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workinf_Blender_Wasm/blender-5.2.0/intern/cycles/scene/film.h
2026-08-12 04:47:48 -04:00

91 lines
2.2 KiB
C++

/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
*
* SPDX-License-Identifier: Apache-2.0 */
#pragma once
#include "scene/pass.h"
#include "kernel/types.h"
#include "graph/node.h"
#include "util/string.h"
CCL_NAMESPACE_BEGIN
class Device;
class DeviceScene;
class Scene;
enum FilterType {
FILTER_BOX,
FILTER_GAUSSIAN,
FILTER_BLACKMAN_HARRIS,
FILTER_NUM_TYPES,
};
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)
NODE_SOCKET_API(bool, use_sample_count)
NODE_SOCKET_API(bool, denoising_pass_follow_reflections);
NODE_SOCKET_API(bool, denoising_pass_use_albedo_roughness_weighting);
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() override;
/* 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);
bool update_lightgroups(Scene *scene);
/* Update passes so that they contain all passes required for the configured functionality. */
void update_passes(Scene *scene);
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