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blender-archive/intern/cycles/graph/node.h
Brecht Van Lommel 1eeb846e78 Fix Cycles viewport render not updating when tweaking displacement shader.
This was disabled to avoid updating the geometry every time when the
material includes displacement, because there was no way to distinguish
between surface shader and displacement updates.

As a solution, we now compute an MD5 hash of the nodes linked to the
displacement socket, and only update the mesh if that changes.

Differential Revision: https://developer.blender.org/D3018
2018-01-29 17:07:08 +01:00

101 lines
3.5 KiB
C++

/*
* Copyright 2011-2016 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 "graph/node_type.h"
#include "util/util_map.h"
#include "util/util_param.h"
#include "util/util_vector.h"
CCL_NAMESPACE_BEGIN
class MD5Hash;
struct Node;
struct NodeType;
struct Transform;
/* Node */
struct Node
{
explicit Node(const NodeType *type, ustring name = ustring());
virtual ~Node();
/* set values */
void set(const SocketType& input, bool value);
void set(const SocketType& input, int value);
void set(const SocketType& input, uint value);
void set(const SocketType& input, float value);
void set(const SocketType& input, float2 value);
void set(const SocketType& input, float3 value);
void set(const SocketType& input, const char *value);
void set(const SocketType& input, ustring value);
void set(const SocketType& input, const Transform& value);
void set(const SocketType& input, Node *value);
/* set array values. the memory from the input array will taken over
* by the node and the input array will be empty after return */
void set(const SocketType& input, array<bool>& value);
void set(const SocketType& input, array<int>& value);
void set(const SocketType& input, array<float>& value);
void set(const SocketType& input, array<float2>& value);
void set(const SocketType& input, array<float3>& value);
void set(const SocketType& input, array<ustring>& value);
void set(const SocketType& input, array<Transform>& value);
void set(const SocketType& input, array<Node*>& value);
/* get values */
bool get_bool(const SocketType& input) const;
int get_int(const SocketType& input) const;
uint get_uint(const SocketType& input) const;
float get_float(const SocketType& input) const;
float2 get_float2(const SocketType& input) const;
float3 get_float3(const SocketType& input) const;
ustring get_string(const SocketType& input) const;
Transform get_transform(const SocketType& input) const;
Node *get_node(const SocketType& input) const;
/* get array values */
const array<bool>& get_bool_array(const SocketType& input) const;
const array<int>& get_int_array(const SocketType& input) const;
const array<float>& get_float_array(const SocketType& input) const;
const array<float2>& get_float2_array(const SocketType& input) const;
const array<float3>& get_float3_array(const SocketType& input) const;
const array<ustring>& get_string_array(const SocketType& input) const;
const array<Transform>& get_transform_array(const SocketType& input) const;
const array<Node*>& get_node_array(const SocketType& input) const;
/* generic values operations */
bool has_default_value(const SocketType& input) const;
void set_default_value(const SocketType& input);
bool equals_value(const Node& other, const SocketType& input) const;
void copy_value(const SocketType& input, const Node& other, const SocketType& other_input);
/* equals */
bool equals(const Node& other) const;
/* compute hash of node and its socket values */
void hash(MD5Hash& md5);
ustring name;
const NodeType *type;
};
CCL_NAMESPACE_END