2011-04-27 11:58:34 +00:00
|
|
|
/*
|
|
|
|
* Copyright 2011, Blender Foundation.
|
|
|
|
*
|
|
|
|
* This program is free software; you can redistribute it and/or
|
|
|
|
* modify it under the terms of the GNU General Public License
|
|
|
|
* as published by the Free Software Foundation; either version 2
|
|
|
|
* of the License, or (at your option) any later version.
|
|
|
|
*
|
|
|
|
* This program is distributed in the hope that it will be useful,
|
|
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
|
|
* GNU General Public License for more details.
|
|
|
|
*
|
|
|
|
* You should have received a copy of the GNU General Public License
|
|
|
|
* along with this program; if not, write to the Free Software Foundation,
|
|
|
|
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
|
|
|
*/
|
|
|
|
|
|
|
|
#include <stdlib.h>
|
|
|
|
|
|
|
|
#include "background.h"
|
|
|
|
#include "camera.h"
|
|
|
|
#include "device.h"
|
|
|
|
#include "film.h"
|
|
|
|
#include "filter.h"
|
|
|
|
#include "integrator.h"
|
|
|
|
#include "light.h"
|
|
|
|
#include "shader.h"
|
|
|
|
#include "mesh.h"
|
|
|
|
#include "object.h"
|
|
|
|
#include "scene.h"
|
|
|
|
#include "svm.h"
|
|
|
|
#include "osl.h"
|
|
|
|
|
|
|
|
#include "util_foreach.h"
|
|
|
|
#include "util_progress.h"
|
|
|
|
|
|
|
|
CCL_NAMESPACE_BEGIN
|
|
|
|
|
|
|
|
Scene::Scene(const SceneParams& params_)
|
|
|
|
: params(params_)
|
|
|
|
{
|
|
|
|
device = NULL;
|
|
|
|
memset(&dscene.data, 0, sizeof(dscene.data));
|
|
|
|
|
|
|
|
camera = new Camera();
|
|
|
|
filter = new Filter();
|
|
|
|
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();
|
|
|
|
shader_manager = ShaderManager::create(this);
|
|
|
|
}
|
|
|
|
|
|
|
|
Scene::~Scene()
|
|
|
|
{
|
2011-08-29 16:54:13 +00:00
|
|
|
if(device) camera->device_free(device, &dscene);
|
2011-04-27 11:58:34 +00:00
|
|
|
delete camera;
|
|
|
|
|
2011-08-29 16:54:13 +00:00
|
|
|
if(device) filter->device_free(device, &dscene);
|
2011-04-27 11:58:34 +00:00
|
|
|
delete filter;
|
|
|
|
|
2011-08-29 16:54:13 +00:00
|
|
|
if(device) film->device_free(device, &dscene);
|
2011-04-27 11:58:34 +00:00
|
|
|
delete film;
|
|
|
|
|
2011-08-29 16:54:13 +00:00
|
|
|
if(device) background->device_free(device, &dscene);
|
2011-04-27 11:58:34 +00:00
|
|
|
delete background;
|
|
|
|
|
2011-08-29 16:54:13 +00:00
|
|
|
if(device) mesh_manager->device_free(device, &dscene);
|
2011-04-27 11:58:34 +00:00
|
|
|
delete mesh_manager;
|
|
|
|
|
2011-08-29 16:54:13 +00:00
|
|
|
if(device) object_manager->device_free(device, &dscene);
|
2011-04-27 11:58:34 +00:00
|
|
|
delete object_manager;
|
|
|
|
|
2011-08-29 16:54:13 +00:00
|
|
|
if(device) integrator->device_free(device, &dscene);
|
2011-04-27 11:58:34 +00:00
|
|
|
delete integrator;
|
|
|
|
|
2011-08-29 16:54:13 +00:00
|
|
|
if(device) shader_manager->device_free(device, &dscene);
|
2011-04-27 11:58:34 +00:00
|
|
|
delete shader_manager;
|
|
|
|
|
2011-08-29 16:54:13 +00:00
|
|
|
if(device) light_manager->device_free(device, &dscene);
|
2011-04-27 11:58:34 +00:00
|
|
|
delete light_manager;
|
|
|
|
|
|
|
|
foreach(Shader *s, shaders)
|
|
|
|
delete s;
|
|
|
|
foreach(Mesh *m, meshes)
|
|
|
|
delete m;
|
|
|
|
foreach(Object *o, objects)
|
|
|
|
delete o;
|
|
|
|
foreach(Light *l, lights)
|
|
|
|
delete l;
|
|
|
|
|
2011-08-29 16:54:13 +00:00
|
|
|
if(device) image_manager->device_free(device, &dscene);
|
2011-04-27 11:58:34 +00:00
|
|
|
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.
|
|
|
|
*
|
|
|
|
* - Background generates shader graph compiled by shader manager.
|
|
|
|
* - 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.
|
|
|
|
*/
|
|
|
|
|
|
|
|
progress.set_status("Updating Background");
|
|
|
|
background->device_update(device, &dscene, this);
|
|
|
|
|
|
|
|
if(progress.get_cancel()) return;
|
|
|
|
|
|
|
|
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 Camera");
|
|
|
|
camera->device_update(device, &dscene);
|
|
|
|
|
|
|
|
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 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 Filter");
|
|
|
|
filter->device_update(device, &dscene);
|
|
|
|
|
|
|
|
if(progress.get_cancel()) return;
|
|
|
|
|
|
|
|
progress.set_status("Updating Integrator");
|
|
|
|
integrator->device_update(device, &dscene);
|
|
|
|
|
|
|
|
if(progress.get_cancel()) return;
|
|
|
|
|
|
|
|
progress.set_status("Updating Film");
|
|
|
|
film->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));
|
|
|
|
}
|
|
|
|
|
|
|
|
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
|
|
|
|
|| filter->need_update
|
|
|
|
|| integrator->need_update
|
|
|
|
|| shader_manager->need_update);
|
|
|
|
}
|
|
|
|
|
|
|
|
CCL_NAMESPACE_END
|
|
|
|
|