1d8c798188
Most of the changes are related to adding support for motion data throughout the code. There's some code for actual camera/object motion blur raytracing but it's unfinished (it badly slows down the raytracing kernel even when the option is turned off), so that code it disabled still. Motion vector export from Blender tries to avoid computing derived meshes when the mesh does not have a deforming modifier, and it also won't store motion vectors for every vertex if only the object or camera is moving.
193 lines
4.2 KiB
C++
193 lines
4.2 KiB
C++
/*
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* Copyright 2011, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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#ifndef __SCENE_H__
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#define __SCENE_H__
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#include "image.h"
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#include "device_memory.h"
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#include "kernel_types.h"
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#include "util_param.h"
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#include "util_string.h"
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#include "util_thread.h"
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#include "util_types.h"
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#include "util_vector.h"
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CCL_NAMESPACE_BEGIN
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class AttributeRequestSet;
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class Background;
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class Camera;
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class Device;
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class Film;
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class Filter;
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class Integrator;
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class Light;
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class LightManager;
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class Mesh;
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class MeshManager;
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class Object;
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class ObjectManager;
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class Shader;
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class ShaderManager;
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class Progress;
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/* Scene Device Data */
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class DeviceScene {
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public:
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/* BVH */
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device_vector<float4> bvh_nodes;
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device_vector<uint> object_node;
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device_vector<float4> tri_woop;
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device_vector<uint> prim_visibility;
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device_vector<uint> prim_index;
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device_vector<uint> prim_object;
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/* mesh */
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device_vector<float4> tri_normal;
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device_vector<float4> tri_vnormal;
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device_vector<float4> tri_vindex;
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device_vector<float4> tri_verts;
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/* objects */
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device_vector<float4> objects;
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/* attributes */
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device_vector<uint4> attributes_map;
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device_vector<float> attributes_float;
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device_vector<float4> attributes_float3;
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/* lights */
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device_vector<float4> light_distribution;
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device_vector<float4> light_data;
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device_vector<float2> light_background_marginal_cdf;
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device_vector<float2> light_background_conditional_cdf;
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/* shaders */
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device_vector<uint4> svm_nodes;
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device_vector<uint> shader_flag;
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/* filter */
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device_vector<float> filter_table;
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/* integrator */
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device_vector<uint> sobol_directions;
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/* images */
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device_vector<uchar4> tex_image[TEX_NUM_IMAGES];
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device_vector<float4> tex_float_image[TEX_NUM_FLOAT_IMAGES];
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KernelData data;
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};
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/* Scene Parameters */
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class SceneParams {
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public:
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enum { OSL, SVM } shadingsystem;
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enum BVHType { BVH_DYNAMIC, BVH_STATIC } bvh_type;
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bool use_bvh_cache;
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bool use_bvh_spatial_split;
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bool use_qbvh;
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SceneParams()
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{
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shadingsystem = SVM;
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bvh_type = BVH_DYNAMIC;
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use_bvh_cache = false;
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use_bvh_spatial_split = false;
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#ifdef __QBVH__
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use_qbvh = true;
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#else
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use_qbvh = false;
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#endif
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}
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bool modified(const SceneParams& params)
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{ return !(shadingsystem == params.shadingsystem
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&& bvh_type == params.bvh_type
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&& use_bvh_cache == params.use_bvh_cache
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&& use_bvh_spatial_split == params.use_bvh_spatial_split
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&& use_qbvh == params.use_qbvh); }
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};
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/* Scene */
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class Scene {
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public:
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/* data */
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Camera *camera;
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Filter *filter;
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Film *film;
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Background *background;
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Integrator *integrator;
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/* data lists */
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vector<Object*> objects;
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vector<Mesh*> meshes;
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vector<Shader*> shaders;
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vector<Light*> lights;
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/* data managers */
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ImageManager *image_manager;
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LightManager *light_manager;
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ShaderManager *shader_manager;
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MeshManager *mesh_manager;
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ObjectManager *object_manager;
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/* default shaders */
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int default_surface;
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int default_light;
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int default_background;
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int default_holdout;
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int default_empty;
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/* device */
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Device *device;
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DeviceScene dscene;
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/* parameters */
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SceneParams params;
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/* mutex must be locked manually by callers */
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thread_mutex mutex;
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Scene(const SceneParams& params);
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~Scene();
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void device_update(Device *device, Progress& progress);
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bool need_global_attribute(AttributeStandard std);
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void need_global_attributes(AttributeRequestSet& attributes);
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enum MotionType { MOTION_NONE = 0, MOTION_PASS, MOTION_BLUR };
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MotionType need_motion();
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bool need_update();
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bool need_reset();
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};
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CCL_NAMESPACE_END
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#endif /* __SCENE_H__ */
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