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/*
* 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 "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 Pass : public Node {
public:
NODE_DECLARE
Pass();
PassType type;
int components;
bool filter;
bool exposure;
PassType divide_type;
ustring name;
static void add(PassType type, vector<Pass> &passes, const char *name = NULL);
static bool equals(const vector<Pass> &A, const vector<Pass> &B);
static bool contains(const vector<Pass> &passes, PassType);
};
class Film : public Node {
public:
NODE_DECLARE
NODE_SOCKET_API(float, exposure)
NODE_SOCKET_API(bool, denoising_data_pass)
NODE_SOCKET_API(bool, denoising_clean_pass)
NODE_SOCKET_API(bool, denoising_prefiltered_pass)
NODE_SOCKET_API(int, denoising_flags)
NODE_SOCKET_API(float, pass_alpha_threshold)
NODE_SOCKET_API(PassType, display_pass)
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(bool, use_light_visibility)
NODE_SOCKET_API(CryptomatteType, cryptomatte_passes)
NODE_SOCKET_API(int, cryptomatte_depth)
NODE_SOCKET_API(bool, use_adaptive_sampling)
private:
int pass_stride;
int denoising_data_offset;
int denoising_clean_offset;
size_t filter_table_offset;
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);
void tag_passes_update(Scene *scene, const vector<Pass> &passes_, bool update_passes = true);
int get_aov_offset(Scene *scene, string name, bool &is_color);
int get_pass_stride() const;
int get_denoising_data_offset() const;
int get_denoising_clean_offset() const;
size_t get_filter_table_offset() const;
};
CCL_NAMESPACE_END
#endif /* __FILM_H__ */
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