91 lines
2.2 KiB
C++
91 lines
2.2 KiB
C++
/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
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*
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* SPDX-License-Identifier: Apache-2.0 */
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#pragma once
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#include "scene/pass.h"
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#include "kernel/types.h"
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#include "graph/node.h"
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#include "util/string.h"
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CCL_NAMESPACE_BEGIN
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class Device;
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class DeviceScene;
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class Scene;
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enum FilterType {
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FILTER_BOX,
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FILTER_GAUSSIAN,
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FILTER_BLACKMAN_HARRIS,
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FILTER_NUM_TYPES,
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};
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class Film : public Node {
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public:
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NODE_DECLARE
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NODE_SOCKET_API(float, exposure)
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NODE_SOCKET_API(float, pass_alpha_threshold)
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NODE_SOCKET_API(PassType, display_pass)
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NODE_SOCKET_API(bool, show_active_pixels)
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NODE_SOCKET_API(FilterType, filter_type)
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NODE_SOCKET_API(float, filter_width)
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NODE_SOCKET_API(float, mist_start)
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NODE_SOCKET_API(float, mist_depth)
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NODE_SOCKET_API(float, mist_falloff)
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NODE_SOCKET_API(CryptomatteType, cryptomatte_passes)
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NODE_SOCKET_API(int, cryptomatte_depth)
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/* Approximate shadow catcher pass into its matte pass, so that both artificial objects and
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* shadows can be alpha-overed onto a backdrop. */
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NODE_SOCKET_API(bool, use_approximate_shadow_catcher)
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NODE_SOCKET_API(bool, use_sample_count)
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NODE_SOCKET_API(bool, denoising_pass_follow_reflections);
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NODE_SOCKET_API(bool, denoising_pass_use_albedo_roughness_weighting);
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private:
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size_t filter_table_offset_;
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bool prev_have_uv_pass = false;
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bool prev_have_motion_pass = false;
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bool prev_have_ao_pass = false;
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public:
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Film();
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~Film() override;
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/* add default passes to scene */
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static void add_default(Scene *scene);
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void device_update(Device *device, DeviceScene *dscene, Scene *scene);
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void device_free(Device *device, DeviceScene *dscene, Scene *scene);
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int get_aov_offset(Scene *scene, string name, bool &is_color);
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bool update_lightgroups(Scene *scene);
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/* Update passes so that they contain all passes required for the configured functionality. */
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void update_passes(Scene *scene);
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uint get_kernel_features(const Scene *scene) const;
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private:
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void add_auto_pass(Scene *scene, PassType type, const char *name = nullptr);
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void add_auto_pass(Scene *scene, PassType type, PassMode mode, const char *name = nullptr);
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void remove_auto_passes(Scene *scene);
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void finalize_passes(Scene *scene, const bool use_denoise);
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};
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CCL_NAMESPACE_END
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