blender/intern/cycles/render/mesh.h
Brecht Van Lommel 8103381ded Cycles: threading optimizations
* Multithreaded image loading, each thread can load a separate image.
* Better multithreading for multiple instanced meshes, different threads can now
  build BVH's for different meshes, rather than all cooperating on the same mesh.
  Especially noticeable for dynamic BVH building for the viewport, gave about
  2x faster build on 8 core in fairly complex scene with many objects.
* The main thread waiting for worker threads can now also work itself, so
  (num_cores + 1) threads will be working, this supposedly gives better
  performance on some operating systems, but did not measure performance for
  this very detailed yet.
2012-05-05 19:44:33 +00:00

138 lines
3.4 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.
*/
#ifndef __MESH_H__
#define __MESH_H__
#include "attribute.h"
#include "shader.h"
#include "util_boundbox.h"
#include "util_list.h"
#include "util_map.h"
#include "util_param.h"
#include "util_transform.h"
#include "util_types.h"
#include "util_vector.h"
CCL_NAMESPACE_BEGIN
class BVH;
class Device;
class DeviceScene;
class Mesh;
class Progress;
class Scene;
class SceneParams;
class AttributeRequest;
/* Mesh */
class Mesh {
public:
/* Mesh Triangle */
struct Triangle {
int v[3];
};
/* Displacement */
enum DisplacementMethod {
DISPLACE_BUMP,
DISPLACE_TRUE,
DISPLACE_BOTH
};
ustring name;
/* Mesh Data */
vector<float3> verts;
vector<Triangle> triangles;
vector<uint> shader;
vector<bool> smooth;
vector<uint> used_shaders;
AttributeSet attributes;
BoundBox bounds;
bool transform_applied;
bool transform_negative_scaled;
DisplacementMethod displacement_method;
/* Update Flags */
bool need_update;
bool need_update_rebuild;
/* BVH */
BVH *bvh;
size_t tri_offset;
size_t vert_offset;
/* Functions */
Mesh();
~Mesh();
void reserve(int numverts, int numfaces);
void clear();
void add_triangle(int v0, int v1, int v2, int shader, bool smooth);
void compute_bounds();
void add_face_normals();
void add_vertex_normals();
void pack_normals(Scene *scene, float4 *normal, float4 *vnormal);
void pack_verts(float4 *tri_verts, float4 *tri_vindex, size_t vert_offset);
void compute_bvh(SceneParams *params, Progress *progress, int n, int total);
bool need_attribute(Scene *scene, AttributeStandard std);
bool need_attribute(Scene *scene, ustring name);
void tag_update(Scene *scene, bool rebuild);
};
/* Mesh Manager */
class MeshManager {
public:
BVH *bvh;
bool need_update;
MeshManager();
~MeshManager();
bool displace(Device *device, Scene *scene, Mesh *mesh, Progress& progress);
/* attributes */
void update_osl_attributes(Device *device, Scene *scene, vector<AttributeRequestSet>& mesh_attributes);
void update_svm_attributes(Device *device, DeviceScene *dscene, Scene *scene, vector<AttributeRequestSet>& mesh_attributes);
void device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress);
void device_update_object(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress);
void device_update_mesh(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress);
void device_update_attributes(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress);
void device_update_bvh(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress);
void device_free(Device *device, DeviceScene *dscene);
void tag_update(Scene *scene);
};
CCL_NAMESPACE_END
#endif /* __MESH_H__ */