de9dffc61e
well as I would like, but it works, just add a subsurface scattering node and you can use it like any other BSDF. It is using fully raytraced sampling compatible with progressive rendering and other more advanced rendering algorithms we might used in the future, and it uses no extra memory so it's suitable for complex scenes. Disadvantage is that it can be quite noisy and slow. Two limitations that will be solved are that it does not work with bump mapping yet, and that the falloff function used is a simple cubic function, it's not using the real BSSRDF falloff function yet. The node has a color input, along with a scattering radius for each RGB color channel along with an overall scale factor for the radii. There is also no GPU support yet, will test if I can get that working later. Node Documentation: http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#BSSRDF Implementation notes: http://wiki.blender.org/index.php/Dev:2.6/Source/Render/Cycles/Subsurface_Scattering
277 lines
7.1 KiB
C++
277 lines
7.1 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 "curves.h"
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#include "device.h"
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#include "film.h"
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#include "integrator.h"
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#include "light.h"
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#include "mesh.h"
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#include "object.h"
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#include "osl.h"
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#include "particles.h"
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#include "scene.h"
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#include "shader.h"
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#include "svm.h"
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#include "tables.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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camera = new Camera();
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lookup_tables = new LookupTables();
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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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particle_system_manager = new ParticleSystemManager();
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curve_system_manager = new CurveSystemManager();
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/* OSL only works on the CPU */
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if(device_info_.type == DEVICE_CPU)
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shader_manager = ShaderManager::create(this, params.shadingsystem);
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else
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shader_manager = ShaderManager::create(this, SceneParams::SVM);
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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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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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if(device) {
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camera->device_free(device, &dscene);
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film->device_free(device, &dscene, this);
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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, this);
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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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curve_system_manager->device_free(device, &dscene);
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if(!params.persistent_data || final)
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image_manager->device_free(device, &dscene);
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lookup_tables->device_free(device, &dscene);
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}
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if(final) {
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delete lookup_tables;
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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 curve_system_manager;
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delete image_manager;
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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 Hair Systems");
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curve_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 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 Film");
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film->device_update(device, &dscene, this);
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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 Lookup Tables");
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lookup_tables->device_update(device, &dscene);
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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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|| lookup_tables->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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|| curve_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->reset(this);
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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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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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