bae896691a
* Add alpha pass output, to use set Transparent option in Film panel. * Add Holdout closure (OSL terminology), this is like the Sky option in the internal renderer, objects with this closure show the background / zero alpha. * Add option to use Gaussian instead of Box pixel filter in the UI. * Remove camera response curves for now, they don't really belong here in the pipeline, should be moved to compositor. * Output full float values for rendering now, previously was only byte precision. * Add a patch from Thomas to get a preview passes option, but still disabled because it isn't quite working right yet. * CUDA: don't compile shader graph evaluation inline. * Convert tabs to spaces in python files.
179 lines
3.7 KiB
C++
179 lines
3.7 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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#ifndef __SCENE_H__
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#define __SCENE_H__
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#include "image.h"
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#include "device_memory.h"
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#include "kernel_types.h"
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#include "util_param.h"
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#include "util_string.h"
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#include "util_thread.h"
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#include "util_types.h"
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#include "util_vector.h"
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CCL_NAMESPACE_BEGIN
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class Background;
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class Camera;
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class Device;
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class Film;
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class Filter;
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class Integrator;
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class Light;
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class LightManager;
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class Mesh;
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class MeshManager;
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class Object;
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class ObjectManager;
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class Shader;
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class ShaderManager;
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class Progress;
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/* Scene Device Data */
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class DeviceScene {
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public:
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/* BVH */
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device_vector<float4> bvh_nodes;
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device_vector<uint> object_node;
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device_vector<float4> tri_woop;
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device_vector<uint> prim_index;
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device_vector<uint> prim_object;
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/* mesh */
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device_vector<float4> tri_normal;
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device_vector<float4> tri_vnormal;
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device_vector<float4> tri_vindex;
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device_vector<float4> tri_verts;
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/* objects */
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device_vector<float4> objects;
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/* attributes */
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device_vector<uint4> attributes_map;
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device_vector<float> attributes_float;
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device_vector<float4> attributes_float3;
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/* lights */
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device_vector<float4> light_distribution;
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device_vector<float4> light_point;
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/* shaders */
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device_vector<uint4> svm_nodes;
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/* filter */
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device_vector<float> filter_table;
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/* integrator */
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device_vector<uint> sobol_directions;
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/* images */
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device_vector<uchar4> tex_image[TEX_IMAGE_MAX];
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KernelData data;
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};
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/* Scene Parameters */
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class SceneParams {
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public:
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enum { OSL, SVM } shadingsystem;
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enum BVHType { BVH_DYNAMIC, BVH_STATIC } bvh_type;
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bool use_bvh_cache;
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bool use_bvh_spatial_split;
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bool use_qbvh;
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SceneParams()
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{
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shadingsystem = SVM;
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bvh_type = BVH_DYNAMIC;
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use_bvh_cache = false;
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use_bvh_spatial_split = false;
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#ifdef __QBVH__
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use_qbvh = true;
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#else
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use_qbvh = false;
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#endif
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}
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bool modified(const SceneParams& params)
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{ return !(shadingsystem == params.shadingsystem
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&& bvh_type == params.bvh_type
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&& use_bvh_cache == params.use_bvh_cache
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&& use_bvh_spatial_split == params.use_bvh_spatial_split
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&& use_qbvh == params.use_qbvh); }
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};
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/* Scene */
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class Scene {
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public:
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/* data */
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Camera *camera;
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Filter *filter;
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Film *film;
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Background *background;
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Integrator *integrator;
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/* data lists */
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vector<Object*> objects;
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vector<Mesh*> meshes;
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vector<Shader*> shaders;
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vector<Light*> lights;
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/* data managers */
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ImageManager *image_manager;
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LightManager *light_manager;
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ShaderManager *shader_manager;
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MeshManager *mesh_manager;
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ObjectManager *object_manager;
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/* default shaders */
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int default_surface;
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int default_light;
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int default_background;
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/* device */
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Device *device;
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DeviceScene dscene;
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/* parameters */
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SceneParams params;
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/* mutex must be locked manually by callers */
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thread_mutex mutex;
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Scene(const SceneParams& params);
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~Scene();
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void device_update(Device *device, Progress& progress);
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bool need_update();
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bool need_reset();
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};
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CCL_NAMESPACE_END
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#endif /* __SCENE_H__ */
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