blender/intern/cycles/render/scene.cpp
Ton Roosendaal da376e0237 Cycles render engine, initial commit. This is the engine itself, blender modifications and build instructions will follow later.
Cycles uses code from some great open source projects, many thanks them:

* BVH building and traversal code from NVidia's "Understanding the Efficiency of Ray Traversal on GPUs":
http://code.google.com/p/understanding-the-efficiency-of-ray-traversal-on-gpus/
* Open Shading Language for a large part of the shading system:
http://code.google.com/p/openshadinglanguage/
* Blender for procedural textures and a few other nodes.
* Approximate Catmull Clark subdivision from NVidia Mesh tools:
http://code.google.com/p/nvidia-mesh-tools/
* Sobol direction vectors from:
http://web.maths.unsw.edu.au/~fkuo/sobol/
* Film response functions from:
http://www.cs.columbia.edu/CAVE/software/softlib/dorf.php
2011-04-27 11:58:34 +00:00

189 lines
4.7 KiB
C++

/*
* 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()
{
camera->device_free(device, &dscene);
delete camera;
filter->device_free(device, &dscene);
delete filter;
film->device_free(device, &dscene);
delete film;
background->device_free(device, &dscene);
delete background;
mesh_manager->device_free(device, &dscene);
delete mesh_manager;
object_manager->device_free(device, &dscene);
delete object_manager;
integrator->device_free(device, &dscene);
delete integrator;
shader_manager->device_free(device, &dscene);
delete shader_manager;
light_manager->device_free(device, &dscene);
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;
image_manager->device_free(device, &dscene);
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