/* * 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/params.h" #include "scene/film.h" #include "scene/image.h" #include "scene/shader.h" #include "device/device.h" #include "device/memory.h" #include "util/param.h" #include "util/string.h" #include "util/system.h" #include "util/texture.h" #include "util/thread.h" #include "util/types.h" #include "util/vector.h" CCL_NAMESPACE_BEGIN class AlembicProcedural; class AttributeRequestSet; class Background; class BVH; class Camera; class Device; class DeviceInfo; class Film; class Integrator; class Light; class LightManager; class LookupTables; class Geometry; class GeometryManager; class Object; class ObjectManager; class ParticleSystemManager; class ParticleSystem; class PointCloud; class Procedural; class ProceduralManager; class CurveSystemManager; class Shader; class ShaderManager; class Progress; class BakeManager; class BakeData; class RenderStats; class SceneUpdateStats; class Volume; /* Scene Device Data */ class DeviceScene { public: /* BVH */ device_vector bvh_nodes; device_vector bvh_leaf_nodes; device_vector object_node; device_vector prim_type; device_vector prim_visibility; device_vector prim_index; device_vector prim_object; device_vector prim_time; /* mesh */ device_vector tri_verts; 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 curve_segments; device_vector patches; /* pointcloud */ device_vector points; device_vector points_shader; /* objects */ device_vector objects; device_vector object_motion_pass; device_vector object_motion; device_vector object_flag; device_vector object_volume_step; device_vector object_prim_offset; /* 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_float4; 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 sample_pattern_lut; /* ies lights */ device_vector ies_lights; KernelData data; DeviceScene(Device *device); }; /* Scene Parameters */ class SceneParams { public: 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; int hair_subdivisions; CurveShapeType hair_shape; int texture_limit; bool background; SceneParams() { shadingsystem = SHADINGSYSTEM_SVM; bvh_layout = BVH_LAYOUT_BVH2; bvh_type = BVH_TYPE_DYNAMIC; use_bvh_spatial_split = false; use_bvh_unaligned_nodes = true; num_bvh_time_steps = 0; hair_subdivisions = 3; hair_shape = CURVE_RIBBON; texture_limit = 0; background = true; } bool modified(const SceneParams ¶ms) const { 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 && hair_subdivisions == params.hair_subdivisions && hair_shape == params.hair_shape && texture_limit == params.texture_limit); } int curve_subdivisions() { /* Matching the tessellation rate limit in Embree. */ return clamp(1 << hair_subdivisions, 1, 16); } }; /* Scene */ class Scene : public NodeOwner { public: /* Optional name. Is used for logging and reporting. */ string name; /* data */ BVH *bvh; Camera *camera; Camera *dicing_camera; LookupTables *lookup_tables; Film *film; Background *background; Integrator *integrator; /* data lists */ vector objects; vector geometry; vector shaders; vector lights; vector particle_systems; vector passes; vector procedurals; /* data managers */ ImageManager *image_manager; LightManager *light_manager; ShaderManager *shader_manager; GeometryManager *geometry_manager; ObjectManager *object_manager; ParticleSystemManager *particle_system_manager; BakeManager *bake_manager; ProceduralManager *procedural_manager; /* default shaders */ Shader *default_surface; Shader *default_volume; 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 update statistics */ SceneUpdateStats *update_stats; 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); void enable_update_stats(); bool update(Progress &progress); bool has_shadow_catcher(); void tag_shadow_catcher_modified(); /* This function is used to create a node of a specified type instead of * calling 'new', and sets the scene as the owner of the node. * The function has overloads that will also add the created node to the right * node array (e.g. Scene::geometry for Geometry nodes) and tag the appropriate * manager for an update. */ template T *create_node(Args &&...args) { T *node = new T(args...); node->set_owner(this); return node; } /* This function is used to delete a node from the scene instead of calling 'delete' * and manually removing the node from the data array. It also tags the * appropriate manager for an update, if any, and checks that the scene is indeed * the owner of the node. Calling this function on a node not owned by the scene * will likely cause a crash which we want in order to detect such cases. */ template void delete_node(T *node) { assert(node->get_owner() == this); delete_node_impl(node); } /* Same as above, but specify the actual owner. */ template void delete_node(T *node, const NodeOwner *owner) { assert(node->get_owner() == owner); delete_node_impl(node); (void)owner; } /* Remove all nodes in the set from the appropriate data arrays, and tag the * specific managers for an update. This assumes that the scene owns the nodes. */ template void delete_nodes(const set &nodes) { delete_nodes(nodes, this); } /* Same as above, but specify the actual owner of all the nodes in the set. */ template void delete_nodes(const set &nodes, const NodeOwner *owner); 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); bool kernels_loaded; uint loaded_kernel_features; void update_kernel_features(); bool load_kernels(Progress &progress, bool lock_scene = true); bool has_shadow_catcher_ = false; bool shadow_catcher_modified_ = true; /* Maximum number of closure during session lifetime. */ int max_closure_global; /* Get maximum number of closures to be used in kernel. */ int get_max_closure_count(); /* Get size of a volume stack needed to render this scene. */ int get_volume_stack_size() const; template void delete_node_impl(T *node) { delete node; } }; template<> Light *Scene::create_node(); template<> Mesh *Scene::create_node(); template<> Object *Scene::create_node(); template<> Hair *Scene::create_node(); template<> Volume *Scene::create_node(); template<> PointCloud *Scene::create_node(); template<> ParticleSystem *Scene::create_node(); template<> Shader *Scene::create_node(); template<> AlembicProcedural *Scene::create_node(); template<> Pass *Scene::create_node(); template<> void Scene::delete_node_impl(Light *node); template<> void Scene::delete_node_impl(Mesh *node); template<> void Scene::delete_node_impl(Volume *node); template<> void Scene::delete_node_impl(PointCloud *node); template<> void Scene::delete_node_impl(Hair *node); template<> void Scene::delete_node_impl(Geometry *node); template<> void Scene::delete_node_impl(Object *node); template<> void Scene::delete_node_impl(ParticleSystem *node); template<> void Scene::delete_node_impl(Shader *node); template<> void Scene::delete_node_impl(Procedural *node); template<> void Scene::delete_node_impl(AlembicProcedural *node); template<> void Scene::delete_node_impl(Pass *node); template<> void Scene::delete_nodes(const set &nodes, const NodeOwner *owner); template<> void Scene::delete_nodes(const set &nodes, const NodeOwner *owner); template<> void Scene::delete_nodes(const set &nodes, const NodeOwner *owner); template<> void Scene::delete_nodes(const set &nodes, const NodeOwner *owner); template<> void Scene::delete_nodes(const set &nodes, const NodeOwner *owner); template<> void Scene::delete_nodes(const set &nodes, const NodeOwner *owner); template<> void Scene::delete_nodes(const set &nodes, const NodeOwner *owner); CCL_NAMESPACE_END #endif /* __SCENE_H__ */