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authorTon Roosendaal <ton@blender.org>2011-04-27 15:58:34 +0400
committerTon Roosendaal <ton@blender.org>2011-04-27 15:58:34 +0400
commitda376e0237517543aa21740ee2363234ee1c20ae (patch)
tree014a513ed8d0eccc5e54fef42347781e85bae56a /intern/cycles/render/mesh.cpp
parent693780074388111e7b9ef1c3825e462f398dc6c4 (diff)
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
Diffstat (limited to 'intern/cycles/render/mesh.cpp')
-rw-r--r--intern/cycles/render/mesh.cpp718
1 files changed, 718 insertions, 0 deletions
diff --git a/intern/cycles/render/mesh.cpp b/intern/cycles/render/mesh.cpp
new file mode 100644
index 00000000000..eb9fefcc0ad
--- /dev/null
+++ b/intern/cycles/render/mesh.cpp
@@ -0,0 +1,718 @@
+/*
+ * 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 "bvh.h"
+#include "bvh_build.h"
+
+#include "device.h"
+#include "shader.h"
+#include "mesh.h"
+#include "object.h"
+#include "scene.h"
+
+#include "osl_globals.h"
+
+#include "util_cache.h"
+#include "util_foreach.h"
+#include "util_progress.h"
+#include "util_set.h"
+
+CCL_NAMESPACE_BEGIN
+
+/* Mesh */
+
+Mesh::Mesh()
+: attributes(this)
+{
+ need_update = true;
+ transform_applied = false;
+ displacement_method = DISPLACE_BUMP;
+
+ bvh = NULL;
+
+ tri_offset = 0;
+ vert_offset = 0;
+}
+
+Mesh::~Mesh()
+{
+ delete bvh;
+}
+
+void Mesh::reserve(int numverts, int numtris)
+{
+ /* reserve space to add verts and triangles later */
+ verts.resize(numverts);
+ triangles.resize(numtris);
+ shader.resize(numtris);
+ smooth.resize(numtris);
+ attributes.reserve(numverts, numtris);
+}
+
+void Mesh::clear()
+{
+ /* clear all verts and triangles */
+ verts.clear();
+ triangles.clear();
+ shader.clear();
+ smooth.clear();
+
+ attributes.clear();
+ used_shaders.clear();
+}
+
+void Mesh::add_triangle(int v0, int v1, int v2, int shader_, bool smooth_)
+{
+ Triangle t;
+ t.v[0] = v0;
+ t.v[1] = v1;
+ t.v[2] = v2;
+
+ triangles.push_back(t);
+ shader.push_back(shader_);
+ smooth.push_back(smooth_);
+}
+
+void Mesh::compute_bounds()
+{
+ BoundBox bnds;
+ size_t verts_size = verts.size();
+
+ for(size_t i = 0; i < verts_size; i++)
+ bnds.grow(verts[i]);
+
+ /* happens mostly on empty meshes */
+ if(!bnds.valid())
+ bnds.grow(make_float3(0.0f, 0.0f, 0.0f));
+
+ bounds = bnds;
+}
+
+void Mesh::add_face_normals()
+{
+ /* don't compute if already there */
+ if(attributes.find(Attribute::STD_FACE_NORMAL))
+ return;
+
+ /* get attributes */
+ Attribute *attr_fN = attributes.add(Attribute::STD_FACE_NORMAL);
+ float3 *fN = attr_fN->data_float3();
+
+ /* compute face normals */
+ float3 *verts_ptr = &verts[0];
+ size_t triangles_size = triangles.size();
+ Triangle *triangles_ptr = &triangles[0];
+
+ for(size_t i = 0; i < triangles_size; i++) {
+ Triangle t = triangles_ptr[i];
+ float3 v0 = verts_ptr[t.v[0]];
+ float3 v1 = verts_ptr[t.v[1]];
+ float3 v2 = verts_ptr[t.v[2]];
+
+ fN[i] = normalize(cross(v1 - v0, v2 - v0));
+ }
+}
+
+void Mesh::add_vertex_normals()
+{
+ /* don't compute if already there */
+ if(attributes.find(Attribute::STD_VERTEX_NORMAL))
+ return;
+
+ /* get attributes */
+ Attribute *attr_fN = attributes.find(Attribute::STD_FACE_NORMAL);
+ Attribute *attr_vN = attributes.add(Attribute::STD_VERTEX_NORMAL);
+
+ float3 *fN = attr_fN->data_float3();
+ float3 *vN = attr_vN->data_float3();
+
+ /* compute vertex normals */
+ memset(&vN[0], 0, verts.size()*sizeof(float3));
+
+ size_t verts_size = verts.size();
+ size_t triangles_size = triangles.size();
+ Triangle *triangles_ptr = &triangles[0];
+
+ for(size_t i = 0; i < triangles_size; i++)
+ for(size_t j = 0; j < 3; j++)
+ vN[triangles_ptr[i].v[j]] += fN[i];
+
+ for(size_t i = 0; i < verts_size; i++)
+ vN[i] = normalize(vN[i]);
+}
+
+void Mesh::pack_normals(Scene *scene, float4 *normal, float4 *vnormal)
+{
+ Attribute *attr_fN = attributes.find(Attribute::STD_FACE_NORMAL);
+ Attribute *attr_vN = attributes.find(Attribute::STD_VERTEX_NORMAL);
+
+ float3 *fN = attr_fN->data_float3();
+ float3 *vN = attr_vN->data_float3();
+ int shader_id = 0;
+ uint last_shader = -1;
+ bool last_smooth = false;
+
+ size_t triangles_size = triangles.size();
+ uint *shader_ptr = &shader[0];
+
+ for(size_t i = 0; i < triangles_size; i++) {
+ normal[i].x = fN[i].x;
+ normal[i].y = fN[i].y;
+ normal[i].z = fN[i].z;
+
+ /* stuff shader id in here too */
+ if(shader_ptr[i] != last_shader || last_smooth != smooth[i]) {
+ last_shader = shader_ptr[i];
+ last_smooth = smooth[i];
+ shader_id = scene->shader_manager->get_shader_id(last_shader, this, last_smooth);
+ }
+
+ normal[i].w = __int_as_float(shader_id);
+ }
+
+ size_t verts_size = verts.size();
+
+ for(size_t i = 0; i < verts_size; i++)
+ vnormal[i] = make_float4(vN[i].x, vN[i].y, vN[i].z, 0.0f);
+}
+
+void Mesh::pack_verts(float4 *tri_verts, float4 *tri_vindex, size_t vert_offset)
+{
+ size_t verts_size = verts.size();
+ float3 *verts_ptr = &verts[0];
+
+ for(size_t i = 0; i < verts_size; i++) {
+ float3 p = verts_ptr[i];
+ tri_verts[i] = make_float4(p.x, p.y, p.z, 0.0f);
+ }
+
+ size_t triangles_size = triangles.size();
+ Triangle *triangles_ptr = &triangles[0];
+
+ for(size_t i = 0; i < triangles_size; i++) {
+ Triangle t = triangles_ptr[i];
+
+ tri_vindex[i] = make_float4(
+ __int_as_float(t.v[0] + vert_offset),
+ __int_as_float(t.v[1] + vert_offset),
+ __int_as_float(t.v[2] + vert_offset),
+ 0);
+ }
+}
+
+void Mesh::compute_bvh(SceneParams *params, Progress& progress)
+{
+ Object object;
+ object.mesh = this;
+
+ vector<Object*> objects;
+ objects.push_back(&object);
+
+ if(bvh && !need_update_rebuild) {
+ progress.set_substatus("Refitting BVH");
+ bvh->objects = objects;
+ bvh->refit(progress);
+ }
+ else {
+ progress.set_substatus("Building BVH");
+
+ BVHParams bparams;
+ bparams.use_cache = params->use_bvh_cache;
+ bparams.use_spatial_split = params->use_bvh_spatial_split;
+ bparams.use_qbvh = params->use_qbvh;
+
+ delete bvh;
+ bvh = BVH::create(bparams, objects);
+ bvh->build(progress);
+ }
+}
+
+void Mesh::tag_update(Scene *scene, bool rebuild)
+{
+ need_update = true;
+ if(rebuild)
+ need_update_rebuild = true;
+
+ scene->mesh_manager->need_update = true;
+ scene->object_manager->need_update = true;
+}
+
+/* Mesh Manager */
+
+MeshManager::MeshManager()
+{
+ bvh = NULL;
+ need_update = true;
+}
+
+MeshManager::~MeshManager()
+{
+ delete bvh;
+}
+
+void MeshManager::update_osl_attributes(Device *device, Scene *scene, vector<AttributeRequestSet>& mesh_attributes)
+{
+#ifdef WITH_OSL
+ /* for OSL, a hash map is used to lookup the attribute by name. */
+ OSLGlobals *og = (OSLGlobals*)device->osl_memory();
+
+ og->object_name_map.clear();
+ og->attribute_map.clear();
+
+ og->attribute_map.resize(scene->objects.size());
+
+ for(size_t i = 0; i < scene->objects.size(); i++) {
+ /* set object name to object index map */
+ Object *object = scene->objects[i];
+ og->object_name_map[object->name] = i;
+
+ /* set object attributes */
+ foreach(ParamValue& attr, object->attributes) {
+ OSLGlobals::Attribute osl_attr;
+
+ osl_attr.type = attr.type();
+ osl_attr.elem = ATTR_ELEMENT_VALUE;
+ osl_attr.value = attr;
+
+ og->attribute_map[i][attr.name()] = osl_attr;
+ }
+
+ /* find mesh attributes */
+ size_t j;
+
+ for(j = 0; j < scene->meshes.size(); j++)
+ if(scene->meshes[j] == object->mesh)
+ break;
+
+ AttributeRequestSet& attributes = mesh_attributes[j];
+
+ /* set object attributes */
+ foreach(AttributeRequest& req, attributes.requests) {
+ OSLGlobals::Attribute osl_attr;
+
+ osl_attr.elem = req.element;
+ osl_attr.offset = req.offset;
+
+ if(req.type == TypeDesc::TypeFloat)
+ osl_attr.type = TypeDesc::TypeFloat;
+ else
+ osl_attr.type = TypeDesc::TypeColor;
+
+ if(req.std != Attribute::STD_NONE) {
+ /* if standard attribute, add lookup by std:: name convention */
+ ustring stdname = ustring(string("std::") + Attribute::standard_name(req.std).c_str());
+ og->attribute_map[i][stdname] = osl_attr;
+ }
+ else if(req.name != ustring()) {
+ /* add lookup by mesh attribute name */
+ og->attribute_map[i][req.name] = osl_attr;
+ }
+ }
+ }
+#endif
+}
+
+void MeshManager::update_svm_attributes(Device *device, DeviceScene *dscene, Scene *scene, vector<AttributeRequestSet>& mesh_attributes)
+{
+ /* for SVM, the attributes_map table is used to lookup the offset of an
+ * attribute, based on a unique shader attribute id. */
+
+ /* compute array stride */
+ int attr_map_stride = 0;
+
+ for(size_t i = 0; i < scene->meshes.size(); i++)
+ attr_map_stride = max(attr_map_stride, mesh_attributes[i].size());
+
+ if(attr_map_stride == 0)
+ return;
+
+ /* create attribute map */
+ uint4 *attr_map = dscene->attributes_map.resize(attr_map_stride*scene->objects.size());
+ memset(attr_map, 0, dscene->attributes_map.size()*sizeof(uint));
+
+ for(size_t i = 0; i < scene->objects.size(); i++) {
+ Object *object = scene->objects[i];
+
+ /* find mesh attributes */
+ size_t j;
+
+ for(j = 0; j < scene->meshes.size(); j++)
+ if(scene->meshes[j] == object->mesh)
+ break;
+
+ AttributeRequestSet& attributes = mesh_attributes[j];
+
+ /* set object attributes */
+ j = 0;
+
+ foreach(AttributeRequest& req, attributes.requests) {
+ int index = i*attr_map_stride;
+ uint id;
+
+ if(req.std == Attribute::STD_NONE)
+ id = scene->shader_manager->get_attribute_id(req.name);
+ else
+ id = scene->shader_manager->get_attribute_id(req.std);
+
+ attr_map[index].x = id;
+ attr_map[index].y = req.element;
+ attr_map[index].z = req.offset;
+
+ if(req.type == TypeDesc::TypeFloat)
+ attr_map[index].w = NODE_ATTR_FLOAT;
+ else
+ attr_map[index].w = NODE_ATTR_FLOAT3;
+
+ j++;
+ }
+ }
+
+ /* copy to device */
+ dscene->data.bvh.attributes_map_stride = attr_map_stride;
+ device->tex_alloc("__attributes_map", dscene->attributes_map);
+}
+
+void MeshManager::device_update_attributes(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress)
+{
+ progress.set_status("Updating Mesh", "Computing attributes");
+
+ /* gather per mesh requested attributes. as meshes may have multiple
+ * shaders assigned, this merged the requested attributes that have
+ * been set per shader by the shader manager */
+ vector<AttributeRequestSet> mesh_attributes(scene->meshes.size());
+
+ for(size_t i = 0; i < scene->meshes.size(); i++) {
+ Mesh *mesh = scene->meshes[i];
+
+ foreach(uint sindex, mesh->used_shaders) {
+ Shader *shader = scene->shaders[sindex];
+ mesh_attributes[i].add(shader->attributes);
+ }
+ }
+
+ /* mesh attribute are stored in a single array per data type. here we fill
+ * those arrays, and set the offset and element type to create attribute
+ * maps next */
+ vector<float> attr_float;
+ vector<float4> attr_float3;
+
+ for(size_t i = 0; i < scene->meshes.size(); i++) {
+ Mesh *mesh = scene->meshes[i];
+ AttributeRequestSet& attributes = mesh_attributes[i];
+
+ /* todo: we now store std and name attributes from requests even if
+ they actually refer to the same mesh attributes, optimize */
+ foreach(AttributeRequest& req, attributes.requests) {
+ Attribute *mattr = mesh->attributes.find(req);
+
+ /* todo: get rid of this exception */
+ if(!mattr && req.std == Attribute::STD_GENERATED) {
+ mattr = mesh->attributes.add(Attribute::STD_GENERATED);
+ memcpy(mattr->data_float3(), &mesh->verts[0], sizeof(float3)*mesh->verts.size());
+ }
+
+ /* attribute not found */
+ if(!mattr) {
+ req.element = ATTR_ELEMENT_NONE;
+ req.offset = 0;
+ continue;
+ }
+
+ /* we abuse AttributeRequest to pass on info like element and
+ offset, it doesn't really make sense but is convenient */
+
+ /* store element and type */
+ if(mattr->element == Attribute::VERTEX)
+ req.element = ATTR_ELEMENT_VERTEX;
+ else if(mattr->element == Attribute::FACE)
+ req.element = ATTR_ELEMENT_FACE;
+ else if(mattr->element == Attribute::CORNER)
+ req.element = ATTR_ELEMENT_CORNER;
+
+ req.type = mattr->type;
+
+ /* store attribute data in arrays */
+ size_t size = mattr->element_size(mesh->verts.size(), mesh->triangles.size());
+
+ if(mattr->type == TypeDesc::TypeFloat) {
+ float *data = mattr->data_float();
+ req.offset = attr_float.size();
+
+ for(size_t k = 0; k < size; k++)
+ attr_float.push_back(data[k]);
+ }
+ else {
+ float3 *data = mattr->data_float3();
+ req.offset = attr_float3.size();
+
+ for(size_t k = 0; k < size; k++) {
+ float3 f3 = data[k];
+ float4 f4 = make_float4(f3.x, f3.y, f3.z, 0.0f);
+
+ attr_float3.push_back(f4);
+ }
+ }
+
+ /* mesh vertex/triangle index is global, not per object, so we sneak
+ a correct for that in here */
+ if(req.element == ATTR_ELEMENT_VERTEX)
+ req.offset -= mesh->vert_offset;
+ else
+ req.offset -= mesh->tri_offset;
+
+ if(progress.get_cancel()) return;
+ }
+ }
+
+ /* create attribute lookup maps */
+ if(scene->params.shadingsystem == SceneParams::OSL)
+ update_osl_attributes(device, scene, mesh_attributes);
+ else
+ update_svm_attributes(device, dscene, scene, mesh_attributes);
+
+ if(progress.get_cancel()) return;
+
+ /* copy to device */
+ progress.set_status("Updating Mesh", "Copying Attributes to device");
+
+ if(attr_float.size()) {
+ dscene->attributes_float.copy(&attr_float[0], attr_float.size());
+ device->tex_alloc("__attributes_float", dscene->attributes_float);
+ }
+ if(attr_float3.size()) {
+ dscene->attributes_float3.copy(&attr_float3[0], attr_float3.size());
+ device->tex_alloc("__attributes_float3", dscene->attributes_float3);
+ }
+}
+
+void MeshManager::device_update_mesh(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress)
+{
+ /* count and update offsets */
+ size_t vert_size = 0;
+ size_t tri_size = 0;
+
+ foreach(Mesh *mesh, scene->meshes) {
+ mesh->vert_offset = vert_size;
+ mesh->tri_offset = tri_size;
+
+ vert_size += mesh->verts.size();
+ tri_size += mesh->triangles.size();
+ }
+
+ if(tri_size == 0)
+ return;
+
+ /* normals */
+ progress.set_status("Updating Mesh", "Computing normals");
+
+ float4 *normal = dscene->tri_normal.resize(tri_size);
+ float4 *vnormal = dscene->tri_vnormal.resize(vert_size);
+ float4 *tri_verts = dscene->tri_verts.resize(vert_size);
+ float4 *tri_vindex = dscene->tri_vindex.resize(tri_size);
+
+ foreach(Mesh *mesh, scene->meshes) {
+ mesh->pack_normals(scene, &normal[mesh->tri_offset], &vnormal[mesh->vert_offset]);
+ mesh->pack_verts(&tri_verts[mesh->vert_offset], &tri_vindex[mesh->tri_offset], mesh->vert_offset);
+
+ if(progress.get_cancel()) return;
+ }
+
+ /* vertex coordinates */
+ progress.set_status("Updating Mesh", "Copying Mesh to device");
+
+ device->tex_alloc("__tri_normal", dscene->tri_normal);
+ device->tex_alloc("__tri_vnormal", dscene->tri_vnormal);
+ device->tex_alloc("__tri_verts", dscene->tri_verts);
+ device->tex_alloc("__tri_vindex", dscene->tri_vindex);
+}
+
+void MeshManager::device_update_bvh(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress)
+{
+ /* bvh build */
+ progress.set_status("Updating Scene BVH", "Building");
+
+ BVHParams bparams;
+ bparams.top_level = true;
+ bparams.use_qbvh = scene->params.use_qbvh;
+ bparams.use_spatial_split = scene->params.use_bvh_spatial_split;
+
+ delete bvh;
+ bvh = BVH::create(bparams, scene->objects);
+ bvh->build(progress);
+
+ if(progress.get_cancel()) return;
+
+ /* copy to device */
+ progress.set_status("Updating Scene BVH", "Copying BVH to device");
+
+ PackedBVH& pack = bvh->pack;
+
+ if(pack.nodes.size()) {
+ dscene->bvh_nodes.reference((float4*)&pack.nodes[0], pack.nodes.size());
+ device->tex_alloc("__bvh_nodes", dscene->bvh_nodes);
+ }
+ if(pack.object_node.size()) {
+ dscene->object_node.reference((uint*)&pack.object_node[0], pack.object_node.size());
+ device->tex_alloc("__object_node", dscene->object_node);
+ }
+ if(pack.tri_woop.size()) {
+ dscene->tri_woop.reference(&pack.tri_woop[0], pack.tri_woop.size());
+ device->tex_alloc("__tri_woop", dscene->tri_woop);
+ }
+ if(pack.prim_index.size()) {
+ dscene->prim_index.reference((uint*)&pack.prim_index[0], pack.prim_index.size());
+ device->tex_alloc("__prim_index", dscene->prim_index);
+ }
+ if(pack.prim_object.size()) {
+ dscene->prim_object.reference((uint*)&pack.prim_object[0], pack.prim_object.size());
+ device->tex_alloc("__prim_object", dscene->prim_object);
+ }
+
+ dscene->data.bvh.root = pack.root_index;
+}
+
+void MeshManager::device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress)
+{
+ if(!need_update)
+ return;
+
+ /* update normals */
+ foreach(Mesh *mesh, scene->meshes) {
+ foreach(uint shader, mesh->used_shaders)
+ if(scene->shaders[shader]->need_update_attributes)
+ mesh->need_update = true;
+
+ if(mesh->need_update) {
+ mesh->add_face_normals();
+ mesh->add_vertex_normals();
+
+ if(progress.get_cancel()) return;
+ }
+ }
+
+ /* device update */
+ device_free(device, dscene);
+
+ device_update_mesh(device, dscene, scene, progress);
+ if(progress.get_cancel()) return;
+
+ device_update_attributes(device, dscene, scene, progress);
+ if(progress.get_cancel()) return;
+
+ /* update displacement */
+ bool displacement_done = false;
+
+ foreach(Mesh *mesh, scene->meshes)
+ if(mesh->need_update && displace(device, scene, mesh, progress))
+ displacement_done = true;
+
+ /* todo: properly handle cancel halfway displacement */
+ if(progress.get_cancel()) return;
+
+ /* device re-update after displacement */
+ if(displacement_done) {
+ device_free(device, dscene);
+
+ device_update_mesh(device, dscene, scene, progress);
+ if(progress.get_cancel()) return;
+
+ device_update_attributes(device, dscene, scene, progress);
+ if(progress.get_cancel()) return;
+ }
+
+ /* update bvh */
+ size_t i = 0, num_instance_bvh = 0;
+
+ foreach(Mesh *mesh, scene->meshes)
+ if(mesh->need_update && !mesh->transform_applied)
+ num_instance_bvh++;
+
+ foreach(Mesh *mesh, scene->meshes) {
+ if(mesh->need_update) {
+ mesh->compute_bounds();
+
+ if(!mesh->transform_applied) {
+ string msg = "Updating Mesh BVH ";
+ if(mesh->name == "")
+ msg += string_printf("%ld/%ld", i+1, num_instance_bvh);
+ else
+ msg += string_printf("%s %ld/%ld", mesh->name.c_str(), i+1, num_instance_bvh);
+ progress.set_status(msg, "Building BVH");
+
+ mesh->compute_bvh(&scene->params, progress);
+ }
+
+ if(progress.get_cancel()) return;
+
+ mesh->need_update = false;
+ mesh->need_update_rebuild = false;
+ }
+
+ i++;
+ }
+
+ foreach(Shader *shader, scene->shaders)
+ shader->need_update_attributes = false;
+
+ foreach(Object *object, scene->objects)
+ object->compute_bounds();
+
+ if(progress.get_cancel()) return;
+
+ device_update_bvh(device, dscene, scene, progress);
+
+ need_update = false;
+}
+
+void MeshManager::device_free(Device *device, DeviceScene *dscene)
+{
+ device->tex_free(dscene->bvh_nodes);
+ device->tex_free(dscene->object_node);
+ device->tex_free(dscene->tri_woop);
+ device->tex_free(dscene->prim_index);
+ device->tex_free(dscene->prim_object);
+ device->tex_free(dscene->tri_normal);
+ device->tex_free(dscene->tri_vnormal);
+ device->tex_free(dscene->tri_vindex);
+ device->tex_free(dscene->tri_verts);
+ device->tex_free(dscene->attributes_map);
+ device->tex_free(dscene->attributes_float);
+ device->tex_free(dscene->attributes_float3);
+
+ dscene->bvh_nodes.clear();
+ dscene->object_node.clear();
+ dscene->tri_woop.clear();
+ dscene->prim_index.clear();
+ dscene->prim_object.clear();
+ dscene->tri_normal.clear();
+ dscene->tri_vnormal.clear();
+ dscene->tri_vindex.clear();
+ dscene->tri_verts.clear();
+ dscene->attributes_map.clear();
+ dscene->attributes_float.clear();
+ dscene->attributes_float3.clear();
+}
+
+void MeshManager::tag_update(Scene *scene)
+{
+ need_update = true;
+ scene->object_manager->need_update = true;
+}
+
+CCL_NAMESPACE_END
+