
bool get_baking();
void set_baking(const bool value);
BakeData *init(const int object, const size_t tri_offset, const size_t num_pixels);
void set_shader_limit(const size_t x, const size_t y);
bool bake(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress, ShaderEvalType shader_type, const int pass_filter, BakeData *bake_data, float result[]);
void device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress);
void device_free(Device *device, DeviceScene *dscene);
static int shader_type_to_pass_filter(ShaderEvalType type, const int pass_filter);
static bool is_aa_pass(ShaderEvalType type);
bool need_update;
int num_samples;
int num_parts;
private:
BakeData *m_bake_data;
bool m_is_baking;
size_t m_shader_limit;
};
CCL_NAMESPACE_END
#endif /* __BAKE_H__ */