blender/intern/cycles/render/film.h
Brecht Van Lommel 0803119725 Cycles: merge of cycles-x branch, a major update to the renderer
This includes much improved GPU rendering performance, viewport interactivity,
new shadow catcher, revamped sampling settings, subsurface scattering anisotropy,
new GPU volume sampling, improved PMJ sampling pattern, and more.

Some features have also been removed or changed, breaking backwards compatibility.
Including the removal of the OpenCL backend, for which alternatives are under
development.

Release notes and code docs:
https://wiki.blender.org/wiki/Reference/Release_Notes/3.0/Cycles
https://wiki.blender.org/wiki/Source/Render/Cycles

Credits:
* Sergey Sharybin
* Brecht Van Lommel
* Patrick Mours (OptiX backend)
* Christophe Hery (subsurface scattering anisotropy)
* William Leeson (PMJ sampling pattern)
* Alaska (various fixes and tweaks)
* Thomas Dinges (various fixes)

For the full commit history, see the cycles-x branch. This squashes together
all the changes since intermediate changes would often fail building or tests.

Ref T87839, T87837, T87836
Fixes T90734, T89353, T80267, T80267, T77185, T69800
2021-09-21 14:55:54 +02:00

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2.7 KiB
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/*
* 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 "render/pass.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 Film : public Node {
public:
NODE_DECLARE
NODE_SOCKET_API(float, exposure)
NODE_SOCKET_API(float, pass_alpha_threshold)
NODE_SOCKET_API(PassType, display_pass)
NODE_SOCKET_API(bool, show_active_pixels)
NODE_SOCKET_API(FilterType, filter_type)
NODE_SOCKET_API(float, filter_width)
NODE_SOCKET_API(float, mist_start)
NODE_SOCKET_API(float, mist_depth)
NODE_SOCKET_API(float, mist_falloff)
NODE_SOCKET_API(CryptomatteType, cryptomatte_passes)
NODE_SOCKET_API(int, cryptomatte_depth)
/* Approximate shadow catcher pass into its matte pass, so that both artificial objects and
* shadows can be alpha-overed onto a backdrop. */
NODE_SOCKET_API(bool, use_approximate_shadow_catcher)
private:
size_t filter_table_offset_;
bool prev_have_uv_pass = false;
bool prev_have_motion_pass = false;
bool prev_have_ao_pass = false;
public:
Film();
~Film();
/* add default passes to scene */
static void add_default(Scene *scene);
void device_update(Device *device, DeviceScene *dscene, Scene *scene);
void device_free(Device *device, DeviceScene *dscene, Scene *scene);
int get_aov_offset(Scene *scene, string name, bool &is_color);
/* Update passes so that they contain all passes required for the configured functionality.
*
* If `add_sample_count_pass` is true then the SAMPLE_COUNT pass is ensured to be added. */
void update_passes(Scene *scene, bool add_sample_count_pass);
uint get_kernel_features(const Scene *scene) const;
private:
void add_auto_pass(Scene *scene, PassType type, const char *name = nullptr);
void add_auto_pass(Scene *scene, PassType type, PassMode mode, const char *name = nullptr);
void remove_auto_passes(Scene *scene);
void finalize_passes(Scene *scene, const bool use_denoise);
};
CCL_NAMESPACE_END
#endif /* __FILM_H__ */