/* * 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 __SCENE_H__ #define __SCENE_H__ #include "bvh/bvh_params.h" #include "render/image.h" #include "render/shader.h" #include "device/device_memory.h" #include "util/util_param.h" #include "util/util_string.h" #include "util/util_system.h" #include "util/util_texture.h" #include "util/util_thread.h" #include "util/util_types.h" #include "util/util_vector.h" CCL_NAMESPACE_BEGIN class AttributeRequestSet; class Background; class Camera; class Device; class DeviceInfo; class Film; class Integrator; class Light; class LightManager; class LookupTables; class Mesh; class MeshManager; class Object; class ObjectManager; class ParticleSystemManager; class ParticleSystem; class CurveSystemManager; class Shader; class ShaderManager; class Progress; class BakeManager; class BakeData; class RenderStats; /* Scene Device Data */ class DeviceScene { public: /* BVH */ device_vector bvh_nodes; device_vector bvh_leaf_nodes; device_vector object_node; device_vector prim_tri_index; device_vector prim_tri_verts; device_vector prim_type; device_vector prim_visibility; device_vector prim_index; device_vector prim_object; device_vector prim_time; /* mesh */ device_vector tri_shader; device_vector tri_vnormal; device_vector tri_vindex; device_vector tri_patch; device_vector tri_patch_uv; device_vector curves; device_vector curve_keys; device_vector patches; /* objects */ device_vector objects; device_vector object_motion_pass; device_vector object_motion; device_vector object_flag; /* cameras */ device_vector camera_motion; /* attributes */ device_vector attributes_map; device_vector attributes_float; device_vector attributes_float2; device_vector attributes_float3; device_vector attributes_uchar4; /* lights */ device_vector light_distribution; device_vector lights; device_vector light_background_marginal_cdf; device_vector light_background_conditional_cdf; /* particles */ device_vector particles; /* shaders */ device_vector svm_nodes; device_vector shaders; /* lookup tables */ device_vector lookup_table; /* integrator */ device_vector sobol_directions; /* ies lights */ device_vector 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 ¶ms) { 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 objects; vector meshes; vector shaders; vector lights; vector 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 ¶ms, 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__ */