blender/intern/cycles/render/scene.cpp
Brecht Van Lommel 1d8c798188 Cycles: support for motion vector and UV passes.
Most of the changes are related to adding support for motion data throughout
the code. There's some code for actual camera/object motion blur raytracing
but it's unfinished (it badly slows down the raytracing kernel even when the
option is turned off), so that code it disabled still.

Motion vector export from Blender tries to avoid computing derived meshes
when the mesh does not have a deforming modifier, and it also won't store
motion vectors for every vertex if only the object or camera is moving.
2012-04-30 12:49:26 +00:00

216 lines
5.5 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()
{
if(device) camera->device_free(device, &dscene);
delete camera;
if(device) filter->device_free(device, &dscene);
delete filter;
if(device) film->device_free(device, &dscene);
delete film;
if(device) background->device_free(device, &dscene);
delete background;
if(device) mesh_manager->device_free(device, &dscene);
delete mesh_manager;
if(device) object_manager->device_free(device, &dscene);
delete object_manager;
if(device) integrator->device_free(device, &dscene);
delete integrator;
if(device) shader_manager->device_free(device, &dscene);
delete shader_manager;
if(device) 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;
if(device) 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, this);
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 Film");
film->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 Device", "Writing constant memory");
device->const_copy_to("__data", &dscene.data, sizeof(dscene.data));
}
Scene::MotionType Scene::need_motion()
{
if(integrator->motion_blur)
return MOTION_BLUR;
else if(Pass::contains(film->passes, PASS_MOTION))
return MOTION_PASS;
else
return MOTION_NONE;
}
bool Scene::need_global_attribute(AttributeStandard std)
{
if(std == ATTR_STD_UV)
return Pass::contains(film->passes, PASS_UV);
if(std == ATTR_STD_MOTION_PRE || ATTR_STD_MOTION_POST)
return need_motion() == MOTION_PASS;
return false;
}
void Scene::need_global_attributes(AttributeRequestSet& attributes)
{
for(int std = ATTR_STD_NONE; std < ATTR_STD_NUM; std++)
if(need_global_attribute((AttributeStandard)std))
attributes.add((AttributeStandard)std);
}
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