blender/intern/cycles/render/scene.h
Lukas Toenne 5e1bbde01d Particle Info node for Cycles. This can be used to access particle information in material shaders for dupli objects. For now only the particle Age and individual Lifetime (in frames) are supported, more attributes can be added when needed.
The particle data is stored in a separate texture if any of the dupli objects uses particle info nodes in shaders. To map dupli objects onto particles the store an additional particle_index value, which is different from the simple dupli object index (only visible particles, also works for particle dupli groups mode).

Some simple use cases on the code.blender.org blog:
http://code.blender.org/index.php/2012/05/particle-info-node/
2012-06-08 16:17:57 +00:00

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/*
* 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.
*/
#ifndef __SCENE_H__
#define __SCENE_H__
#include "image.h"
#include "device_memory.h"
#include "kernel_types.h"
#include "util_param.h"
#include "util_string.h"
#include "util_thread.h"
#include "util_types.h"
#include "util_vector.h"
CCL_NAMESPACE_BEGIN
class AttributeRequestSet;
class Background;
class Camera;
class Device;
class Film;
class Filter;
class Integrator;
class Light;
class LightManager;
class Mesh;
class MeshManager;
class Object;
class ObjectManager;
class Shader;
class ShaderManager;
class Progress;
/* Scene Device Data */
class DeviceScene {
public:
/* BVH */
device_vector<float4> bvh_nodes;
device_vector<uint> object_node;
device_vector<float4> tri_woop;
device_vector<uint> prim_visibility;
device_vector<uint> prim_index;
device_vector<uint> prim_object;
/* mesh */
device_vector<float4> tri_normal;
device_vector<float4> tri_vnormal;
device_vector<float4> tri_vindex;
device_vector<float4> tri_verts;
/* objects */
device_vector<float4> objects;
/* attributes */
device_vector<uint4> attributes_map;
device_vector<float> attributes_float;
device_vector<float4> attributes_float3;
/* lights */
device_vector<float4> light_distribution;
device_vector<float4> light_data;
device_vector<float2> light_background_marginal_cdf;
device_vector<float2> light_background_conditional_cdf;
/* particles */
device_vector<float4> particles;
/* shaders */
device_vector<uint4> svm_nodes;
device_vector<uint> shader_flag;
device_vector<uint> object_flag;
/* filter */
device_vector<float> filter_table;
/* integrator */
device_vector<uint> sobol_directions;
/* images */
device_vector<uchar4> tex_image[TEX_NUM_IMAGES];
device_vector<float4> tex_float_image[TEX_NUM_FLOAT_IMAGES];
/* opencl images */
device_vector<uchar4> tex_image_packed;
device_vector<uint4> tex_image_packed_info;
KernelData data;
};
/* Scene Parameters */
class SceneParams {
public:
enum { OSL, SVM } shadingsystem;
enum BVHType { BVH_DYNAMIC, BVH_STATIC } bvh_type;
bool use_bvh_cache;
bool use_bvh_spatial_split;
bool use_qbvh;
SceneParams()
{
shadingsystem = SVM;
bvh_type = BVH_DYNAMIC;
use_bvh_cache = false;
use_bvh_spatial_split = false;
#ifdef __QBVH__
use_qbvh = true;
#else
use_qbvh = false;
#endif
}
bool modified(const SceneParams& params)
{ return !(shadingsystem == params.shadingsystem
&& bvh_type == params.bvh_type
&& use_bvh_cache == params.use_bvh_cache
&& use_bvh_spatial_split == params.use_bvh_spatial_split
&& use_qbvh == params.use_qbvh); }
};
/* Scene */
class Scene {
public:
/* data */
Camera *camera;
Filter *filter;
Film *film;
Background *background;
Integrator *integrator;
/* data lists */
vector<Object*> objects;
vector<Mesh*> meshes;
vector<Shader*> shaders;
vector<Light*> lights;
/* data managers */
ImageManager *image_manager;
LightManager *light_manager;
ShaderManager *shader_manager;
MeshManager *mesh_manager;
ObjectManager *object_manager;
/* default shaders */
int default_surface;
int default_light;
int default_background;
int default_holdout;
int default_empty;
/* device */
Device *device;
DeviceScene dscene;
/* parameters */
SceneParams params;
/* mutex must be locked manually by callers */
thread_mutex mutex;
Scene(const SceneParams& params);
~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();
bool need_update();
bool need_reset();
};
CCL_NAMESPACE_END
#endif /* __SCENE_H__ */