/* * 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 T *create_node() { T *node = new T(); node->set_owner(this); return node; } /* Delete a Node created and owned by this Procedural. */ template 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