2011-04-27 11:58:34 +00:00
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/*
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2013-08-18 14:16:15 +00:00
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* Copyright 2011-2013 Blender Foundation
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2011-04-27 11:58:34 +00:00
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*
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2013-08-18 14:16:15 +00:00
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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2011-04-27 11:58:34 +00:00
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*
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2013-08-18 14:16:15 +00:00
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* http://www.apache.org/licenses/LICENSE-2.0
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2011-04-27 11:58:34 +00:00
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*
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2013-08-18 14:16:15 +00:00
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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2014-12-25 01:50:24 +00:00
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* limitations under the License.
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2011-04-27 11:58:34 +00:00
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*/
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#ifndef __FILM_H__
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#define __FILM_H__
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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
2017-03-28 18:39:14 +00:00
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#include "util/util_string.h"
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#include "util/util_vector.h"
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Cycles: Render Passes
Currently supported passes:
* Combined, Z, Normal, Object Index, Material Index, Emission, Environment,
Diffuse/Glossy/Transmission x Direct/Indirect/Color
Not supported yet:
* UV, Vector, Mist
Only enabled for CPU devices at the moment, will do GPU tweaks tommorrow,
also for environment importance sampling.
Documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Passes
2012-01-25 17:23:52 +00:00
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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
2017-03-28 18:39:14 +00:00
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#include "kernel/kernel_types.h"
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2011-04-27 11:58:34 +00:00
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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
2017-03-28 18:39:14 +00:00
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#include "graph/node.h"
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2016-05-07 18:30:16 +00:00
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2011-04-27 11:58:34 +00:00
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CCL_NAMESPACE_BEGIN
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class Device;
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class DeviceScene;
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class Scene;
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2013-04-01 20:26:43 +00:00
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typedef enum FilterType {
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FILTER_BOX,
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2015-08-06 19:04:43 +00:00
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FILTER_GAUSSIAN,
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2016-02-10 14:09:45 +00:00
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FILTER_BLACKMAN_HARRIS,
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FILTER_NUM_TYPES,
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2013-04-01 20:26:43 +00:00
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} FilterType;
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Cycles: Render Passes
Currently supported passes:
* Combined, Z, Normal, Object Index, Material Index, Emission, Environment,
Diffuse/Glossy/Transmission x Direct/Indirect/Color
Not supported yet:
* UV, Vector, Mist
Only enabled for CPU devices at the moment, will do GPU tweaks tommorrow,
also for environment importance sampling.
Documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Passes
2012-01-25 17:23:52 +00:00
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class Pass {
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public:
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PassType type;
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int components;
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bool filter;
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bool exposure;
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2012-03-28 12:18:12 +00:00
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PassType divide_type;
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Cycles: Render Passes
Currently supported passes:
* Combined, Z, Normal, Object Index, Material Index, Emission, Environment,
Diffuse/Glossy/Transmission x Direct/Indirect/Color
Not supported yet:
* UV, Vector, Mist
Only enabled for CPU devices at the moment, will do GPU tweaks tommorrow,
also for environment importance sampling.
Documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Passes
2012-01-25 17:23:52 +00:00
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2016-05-07 18:30:16 +00:00
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static void add(PassType type, array<Pass>& passes);
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static bool equals(const array<Pass>& A, const array<Pass>& B);
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static bool contains(const array<Pass>& passes, PassType);
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Cycles: Render Passes
Currently supported passes:
* Combined, Z, Normal, Object Index, Material Index, Emission, Environment,
Diffuse/Glossy/Transmission x Direct/Indirect/Color
Not supported yet:
* UV, Vector, Mist
Only enabled for CPU devices at the moment, will do GPU tweaks tommorrow,
also for environment importance sampling.
Documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Passes
2012-01-25 17:23:52 +00:00
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};
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2016-05-07 18:30:16 +00:00
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class Film : public Node {
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2011-04-27 11:58:34 +00:00
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public:
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2017-03-06 13:16:45 +00:00
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NODE_DECLARE
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2016-05-07 18:30:16 +00:00
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2011-04-27 11:58:34 +00:00
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float exposure;
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2016-05-07 18:30:16 +00:00
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array<Pass> passes;
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2017-05-07 12:40:58 +00:00
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bool denoising_data_pass;
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bool denoising_clean_pass;
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int denoising_flags;
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2014-02-06 14:18:34 +00:00
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float pass_alpha_threshold;
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2013-04-01 20:26:43 +00:00
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2017-05-07 12:40:58 +00:00
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int pass_stride;
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int denoising_data_offset;
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int denoising_clean_offset;
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2013-04-01 20:26:43 +00:00
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FilterType filter_type;
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float filter_width;
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size_t filter_table_offset;
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2013-06-07 12:45:26 +00:00
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float mist_start;
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float mist_depth;
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float mist_falloff;
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2013-06-07 18:59:23 +00:00
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bool use_light_visibility;
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2014-02-11 13:14:13 +00:00
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bool use_sample_clamp;
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2013-06-07 18:59:23 +00:00
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2011-04-27 11:58:34 +00:00
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bool need_update;
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Film();
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~Film();
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2013-04-01 20:26:43 +00:00
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void device_update(Device *device, DeviceScene *dscene, Scene *scene);
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void device_free(Device *device, DeviceScene *dscene, Scene *scene);
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2011-04-27 11:58:34 +00:00
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bool modified(const Film& film);
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2016-05-07 18:30:16 +00:00
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void tag_passes_update(Scene *scene, const array<Pass>& passes_);
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2011-04-27 11:58:34 +00:00
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void tag_update(Scene *scene);
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};
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CCL_NAMESPACE_END
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#endif /* __FILM_H__ */
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