blender/intern/cycles/render/scene.cpp
Brecht Van Lommel e369a5c485 Cycles Volume Render: support for rendering of homogeneous volume with absorption.
This is the simplest possible volume rendering case, constant density inside
the volume and no scattering or emission. My plan is to tweak, verify and commit
more volume rendering effects one by one, doing it all at once makes it
difficult to verify correctness and track down bugs.

Documentation is here:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Materials/Volume

Currently this hooks into path tracing in 3 ways, which should get us pretty
far until we add more advanced light sampling. These 3 hooks are repeated in
the path tracing, branched path tracing and transparent shadow code:

* Determine active volume shader at start of the path
* Change active volume shader on transmission through a surface
* Light attenuation over line segments between camera, surfaces and background

This is work by "storm", Stuart Broadfoot, Thomas Dinges and myself.
2013-12-28 16:57:10 +01:00

274 lines
6.9 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 final mesh data to compute emission CDF.
*/
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 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_PRE || std == ATTR_STD_MOTION_POST)
return need_motion() == MOTION_PASS;
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