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Diffstat (limited to 'intern/cycles/scene/procedural.h')
-rw-r--r--intern/cycles/scene/procedural.h73
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diff --git a/intern/cycles/scene/procedural.h b/intern/cycles/scene/procedural.h
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+/*
+ * Copyright 2011-2018 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.
+ */
+
+#pragma once
+
+#include "graph/node.h"
+
+CCL_NAMESPACE_BEGIN
+
+class Progress;
+class Scene;
+
+/* A Procedural is a Node which can create other Nodes before rendering starts.
+ *
+ * The Procedural is supposed to be the owner of any nodes that it creates. It can also create
+ * Nodes directly in the Scene (through Scene.create_node), it should still be set as the owner of
+ * those Nodes.
+ */
+class Procedural : public Node, public NodeOwner {
+ public:
+ NODE_ABSTRACT_DECLARE
+
+ explicit Procedural(const NodeType *type);
+ virtual ~Procedural();
+
+ /* Called each time the ProceduralManager is tagged for an update, this function is the entry
+ * point for the data generated by this Procedural. */
+ virtual void generate(Scene *scene, Progress &progress) = 0;
+
+ /* Create a node and set this Procedural as the owner. */
+ template<typename T> T *create_node()
+ {
+ T *node = new T();
+ node->set_owner(this);
+ return node;
+ }
+
+ /* Delete a Node created and owned by this Procedural. */
+ template<typename T> void delete_node(T *node)
+ {
+ assert(node->get_owner() == this);
+ delete node;
+ }
+};
+
+class ProceduralManager {
+ bool need_update_;
+
+ public:
+ ProceduralManager();
+ ~ProceduralManager();
+
+ void update(Scene *scene, Progress &progress);
+
+ void tag_update();
+
+ bool need_update() const;
+};
+
+CCL_NAMESPACE_END