forked from bartvdbraak/blender
28604c46a1
Basically the idea is to make code robust against extending enum options in the future by falling back to a known safe default setting when RNA is set to something unknown. While this approach solves the issues similar to T47377, but it wouldn't really help when/if any of the RNA values gets ever deprecated and removed. There'll be no simple solution to that apart from defining explicit mapping from RNA value to Cycles one. Another part which isn't so great actually is that we now have to have some enum guards and give some explicit values to the enum items, but we can live with that perhaps. Reviewers: dingto, juicyfruit, lukasstockner97, brecht Reviewed By: brecht Differential Revision: https://developer.blender.org/D1785
224 lines
4.9 KiB
C++
224 lines
4.9 KiB
C++
/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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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 "shader.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_system.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 AttributeRequestSet;
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class Background;
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class Camera;
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class Device;
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class DeviceInfo;
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class Film;
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class Integrator;
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class Light;
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class LightManager;
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class LookupTables;
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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 ParticleSystemManager;
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class ParticleSystem;
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class CurveSystemManager;
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class Shader;
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class ShaderManager;
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class Progress;
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class BakeManager;
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class BakeData;
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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<float4> bvh_leaf_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_type;
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device_vector<uint> prim_visibility;
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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<uint> tri_shader;
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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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device_vector<float4> curves;
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device_vector<float4> curve_keys;
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/* objects */
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device_vector<float4> objects;
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device_vector<float4> objects_vector;
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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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device_vector<uchar4> attributes_uchar4;
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/* lights */
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device_vector<float4> light_distribution;
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device_vector<float4> light_data;
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device_vector<float2> light_background_marginal_cdf;
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device_vector<float2> light_background_conditional_cdf;
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/* particles */
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device_vector<float4> particles;
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/* shaders */
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device_vector<uint4> svm_nodes;
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device_vector<uint> shader_flag;
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device_vector<uint> object_flag;
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/* lookup tables */
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device_vector<float> lookup_table;
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/* integrator */
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device_vector<uint> sobol_directions;
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/* cpu images */
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device_vector<uchar4> tex_image[TEX_EXTENDED_NUM_IMAGES_CPU];
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device_vector<float4> tex_float_image[TEX_EXTENDED_NUM_FLOAT_IMAGES];
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/* opencl images */
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device_vector<uchar4> tex_image_packed;
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device_vector<uint4> tex_image_packed_info;
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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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ShadingSystem shadingsystem;
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enum BVHType {
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BVH_DYNAMIC = 0,
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BVH_STATIC = 1,
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BVH_NUM_TYPES,
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} bvh_type;
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bool use_bvh_spatial_split;
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bool use_qbvh;
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bool persistent_data;
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SceneParams()
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{
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shadingsystem = SHADINGSYSTEM_SVM;
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bvh_type = BVH_DYNAMIC;
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use_bvh_spatial_split = false;
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use_qbvh = false;
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persistent_data = false;
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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_spatial_split == params.use_bvh_spatial_split
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&& use_qbvh == params.use_qbvh
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&& persistent_data == params.persistent_data); }
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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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LookupTables *lookup_tables;
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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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vector<ParticleSystem*> particle_systems;
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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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ParticleSystemManager *particle_system_manager;
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CurveSystemManager *curve_system_manager;
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BakeManager *bake_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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int default_empty;
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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, const DeviceInfo& device_info);
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~Scene();
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void device_update(Device *device, Progress& progress);
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bool need_global_attribute(AttributeStandard std);
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void need_global_attributes(AttributeRequestSet& attributes);
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enum MotionType { MOTION_NONE = 0, MOTION_PASS, MOTION_BLUR };
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MotionType need_motion(bool advanced_shading = true);
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bool need_update();
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bool need_reset();
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void reset();
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void device_free();
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protected:
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void free_memory(bool final);
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};
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CCL_NAMESPACE_END
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#endif /* __SCENE_H__ */
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