ClangFormat: apply to source, most of intern
[blender.git] / intern / cycles / blender / blender_sync.h
index 8af3fde..00afcee 100644 (file)
@@ -49,171 +49,173 @@ class ShaderGraph;
 class ShaderNode;
 
 class BlenderSync {
-public:
-       BlenderSync(BL::RenderEngine& b_engine,
-                   BL::BlendData& b_data,
-                   BL::Scene& b_scene,
-                   Scene *scene,
-                   bool preview,
-                   Progress &progress);
-       ~BlenderSync();
-
-       /* sync */
-       void sync_recalc(BL::Depsgraph& b_depsgraph);
-       void sync_data(BL::RenderSettings& b_render,
-                      BL::Depsgraph& b_depsgraph,
-                      BL::SpaceView3D& b_v3d,
-                      BL::Object& b_override,
-                      int width, int height,
-                      void **python_thread_state);
-       void sync_view_layer(BL::SpaceView3D& b_v3d, BL::ViewLayer& b_view_layer);
-       vector<Pass> sync_render_passes(BL::RenderLayer& b_render_layer,
-                                       BL::ViewLayer& b_view_layer);
-       void sync_integrator();
-       void sync_camera(BL::RenderSettings& b_render,
-                        BL::Object& b_override,
-                        int width, int height,
-                        const char *viewname);
-       void sync_view(BL::SpaceView3D& b_v3d,
-                      BL::RegionView3D& b_rv3d,
-                      int width, int height);
-       inline int get_layer_samples() { return view_layer.samples; }
-       inline int get_layer_bound_samples() { return view_layer.bound_samples; }
-
-       /* get parameters */
-       static SceneParams get_scene_params(BL::Scene& b_scene,
-                                           bool background);
-       static SessionParams get_session_params(BL::RenderEngine& b_engine,
-                                               BL::Preferences& b_userpref,
-                                               BL::Scene& b_scene,
-                                               bool background);
-       static bool get_session_pause(BL::Scene& b_scene, bool background);
-       static BufferParams get_buffer_params(BL::RenderSettings& b_render,
-                                             BL::SpaceView3D& b_v3d,
-                                             BL::RegionView3D& b_rv3d,
-                                             Camera *cam,
-                                             int width, int height);
-
-       static PassType get_pass_type(BL::RenderPass& b_pass);
-       static int get_denoising_pass(BL::RenderPass& b_pass);
-
-private:
-       /* sync */
-       void sync_lights(BL::Depsgraph& b_depsgraph, bool update_all);
-       void sync_materials(BL::Depsgraph& b_depsgraph, bool update_all);
-       void sync_objects(BL::Depsgraph& b_depsgraph, float motion_time = 0.0f);
-       void sync_motion(BL::RenderSettings& b_render,
-                     BL::Depsgraph& b_depsgraph,
-                        BL::Object& b_override,
-                        int width, int height,
-                        void **python_thread_state);
-       void sync_film();
-       void sync_view();
-       void sync_world(BL::Depsgraph& b_depsgraph, bool update_all);
-       void sync_shaders(BL::Depsgraph& b_depsgraph);
-       void sync_curve_settings();
-
-       void sync_nodes(Shader *shader, BL::ShaderNodeTree& b_ntree);
-       Mesh *sync_mesh(BL::Depsgraph& b_depsgrpah,
-                       BL::Object& b_ob,
-                       BL::Object& b_ob_instance,
-                       bool object_updated,
-                       bool show_self,
-                       bool show_particles);
-       void sync_curves(Mesh *mesh,
-                        BL::Mesh& b_mesh,
-                        BL::Object& b_ob,
-                        bool motion,
-                        int motion_step = 0);
-       Object *sync_object(BL::Depsgraph& b_depsgraph,
-                           BL::ViewLayer& b_view_layer,
-                           BL::DepsgraphObjectInstance& b_instance,
-                           float motion_time,
-                           bool show_self,
-                           bool show_particles,
-                           BlenderObjectCulling& culling,
-                           bool *use_portal);
-       void sync_light(BL::Object& b_parent,
-                       int persistent_id[OBJECT_PERSISTENT_ID_SIZE],
-                       BL::Object& b_ob,
-                       BL::Object& b_ob_instance,
-                       int random_id,
-                       Transform& tfm,
-                       bool *use_portal);
-       void sync_background_light(bool use_portal);
-       void sync_mesh_motion(BL::Depsgraph& b_depsgraph,
-                             BL::Object& b_ob,
-                             Object *object,
-                             float motion_time);
-       void sync_camera_motion(BL::RenderSettings& b_render,
-                               BL::Object& b_ob,
-                               int width, int height,
-                               float motion_time);
-
-       /* particles */
-       bool sync_dupli_particle(BL::Object& b_ob,
-                                BL::DepsgraphObjectInstance& b_instance,
-                                Object *object);
-
-       /* Images. */
-       void sync_images();
-
-       /* Early data free. */
-       void free_data_after_sync(BL::Depsgraph& b_depsgraph);
-
-       /* util */
-       void find_shader(BL::ID& id, vector<Shader*>& used_shaders, Shader *default_shader);
-       bool BKE_object_is_modified(BL::Object& b_ob);
-       bool object_is_mesh(BL::Object& b_ob);
-       bool object_is_light(BL::Object& b_ob);
-
-       /* variables */
-       BL::RenderEngine b_engine;
-       BL::BlendData b_data;
-       BL::Scene b_scene;
-
-       id_map<void*, Shader> shader_map;
-       id_map<ObjectKey, Object> object_map;
-       id_map<void*, Mesh> mesh_map;
-       id_map<ObjectKey, Light> light_map;
-       id_map<ParticleSystemKey, ParticleSystem> particle_system_map;
-       set<Mesh*> mesh_synced;
-       set<Mesh*> mesh_motion_synced;
-       set<float> motion_times;
-       void *world_map;
-       bool world_recalc;
-
-       Scene *scene;
-       bool preview;
-       bool experimental;
-
-       float dicing_rate;
-       int max_subdivisions;
-
-       struct RenderLayerInfo {
-               RenderLayerInfo()
-               : material_override(PointerRNA_NULL),
-                 use_background_shader(true),
-                 use_background_ao(true),
-                 use_surfaces(true),
-                 use_hair(true),
-                 samples(0),
-                 bound_samples(false)
-               {}
-
-               string name;
-               BL::Material material_override;
-               bool use_background_shader;
-               bool use_background_ao;
-               bool use_surfaces;
-               bool use_hair;
-               int samples;
-               bool bound_samples;
-       } view_layer;
-
-       Progress &progress;
+ public:
+  BlenderSync(BL::RenderEngine &b_engine,
+              BL::BlendData &b_data,
+              BL::Scene &b_scene,
+              Scene *scene,
+              bool preview,
+              Progress &progress);
+  ~BlenderSync();
+
+  /* sync */
+  void sync_recalc(BL::Depsgraph &b_depsgraph);
+  void sync_data(BL::RenderSettings &b_render,
+                 BL::Depsgraph &b_depsgraph,
+                 BL::SpaceView3D &b_v3d,
+                 BL::Object &b_override,
+                 int width,
+                 int height,
+                 void **python_thread_state);
+  void sync_view_layer(BL::SpaceView3D &b_v3d, BL::ViewLayer &b_view_layer);
+  vector<Pass> sync_render_passes(BL::RenderLayer &b_render_layer, BL::ViewLayer &b_view_layer);
+  void sync_integrator();
+  void sync_camera(BL::RenderSettings &b_render,
+                   BL::Object &b_override,
+                   int width,
+                   int height,
+                   const char *viewname);
+  void sync_view(BL::SpaceView3D &b_v3d, BL::RegionView3D &b_rv3d, int width, int height);
+  inline int get_layer_samples()
+  {
+    return view_layer.samples;
+  }
+  inline int get_layer_bound_samples()
+  {
+    return view_layer.bound_samples;
+  }
+
+  /* get parameters */
+  static SceneParams get_scene_params(BL::Scene &b_scene, bool background);
+  static SessionParams get_session_params(BL::RenderEngine &b_engine,
+                                          BL::Preferences &b_userpref,
+                                          BL::Scene &b_scene,
+                                          bool background);
+  static bool get_session_pause(BL::Scene &b_scene, bool background);
+  static BufferParams get_buffer_params(BL::RenderSettings &b_render,
+                                        BL::SpaceView3D &b_v3d,
+                                        BL::RegionView3D &b_rv3d,
+                                        Camera *cam,
+                                        int width,
+                                        int height);
+
+  static PassType get_pass_type(BL::RenderPass &b_pass);
+  static int get_denoising_pass(BL::RenderPass &b_pass);
+
+ private:
+  /* sync */
+  void sync_lights(BL::Depsgraph &b_depsgraph, bool update_all);
+  void sync_materials(BL::Depsgraph &b_depsgraph, bool update_all);
+  void sync_objects(BL::Depsgraph &b_depsgraph, float motion_time = 0.0f);
+  void sync_motion(BL::RenderSettings &b_render,
+                   BL::Depsgraph &b_depsgraph,
+                   BL::Object &b_override,
+                   int width,
+                   int height,
+                   void **python_thread_state);
+  void sync_film();
+  void sync_view();
+  void sync_world(BL::Depsgraph &b_depsgraph, bool update_all);
+  void sync_shaders(BL::Depsgraph &b_depsgraph);
+  void sync_curve_settings();
+
+  void sync_nodes(Shader *shader, BL::ShaderNodeTree &b_ntree);
+  Mesh *sync_mesh(BL::Depsgraph &b_depsgrpah,
+                  BL::Object &b_ob,
+                  BL::Object &b_ob_instance,
+                  bool object_updated,
+                  bool show_self,
+                  bool show_particles);
+  void sync_curves(
+      Mesh *mesh, BL::Mesh &b_mesh, BL::Object &b_ob, bool motion, int motion_step = 0);
+  Object *sync_object(BL::Depsgraph &b_depsgraph,
+                      BL::ViewLayer &b_view_layer,
+                      BL::DepsgraphObjectInstance &b_instance,
+                      float motion_time,
+                      bool show_self,
+                      bool show_particles,
+                      BlenderObjectCulling &culling,
+                      bool *use_portal);
+  void sync_light(BL::Object &b_parent,
+                  int persistent_id[OBJECT_PERSISTENT_ID_SIZE],
+                  BL::Object &b_ob,
+                  BL::Object &b_ob_instance,
+                  int random_id,
+                  Transform &tfm,
+                  bool *use_portal);
+  void sync_background_light(bool use_portal);
+  void sync_mesh_motion(BL::Depsgraph &b_depsgraph,
+                        BL::Object &b_ob,
+                        Object *object,
+                        float motion_time);
+  void sync_camera_motion(
+      BL::RenderSettings &b_render, BL::Object &b_ob, int width, int height, float motion_time);
+
+  /* particles */
+  bool sync_dupli_particle(BL::Object &b_ob,
+                           BL::DepsgraphObjectInstance &b_instance,
+                           Object *object);
+
+  /* Images. */
+  void sync_images();
+
+  /* Early data free. */
+  void free_data_after_sync(BL::Depsgraph &b_depsgraph);
+
+  /* util */
+  void find_shader(BL::ID &id, vector<Shader *> &used_shaders, Shader *default_shader);
+  bool BKE_object_is_modified(BL::Object &b_ob);
+  bool object_is_mesh(BL::Object &b_ob);
+  bool object_is_light(BL::Object &b_ob);
+
+  /* variables */
+  BL::RenderEngine b_engine;
+  BL::BlendData b_data;
+  BL::Scene b_scene;
+
+  id_map<void *, Shader> shader_map;
+  id_map<ObjectKey, Object> object_map;
+  id_map<void *, Mesh> mesh_map;
+  id_map<ObjectKey, Light> light_map;
+  id_map<ParticleSystemKey, ParticleSystem> particle_system_map;
+  set<Mesh *> mesh_synced;
+  set<Mesh *> mesh_motion_synced;
+  set<float> motion_times;
+  void *world_map;
+  bool world_recalc;
+
+  Scene *scene;
+  bool preview;
+  bool experimental;
+
+  float dicing_rate;
+  int max_subdivisions;
+
+  struct RenderLayerInfo {
+    RenderLayerInfo()
+        : material_override(PointerRNA_NULL),
+          use_background_shader(true),
+          use_background_ao(true),
+          use_surfaces(true),
+          use_hair(true),
+          samples(0),
+          bound_samples(false)
+    {
+    }
+
+    string name;
+    BL::Material material_override;
+    bool use_background_shader;
+    bool use_background_ao;
+    bool use_surfaces;
+    bool use_hair;
+    int samples;
+    bool bound_samples;
+  } view_layer;
+
+  Progress &progress;
 };
 
 CCL_NAMESPACE_END
 
-#endif  /* __BLENDER_SYNC_H__ */
+#endif /* __BLENDER_SYNC_H__ */