266 lines
6.7 KiB
C++
266 lines
6.7 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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#include <stdlib.h>
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#include "background.h"
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#include "camera.h"
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#include "device.h"
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#include "film.h"
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#include "filter.h"
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#include "integrator.h"
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#include "light.h"
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#include "shader.h"
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#include "mesh.h"
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#include "object.h"
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#include "particles.h"
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#include "scene.h"
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#include "svm.h"
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#include "osl.h"
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#include "util_foreach.h"
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#include "util_progress.h"
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CCL_NAMESPACE_BEGIN
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Scene::Scene(const SceneParams& params_, const DeviceInfo& device_info_)
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: params(params_)
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{
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device = NULL;
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memset(&dscene.data, 0, sizeof(dscene.data));
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/* OSL only works on the CPU */
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if(device_info_.type != DEVICE_CPU)
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params.shadingsystem = SceneParams::SVM;
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camera = new Camera();
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filter = new Filter();
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film = new Film();
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background = new Background();
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light_manager = new LightManager();
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mesh_manager = new MeshManager();
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object_manager = new ObjectManager();
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integrator = new Integrator();
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image_manager = new ImageManager();
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shader_manager = ShaderManager::create(this);
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particle_system_manager = new ParticleSystemManager();
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if (device_info_.type == DEVICE_CPU)
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image_manager->set_extended_image_limits();
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}
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Scene::~Scene()
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{
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free_memory(true);
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}
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void Scene::free_memory(bool final)
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{
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foreach(Shader *s, shaders)
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delete s;
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foreach(Mesh *m, meshes)
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delete m;
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foreach(Object *o, objects)
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delete o;
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foreach(Light *l, lights)
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delete l;
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foreach(ParticleSystem *p, particle_systems)
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delete p;
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if(device) {
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camera->device_free(device, &dscene);
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filter->device_free(device, &dscene);
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film->device_free(device, &dscene);
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background->device_free(device, &dscene);
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integrator->device_free(device, &dscene);
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object_manager->device_free(device, &dscene);
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mesh_manager->device_free(device, &dscene);
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shader_manager->device_free(device, &dscene);
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light_manager->device_free(device, &dscene);
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particle_system_manager->device_free(device, &dscene);
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if(!params.persistent_images || final)
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image_manager->device_free(device, &dscene);
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}
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if(final) {
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delete filter;
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delete camera;
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delete film;
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delete background;
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delete integrator;
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delete object_manager;
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delete mesh_manager;
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delete shader_manager;
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delete light_manager;
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delete particle_system_manager;
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delete image_manager;
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}
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else {
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shaders.clear();
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meshes.clear();
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objects.clear();
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lights.clear();
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particle_systems.clear();
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}
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}
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void Scene::device_update(Device *device_, Progress& progress)
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{
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if(!device)
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device = device_;
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/* The order of updates is important, because there's dependencies between
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* the different managers, using data computed by previous managers.
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*
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* - Background generates shader graph compiled by shader manager.
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* - Image manager uploads images used by shaders.
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* - Camera may be used for adapative subdivison.
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* - Displacement shader must have all shader data available.
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* - Light manager needs final mesh data to compute emission CDF.
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*/
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image_manager->set_pack_images(device->info.pack_images);
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progress.set_status("Updating Background");
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background->device_update(device, &dscene, this);
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if(progress.get_cancel()) return;
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progress.set_status("Updating Shaders");
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shader_manager->device_update(device, &dscene, this, progress);
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if(progress.get_cancel()) return;
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progress.set_status("Updating Images");
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image_manager->device_update(device, &dscene, progress);
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if(progress.get_cancel()) return;
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progress.set_status("Updating Camera");
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camera->device_update(device, &dscene, this);
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if(progress.get_cancel()) return;
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progress.set_status("Updating Objects");
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object_manager->device_update(device, &dscene, this, progress);
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if(progress.get_cancel()) return;
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progress.set_status("Updating Meshes");
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mesh_manager->device_update(device, &dscene, this, progress);
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if(progress.get_cancel()) return;
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progress.set_status("Updating Lights");
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light_manager->device_update(device, &dscene, this, progress);
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if(progress.get_cancel()) return;
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progress.set_status("Updating Particle Systems");
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particle_system_manager->device_update(device, &dscene, this, progress);
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if(progress.get_cancel()) return;
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progress.set_status("Updating Filter");
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filter->device_update(device, &dscene);
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if(progress.get_cancel()) return;
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progress.set_status("Updating Film");
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film->device_update(device, &dscene);
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if(progress.get_cancel()) return;
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progress.set_status("Updating Integrator");
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integrator->device_update(device, &dscene, this);
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if(progress.get_cancel()) return;
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progress.set_status("Updating Device", "Writing constant memory");
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device->const_copy_to("__data", &dscene.data, sizeof(dscene.data));
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}
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Scene::MotionType Scene::need_motion(bool advanced_shading)
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{
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if(integrator->motion_blur)
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return (advanced_shading)? MOTION_BLUR: MOTION_NONE;
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else if(Pass::contains(film->passes, PASS_MOTION))
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return MOTION_PASS;
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else
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return MOTION_NONE;
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}
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bool Scene::need_global_attribute(AttributeStandard std)
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{
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if(std == ATTR_STD_UV)
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return Pass::contains(film->passes, PASS_UV);
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if(std == ATTR_STD_MOTION_PRE || ATTR_STD_MOTION_POST)
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return need_motion() == MOTION_PASS;
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return false;
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}
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void Scene::need_global_attributes(AttributeRequestSet& attributes)
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{
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for(int std = ATTR_STD_NONE; std < ATTR_STD_NUM; std++)
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if(need_global_attribute((AttributeStandard)std))
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attributes.add((AttributeStandard)std);
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}
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bool Scene::need_update()
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{
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return (need_reset() || film->need_update);
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}
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bool Scene::need_reset()
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{
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return (background->need_update
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|| image_manager->need_update
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|| camera->need_update
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|| object_manager->need_update
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|| mesh_manager->need_update
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|| light_manager->need_update
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|| filter->need_update
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|| integrator->need_update
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|| shader_manager->need_update
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|| particle_system_manager->need_update);
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}
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void Scene::reset()
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{
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shader_manager->add_default(this);
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/* ensure all objects are updated */
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camera->tag_update();
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filter->tag_update(this);
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film->tag_update(this);
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background->tag_update(this);
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integrator->tag_update(this);
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}
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void Scene::device_free()
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{
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free_memory(false);
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}
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CCL_NAMESPACE_END
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