Files
test/intern/cycles/scene/scene.h
Brecht Van Lommel 6d25aad41f Cycles: Remove Alembic procedural
This was added for a fairly specialezed use case and is no longer being used
as far as we know. A future replacement would be to add a USD/Hydra procedural,
for which most of the groundwork already exists.

Pull Request: https://projects.blender.org/blender/blender/pulls/146021
2025-09-10 16:39:01 +02:00

299 lines
8.9 KiB
C++

/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
*
* SPDX-License-Identifier: Apache-2.0 */
#pragma once
#include "bvh/params.h"
#include "scene/devicescene.h"
#include "scene/film.h"
#include "scene/image.h"
#include "scene/shader.h"
#include "util/param.h"
#include "util/string.h"
#include "util/thread.h"
#include "util/unique_ptr.h"
#include "util/unique_ptr_vector.h"
CCL_NAMESPACE_BEGIN
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 OSLManager;
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;
class VolumeManager;
/* 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_compact_structure;
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_AUTO;
bvh_type = BVH_TYPE_DYNAMIC;
use_bvh_spatial_split = false;
use_bvh_compact_structure = true;
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 &params) 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_compact_structure == params.use_bvh_compact_structure &&
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;
/* Maps from Light group names to their pass ID. */
map<ustring, int> lightgroups;
/* data */
unique_ptr<BVH> bvh;
unique_ptr<LookupTables> lookup_tables;
Camera *camera;
Camera *dicing_camera;
Film *film;
Background *background;
Integrator *integrator;
/* data lists */
unique_ptr_vector<Background> backgrounds;
unique_ptr_vector<Film> films;
unique_ptr_vector<Integrator> integrators;
unique_ptr_vector<Camera> cameras;
unique_ptr_vector<Shader> shaders;
unique_ptr_vector<Pass> passes;
unique_ptr_vector<ParticleSystem> particle_systems;
unique_ptr_vector<Geometry> geometry;
unique_ptr_vector<Object> objects;
unique_ptr_vector<Procedural> procedurals;
/* data managers */
unique_ptr<ImageManager> image_manager;
unique_ptr<LightManager> light_manager;
unique_ptr<OSLManager> osl_manager;
unique_ptr<ShaderManager> shader_manager;
unique_ptr<GeometryManager> geometry_manager;
unique_ptr<ObjectManager> object_manager;
unique_ptr<ParticleSystemManager> particle_system_manager;
unique_ptr<BakeManager> bake_manager;
unique_ptr<ProceduralManager> procedural_manager;
unique_ptr<VolumeManager> volume_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;
bool scene_updated_while_loading_kernels = false;
/* scene update statistics */
unique_ptr<SceneUpdateStats> update_stats;
Scene(const SceneParams &params, Device *device);
~Scene() override;
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() const;
float motion_shutter_time();
bool need_update();
bool need_reset(const bool check_camera = true);
void reset();
void device_free();
void collect_statistics(RenderStats *stats);
void enable_update_stats();
bool update(Progress &progress);
bool update_camera_resolution(Progress &progress, int width, int height);
bool has_shadow_catcher();
void tag_shadow_catcher_modified();
bool has_volume();
bool has_volume_modified() const;
void tag_has_volume_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<typename T, typename... Args> T *create_node(Args &&.../*args*/) = delete;
/* 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<typename T> void delete_node(T *node) = delete;
/* 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<typename T> void delete_nodes(const set<T *> &nodes)
{
delete_nodes(nodes, this);
}
/* Same as above, but specify the actual owner of all the nodes in the set.
*/
template<typename T> void delete_nodes(const set<T *> &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 has_shadow_catcher_ = false;
bool shadow_catcher_modified_ = true;
bool has_volume_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;
bool load_kernels(Progress &progress);
};
template<> Light *Scene::create_node<Light>();
template<> Mesh *Scene::create_node<Mesh>();
template<> Object *Scene::create_node<Object>();
template<> Hair *Scene::create_node<Hair>();
template<> Volume *Scene::create_node<Volume>();
template<> PointCloud *Scene::create_node<PointCloud>();
template<> ParticleSystem *Scene::create_node<ParticleSystem>();
template<> Shader *Scene::create_node<Shader>();
template<> Pass *Scene::create_node<Pass>();
template<> Camera *Scene::create_node<Camera>();
template<> Background *Scene::create_node<Background>();
template<> Film *Scene::create_node<Film>();
template<> Integrator *Scene::create_node<Integrator>();
template<> void Scene::delete_node(Light *node);
template<> void Scene::delete_node(Mesh *node);
template<> void Scene::delete_node(Volume *node);
template<> void Scene::delete_node(PointCloud *node);
template<> void Scene::delete_node(Hair *node);
template<> void Scene::delete_node(Geometry *node);
template<> void Scene::delete_node(Object *node);
template<> void Scene::delete_node(ParticleSystem *node);
template<> void Scene::delete_node(Shader *node);
template<> void Scene::delete_node(Procedural *node);
template<> void Scene::delete_node(Pass *node);
template<> void Scene::delete_nodes(const set<Geometry *> &nodes, const NodeOwner *owner);
template<> void Scene::delete_nodes(const set<Object *> &nodes, const NodeOwner *owner);
template<> void Scene::delete_nodes(const set<ParticleSystem *> &nodes, const NodeOwner *owner);
template<> void Scene::delete_nodes(const set<Shader *> &nodes, const NodeOwner *owner);
template<> void Scene::delete_nodes(const set<Procedural *> &nodes, const NodeOwner *owner);
template<> void Scene::delete_nodes(const set<Pass *> &nodes, const NodeOwner *owner);
CCL_NAMESPACE_END