blender/intern/cycles/render/bake.h
Dalai Felinto fc55c41bba Cycles Bake: show progress bar during bake
Baking progress preview is not possible, in parts due to the way the API
was designed. But at least you get to see the progress bar while baking.

Reviewers: sergey

Differential Revision: https://developer.blender.org/D656
2014-07-25 11:42:53 -03:00

85 lines
2.0 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 int tri_offset, const int num_pixels);
~BakeData();
void set(int i, int prim, float uv[2], float dudx, float dudy, float dvdx, float dvdy);
int object();
int size();
uint4 data(int i);
uint4 differentials(int i);
bool is_valid(int i);
private:
int m_object;
int m_tri_offset;
int 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 int tri_offset, const int num_pixels);
bool bake(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress, ShaderEvalType shader_type, BakeData *bake_data, float result[]);
void device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress);
void device_free(Device *device, DeviceScene *dscene);
static bool is_light_pass(ShaderEvalType type);
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;
};
CCL_NAMESPACE_END
#endif /* __BAKE_H__ */