blender/intern/cycles/render/scene.h

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/*
* 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 Geometry;
class GeometryManager;
class Object;
class ObjectManager;
class ParticleSystemManager;
class ParticleSystem;
class CurveSystemManager;
class Shader;
class ShaderManager;
class Progress;
class BakeManager;
class BakeData;
class RenderStats;
/* 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<Transform> object_motion_pass;
device_vector<DecomposedTransform> object_motion;
device_vector<uint> object_flag;
/* cameras */
device_vector<DecomposedTransform> camera_motion;
/* attributes */
device_vector<uint4> attributes_map;
device_vector<float> attributes_float;
device_vector<float2> attributes_float2;
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<KernelParticle> particles;
/* shaders */
device_vector<int4> svm_nodes;
device_vector<KernelShader> shaders;
/* lookup tables */
device_vector<float> lookup_table;
/* integrator */
device_vector<uint> sample_pattern_lut;
/* ies lights */
device_vector<float> ies_lights;
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;
Add support for tiled images and the UDIM naming scheme This patch contains the work that I did during my week at the Code Quest - adding support for tiled images to Blender. With this patch, images now contain a list of tiles. By default, this just contains one tile, but if the source type is set to Tiled, the user can add additional tiles. When acquiring an ImBuf, the tile to be loaded is specified in the ImageUser. Therefore, code that is not yet aware of tiles will just access the default tile as usual. The filenames of the additional tiles are derived from the original filename according to the UDIM naming scheme - the filename contains an index that is calculated as (1001 + 10*<y coordinate of the tile> + <x coordinate of the tile>), where the x coordinate never goes above 9. Internally, the various tiles are stored in a cache just like sequences. When acquired for the first time, the code will try to load the corresponding file from disk. Alternatively, a new operator can be used to initialize the tile similar to the New Image operator. The following features are supported so far: - Automatic detection and loading of all tiles when opening the first tile (1001) - Saving all tiles - Adding and removing tiles - Filling tiles with generated images - Drawing all tiles in the Image Editor - Viewing a tiled grid even if no image is selected - Rendering tiled images in Eevee - Rendering tiled images in Cycles (in SVM mode) - Automatically skipping loading of unused tiles in Cycles - 2D texture painting (also across tiles) - 3D texture painting (also across tiles, only limitation: individual faces can not cross tile borders) - Assigning custom labels to individual tiles (drawn in the Image Editor instead of the ID) - Different resolutions between tiles There still are some missing features that will be added later (see T72390): - Workbench engine support - Packing/Unpacking support - Baking support - Cycles OSL support - many other Blender features that rely on images Thanks to Brecht for the review and to all who tested the intermediate versions! Differential Revision: https://developer.blender.org/D3509
2019-12-12 15:06:08 +00:00
bool background;
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;
Add support for tiled images and the UDIM naming scheme This patch contains the work that I did during my week at the Code Quest - adding support for tiled images to Blender. With this patch, images now contain a list of tiles. By default, this just contains one tile, but if the source type is set to Tiled, the user can add additional tiles. When acquiring an ImBuf, the tile to be loaded is specified in the ImageUser. Therefore, code that is not yet aware of tiles will just access the default tile as usual. The filenames of the additional tiles are derived from the original filename according to the UDIM naming scheme - the filename contains an index that is calculated as (1001 + 10*<y coordinate of the tile> + <x coordinate of the tile>), where the x coordinate never goes above 9. Internally, the various tiles are stored in a cache just like sequences. When acquired for the first time, the code will try to load the corresponding file from disk. Alternatively, a new operator can be used to initialize the tile similar to the New Image operator. The following features are supported so far: - Automatic detection and loading of all tiles when opening the first tile (1001) - Saving all tiles - Adding and removing tiles - Filling tiles with generated images - Drawing all tiles in the Image Editor - Viewing a tiled grid even if no image is selected - Rendering tiled images in Eevee - Rendering tiled images in Cycles (in SVM mode) - Automatically skipping loading of unused tiles in Cycles - 2D texture painting (also across tiles) - 3D texture painting (also across tiles, only limitation: individual faces can not cross tile borders) - Assigning custom labels to individual tiles (drawn in the Image Editor instead of the ID) - Different resolutions between tiles There still are some missing features that will be added later (see T72390): - Workbench engine support - Packing/Unpacking support - Baking support - Cycles OSL support - many other Blender features that rely on images Thanks to Brecht for the review and to all who tested the intermediate versions! Differential Revision: https://developer.blender.org/D3509
2019-12-12 15:06:08 +00:00
background = true;
}
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:
/* Optional name. Is used for logging and reporting. */
string name;
/* data */
Camera *camera;
Camera *dicing_camera;
LookupTables *lookup_tables;
Film *film;
Background *background;
Integrator *integrator;
/* data lists */
vector<Object *> objects;
vector<Geometry *> geometry;
vector<Shader *> shaders;
vector<Light *> lights;
vector<ParticleSystem *> particle_systems;
/* data managers */
ImageManager *image_manager;
LightManager *light_manager;
ShaderManager *shader_manager;
GeometryManager *geometry_manager;
ObjectManager *object_manager;
ParticleSystemManager *particle_system_manager;
CurveSystemManager *curve_system_manager;
BakeManager *bake_manager;
/* default shaders */
Shader *default_surface;
Shader *default_volume;
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();
void collect_statistics(RenderStats *stats);
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__ */