/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation * * SPDX-License-Identifier: Apache-2.0 */ #pragma once #include "graph/node.h" #include "util/unique_ptr_vector.h" CCL_NAMESPACE_BEGIN class Progress; class Scene; /* A Procedural is a Node which can create other Nodes before rendering starts. * * The Procedural is supposed to be the owner of any nodes that it creates. It can also create * Nodes directly in the Scene (through Scene.create_node), it should still be set as the owner of * those Nodes. */ class Procedural : public Node, public NodeOwner { public: NODE_ABSTRACT_DECLARE explicit Procedural(const NodeType *type); ~Procedural() override; /* Called each time the ProceduralManager is tagged for an update, this function is the entry * point for the data generated by this Procedural. */ virtual void generate(Scene *scene, Progress &progress) = 0; /* Create a node and set this Procedural as the owner. */ template T *create_node() { unique_ptr node = make_unique(); T *node_ptr = node.get(); node->set_owner(this); nodes.push_back(std::move(node)); return node_ptr; } /* Delete a Node created and owned by this Procedural. */ template void delete_node(T *node) { assert(node->get_owner() == this); nodes.erase(node); } protected: unique_ptr_vector nodes; }; class ProceduralManager { bool need_update_; public: ProceduralManager(); ~ProceduralManager(); void update(Scene *scene, Progress &progress); void tag_update(); bool need_update() const; }; CCL_NAMESPACE_END