diff options
author | Campbell Barton <ideasman42@gmail.com> | 2019-04-17 07:17:24 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2019-04-17 07:21:24 +0300 |
commit | e12c08e8d170b7ca40f204a5b0423c23a9fbc2c1 (patch) | |
tree | 8cf3453d12edb177a218ef8009357518ec6cab6a /intern/cycles/blender/blender_sync.h | |
parent | b3dabc200a4b0399ec6b81f2ff2730d07b44fcaa (diff) |
ClangFormat: apply to source, most of intern
Apply clang format as proposed in T53211.
For details on usage and instructions for migrating branches
without conflicts, see:
https://wiki.blender.org/wiki/Tools/ClangFormat
Diffstat (limited to 'intern/cycles/blender/blender_sync.h')
-rw-r--r-- | intern/cycles/blender/blender_sync.h | 330 |
1 files changed, 166 insertions, 164 deletions
diff --git a/intern/cycles/blender/blender_sync.h b/intern/cycles/blender/blender_sync.h index 8af3fde3323..00afceebde3 100644 --- a/intern/cycles/blender/blender_sync.h +++ b/intern/cycles/blender/blender_sync.h @@ -49,171 +49,173 @@ class ShaderGraph; class ShaderNode; class BlenderSync { -public: - BlenderSync(BL::RenderEngine& b_engine, - BL::BlendData& b_data, - BL::Scene& b_scene, - Scene *scene, - bool preview, - Progress &progress); - ~BlenderSync(); - - /* sync */ - void sync_recalc(BL::Depsgraph& b_depsgraph); - void sync_data(BL::RenderSettings& b_render, - BL::Depsgraph& b_depsgraph, - BL::SpaceView3D& b_v3d, - BL::Object& b_override, - int width, int height, - void **python_thread_state); - void sync_view_layer(BL::SpaceView3D& b_v3d, BL::ViewLayer& b_view_layer); - vector<Pass> sync_render_passes(BL::RenderLayer& b_render_layer, - BL::ViewLayer& b_view_layer); - void sync_integrator(); - void sync_camera(BL::RenderSettings& b_render, - BL::Object& b_override, - int width, int height, - const char *viewname); - void sync_view(BL::SpaceView3D& b_v3d, - BL::RegionView3D& b_rv3d, - int width, int height); - inline int get_layer_samples() { return view_layer.samples; } - inline int get_layer_bound_samples() { return view_layer.bound_samples; } - - /* get parameters */ - static SceneParams get_scene_params(BL::Scene& b_scene, - bool background); - static SessionParams get_session_params(BL::RenderEngine& b_engine, - BL::Preferences& b_userpref, - BL::Scene& b_scene, - bool background); - static bool get_session_pause(BL::Scene& b_scene, bool background); - static BufferParams get_buffer_params(BL::RenderSettings& b_render, - BL::SpaceView3D& b_v3d, - BL::RegionView3D& b_rv3d, - Camera *cam, - int width, int height); - - static PassType get_pass_type(BL::RenderPass& b_pass); - static int get_denoising_pass(BL::RenderPass& b_pass); - -private: - /* sync */ - void sync_lights(BL::Depsgraph& b_depsgraph, bool update_all); - void sync_materials(BL::Depsgraph& b_depsgraph, bool update_all); - void sync_objects(BL::Depsgraph& b_depsgraph, float motion_time = 0.0f); - void sync_motion(BL::RenderSettings& b_render, - BL::Depsgraph& b_depsgraph, - BL::Object& b_override, - int width, int height, - void **python_thread_state); - void sync_film(); - void sync_view(); - void sync_world(BL::Depsgraph& b_depsgraph, bool update_all); - void sync_shaders(BL::Depsgraph& b_depsgraph); - void sync_curve_settings(); - - void sync_nodes(Shader *shader, BL::ShaderNodeTree& b_ntree); - Mesh *sync_mesh(BL::Depsgraph& b_depsgrpah, - BL::Object& b_ob, - BL::Object& b_ob_instance, - bool object_updated, - bool show_self, - bool show_particles); - void sync_curves(Mesh *mesh, - BL::Mesh& b_mesh, - BL::Object& b_ob, - bool motion, - int motion_step = 0); - Object *sync_object(BL::Depsgraph& b_depsgraph, - BL::ViewLayer& b_view_layer, - BL::DepsgraphObjectInstance& b_instance, - float motion_time, - bool show_self, - bool show_particles, - BlenderObjectCulling& culling, - bool *use_portal); - void sync_light(BL::Object& b_parent, - int persistent_id[OBJECT_PERSISTENT_ID_SIZE], - BL::Object& b_ob, - BL::Object& b_ob_instance, - int random_id, - Transform& tfm, - bool *use_portal); - void sync_background_light(bool use_portal); - void sync_mesh_motion(BL::Depsgraph& b_depsgraph, - BL::Object& b_ob, - Object *object, - float motion_time); - void sync_camera_motion(BL::RenderSettings& b_render, - BL::Object& b_ob, - int width, int height, - float motion_time); - - /* particles */ - bool sync_dupli_particle(BL::Object& b_ob, - BL::DepsgraphObjectInstance& b_instance, - Object *object); - - /* Images. */ - void sync_images(); - - /* Early data free. */ - void free_data_after_sync(BL::Depsgraph& b_depsgraph); - - /* util */ - void find_shader(BL::ID& id, vector<Shader*>& used_shaders, Shader *default_shader); - bool BKE_object_is_modified(BL::Object& b_ob); - bool object_is_mesh(BL::Object& b_ob); - bool object_is_light(BL::Object& b_ob); - - /* variables */ - BL::RenderEngine b_engine; - BL::BlendData b_data; - BL::Scene b_scene; - - id_map<void*, Shader> shader_map; - id_map<ObjectKey, Object> object_map; - id_map<void*, Mesh> mesh_map; - id_map<ObjectKey, Light> light_map; - id_map<ParticleSystemKey, ParticleSystem> particle_system_map; - set<Mesh*> mesh_synced; - set<Mesh*> mesh_motion_synced; - set<float> motion_times; - void *world_map; - bool world_recalc; - - Scene *scene; - bool preview; - bool experimental; - - float dicing_rate; - int max_subdivisions; - - struct RenderLayerInfo { - RenderLayerInfo() - : material_override(PointerRNA_NULL), - use_background_shader(true), - use_background_ao(true), - use_surfaces(true), - use_hair(true), - samples(0), - bound_samples(false) - {} - - string name; - BL::Material material_override; - bool use_background_shader; - bool use_background_ao; - bool use_surfaces; - bool use_hair; - int samples; - bool bound_samples; - } view_layer; - - Progress &progress; + public: + BlenderSync(BL::RenderEngine &b_engine, + BL::BlendData &b_data, + BL::Scene &b_scene, + Scene *scene, + bool preview, + Progress &progress); + ~BlenderSync(); + + /* sync */ + void sync_recalc(BL::Depsgraph &b_depsgraph); + void sync_data(BL::RenderSettings &b_render, + BL::Depsgraph &b_depsgraph, + BL::SpaceView3D &b_v3d, + BL::Object &b_override, + int width, + int height, + void **python_thread_state); + void sync_view_layer(BL::SpaceView3D &b_v3d, BL::ViewLayer &b_view_layer); + vector<Pass> sync_render_passes(BL::RenderLayer &b_render_layer, BL::ViewLayer &b_view_layer); + void sync_integrator(); + void sync_camera(BL::RenderSettings &b_render, + BL::Object &b_override, + int width, + int height, + const char *viewname); + void sync_view(BL::SpaceView3D &b_v3d, BL::RegionView3D &b_rv3d, int width, int height); + inline int get_layer_samples() + { + return view_layer.samples; + } + inline int get_layer_bound_samples() + { + return view_layer.bound_samples; + } + + /* get parameters */ + static SceneParams get_scene_params(BL::Scene &b_scene, bool background); + static SessionParams get_session_params(BL::RenderEngine &b_engine, + BL::Preferences &b_userpref, + BL::Scene &b_scene, + bool background); + static bool get_session_pause(BL::Scene &b_scene, bool background); + static BufferParams get_buffer_params(BL::RenderSettings &b_render, + BL::SpaceView3D &b_v3d, + BL::RegionView3D &b_rv3d, + Camera *cam, + int width, + int height); + + static PassType get_pass_type(BL::RenderPass &b_pass); + static int get_denoising_pass(BL::RenderPass &b_pass); + + private: + /* sync */ + void sync_lights(BL::Depsgraph &b_depsgraph, bool update_all); + void sync_materials(BL::Depsgraph &b_depsgraph, bool update_all); + void sync_objects(BL::Depsgraph &b_depsgraph, float motion_time = 0.0f); + void sync_motion(BL::RenderSettings &b_render, + BL::Depsgraph &b_depsgraph, + BL::Object &b_override, + int width, + int height, + void **python_thread_state); + void sync_film(); + void sync_view(); + void sync_world(BL::Depsgraph &b_depsgraph, bool update_all); + void sync_shaders(BL::Depsgraph &b_depsgraph); + void sync_curve_settings(); + + void sync_nodes(Shader *shader, BL::ShaderNodeTree &b_ntree); + Mesh *sync_mesh(BL::Depsgraph &b_depsgrpah, + BL::Object &b_ob, + BL::Object &b_ob_instance, + bool object_updated, + bool show_self, + bool show_particles); + void sync_curves( + Mesh *mesh, BL::Mesh &b_mesh, BL::Object &b_ob, bool motion, int motion_step = 0); + Object *sync_object(BL::Depsgraph &b_depsgraph, + BL::ViewLayer &b_view_layer, + BL::DepsgraphObjectInstance &b_instance, + float motion_time, + bool show_self, + bool show_particles, + BlenderObjectCulling &culling, + bool *use_portal); + void sync_light(BL::Object &b_parent, + int persistent_id[OBJECT_PERSISTENT_ID_SIZE], + BL::Object &b_ob, + BL::Object &b_ob_instance, + int random_id, + Transform &tfm, + bool *use_portal); + void sync_background_light(bool use_portal); + void sync_mesh_motion(BL::Depsgraph &b_depsgraph, + BL::Object &b_ob, + Object *object, + float motion_time); + void sync_camera_motion( + BL::RenderSettings &b_render, BL::Object &b_ob, int width, int height, float motion_time); + + /* particles */ + bool sync_dupli_particle(BL::Object &b_ob, + BL::DepsgraphObjectInstance &b_instance, + Object *object); + + /* Images. */ + void sync_images(); + + /* Early data free. */ + void free_data_after_sync(BL::Depsgraph &b_depsgraph); + + /* util */ + void find_shader(BL::ID &id, vector<Shader *> &used_shaders, Shader *default_shader); + bool BKE_object_is_modified(BL::Object &b_ob); + bool object_is_mesh(BL::Object &b_ob); + bool object_is_light(BL::Object &b_ob); + + /* variables */ + BL::RenderEngine b_engine; + BL::BlendData b_data; + BL::Scene b_scene; + + id_map<void *, Shader> shader_map; + id_map<ObjectKey, Object> object_map; + id_map<void *, Mesh> mesh_map; + id_map<ObjectKey, Light> light_map; + id_map<ParticleSystemKey, ParticleSystem> particle_system_map; + set<Mesh *> mesh_synced; + set<Mesh *> mesh_motion_synced; + set<float> motion_times; + void *world_map; + bool world_recalc; + + Scene *scene; + bool preview; + bool experimental; + + float dicing_rate; + int max_subdivisions; + + struct RenderLayerInfo { + RenderLayerInfo() + : material_override(PointerRNA_NULL), + use_background_shader(true), + use_background_ao(true), + use_surfaces(true), + use_hair(true), + samples(0), + bound_samples(false) + { + } + + string name; + BL::Material material_override; + bool use_background_shader; + bool use_background_ao; + bool use_surfaces; + bool use_hair; + int samples; + bool bound_samples; + } view_layer; + + Progress &progress; }; CCL_NAMESPACE_END -#endif /* __BLENDER_SYNC_H__ */ +#endif /* __BLENDER_SYNC_H__ */ |