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/*
 * 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"
#include "render/scene.h"

#include "util/util_boundbox.h"
#include "util/util_param.h"
#include "util/util_transform.h"
#include "util/util_thread.h"
#include "util/util_types.h"

CCL_NAMESPACE_BEGIN

class Device;
class DeviceScene;
class Mesh;
class ParticleSystem;
class Progress;
class Scene;
struct Transform;
struct UpdateObjectTransformState;

/* Object */

class Object : public Node {
public:
	NODE_DECLARE

	Mesh *mesh;
	Transform tfm;
	BoundBox bounds;
	uint random_id;
	int pass_id;
	vector<ParamValue> attributes;
	uint visibility;
	MotionTransform motion;
	bool use_motion;
	bool hide_on_missing_motion;
	bool use_holdout;
	bool is_shadow_catcher;

	float3 dupli_generated;
	float2 dupli_uv;

	ParticleSystem *particle_system;
	int particle_index;

	Object();
	~Object();

	void tag_update(Scene *scene);

	void compute_bounds(bool motion_blur);
	void apply_transform(bool apply_to_motion);

	/* 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;
};

/* Object Manager */

class ObjectManager {
public:
	bool need_update;
	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);

	void tag_update(Scene *scene);

	void apply_static_transforms(DeviceScene *dscene, Scene *scene, Progress& progress);

protected:
	void device_update_object_transform(UpdateObjectTransformState *state,
	                                    Object *ob,
	                                    const int object_index);
	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__ */