forked from bartvdbraak/blender
7fd4c440ec
Issue was caused by wrong order of scene device update, which could lead to missing object flags in shader kernel. This patch solves a bit more than that making sure objects flags are always properly updated, so adding/removing volume BSDF will properly reflect on viewport where camera might become being in volume and so.
92 lines
2.1 KiB
C++
92 lines
2.1 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 __OBJECT_H__
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#define __OBJECT_H__
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#include "util_boundbox.h"
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#include "util_param.h"
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#include "util_transform.h"
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#include "util_types.h"
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CCL_NAMESPACE_BEGIN
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class Device;
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class DeviceScene;
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class Mesh;
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class ParticleSystem;
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class Progress;
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class Scene;
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struct Transform;
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/* Object */
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class Object {
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public:
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Mesh *mesh;
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Transform tfm;
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BoundBox bounds;
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ustring name;
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uint random_id;
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int pass_id;
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vector<ParamValue> attributes;
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uint visibility;
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MotionTransform motion;
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bool use_motion;
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bool use_holdout;
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float3 dupli_generated;
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float2 dupli_uv;
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ParticleSystem *particle_system;
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int particle_index;
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Object();
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~Object();
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void tag_update(Scene *scene);
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void compute_bounds(bool motion_blur);
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void apply_transform(bool apply_to_motion);
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vector<float> motion_times();
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};
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/* Object Manager */
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class ObjectManager {
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public:
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bool need_update;
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bool need_flags_update;
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ObjectManager();
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~ObjectManager();
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void device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress);
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void device_update_transforms(Device *device, DeviceScene *dscene, Scene *scene, uint *object_flag, Progress& progress);
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void device_update_flags(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress);
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void device_free(Device *device, DeviceScene *dscene);
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void tag_update(Scene *scene);
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void apply_static_transforms(DeviceScene *dscene, Scene *scene, uint *object_flag, Progress& progress);
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};
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CCL_NAMESPACE_END
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#endif /* __OBJECT_H__ */
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