blender/intern/cycles/scene/devicescene.h
William Leeson 475f9a3e23 Cycles: Break up geometry.cpp and scene.cpp file into smaller pieces
Scene.cpp  and Geometry.cpp are large file it can be broken up into smaller easier to handle files. This change has been broken out from #105403 to make understanding the changes easier.

geometry.cpp is broken up into:
1. geometry.cpp
2. geometry_attributes.cpp
3. geometry_bvh.cpp
4. geometry_mesh.cpp

scene.h & scene.cpp is broken into:
1. scene.h
2. scene.cpp
3. devicescene.h
4. devicescene.cpp

Pull Request: https://projects.blender.org/blender/blender/pulls/107079
2023-04-20 12:26:02 +02:00

102 lines
2.6 KiB
C++

/* SPDX-License-Identifier: Apache-2.0
* Copyright 2011-2022 Blender Foundation */
#ifndef __DEVICESCENE_H__
#define __DEVICESCENE_H__
#include "device/device.h"
#include "device/memory.h"
#include "util/types.h"
#include "util/vector.h"
CCL_NAMESPACE_BEGIN
class DeviceScene {
public:
/* BVH */
device_vector<int4> bvh_nodes;
device_vector<int4> bvh_leaf_nodes;
device_vector<int> object_node;
device_vector<int> prim_type;
device_vector<uint> prim_visibility;
device_vector<int> prim_index;
device_vector<int> prim_object;
device_vector<float2> prim_time;
/* mesh */
device_vector<packed_float3> tri_verts;
device_vector<uint> tri_shader;
device_vector<packed_float3> tri_vnormal;
device_vector<packed_uint3> tri_vindex;
device_vector<uint> tri_patch;
device_vector<float2> tri_patch_uv;
device_vector<KernelCurve> curves;
device_vector<float4> curve_keys;
device_vector<KernelCurveSegment> curve_segments;
device_vector<uint> patches;
/* point-cloud */
device_vector<float4> points;
device_vector<uint> points_shader;
/* objects */
device_vector<KernelObject> objects;
device_vector<Transform> object_motion_pass;
device_vector<DecomposedTransform> object_motion;
device_vector<uint> object_flag;
device_vector<float> object_volume_step;
device_vector<uint> object_prim_offset;
/* cameras */
device_vector<DecomposedTransform> camera_motion;
/* attributes */
device_vector<AttributeMap> attributes_map;
device_vector<float> attributes_float;
device_vector<float2> attributes_float2;
device_vector<packed_float3> attributes_float3;
device_vector<float4> attributes_float4;
device_vector<uchar4> attributes_uchar4;
/* lights */
device_vector<KernelLightDistribution> light_distribution;
device_vector<KernelLight> lights;
device_vector<float2> light_background_marginal_cdf;
device_vector<float2> light_background_conditional_cdf;
/* light tree */
device_vector<KernelLightTreeNode> light_tree_nodes;
device_vector<KernelLightTreeEmitter> light_tree_emitters;
device_vector<uint> light_to_tree;
device_vector<uint> object_to_tree;
device_vector<uint> object_lookup_offset;
device_vector<uint> triangle_to_tree;
/* particles */
device_vector<KernelParticle> particles;
/* shaders */
device_vector<int4> svm_nodes;
device_vector<KernelShader> shaders;
/* lookup tables */
device_vector<float> lookup_table;
/* integrator */
device_vector<float> sample_pattern_lut;
/* IES lights */
device_vector<float> ies_lights;
KernelData data;
DeviceScene(Device *device);
};
CCL_NAMESPACE_END
#endif /* __DEVICESCENE_H__ */