blender/intern/cycles/render/scene.cpp
Brecht Van Lommel 99f5993088 Cycles code refactor: improve vertex motion attribute storage and export.
This now supports multiple steps and subframe sampling of motion.

There is one difference for object and camera transform motion blur. It still
only supports two steps there, but the transforms are now sampled at subframe
times instead of the previous and next frame and then interpolated/extrapolated.
This will give different render results in some cases but it's more accurate.

Part of the code is from the summer of code project by Gavin Howard, but it has
been significantly rewritten and extended.
2014-03-29 13:03:46 +01:00

281 lines
7.1 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
*/
#include <stdlib.h>
#include "background.h"
#include "camera.h"
#include "curves.h"
#include "device.h"
#include "film.h"
#include "integrator.h"
#include "light.h"
#include "mesh.h"
#include "object.h"
#include "osl.h"
#include "particles.h"
#include "scene.h"
#include "shader.h"
#include "svm.h"
#include "tables.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();
lookup_tables = new LookupTables();
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();
particle_system_manager = new ParticleSystemManager();
curve_system_manager = new CurveSystemManager();
/* OSL only works on the CPU */
if(device_info_.type == DEVICE_CPU)
shader_manager = ShaderManager::create(this, params.shadingsystem);
else
shader_manager = ShaderManager::create(this, SceneParams::SVM);
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;
shaders.clear();
meshes.clear();
objects.clear();
lights.clear();
particle_systems.clear();
if(device) {
camera->device_free(device, &dscene);
film->device_free(device, &dscene, this);
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, this);
light_manager->device_free(device, &dscene);
particle_system_manager->device_free(device, &dscene);
curve_system_manager->device_free(device, &dscene);
if(!params.persistent_data || final)
image_manager->device_free(device, &dscene);
lookup_tables->device_free(device, &dscene);
}
if(final) {
delete lookup_tables;
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 curve_system_manager;
delete image_manager;
}
}
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.
*
* - 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 lookup tables and final mesh data to compute emission CDF.
* - Film needs light manager to run for use_light_visibility
* - Lookup tables are done a second time to handle film tables
*/
image_manager->set_pack_images(device->info.pack_images);
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 Background");
background->device_update(device, &dscene, this);
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 Hair Systems");
curve_system_manager->device_update(device, &dscene, this, progress);
if(progress.get_cancel()) return;
progress.set_status("Updating Lookup Tables");
lookup_tables->device_update(device, &dscene);
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 Film");
film->device_update(device, &dscene, this);
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 Lookup Tables");
lookup_tables->device_update(device, &dscene);
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_VERTEX_POSITION)
return need_motion() != MOTION_NONE;
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
|| lookup_tables->need_update
|| integrator->need_update
|| shader_manager->need_update
|| particle_system_manager->need_update
|| curve_system_manager->need_update);
}
void Scene::reset()
{
shader_manager->reset(this);
shader_manager->add_default(this);
/* ensure all objects are updated */
camera->tag_update();
film->tag_update(this);
background->tag_update(this);
integrator->tag_update(this);
}
void Scene::device_free()
{
free_memory(false);
}
CCL_NAMESPACE_END