blender/intern/cycles/render/scene.h
Thomas Dinges 6311a9ff23 Cycles: Support half and half4 textures.
This is an initial commit for half texture support in Cycles.
It adds the basic infrastructure inside of the ImageManager and support for these textures on CPU.

Supported:
* Half Float OpenEXR images (can be used for e.g HDRs or Normalmaps) now use 1/2 the memory, when loaded via disk (OIIO).

ToDo:
Various things like support for inbuilt half textures, GPU... will come later, step by step.

Part of my GSoC 2016.
2016-06-19 17:31:16 +02:00

233 lines
5.3 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 "image.h"
#include "shader.h"
#include "device_memory.h"
#include "util_param.h"
#include "util_string.h"
#include "util_system.h"
#include "util_texture.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 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<float4> bvh_nodes;
device_vector<float4> bvh_leaf_nodes;
device_vector<uint> object_node;
device_vector<float4> tri_storage;
device_vector<uint> prim_type;
device_vector<uint> prim_visibility;
device_vector<uint> prim_index;
device_vector<uint> prim_object;
/* mesh */
device_vector<uint> tri_shader;
device_vector<float4> tri_vnormal;
device_vector<float4> tri_vindex;
device_vector<float4> tri_verts;
device_vector<float4> curves;
device_vector<float4> curve_keys;
/* objects */
device_vector<float4> 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<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;
/* lookup tables */
device_vector<float> lookup_table;
/* integrator */
device_vector<uint> sobol_directions;
/* cpu images */
device_vector<uchar4> tex_byte4_image[TEX_NUM_BYTE4_CPU];
device_vector<float4> tex_float4_image[TEX_NUM_FLOAT4_CPU];
device_vector<float> tex_float_image[TEX_NUM_FLOAT_CPU];
device_vector<uchar> tex_byte_image[TEX_NUM_BYTE_CPU];
device_vector<half4> tex_half4_image[TEX_NUM_HALF4_CPU];
device_vector<half> tex_half_image[TEX_NUM_HALF_CPU];
/* opencl images */
device_vector<uchar4> tex_image_byte4_packed;
device_vector<float4> tex_image_float4_packed;
device_vector<uint4> tex_image_packed_info;
KernelData data;
};
/* Scene Parameters */
class SceneParams {
public:
ShadingSystem shadingsystem;
enum BVHType {
BVH_DYNAMIC = 0,
BVH_STATIC = 1,
BVH_NUM_TYPES,
} bvh_type;
bool use_bvh_spatial_split;
bool use_qbvh;
bool persistent_data;
SceneParams()
{
shadingsystem = SHADINGSYSTEM_SVM;
bvh_type = BVH_DYNAMIC;
use_bvh_spatial_split = false;
use_qbvh = false;
persistent_data = false;
}
bool modified(const SceneParams& params)
{ return !(shadingsystem == params.shadingsystem
&& bvh_type == params.bvh_type
&& use_bvh_spatial_split == params.use_bvh_spatial_split
&& use_qbvh == params.use_qbvh
&& persistent_data == params.persistent_data); }
};
/* Scene */
class Scene {
public:
/* data */
Camera *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, const DeviceInfo& device_info);
~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 advanced_shading = true);
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__ */