43class CurveSystemManager;
190 bool need_reset(
const bool check_camera =
true);
bool use_bvh_unaligned_nodes
bool use_bvh_spatial_split
CurveShapeType hair_shape
bool modified(const SceneParams ¶ms) const
bool use_bvh_compact_structure
ShadingSystem shadingsystem
#define CCL_NAMESPACE_END
constexpr T clamp(T, U, U) RET
KernelBVHLayout BVHLayout
bool has_volume_modified() const
unique_ptr_vector< Procedural > procedurals
unique_ptr< ObjectManager > object_manager
bool need_global_attribute(AttributeStandard std)
MotionType need_motion() const
void need_global_attributes(AttributeRequestSet &attributes)
bool update(Progress &progress)
unique_ptr< LightManager > light_manager
unique_ptr< ParticleSystemManager > particle_system_manager
int get_max_closure_count()
bool scene_updated_while_loading_kernels
unique_ptr_vector< Geometry > geometry
unique_ptr< SceneUpdateStats > update_stats
bool has_volume_modified_
void tag_shadow_catcher_modified()
void free_memory(bool final)
unique_ptr_vector< Camera > cameras
unique_ptr_vector< Background > backgrounds
void enable_update_stats()
Shader * default_background
uint loaded_kernel_features
T * create_node(Args &&...)=delete
unique_ptr< BakeManager > bake_manager
bool shadow_catcher_modified_
void tag_has_volume_modified()
unique_ptr_vector< Shader > shaders
void update_kernel_features()
unique_ptr< ShaderManager > shader_manager
void delete_nodes(const set< T * > &nodes)
unique_ptr_vector< ParticleSystem > particle_systems
bool has_shadow_catcher()
unique_ptr< GeometryManager > geometry_manager
void delete_node(T *node)=delete
unique_ptr< OSLManager > osl_manager
unique_ptr_vector< Integrator > integrators
bool load_kernels(Progress &progress)
unique_ptr_vector< Object > objects
int get_volume_stack_size() const
unique_ptr< ImageManager > image_manager
unique_ptr< ProceduralManager > procedural_manager
bool need_reset(const bool check_camera=true)
bool update_camera_resolution(Progress &progress, int width, int height)
map< ustring, int > lightgroups
void collect_statistics(RenderStats *stats)
unique_ptr_vector< Pass > passes
unique_ptr_vector< Film > films
void delete_nodes(const set< T * > &nodes, const NodeOwner *owner)
float motion_shutter_time()
unique_ptr< VolumeManager > volume_manager
unique_ptr< LookupTables > lookup_tables
void device_update(Device *device, Progress &progress)