blender/intern/cycles/render/film.h
Brecht Van Lommel 58a290234b Cycles: ray visibility options now work for lamps and mesh lights, with and without
multiple importance sampling, so you can disable them for diffuse/glossy/transmission.

The Light Path node here is still weak and does not give this info. To make that
work we'd need to evaluate the shader multiple times which is slow and we can't
detect well enough when it is actually needed.
2013-06-07 18:59:23 +00:00

83 lines
1.9 KiB
C++

/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#ifndef __FILM_H__
#define __FILM_H__
#include "util_string.h"
#include "util_vector.h"
#include "kernel_types.h"
CCL_NAMESPACE_BEGIN
class Device;
class DeviceScene;
class Scene;
typedef enum FilterType {
FILTER_BOX,
FILTER_GAUSSIAN
} FilterType;
class Pass {
public:
PassType type;
int components;
bool filter;
bool exposure;
PassType divide_type;
static void add(PassType type, vector<Pass>& passes);
static bool equals(const vector<Pass>& A, const vector<Pass>& B);
static bool contains(const vector<Pass>& passes, PassType);
};
class Film {
public:
float exposure;
vector<Pass> passes;
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 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__ */