/* * Copyright 2011, Blender Foundation. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ #include #include "background.h" #include "camera.h" #include "device.h" #include "film.h" #include "filter.h" #include "integrator.h" #include "light.h" #include "shader.h" #include "mesh.h" #include "object.h" #include "particles.h" #include "scene.h" #include "svm.h" #include "osl.h" #include "util_foreach.h" #include "util_progress.h" CCL_NAMESPACE_BEGIN Scene::Scene(const SceneParams& params_, const DeviceInfo& device_info_) : params(params_) { device = NULL; memset(&dscene.data, 0, sizeof(dscene.data)); camera = new Camera(); filter = new Filter(); film = new Film(); background = new Background(); light_manager = new LightManager(); mesh_manager = new MeshManager(); object_manager = new ObjectManager(); integrator = new Integrator(); image_manager = new ImageManager(); shader_manager = ShaderManager::create(this); particle_system_manager = new ParticleSystemManager(); if (device_info_.type == DEVICE_CPU) image_manager->set_extended_image_limits(); } Scene::~Scene() { free_memory(true); } void Scene::free_memory(bool final) { foreach(Shader *s, shaders) delete s; foreach(Mesh *m, meshes) delete m; foreach(Object *o, objects) delete o; foreach(Light *l, lights) delete l; foreach(ParticleSystem *p, particle_systems) delete p; if(device) { camera->device_free(device, &dscene); filter->device_free(device, &dscene); film->device_free(device, &dscene); background->device_free(device, &dscene); integrator->device_free(device, &dscene); object_manager->device_free(device, &dscene); mesh_manager->device_free(device, &dscene); shader_manager->device_free(device, &dscene); light_manager->device_free(device, &dscene); particle_system_manager->device_free(device, &dscene); if(!params.persistent_images || final) image_manager->device_free(device, &dscene); } if(final) { delete filter; delete camera; delete film; delete background; delete integrator; delete object_manager; delete mesh_manager; delete shader_manager; delete light_manager; delete particle_system_manager; delete image_manager; } else { shaders.clear(); meshes.clear(); objects.clear(); lights.clear(); particle_systems.clear(); } } void Scene::device_update(Device *device_, Progress& progress) { if(!device) device = device_; /* The order of updates is important, because there's dependencies between * the different managers, using data computed by previous managers. * * - Background generates shader graph compiled by shader manager. * - Image manager uploads images used by shaders. * - Camera may be used for adapative subdivison. * - Displacement shader must have all shader data available. * - Light manager needs final mesh data to compute emission CDF. */ image_manager->set_pack_images(device->info.pack_images); progress.set_status("Updating Background"); background->device_update(device, &dscene, this); if(progress.get_cancel()) return; progress.set_status("Updating Shaders"); shader_manager->device_update(device, &dscene, this, progress); if(progress.get_cancel()) return; progress.set_status("Updating Images"); image_manager->device_update(device, &dscene, progress); if(progress.get_cancel()) return; progress.set_status("Updating Camera"); camera->device_update(device, &dscene, this); if(progress.get_cancel()) return; progress.set_status("Updating Objects"); object_manager->device_update(device, &dscene, this, progress); if(progress.get_cancel()) return; progress.set_status("Updating Meshes"); mesh_manager->device_update(device, &dscene, this, progress); if(progress.get_cancel()) return; progress.set_status("Updating Lights"); light_manager->device_update(device, &dscene, this, progress); if(progress.get_cancel()) return; progress.set_status("Updating Particle Systems"); particle_system_manager->device_update(device, &dscene, this, progress); if(progress.get_cancel()) return; progress.set_status("Updating Filter"); filter->device_update(device, &dscene); if(progress.get_cancel()) return; progress.set_status("Updating Film"); film->device_update(device, &dscene); if(progress.get_cancel()) return; progress.set_status("Updating Integrator"); integrator->device_update(device, &dscene, this); if(progress.get_cancel()) return; progress.set_status("Updating Device", "Writing constant memory"); device->const_copy_to("__data", &dscene.data, sizeof(dscene.data)); } Scene::MotionType Scene::need_motion(bool advanced_shading) { if(integrator->motion_blur) return (advanced_shading)? MOTION_BLUR: MOTION_NONE; else if(Pass::contains(film->passes, PASS_MOTION)) return MOTION_PASS; else return MOTION_NONE; } bool Scene::need_global_attribute(AttributeStandard std) { if(std == ATTR_STD_UV) return Pass::contains(film->passes, PASS_UV); if(std == ATTR_STD_MOTION_PRE || ATTR_STD_MOTION_POST) return need_motion() == MOTION_PASS; return false; } void Scene::need_global_attributes(AttributeRequestSet& attributes) { for(int std = ATTR_STD_NONE; std < ATTR_STD_NUM; std++) if(need_global_attribute((AttributeStandard)std)) attributes.add((AttributeStandard)std); } bool Scene::need_update() { return (need_reset() || film->need_update); } bool Scene::need_reset() { return (background->need_update || image_manager->need_update || camera->need_update || object_manager->need_update || mesh_manager->need_update || light_manager->need_update || filter->need_update || integrator->need_update || shader_manager->need_update || particle_system_manager->need_update); } void Scene::reset() { shader_manager->add_default(this); /* ensure all objects are updated */ camera->tag_update(); filter->tag_update(this); film->tag_update(this); background->tag_update(this); integrator->tag_update(this); } void Scene::device_free() { free_memory(false); } CCL_NAMESPACE_END