blender/intern/cycles/render/film.h
Lukas Stockner 405cacd4cd Cycles: prefilter feature passes separate from denoising.
Prefiltering of feature passes will happen during rendering, which can
then be used for denoising immediately or written as a render pass for
later (animation) denoising.

The number of denoising data passes written is reduced because of this,
leaving out the feature variance passes. The passes are now Normal,
Albedo, Depth, Shadowing, Variance and Intensity.

Ref D3889.
2019-02-06 15:18:29 +01:00

100 lines
2.2 KiB
C++

/*
* Copyright 2011-2013 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 __FILM_H__
#define __FILM_H__
#include "util/util_string.h"
#include "util/util_vector.h"
#include "kernel/kernel_types.h"
#include "graph/node.h"
CCL_NAMESPACE_BEGIN
class Device;
class DeviceScene;
class Scene;
typedef enum FilterType {
FILTER_BOX,
FILTER_GAUSSIAN,
FILTER_BLACKMAN_HARRIS,
FILTER_NUM_TYPES,
} FilterType;
class Pass {
public:
PassType type;
int components;
bool filter;
bool exposure;
PassType divide_type;
string name;
static void add(PassType type, vector<Pass>& passes, const char* name = NULL);
static bool equals(const vector<Pass>& A, const vector<Pass>& B);
static bool contains(const vector<Pass>& passes, PassType);
};
class Film : public Node {
public:
NODE_DECLARE
float exposure;
vector<Pass> passes;
bool denoising_data_pass;
bool denoising_clean_pass;
bool denoising_prefiltered_pass;
int denoising_flags;
float pass_alpha_threshold;
int pass_stride;
int denoising_data_offset;
int denoising_clean_offset;
FilterType filter_type;
float filter_width;
size_t filter_table_offset;
float mist_start;
float mist_depth;
float mist_falloff;
bool use_light_visibility;
bool use_sample_clamp;
CryptomatteType cryptomatte_passes;
int cryptomatte_depth;
bool need_update;
Film();
~Film();
void device_update(Device *device, DeviceScene *dscene, Scene *scene);
void device_free(Device *device, DeviceScene *dscene, Scene *scene);
bool modified(const Film& film);
void tag_passes_update(Scene *scene, const vector<Pass>& passes_);
void tag_update(Scene *scene);
};
CCL_NAMESPACE_END
#endif /* __FILM_H__ */