diff options
author | Brecht Van Lommel <brecht@blender.org> | 2021-10-24 15:19:19 +0300 |
---|---|---|
committer | Brecht Van Lommel <brecht@blender.org> | 2021-10-26 16:36:39 +0300 |
commit | d7d40745fa09061a3117bd3669c5a46bbf611eae (patch) | |
tree | 8dbaca086ecbb09aad62c25e9ece66332fe79af3 /intern/cycles/scene/film.h | |
parent | b698fe1e047e56e8ed67ba47464c0017d9c50eea (diff) |
Cycles: changes to source code folders structure
* Split render/ into scene/ and session/. The scene/ folder now contains the
scene and its nodes. The session/ folder contains the render session and
associated data structures like drivers and render buffers.
* Move top level kernel headers into new folders kernel/camera/, kernel/film/,
kernel/light/, kernel/sample/, kernel/util/
* Move integrator related kernel headers into kernel/integrator/
* Move OSL shaders from kernel/shaders/ to kernel/osl/shaders/
For patches and branches, git merge and rebase should be able to detect the
renames and move over code to the right file.
Diffstat (limited to 'intern/cycles/scene/film.h')
-rw-r--r-- | intern/cycles/scene/film.h | 100 |
1 files changed, 100 insertions, 0 deletions
diff --git a/intern/cycles/scene/film.h b/intern/cycles/scene/film.h new file mode 100644 index 00000000000..ede0d6298a6 --- /dev/null +++ b/intern/cycles/scene/film.h @@ -0,0 +1,100 @@ +/* + * 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/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__ */ |