blender/intern/cycles/render/bake.h
Sergey Sharybin 0579eaae1f Cycles: Make all #include statements relative to cycles source directory
The idea is to make include statements more explicit and obvious where the
file is coming from, additionally reducing chance of wrong header being
picked up.

For example, it was not obvious whether bvh.h was refferring to builder
or traversal, whenter node.h is a generic graph node or a shader node
and cases like that.

Surely this might look obvious for the active developers, but after some
time of not touching the code it becomes less obvious where file is coming
from.

This was briefly mentioned in T50824 and seems @brecht is fine with such
explicitness, but need to agree with all active developers before committing
this.

Please note that this patch is lacking changes related on GPU/OpenCL
support. This will be solved if/when we all agree this is a good idea to move
forward.

Reviewers: brecht, lukasstockner97, maiself, nirved, dingto, juicyfruit, swerner

Reviewed By: lukasstockner97, maiself, nirved, dingto

Subscribers: brecht

Differential Revision: https://developer.blender.org/D2586
2017-03-29 13:41:11 +02:00

88 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/device.h"
#include "render/scene.h"
#include "util/util_progress.h"
#include "util/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;
size_t total_pixel_samples;
private:
BakeData *m_bake_data;
bool m_is_baking;
size_t m_shader_limit;
};
CCL_NAMESPACE_END
#endif /* __BAKE_H__ */