/* * 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 */ #include #include "background.h" #include "camera.h" #include "curves.h" #include "device.h" #include "film.h" #include "integrator.h" #include "light.h" #include "mesh.h" #include "object.h" #include "osl.h" #include "particles.h" #include "scene.h" #include "shader.h" #include "svm.h" #include "tables.h" #include "util_foreach.h" #include "util_progress.h" CCL_NAMESPACE_BEGIN Scene::Scene(const SceneParams& params_, const DeviceInfo& device_info_) : params(params_) { device = NULL; memset(&dscene.data, 0, sizeof(dscene.data)); camera = new Camera(); lookup_tables = new LookupTables(); film = new Film(); background = new Background(); light_manager = new LightManager(); mesh_manager = new MeshManager(); object_manager = new ObjectManager(); integrator = new Integrator(); image_manager = new ImageManager(); particle_system_manager = new ParticleSystemManager(); curve_system_manager = new CurveSystemManager(); /* OSL only works on the CPU */ if(device_info_.type == DEVICE_CPU) shader_manager = ShaderManager::create(this, params.shadingsystem); else shader_manager = ShaderManager::create(this, SceneParams::SVM); if (device_info_.type == DEVICE_CPU) image_manager->set_extended_image_limits(); } Scene::~Scene() { free_memory(true); } void Scene::free_memory(bool final) { foreach(Shader *s, shaders) delete s; foreach(Mesh *m, meshes) delete m; foreach(Object *o, objects) delete o; foreach(Light *l, lights) delete l; foreach(ParticleSystem *p, particle_systems) delete p; shaders.clear(); meshes.clear(); objects.clear(); lights.clear(); particle_systems.clear(); if(device) { camera->device_free(device, &dscene); film->device_free(device, &dscene, this); background->device_free(device, &dscene); integrator->device_free(device, &dscene); object_manager->device_free(device, &dscene); mesh_manager->device_free(device, &dscene); shader_manager->device_free(device, &dscene, this); light_manager->device_free(device, &dscene); particle_system_manager->device_free(device, &dscene); curve_system_manager->device_free(device, &dscene); if(!params.persistent_data || final) image_manager->device_free(device, &dscene); lookup_tables->device_free(device, &dscene); } if(final) { delete lookup_tables; delete camera; delete film; delete background; delete integrator; delete object_manager; delete mesh_manager; delete shader_manager; delete light_manager; delete particle_system_manager; delete curve_system_manager; delete image_manager; } } void Scene::device_update(Device *device_, Progress& progress) { if(!device) device = device_; /* The order of updates is important, because there's dependencies between * the different managers, using data computed by previous managers. * * - Image manager uploads images used by shaders. * - Camera may be used for adapative subdivison. * - Displacement shader must have all shader data available. * - Light manager needs lookup tables and final mesh data to compute emission CDF. */ image_manager->set_pack_images(device->info.pack_images); progress.set_status("Updating Shaders"); shader_manager->device_update(device, &dscene, this, progress); if(progress.get_cancel()) return; progress.set_status("Updating Images"); image_manager->device_update(device, &dscene, progress); if(progress.get_cancel()) return; progress.set_status("Updating Background"); background->device_update(device, &dscene, this); if(progress.get_cancel()) return; progress.set_status("Updating Camera"); camera->device_update(device, &dscene, this); if(progress.get_cancel()) return; progress.set_status("Updating Objects"); object_manager->device_update(device, &dscene, this, progress); if(progress.get_cancel()) return; progress.set_status("Updating Hair Systems"); curve_system_manager->device_update(device, &dscene, this, progress); if(progress.get_cancel()) return; progress.set_status("Updating Film"); film->device_update(device, &dscene, this); if(progress.get_cancel()) return; progress.set_status("Updating Lookup Tables"); lookup_tables->device_update(device, &dscene); if(progress.get_cancel()) return; progress.set_status("Updating Meshes"); mesh_manager->device_update(device, &dscene, this, progress); if(progress.get_cancel()) return; progress.set_status("Updating Lights"); light_manager->device_update(device, &dscene, this, progress); if(progress.get_cancel()) return; progress.set_status("Updating Particle Systems"); particle_system_manager->device_update(device, &dscene, this, progress); if(progress.get_cancel()) return; progress.set_status("Updating Integrator"); integrator->device_update(device, &dscene, this); if(progress.get_cancel()) return; progress.set_status("Updating Device", "Writing constant memory"); device->const_copy_to("__data", &dscene.data, sizeof(dscene.data)); } Scene::MotionType Scene::need_motion(bool advanced_shading) { if(integrator->motion_blur) return (advanced_shading)? MOTION_BLUR: MOTION_NONE; else if(Pass::contains(film->passes, PASS_MOTION)) return MOTION_PASS; else return MOTION_NONE; } bool Scene::need_global_attribute(AttributeStandard std) { if(std == ATTR_STD_UV) return Pass::contains(film->passes, PASS_UV); if(std == ATTR_STD_MOTION_PRE || std == ATTR_STD_MOTION_POST) return need_motion() == MOTION_PASS; return false; } void Scene::need_global_attributes(AttributeRequestSet& attributes) { for(int std = ATTR_STD_NONE; std < ATTR_STD_NUM; std++) if(need_global_attribute((AttributeStandard)std)) attributes.add((AttributeStandard)std); } bool Scene::need_update() { return (need_reset() || film->need_update); } bool Scene::need_reset() { return (background->need_update || image_manager->need_update || camera->need_update || object_manager->need_update || mesh_manager->need_update || light_manager->need_update || lookup_tables->need_update || integrator->need_update || shader_manager->need_update || particle_system_manager->need_update || curve_system_manager->need_update); } void Scene::reset() { shader_manager->reset(this); shader_manager->add_default(this); /* ensure all objects are updated */ camera->tag_update(); film->tag_update(this); background->tag_update(this); integrator->tag_update(this); } void Scene::device_free() { free_memory(false); } CCL_NAMESPACE_END