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Diffstat (limited to 'intern/cycles/render/scene.h')
-rw-r--r--intern/cycles/render/scene.h396
1 files changed, 198 insertions, 198 deletions
diff --git a/intern/cycles/render/scene.h b/intern/cycles/render/scene.h
index e43800fe5c4..45997bccf5d 100644
--- a/intern/cycles/render/scene.h
+++ b/intern/cycles/render/scene.h
@@ -61,215 +61,215 @@ class RenderStats;
/* Scene Device Data */
class DeviceScene {
-public:
- /* BVH */
- device_vector<int4> bvh_nodes;
- device_vector<int4> bvh_leaf_nodes;
- device_vector<int> object_node;
- device_vector<uint> prim_tri_index;
- device_vector<float4> prim_tri_verts;
- device_vector<int> prim_type;
- device_vector<uint> prim_visibility;
- device_vector<int> prim_index;
- device_vector<int> prim_object;
- device_vector<float2> prim_time;
-
- /* mesh */
- device_vector<uint> tri_shader;
- device_vector<float4> tri_vnormal;
- device_vector<uint4> tri_vindex;
- device_vector<uint> tri_patch;
- device_vector<float2> tri_patch_uv;
-
- device_vector<float4> curves;
- device_vector<float4> curve_keys;
-
- device_vector<uint> patches;
-
- /* objects */
- device_vector<KernelObject> objects;
- device_vector<Transform> object_motion_pass;
- device_vector<DecomposedTransform> object_motion;
- device_vector<uint> object_flag;
-
- /* cameras */
- device_vector<DecomposedTransform> camera_motion;
-
- /* attributes */
- device_vector<uint4> attributes_map;
- device_vector<float> attributes_float;
- device_vector<float2> attributes_float2;
- device_vector<float4> attributes_float3;
- device_vector<uchar4> attributes_uchar4;
-
- /* lights */
- device_vector<KernelLightDistribution> light_distribution;
- device_vector<KernelLight> lights;
- device_vector<float2> light_background_marginal_cdf;
- device_vector<float2> light_background_conditional_cdf;
-
- /* particles */
- device_vector<KernelParticle> particles;
-
- /* shaders */
- device_vector<int4> svm_nodes;
- device_vector<KernelShader> shaders;
-
- /* lookup tables */
- device_vector<float> lookup_table;
-
- /* integrator */
- device_vector<uint> sobol_directions;
-
- /* ies lights */
- device_vector<float> ies_lights;
-
- KernelData data;
-
- DeviceScene(Device *device);
+ public:
+ /* BVH */
+ device_vector<int4> bvh_nodes;
+ device_vector<int4> bvh_leaf_nodes;
+ device_vector<int> object_node;
+ device_vector<uint> prim_tri_index;
+ device_vector<float4> prim_tri_verts;
+ device_vector<int> prim_type;
+ device_vector<uint> prim_visibility;
+ device_vector<int> prim_index;
+ device_vector<int> prim_object;
+ device_vector<float2> prim_time;
+
+ /* mesh */
+ device_vector<uint> tri_shader;
+ device_vector<float4> tri_vnormal;
+ device_vector<uint4> tri_vindex;
+ device_vector<uint> tri_patch;
+ device_vector<float2> tri_patch_uv;
+
+ device_vector<float4> curves;
+ device_vector<float4> curve_keys;
+
+ device_vector<uint> patches;
+
+ /* objects */
+ device_vector<KernelObject> objects;
+ device_vector<Transform> object_motion_pass;
+ device_vector<DecomposedTransform> object_motion;
+ device_vector<uint> object_flag;
+
+ /* cameras */
+ device_vector<DecomposedTransform> camera_motion;
+
+ /* attributes */
+ device_vector<uint4> attributes_map;
+ device_vector<float> attributes_float;
+ device_vector<float2> attributes_float2;
+ device_vector<float4> attributes_float3;
+ device_vector<uchar4> attributes_uchar4;
+
+ /* lights */
+ device_vector<KernelLightDistribution> light_distribution;
+ device_vector<KernelLight> lights;
+ device_vector<float2> light_background_marginal_cdf;
+ device_vector<float2> light_background_conditional_cdf;
+
+ /* particles */
+ device_vector<KernelParticle> particles;
+
+ /* shaders */
+ device_vector<int4> svm_nodes;
+ device_vector<KernelShader> shaders;
+
+ /* lookup tables */
+ device_vector<float> lookup_table;
+
+ /* integrator */
+ device_vector<uint> sobol_directions;
+
+ /* ies lights */
+ device_vector<float> ies_lights;
+
+ KernelData data;
+
+ DeviceScene(Device *device);
};
/* Scene Parameters */
class SceneParams {
-public:
- /* Type of BVH, in terms whether it is supported dynamic updates of meshes
- * or whether modifying geometry requires full BVH rebuild.
- */
- enum BVHType {
- /* BVH supports dynamic updates of geometry.
- *
- * Faster for updating BVH tree when doing modifications in viewport,
- * but slower for rendering.
- */
- BVH_DYNAMIC = 0,
- /* BVH tree is calculated for specific scene, updates in geometry
- * requires full tree rebuild.
- *
- * Slower to update BVH tree when modifying objects in viewport, also
- * slower to build final BVH tree but gives best possible render speed.
- */
- BVH_STATIC = 1,
-
- BVH_NUM_TYPES,
- };
-
- ShadingSystem shadingsystem;
-
- /* Requested BVH layout.
- *
- * If it's not supported by the device, the widest one from supported ones
- * will be used, but BVH wider than this one will never be used.
- */
- BVHLayout bvh_layout;
-
- BVHType bvh_type;
- bool use_bvh_spatial_split;
- bool use_bvh_unaligned_nodes;
- int num_bvh_time_steps;
- bool persistent_data;
- int texture_limit;
-
- SceneParams()
- {
- shadingsystem = SHADINGSYSTEM_SVM;
- bvh_layout = BVH_LAYOUT_BVH2;
- bvh_type = BVH_DYNAMIC;
- use_bvh_spatial_split = false;
- use_bvh_unaligned_nodes = true;
- num_bvh_time_steps = 0;
- persistent_data = false;
- texture_limit = 0;
- }
-
- bool modified(const SceneParams& params)
- { return !(shadingsystem == params.shadingsystem
- && bvh_layout == params.bvh_layout
- && bvh_type == params.bvh_type
- && use_bvh_spatial_split == params.use_bvh_spatial_split
- && use_bvh_unaligned_nodes == params.use_bvh_unaligned_nodes
- && num_bvh_time_steps == params.num_bvh_time_steps
- && persistent_data == params.persistent_data
- && texture_limit == params.texture_limit); }
+ public:
+ /* Type of BVH, in terms whether it is supported dynamic updates of meshes
+ * or whether modifying geometry requires full BVH rebuild.
+ */
+ enum BVHType {
+ /* BVH supports dynamic updates of geometry.
+ *
+ * Faster for updating BVH tree when doing modifications in viewport,
+ * but slower for rendering.
+ */
+ BVH_DYNAMIC = 0,
+ /* BVH tree is calculated for specific scene, updates in geometry
+ * requires full tree rebuild.
+ *
+ * Slower to update BVH tree when modifying objects in viewport, also
+ * slower to build final BVH tree but gives best possible render speed.
+ */
+ BVH_STATIC = 1,
+
+ BVH_NUM_TYPES,
+ };
+
+ ShadingSystem shadingsystem;
+
+ /* Requested BVH layout.
+ *
+ * If it's not supported by the device, the widest one from supported ones
+ * will be used, but BVH wider than this one will never be used.
+ */
+ BVHLayout bvh_layout;
+
+ BVHType bvh_type;
+ bool use_bvh_spatial_split;
+ bool use_bvh_unaligned_nodes;
+ int num_bvh_time_steps;
+ bool persistent_data;
+ int texture_limit;
+
+ SceneParams()
+ {
+ shadingsystem = SHADINGSYSTEM_SVM;
+ bvh_layout = BVH_LAYOUT_BVH2;
+ bvh_type = BVH_DYNAMIC;
+ use_bvh_spatial_split = false;
+ use_bvh_unaligned_nodes = true;
+ num_bvh_time_steps = 0;
+ persistent_data = false;
+ texture_limit = 0;
+ }
+
+ bool modified(const SceneParams &params)
+ {
+ return !(shadingsystem == params.shadingsystem && bvh_layout == params.bvh_layout &&
+ bvh_type == params.bvh_type &&
+ use_bvh_spatial_split == params.use_bvh_spatial_split &&
+ use_bvh_unaligned_nodes == params.use_bvh_unaligned_nodes &&
+ num_bvh_time_steps == params.num_bvh_time_steps &&
+ persistent_data == params.persistent_data && texture_limit == params.texture_limit);
+ }
};
/* Scene */
class Scene {
-public:
- /* Optional name. Is used for logging and reporting. */
- string name;
-
- /* data */
- Camera *camera;
- Camera *dicing_camera;
- LookupTables *lookup_tables;
- Film *film;
- Background *background;
- Integrator *integrator;
-
- /* data lists */
- vector<Object*> objects;
- vector<Mesh*> meshes;
- vector<Shader*> shaders;
- vector<Light*> lights;
- vector<ParticleSystem*> particle_systems;
-
- /* data managers */
- ImageManager *image_manager;
- LightManager *light_manager;
- ShaderManager *shader_manager;
- MeshManager *mesh_manager;
- ObjectManager *object_manager;
- ParticleSystemManager *particle_system_manager;
- CurveSystemManager *curve_system_manager;
- BakeManager *bake_manager;
-
- /* default shaders */
- Shader *default_surface;
- Shader *default_light;
- Shader *default_background;
- Shader *default_empty;
-
- /* device */
- Device *device;
- DeviceScene dscene;
-
- /* parameters */
- SceneParams params;
-
- /* mutex must be locked manually by callers */
- thread_mutex mutex;
-
- Scene(const SceneParams& params, Device *device);
- ~Scene();
-
- void device_update(Device *device, Progress& progress);
-
- bool need_global_attribute(AttributeStandard std);
- void need_global_attributes(AttributeRequestSet& attributes);
-
- enum MotionType { MOTION_NONE = 0, MOTION_PASS, MOTION_BLUR };
- MotionType need_motion();
- float motion_shutter_time();
-
- bool need_update();
- bool need_reset();
-
- void reset();
- void device_free();
-
- void collect_statistics(RenderStats *stats);
-
-protected:
- /* Check if some heavy data worth logging was updated.
- * Mainly used to suppress extra annoying logging.
- */
- bool need_data_update();
-
- void free_memory(bool final);
+ public:
+ /* Optional name. Is used for logging and reporting. */
+ string name;
+
+ /* data */
+ Camera *camera;
+ Camera *dicing_camera;
+ LookupTables *lookup_tables;
+ Film *film;
+ Background *background;
+ Integrator *integrator;
+
+ /* data lists */
+ vector<Object *> objects;
+ vector<Mesh *> meshes;
+ vector<Shader *> shaders;
+ vector<Light *> lights;
+ vector<ParticleSystem *> particle_systems;
+
+ /* data managers */
+ ImageManager *image_manager;
+ LightManager *light_manager;
+ ShaderManager *shader_manager;
+ MeshManager *mesh_manager;
+ ObjectManager *object_manager;
+ ParticleSystemManager *particle_system_manager;
+ CurveSystemManager *curve_system_manager;
+ BakeManager *bake_manager;
+
+ /* default shaders */
+ Shader *default_surface;
+ Shader *default_light;
+ Shader *default_background;
+ Shader *default_empty;
+
+ /* device */
+ Device *device;
+ DeviceScene dscene;
+
+ /* parameters */
+ SceneParams params;
+
+ /* mutex must be locked manually by callers */
+ thread_mutex mutex;
+
+ Scene(const SceneParams &params, Device *device);
+ ~Scene();
+
+ void device_update(Device *device, Progress &progress);
+
+ bool need_global_attribute(AttributeStandard std);
+ void need_global_attributes(AttributeRequestSet &attributes);
+
+ enum MotionType { MOTION_NONE = 0, MOTION_PASS, MOTION_BLUR };
+ MotionType need_motion();
+ float motion_shutter_time();
+
+ bool need_update();
+ bool need_reset();
+
+ void reset();
+ void device_free();
+
+ void collect_statistics(RenderStats *stats);
+
+ protected:
+ /* Check if some heavy data worth logging was updated.
+ * Mainly used to suppress extra annoying logging.
+ */
+ bool need_data_update();
+
+ void free_memory(bool final);
};
CCL_NAMESPACE_END
-#endif /* __SCENE_H__ */
+#endif /* __SCENE_H__ */