Using new unique_ptr_vector utility class. Pull Request: https://projects.blender.org/blender/blender/pulls/132361
69 lines
1.6 KiB
C++
69 lines
1.6 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 "graph/node.h"
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#include "util/unique_ptr_vector.h"
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CCL_NAMESPACE_BEGIN
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class Progress;
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class Scene;
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/* A Procedural is a Node which can create other Nodes before rendering starts.
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*
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* The Procedural is supposed to be the owner of any nodes that it creates. It can also create
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* Nodes directly in the Scene (through Scene.create_node), it should still be set as the owner of
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* those Nodes.
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*/
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class Procedural : public Node, public NodeOwner {
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public:
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NODE_ABSTRACT_DECLARE
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explicit Procedural(const NodeType *type);
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~Procedural() override;
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/* Called each time the ProceduralManager is tagged for an update, this function is the entry
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* point for the data generated by this Procedural. */
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virtual void generate(Scene *scene, Progress &progress) = 0;
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/* Create a node and set this Procedural as the owner. */
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template<typename T> T *create_node()
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{
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unique_ptr<T> node = make_unique<T>();
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T *node_ptr = node.get();
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node->set_owner(this);
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nodes.push_back(std::move(node));
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return node_ptr;
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}
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/* Delete a Node created and owned by this Procedural. */
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template<typename T> void delete_node(T *node)
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{
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assert(node->get_owner() == this);
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nodes.erase(node);
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}
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protected:
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unique_ptr_vector<Node> nodes;
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};
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class ProceduralManager {
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bool need_update_;
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public:
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ProceduralManager();
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~ProceduralManager();
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void update(Scene *scene, Progress &progress);
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void tag_update();
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bool need_update() const;
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};
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CCL_NAMESPACE_END
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