forked from bartvdbraak/blender
31a620b942
This encapsulates Node socket members behind a set of specific methods; as such it is no longer possible to directly access Node class members from exporters and parts of Cycles. The methods are defined via the NODE_SOCKET_API macros in `graph/ node.h`, and are for getting or setting a specific socket's value, as well as querying or modifying the state of its update flag. The setters will check whether the value has changed and tag the socket as modified appropriately. This will let us know how a Node has changed and what to update, which is the first concrete step toward a more granular scene update system. Since the setters will tag the Node sockets as modified when passed different data, this patch also removes the various modified methods on Nodes in favor of Node::is_modified which checks the sockets' update flags status. Reviewed By: brecht Maniphest Tasks: T79174 Differential Revision: https://developer.blender.org/D8544
114 lines
2.8 KiB
C++
114 lines
2.8 KiB
C++
/*
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* Copyright 2011-2013 Blender Foundation
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*
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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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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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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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* limitations under the License.
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*/
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#ifndef __FILM_H__
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#define __FILM_H__
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#include "util/util_string.h"
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#include "util/util_vector.h"
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#include "kernel/kernel_types.h"
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#include "graph/node.h"
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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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typedef enum FilterType {
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FILTER_BOX,
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FILTER_GAUSSIAN,
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FILTER_BLACKMAN_HARRIS,
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FILTER_NUM_TYPES,
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} FilterType;
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class Pass : public Node {
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public:
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NODE_DECLARE
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Pass();
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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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PassType divide_type;
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ustring name;
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static void add(PassType type, vector<Pass> &passes, const char *name = NULL);
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static bool equals(const vector<Pass> &A, const vector<Pass> &B);
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static bool contains(const vector<Pass> &passes, PassType);
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};
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class Film : public Node {
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public:
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NODE_DECLARE
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NODE_SOCKET_API(float, exposure)
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NODE_SOCKET_API(bool, denoising_data_pass)
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NODE_SOCKET_API(bool, denoising_clean_pass)
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NODE_SOCKET_API(bool, denoising_prefiltered_pass)
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NODE_SOCKET_API(int, denoising_flags)
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NODE_SOCKET_API(float, pass_alpha_threshold)
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NODE_SOCKET_API(PassType, display_pass)
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NODE_SOCKET_API(FilterType, filter_type)
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NODE_SOCKET_API(float, filter_width)
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NODE_SOCKET_API(float, mist_start)
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NODE_SOCKET_API(float, mist_depth)
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NODE_SOCKET_API(float, mist_falloff)
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NODE_SOCKET_API(bool, use_light_visibility)
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NODE_SOCKET_API(CryptomatteType, cryptomatte_passes)
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NODE_SOCKET_API(int, cryptomatte_depth)
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NODE_SOCKET_API(bool, use_adaptive_sampling)
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private:
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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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size_t filter_table_offset;
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public:
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Film();
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~Film();
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/* add default passes to scene */
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static void add_default(Scene *scene);
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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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void tag_passes_update(Scene *scene, const vector<Pass> &passes_, bool update_passes = true);
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int get_aov_offset(Scene *scene, string name, bool &is_color);
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int get_pass_stride() const;
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int get_denoising_data_offset() const;
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int get_denoising_clean_offset() const;
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size_t get_filter_table_offset() const;
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};
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CCL_NAMESPACE_END
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#endif /* __FILM_H__ */
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