diff options
author | Brecht Van Lommel <brecht@blender.org> | 2021-10-24 15:19:19 +0300 |
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committer | Brecht Van Lommel <brecht@blender.org> | 2021-10-26 16:36:39 +0300 |
commit | d7d40745fa09061a3117bd3669c5a46bbf611eae (patch) | |
tree | 8dbaca086ecbb09aad62c25e9ece66332fe79af3 /intern/cycles/scene/object.h | |
parent | b698fe1e047e56e8ed67ba47464c0017d9c50eea (diff) |
Cycles: changes to source code folders structure
* Split render/ into scene/ and session/. The scene/ folder now contains the
scene and its nodes. The session/ folder contains the render session and
associated data structures like drivers and render buffers.
* Move top level kernel headers into new folders kernel/camera/, kernel/film/,
kernel/light/, kernel/sample/, kernel/util/
* Move integrator related kernel headers into kernel/integrator/
* Move OSL shaders from kernel/shaders/ to kernel/osl/shaders/
For patches and branches, git merge and rebase should be able to detect the
renames and move over code to the right file.
Diffstat (limited to 'intern/cycles/scene/object.h')
-rw-r--r-- | intern/cycles/scene/object.h | 189 |
1 files changed, 189 insertions, 0 deletions
diff --git a/intern/cycles/scene/object.h b/intern/cycles/scene/object.h new file mode 100644 index 00000000000..d3909bb2b03 --- /dev/null +++ b/intern/cycles/scene/object.h @@ -0,0 +1,189 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#ifndef __OBJECT_H__ +#define __OBJECT_H__ + +#include "graph/node.h" + +/* included as Object::set_particle_system defined through NODE_SOCKET_API does + * not select the right Node::set overload as it does not know that ParticleSystem + * is a Node */ +#include "scene/particles.h" +#include "scene/scene.h" + +#include "util/util_array.h" +#include "util/util_boundbox.h" +#include "util/util_param.h" +#include "util/util_thread.h" +#include "util/util_transform.h" +#include "util/util_types.h" +#include "util/util_vector.h" + +CCL_NAMESPACE_BEGIN + +class Device; +class DeviceScene; +class Geometry; +class ParticleSystem; +class Progress; +class Scene; +struct Transform; +struct UpdateObjectTransformState; +class ObjectManager; + +/* Object */ + +class Object : public Node { + public: + NODE_DECLARE + + NODE_SOCKET_API(Geometry *, geometry) + NODE_SOCKET_API(Transform, tfm) + BoundBox bounds; + NODE_SOCKET_API(uint, random_id) + NODE_SOCKET_API(int, pass_id) + NODE_SOCKET_API(float3, color) + NODE_SOCKET_API(ustring, asset_name) + vector<ParamValue> attributes; + NODE_SOCKET_API(uint, visibility) + NODE_SOCKET_API_ARRAY(array<Transform>, motion) + NODE_SOCKET_API(bool, hide_on_missing_motion) + NODE_SOCKET_API(bool, use_holdout) + NODE_SOCKET_API(bool, is_shadow_catcher) + NODE_SOCKET_API(float, shadow_terminator_shading_offset) + NODE_SOCKET_API(float, shadow_terminator_geometry_offset) + + NODE_SOCKET_API(float3, dupli_generated) + NODE_SOCKET_API(float2, dupli_uv) + + NODE_SOCKET_API(ParticleSystem *, particle_system); + NODE_SOCKET_API(int, particle_index); + + NODE_SOCKET_API(float, ao_distance) + + /* Set during device update. */ + bool intersects_volume; + + Object(); + ~Object(); + + void tag_update(Scene *scene); + + void compute_bounds(bool motion_blur); + void apply_transform(bool apply_to_motion); + + /* Convert between normalized -1..1 motion time and index + * in the motion array. */ + bool use_motion() const; + float motion_time(int step) const; + int motion_step(float time) const; + void update_motion(); + + /* Maximum number of motion steps supported (due to Embree). */ + static const uint MAX_MOTION_STEPS = 129; + + /* Check whether object is traceable and it worth adding it to + * kernel scene. + */ + bool is_traceable() const; + + /* Combine object's visibility with all possible internal run-time + * determined flags which denotes trace-time visibility. + */ + uint visibility_for_tracing() const; + + /* Returns the index that is used in the kernel for this object. */ + int get_device_index() const; + + /* Compute step size from attributes, shaders, transforms. */ + float compute_volume_step_size() const; + + protected: + /* Specifies the position of the object in scene->objects and + * in the device vectors. Gets set in device_update. */ + int index; + + /* Reference to the attribute map with object attributes, + * or 0 if none. Set in update_svm_attributes. */ + size_t attr_map_offset; + + friend class ObjectManager; + friend class GeometryManager; +}; + +/* Object Manager */ + +class ObjectManager { + uint32_t update_flags; + + public: + enum : uint32_t { + PARTICLE_MODIFIED = (1 << 0), + GEOMETRY_MANAGER = (1 << 1), + MOTION_BLUR_MODIFIED = (1 << 2), + OBJECT_ADDED = (1 << 3), + OBJECT_REMOVED = (1 << 4), + OBJECT_MODIFIED = (1 << 5), + HOLDOUT_MODIFIED = (1 << 6), + TRANSFORM_MODIFIED = (1 << 7), + VISIBILITY_MODIFIED = (1 << 8), + + /* tag everything in the manager for an update */ + UPDATE_ALL = ~0u, + + UPDATE_NONE = 0u, + }; + + bool need_flags_update; + + ObjectManager(); + ~ObjectManager(); + + void device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress &progress); + void device_update_transforms(DeviceScene *dscene, Scene *scene, Progress &progress); + + void device_update_flags(Device *device, + DeviceScene *dscene, + Scene *scene, + Progress &progress, + bool bounds_valid = true); + void device_update_mesh_offsets(Device *device, DeviceScene *dscene, Scene *scene); + + void device_free(Device *device, DeviceScene *dscene, bool force_free); + + void tag_update(Scene *scene, uint32_t flag); + + bool need_update() const; + + void apply_static_transforms(DeviceScene *dscene, Scene *scene, Progress &progress); + + string get_cryptomatte_objects(Scene *scene); + string get_cryptomatte_assets(Scene *scene); + + protected: + void device_update_object_transform(UpdateObjectTransformState *state, + Object *ob, + bool update_all); + void device_update_object_transform_task(UpdateObjectTransformState *state); + bool device_update_object_transform_pop_work(UpdateObjectTransformState *state, + int *start_index, + int *num_objects); +}; + +CCL_NAMESPACE_END + +#endif /* __OBJECT_H__ */ |