blender/intern/cycles/scene/film.h
Brecht Van Lommel fd25e883e2 Cycles: remove prefix from source code file names
Remove prefix of filenames that is the same as the folder name. This used
to help when #includes were using individual files, but now they are always
relative to the cycles root directory and so the prefixes are redundant.

For patches and branches, git merge and rebase should be able to detect the
renames and move over code to the right file.
2021-10-26 15:37:04 +02:00

101 lines
2.7 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 "scene/pass.h"
#include "util/string.h"
#include "util/vector.h"
#include "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__ */