forked from bartvdbraak/blender
0ce3a755f8
* Added support for uchar4 attributes to Cycles' attribute system. * This is used for Vertex Colors now, which saves some memory (4 unsigned characters, instead of 4 floats). * GPU Texture Limit on sm_20 and sm_21 decreased from 95 to 94, because we need a new texture for the uchar4 attributes. This is no problem for sm_30 or newer. Part of my GSoC 2014.
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_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<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<float> 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 { BVH_DYNAMIC, BVH_STATIC } bvh_type;
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bool use_bvh_cache;
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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_cache = false;
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use_bvh_spatial_split = false;
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#ifdef __QBVH__
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use_qbvh = true;
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#else
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use_qbvh = false;
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#endif
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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_cache == params.use_bvh_cache
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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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