1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
|
/*
* Copyright 2011-2021 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 <ostream> // NOLINT
#include "util/util_string.h"
#include "util/util_vector.h"
#include "kernel/kernel_types.h"
#include "graph/node.h"
CCL_NAMESPACE_BEGIN
const char *pass_type_as_string(const PassType type);
enum class PassMode {
NOISY,
DENOISED,
};
const char *pass_mode_as_string(PassMode mode);
std::ostream &operator<<(std::ostream &os, PassMode mode);
struct PassInfo {
int num_components = -1;
bool use_filter = false;
bool use_exposure = false;
bool is_written = true;
PassType divide_type = PASS_NONE;
PassType direct_type = PASS_NONE;
PassType indirect_type = PASS_NONE;
/* Pass access for read can not happen directly and needs some sort of compositing (for example,
* light passes due to divide_type, or shadow catcher pass. */
bool use_compositing = false;
/* Used to disable albedo pass for denoising.
* Light and shadow catcher passes should not have discontinuity in the denoised result based on
* the underlying albedo. */
bool use_denoising_albedo = true;
/* Pass supports denoising. */
bool support_denoise = false;
};
class Pass : public Node {
public:
NODE_DECLARE
NODE_SOCKET_API(PassType, type)
NODE_SOCKET_API(PassMode, mode)
NODE_SOCKET_API(ustring, name)
NODE_SOCKET_API(bool, include_albedo)
Pass();
PassInfo get_info() const;
/* The pass is written by the render pipeline (kernel or denoiser). If the pass is written it
* will have pixels allocated in a RenderBuffer. Passes which are not written do not have their
* pixels allocated to save memory. */
bool is_written() const;
protected:
/* The has been created automatically as a requirement to various rendering functionality (such
* as adaptive sampling). */
bool is_auto_;
public:
static const NodeEnum *get_type_enum();
static const NodeEnum *get_mode_enum();
static PassInfo get_info(PassType type, const bool include_albedo = false);
static bool contains(const vector<Pass *> &passes, PassType type);
/* Returns nullptr if there is no pass with the given name or type+mode. */
static const Pass *find(const vector<Pass *> &passes, const string &name);
static const Pass *find(const vector<Pass *> &passes,
PassType type,
PassMode mode = PassMode::NOISY);
/* Returns PASS_UNUSED if there is no corresponding pass. */
static int get_offset(const vector<Pass *> &passes, const Pass *pass);
friend class Film;
};
std::ostream &operator<<(std::ostream &os, const Pass &pass);
CCL_NAMESPACE_END
|