blender/intern/cycles/render/object.h
Sergey Sharybin 5a618ab737 Cycles: De-duplicate trace-time object visibility calculation
We already have enough files to worry about in BVH builders. no need to add yet
another copy-paste code which is tempting to be running out of sync.
2017-08-10 09:21:02 +02:00

170 lines
4.3 KiB
C++

/*
* Copyright 2011-2013 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef __OBJECT_H__
#define __OBJECT_H__
#include "graph/node.h"
#include "render/scene.h"
#include "util/util_boundbox.h"
#include "util/util_param.h"
#include "util/util_transform.h"
#include "util/util_thread.h"
#include "util/util_types.h"
CCL_NAMESPACE_BEGIN
class Device;
class DeviceScene;
class Mesh;
class ParticleSystem;
class Progress;
class Scene;
struct Transform;
/* Object */
class Object : public Node {
public:
NODE_DECLARE
Mesh *mesh;
Transform tfm;
BoundBox bounds;
uint random_id;
int pass_id;
vector<ParamValue> attributes;
uint visibility;
MotionTransform motion;
bool use_motion;
bool hide_on_missing_motion;
bool use_holdout;
bool is_shadow_catcher;
float3 dupli_generated;
float2 dupli_uv;
ParticleSystem *particle_system;
int particle_index;
Object();
~Object();
void tag_update(Scene *scene);
void compute_bounds(bool motion_blur);
void apply_transform(bool apply_to_motion);
vector<float> motion_times();
/* Check whether object is traceable and it worth adding it to
* kernel scene.
*/
bool is_traceable();
/* Combine object's visibility with all possible internal run-time
* determined flags which denotes trace-time visibility.
*/
uint visibility_for_tracing() const;
};
/* Object Manager */
class ObjectManager {
public:
bool need_update;
bool need_flags_update;
ObjectManager();
~ObjectManager();
void device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress);
void device_update_transforms(Device *device,
DeviceScene *dscene,
Scene *scene,
uint *object_flag,
Progress& progress);
void device_update_flags(Device *device,
DeviceScene *dscene,
Scene *scene,
Progress& progress,
bool bounds_valid = true);
void device_update_patch_map_offsets(Device *device, DeviceScene *dscene, Scene *scene);
void device_free(Device *device, DeviceScene *dscene);
void tag_update(Scene *scene);
void apply_static_transforms(DeviceScene *dscene, Scene *scene, uint *object_flag, Progress& progress);
protected:
/* Global state of object transform update. */
struct UpdateObejctTransformState {
/* Global state used by device_update_object_transform().
* Common for both threaded and non-threaded update.
*/
/* Type of the motion required by the scene settings. */
Scene::MotionType need_motion;
/* Mapping from particle system to a index in packed particle array.
* Only used for read.
*/
map<ParticleSystem*, int> particle_offset;
/* Mesh area.
* Used to avoid calculation of mesh area multiple times. Used for both
* read and write. Acquire surface_area_lock to keep it all thread safe.
*/
map<Mesh*, float> surface_area_map;
/* Packed object arrays. Those will be filled in. */
uint *object_flag;
float4 *objects;
float4 *objects_vector;
/* Flags which will be synchronized to Integrator. */
bool have_motion;
bool have_curves;
/* ** Scheduling queue. ** */
Scene *scene;
/* Some locks to keep everything thread-safe. */
thread_spin_lock queue_lock;
thread_spin_lock surface_area_lock;
/* First unused object index in the queue. */
int queue_start_object;
};
void device_update_object_transform(UpdateObejctTransformState *state,
Object *ob,
const int object_index);
void device_update_object_transform_task(UpdateObejctTransformState *state);
bool device_update_object_transform_pop_work(
UpdateObejctTransformState *state,
int *start_index,
int *num_objects);
};
CCL_NAMESPACE_END
#endif /* __OBJECT_H__ */