blender/intern/cycles/render/scene.h
Stefan Werner fa9175ff02 Code refactor: use KernelLight instead of float4 arrays.
Original patch by Stefan with modifications by Brecht.
2018-03-10 04:54:04 +01:00

264 lines
6.1 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.
*/
#ifndef __SCENE_H__
#define __SCENE_H__
#include "bvh/bvh_params.h"
#include "render/image.h"
#include "render/shader.h"
#include "device/device_memory.h"
#include "util/util_param.h"
#include "util/util_string.h"
#include "util/util_system.h"
#include "util/util_texture.h"
#include "util/util_thread.h"
#include "util/util_types.h"
#include "util/util_vector.h"
CCL_NAMESPACE_BEGIN
class AttributeRequestSet;
class Background;
class Camera;
class Device;
class DeviceInfo;
class Film;
class Integrator;
class Light;
class LightManager;
class LookupTables;
class Mesh;
class MeshManager;
class Object;
class ObjectManager;
class ParticleSystemManager;
class ParticleSystem;
class CurveSystemManager;
class Shader;
class ShaderManager;
class Progress;
class BakeManager;
class BakeData;
/* Scene Device Data */
class DeviceScene {
public:
/* BVH */
device_vector<int4> bvh_nodes;
device_vector<int4> bvh_leaf_nodes;
device_vector<int> object_node;
device_vector<uint> prim_tri_index;
device_vector<float4> prim_tri_verts;
device_vector<int> prim_type;
device_vector<uint> prim_visibility;
device_vector<int> prim_index;
device_vector<int> prim_object;
device_vector<float2> prim_time;
/* mesh */
device_vector<uint> tri_shader;
device_vector<float4> tri_vnormal;
device_vector<uint4> tri_vindex;
device_vector<uint> tri_patch;
device_vector<float2> tri_patch_uv;
device_vector<float4> curves;
device_vector<float4> curve_keys;
device_vector<uint> patches;
/* objects */
device_vector<KernelObject> objects;
device_vector<float4> objects_vector;
/* attributes */
device_vector<uint4> attributes_map;
device_vector<float> attributes_float;
device_vector<float4> attributes_float3;
device_vector<uchar4> attributes_uchar4;
/* lights */
device_vector<KernelLightDistribution> light_distribution;
device_vector<KernelLight> lights;
device_vector<float2> light_background_marginal_cdf;
device_vector<float2> light_background_conditional_cdf;
/* particles */
device_vector<float4> particles;
/* shaders */
device_vector<int4> svm_nodes;
device_vector<uint> shader_flag;
device_vector<uint> object_flag;
/* lookup tables */
device_vector<float> lookup_table;
/* integrator */
device_vector<uint> sobol_directions;
KernelData data;
DeviceScene(Device *device);
};
/* Scene Parameters */
class SceneParams {
public:
/* Type of BVH, in terms whether it is supported dynamic updates of meshes
* or whether modifying geometry requires full BVH rebuild.
*/
enum BVHType {
/* BVH supports dynamic updates of geometry.
*
* Faster for updating BVH tree when doing modifications in viewport,
* but slower for rendering.
*/
BVH_DYNAMIC = 0,
/* BVH tree is calculated for specific scene, updates in geometry
* requires full tree rebuild.
*
* Slower to update BVH tree when modifying objects in viewport, also
* slower to build final BVH tree but gives best possible render speed.
*/
BVH_STATIC = 1,
BVH_NUM_TYPES,
};
ShadingSystem shadingsystem;
/* Requested BVH layout.
*
* If it's not supported by the device, the widest one from supported ones
* will be used, but BVH wider than this one will never be used.
*/
BVHLayout bvh_layout;
BVHType bvh_type;
bool use_bvh_spatial_split;
bool use_bvh_unaligned_nodes;
int num_bvh_time_steps;
bool persistent_data;
int texture_limit;
SceneParams()
{
shadingsystem = SHADINGSYSTEM_SVM;
bvh_layout = BVH_LAYOUT_BVH2;
bvh_type = BVH_DYNAMIC;
use_bvh_spatial_split = false;
use_bvh_unaligned_nodes = true;
num_bvh_time_steps = 0;
persistent_data = false;
texture_limit = 0;
}
bool modified(const SceneParams& params)
{ return !(shadingsystem == params.shadingsystem
&& bvh_layout == params.bvh_layout
&& bvh_type == params.bvh_type
&& use_bvh_spatial_split == params.use_bvh_spatial_split
&& use_bvh_unaligned_nodes == params.use_bvh_unaligned_nodes
&& num_bvh_time_steps == params.num_bvh_time_steps
&& persistent_data == params.persistent_data
&& texture_limit == params.texture_limit); }
};
/* Scene */
class Scene {
public:
/* data */
Camera *camera;
Camera *dicing_camera;
LookupTables *lookup_tables;
Film *film;
Background *background;
Integrator *integrator;
/* data lists */
vector<Object*> objects;
vector<Mesh*> meshes;
vector<Shader*> shaders;
vector<Light*> lights;
vector<ParticleSystem*> particle_systems;
/* data managers */
ImageManager *image_manager;
LightManager *light_manager;
ShaderManager *shader_manager;
MeshManager *mesh_manager;
ObjectManager *object_manager;
ParticleSystemManager *particle_system_manager;
CurveSystemManager *curve_system_manager;
BakeManager *bake_manager;
/* default shaders */
Shader *default_surface;
Shader *default_light;
Shader *default_background;
Shader *default_empty;
/* device */
Device *device;
DeviceScene dscene;
/* parameters */
SceneParams params;
/* mutex must be locked manually by callers */
thread_mutex mutex;
Scene(const SceneParams& params, Device *device);
~Scene();
void device_update(Device *device, Progress& progress);
bool need_global_attribute(AttributeStandard std);
void need_global_attributes(AttributeRequestSet& attributes);
enum MotionType { MOTION_NONE = 0, MOTION_PASS, MOTION_BLUR };
MotionType need_motion();
float motion_shutter_time();
bool need_update();
bool need_reset();
void reset();
void device_free();
protected:
/* Check if some heavy data worth logging was updated.
* Mainly used to suppress extra annoying logging.
*/
bool need_data_update();
void free_memory(bool final);
};
CCL_NAMESPACE_END
#endif /* __SCENE_H__ */