0e995e0bfe
Patch by Stefan Werner, thanks!
164 lines
4.1 KiB
C++
164 lines
4.1 KiB
C++
/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifndef __OBJECT_H__
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#define __OBJECT_H__
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#include "node.h"
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#include "scene.h"
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#include "util_boundbox.h"
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#include "util_param.h"
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#include "util_transform.h"
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#include "util_thread.h"
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#include "util_types.h"
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CCL_NAMESPACE_BEGIN
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class Device;
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class DeviceScene;
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class Mesh;
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class ParticleSystem;
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class Progress;
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class Scene;
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struct Transform;
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/* Object */
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class Object : public Node {
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public:
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NODE_DECLARE
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Mesh *mesh;
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Transform tfm;
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BoundBox bounds;
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uint random_id;
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int pass_id;
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vector<ParamValue> attributes;
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uint visibility;
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MotionTransform motion;
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bool use_motion;
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bool hide_on_missing_motion;
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bool use_holdout;
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float3 dupli_generated;
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float2 dupli_uv;
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ParticleSystem *particle_system;
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int particle_index;
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Object();
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~Object();
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void tag_update(Scene *scene);
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void compute_bounds(bool motion_blur);
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void apply_transform(bool apply_to_motion);
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vector<float> motion_times();
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/* Check whether object is traceable and it worth adding it to
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* kernel scene.
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*/
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bool is_traceable();
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};
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/* Object Manager */
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class ObjectManager {
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public:
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bool need_update;
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bool need_flags_update;
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ObjectManager();
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~ObjectManager();
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void device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress);
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void device_update_transforms(Device *device,
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DeviceScene *dscene,
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Scene *scene,
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uint *object_flag,
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Progress& progress);
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void device_update_flags(Device *device,
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DeviceScene *dscene,
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Scene *scene,
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Progress& progress,
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bool bounds_valid = true);
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void device_update_patch_map_offsets(Device *device, DeviceScene *dscene, Scene *scene);
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void device_free(Device *device, DeviceScene *dscene);
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void tag_update(Scene *scene);
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void apply_static_transforms(DeviceScene *dscene, Scene *scene, uint *object_flag, Progress& progress);
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protected:
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/* Global state of object transform update. */
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struct UpdateObejctTransformState {
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/* Global state used by device_update_object_transform().
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* Common for both threaded and non-threaded update.
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*/
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/* Type of the motion required by the scene settings. */
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Scene::MotionType need_motion;
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/* Mapping from particle system to a index in packed particle array.
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* Only used for read.
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*/
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map<ParticleSystem*, int> particle_offset;
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/* Mesh area.
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* Used to avoid calculation of mesh area multiple times. Used for both
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* read and write. Acquire surface_area_lock to keep it all thread safe.
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*/
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map<Mesh*, float> surface_area_map;
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/* Packed object arrays. Those will be filled in. */
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uint *object_flag;
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float4 *objects;
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float4 *objects_vector;
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/* Flags which will be synchronized to Integrator. */
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bool have_motion;
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bool have_curves;
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/* ** Scheduling queue. ** */
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Scene *scene;
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/* Some locks to keep everything thread-safe. */
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thread_spin_lock queue_lock;
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thread_spin_lock surface_area_lock;
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/* First unused object index in the queue. */
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int queue_start_object;
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};
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void device_update_object_transform(UpdateObejctTransformState *state,
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Object *ob,
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const int object_index);
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void device_update_object_transform_task(UpdateObejctTransformState *state);
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bool device_update_object_transform_pop_work(
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UpdateObejctTransformState *state,
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int *start_index,
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int *num_objects);
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};
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CCL_NAMESPACE_END
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#endif /* __OBJECT_H__ */
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