Files
test2/intern/cycles/scene/scene.cpp
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

1095 lines
32 KiB
C++

/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
*
* SPDX-License-Identifier: Apache-2.0 */
#include <cstdlib>
#include "bvh/bvh.h"
#include "device/device.h"
#include "scene/background.h"
#include "scene/bake.h"
#include "scene/camera.h"
#include "scene/curves.h"
#include "scene/devicescene.h"
#include "scene/film.h"
#include "scene/hair.h"
#include "scene/integrator.h"
#include "scene/light.h"
#include "scene/mesh.h"
#include "scene/object.h"
#include "scene/osl.h"
#include "scene/particles.h"
#include "scene/pointcloud.h"
#include "scene/procedural.h"
#include "scene/scene.h"
#include "scene/shader.h"
#include "scene/svm.h"
#include "scene/tables.h"
#include "scene/volume.h"
#include "session/session.h"
#include "util/guarded_allocator.h"
#include "util/log.h"
#include "util/progress.h"
CCL_NAMESPACE_BEGIN
Scene ::Scene(const SceneParams &params_, Device *device)
: name("Scene"),
default_surface(nullptr),
default_volume(nullptr),
default_light(nullptr),
default_background(nullptr),
default_empty(nullptr),
device(device),
dscene(device),
params(params_),
update_stats(nullptr),
kernels_loaded(false),
/* TODO(sergey): Check if it's indeed optimal value for the split kernel.
*/
max_closure_global(1)
{
memset((void *)&dscene.data, 0, sizeof(dscene.data));
osl_manager = make_unique<OSLManager>(device);
shader_manager = ShaderManager::create(device->info.has_osl ? params.shadingsystem :
SHADINGSYSTEM_SVM);
light_manager = make_unique<LightManager>();
geometry_manager = make_unique<GeometryManager>();
object_manager = make_unique<ObjectManager>();
image_manager = make_unique<ImageManager>(device->info);
particle_system_manager = make_unique<ParticleSystemManager>();
bake_manager = make_unique<BakeManager>();
procedural_manager = make_unique<ProceduralManager>();
volume_manager = make_unique<VolumeManager>();
/* Create nodes after managers, since create_node() can tag the managers. */
camera = create_node<Camera>();
dicing_camera = create_node<Camera>();
lookup_tables = make_unique<LookupTables>();
film = create_node<Film>();
background = create_node<Background>();
integrator = create_node<Integrator>();
ccl::Film::add_default(this);
ccl::ShaderManager::add_default(this);
}
Scene::~Scene()
{
free_memory(true);
}
void Scene::free_memory(bool final)
{
bvh.reset();
/* The order of deletion is important to make sure data is freed based on
* possible dependencies as the Nodes' reference counts are decremented in the
* destructors:
*
* - Procedurals can create and hold pointers to any other types.
* - Objects can hold pointers to Geometries and ParticleSystems
* - Lights and Geometries can hold pointers to Shaders.
*
* Similarly, we first delete all nodes and their associated device data, and
* then the managers and their associated device data.
*/
procedurals.clear();
objects.clear();
geometry.clear();
particle_systems.clear();
passes.clear();
if (device) {
camera->device_free(device, &dscene, this);
film->device_free(device, &dscene, this);
background->device_free(device, &dscene);
integrator->device_free(device, &dscene, true);
}
if (final) {
cameras.clear();
integrators.clear();
films.clear();
backgrounds.clear();
camera = nullptr;
dicing_camera = nullptr;
integrator = nullptr;
film = nullptr;
background = nullptr;
}
/* Delete Shaders after every other nodes to ensure that we do not try to
* decrement the reference count on some dangling pointer. */
shaders.clear();
/* Now that all nodes have been deleted, we can safely delete managers and
* device data. */
if (device) {
object_manager->device_free(device, &dscene, true);
geometry_manager->device_free(device, &dscene, true);
shader_manager->device_free(device, &dscene, this);
osl_manager->device_free(device, &dscene, this);
light_manager->device_free(device, &dscene);
particle_system_manager->device_free(device, &dscene);
bake_manager->device_free(device, &dscene);
volume_manager->device_free(&dscene);
if (final) {
image_manager->device_free(device);
}
else {
image_manager->device_free_builtin(device);
}
lookup_tables->device_free(device, &dscene);
}
if (final) {
lookup_tables.reset();
object_manager.reset();
geometry_manager.reset();
shader_manager.reset();
osl_manager.reset();
light_manager.reset();
particle_system_manager.reset();
image_manager.reset();
bake_manager.reset();
update_stats.reset();
procedural_manager.reset();
volume_manager.reset();
}
}
void Scene::device_update(Device *device_, Progress &progress)
{
if (!device) {
device = device_;
}
const bool print_stats = need_data_update();
bool kernels_reloaded = false;
while (true) {
if (update_stats) {
update_stats->clear();
}
const scoped_callback_timer timer([this, print_stats](double time) {
if (update_stats) {
update_stats->scene.times.add_entry({"device_update", time});
if (print_stats) {
printf("Update statistics:\n%s\n", update_stats->full_report().c_str());
}
}
});
/* The order of updates is important, because there's dependencies between
* the different managers, using data computed by previous managers. */
if (film->update_lightgroups(this)) {
light_manager->tag_update(this, ccl::LightManager::LIGHT_MODIFIED);
object_manager->tag_update(this, ccl::ObjectManager::OBJECT_MODIFIED);
background->tag_modified();
}
if (film->exposure_is_modified()) {
integrator->tag_modified();
}
/* Compile shaders and get information about features they used. */
progress.set_status("Updating Shaders");
osl_manager->device_update_pre(device, this);
shader_manager->device_update_pre(device, &dscene, this, progress);
if (progress.get_cancel() || device->have_error()) {
return;
}
/* Passes. After shader manager as this depends on the shaders. */
film->update_passes(this);
/* Update kernel features. After shaders and passes since those affect features. */
update_kernel_features();
/* Load render kernels, before uploading most data to the GPU, and before displacement and
* background light need to run kernels.
*
* Do it outside of the scene mutex since the heavy part of the loading (i.e. kernel
* compilation) does not depend on the scene and some other functionality (like display
* driver) might be waiting on the scene mutex to synchronize display pass.
*
* This does mean the scene might have gotten updated in the meantime, in which case
* we have to redo the first part of the scene update. */
const uint kernel_features = dscene.data.kernel_features;
scene_updated_while_loading_kernels = false;
if (!kernels_loaded || loaded_kernel_features != kernel_features) {
mutex.unlock();
kernels_reloaded |= load_kernels(progress);
mutex.lock();
}
if (progress.get_cancel() || device->have_error()) {
return;
}
if (!scene_updated_while_loading_kernels) {
break;
}
}
/* Upload shaders to GPU and compile OSL kernels, after kernels have been loaded. */
shader_manager->device_update_post(device, &dscene, this, progress);
osl_manager->device_update_post(device, this, progress, kernels_reloaded);
if (progress.get_cancel() || device->have_error()) {
return;
}
procedural_manager->update(this, progress);
if (progress.get_cancel()) {
return;
}
progress.set_status("Updating Background");
background->device_update(device, &dscene, this);
if (progress.get_cancel() || device->have_error()) {
return;
}
/* Camera will be used by adaptive subdivision, so do early. */
progress.set_status("Updating Camera");
camera->device_update(device, &dscene, this);
if (progress.get_cancel() || device->have_error()) {
return;
}
geometry_manager->device_update_preprocess(device, this, progress);
if (progress.get_cancel() || device->have_error()) {
return;
}
/* Update objects after geometry preprocessing. */
progress.set_status("Updating Objects");
object_manager->device_update(device, &dscene, this, progress);
if (progress.get_cancel() || device->have_error()) {
return;
}
progress.set_status("Updating Particle Systems");
particle_system_manager->device_update(device, &dscene, this, progress);
if (progress.get_cancel() || device->have_error()) {
return;
}
/* Camera and shaders must be ready here for adaptive subdivision and displacement. */
progress.set_status("Updating Meshes");
geometry_manager->device_update(device, &dscene, this, progress);
if (progress.get_cancel() || device->have_error()) {
return;
}
/* Update object flags with final geometry. */
progress.set_status("Updating Objects Flags");
object_manager->device_update_flags(device, &dscene, this, progress);
if (progress.get_cancel() || device->have_error()) {
return;
}
/* Update BVH primitive objects with final geometry. */
progress.set_status("Updating Primitive Offsets");
object_manager->device_update_prim_offsets(device, &dscene, this);
if (progress.get_cancel() || device->have_error()) {
return;
}
/* Images last, as they should be more likely to use host memory fallback than geometry.
* Some images may have been uploaded early for displacement already at this point. */
progress.set_status("Updating Images");
image_manager->device_update(device, this, progress);
if (progress.get_cancel() || device->have_error()) {
return;
}
/* Evaluate volume shader to build volume octrees. */
progress.set_status("Updating Volume");
volume_manager->device_update(device, &dscene, this, progress);
if (progress.get_cancel() || device->have_error()) {
return;
}
progress.set_status("Updating Camera Volume");
camera->device_update_volume(device, &dscene, this);
if (progress.get_cancel() || device->have_error()) {
return;
}
progress.set_status("Updating Lookup Tables");
lookup_tables->device_update(device, &dscene, this);
if (progress.get_cancel() || device->have_error()) {
return;
}
/* Light manager needs shaders and final meshes for triangles in light tree. */
progress.set_status("Updating Lights");
light_manager->device_update(device, &dscene, this, progress);
if (progress.get_cancel() || device->have_error()) {
return;
}
progress.set_status("Updating Integrator");
integrator->device_update(device, &dscene, this);
if (progress.get_cancel() || device->have_error()) {
return;
}
progress.set_status("Updating Film");
film->device_update(device, &dscene, this);
if (progress.get_cancel() || device->have_error()) {
return;
}
/* Update lookup tables a second time for film tables. */
progress.set_status("Updating Lookup Tables");
lookup_tables->device_update(device, &dscene, this);
if (progress.get_cancel() || device->have_error()) {
return;
}
progress.set_status("Updating Baking");
bake_manager->device_update(device, &dscene, this, progress);
if (progress.get_cancel() || device->have_error()) {
return;
}
if (device->have_error() == false) {
dscene.data.volume_stack_size = get_volume_stack_size();
progress.set_status("Updating Device", "Writing constant memory");
device->const_copy_to("data", &dscene.data, sizeof(dscene.data));
}
device->optimize_for_scene(this);
if (print_stats) {
const size_t mem_used = util_guarded_get_mem_used();
const size_t mem_peak = util_guarded_get_mem_peak();
LOG_INFO << "System memory statistics after full device sync:\n"
<< " Usage: " << string_human_readable_number(mem_used) << " ("
<< string_human_readable_size(mem_used) << ")\n"
<< " Peak: " << string_human_readable_number(mem_peak) << " ("
<< string_human_readable_size(mem_peak) << ")";
}
}
Scene::MotionType Scene::need_motion() const
{
if (integrator->get_motion_blur()) {
return MOTION_BLUR;
}
if (Pass::contains(passes, PASS_MOTION)) {
return MOTION_PASS;
}
return MOTION_NONE;
}
float Scene::motion_shutter_time()
{
if (need_motion() == Scene::MOTION_PASS) {
return 2.0f;
}
return camera->get_shuttertime();
}
bool Scene::need_global_attribute(AttributeStandard std)
{
if (std == ATTR_STD_UV) {
return Pass::contains(passes, PASS_UV);
}
if (std == ATTR_STD_MOTION_VERTEX_POSITION) {
return need_motion() != MOTION_NONE;
}
if (std == ATTR_STD_MOTION_VERTEX_NORMAL) {
return need_motion() == MOTION_BLUR;
}
if (std == ATTR_STD_VOLUME_VELOCITY || std == ATTR_STD_VOLUME_VELOCITY_X ||
std == ATTR_STD_VOLUME_VELOCITY_Y || std == ATTR_STD_VOLUME_VELOCITY_Z)
{
return need_motion() != MOTION_NONE;
}
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->is_modified());
}
bool Scene::need_data_update()
{
return (background->is_modified() || image_manager->need_update() ||
object_manager->need_update() || geometry_manager->need_update() ||
light_manager->need_update() || lookup_tables->need_update() ||
integrator->is_modified() || shader_manager->need_update() ||
particle_system_manager->need_update() || bake_manager->need_update() ||
film->is_modified() || procedural_manager->need_update());
}
bool Scene::need_reset(const bool check_camera)
{
return need_data_update() || (check_camera && camera->is_modified());
}
void Scene::reset()
{
osl_manager->reset(this);
ShaderManager::add_default(this);
/* ensure all objects are updated */
camera->tag_modified();
dicing_camera->tag_modified();
film->tag_modified();
background->tag_modified();
background->tag_update(this);
integrator->tag_update(this, Integrator::UPDATE_ALL);
object_manager->tag_update(this, ObjectManager::UPDATE_ALL);
geometry_manager->tag_update(this, GeometryManager::UPDATE_ALL);
light_manager->tag_update(this, LightManager::UPDATE_ALL);
particle_system_manager->tag_update(this);
procedural_manager->tag_update();
}
void Scene::device_free()
{
free_memory(false);
}
void Scene::collect_statistics(RenderStats *stats)
{
geometry_manager->collect_statistics(this, stats);
image_manager->collect_statistics(stats);
}
void Scene::enable_update_stats()
{
if (!update_stats) {
update_stats = make_unique<SceneUpdateStats>();
}
}
void Scene::update_kernel_features()
{
if (!need_update()) {
return;
}
/* These features are not being tweaked as often as shaders,
* so could be done selective magic for the viewport as well. */
uint kernel_features = shader_manager->get_kernel_features(this);
const bool use_motion = need_motion() == Scene::MotionType::MOTION_BLUR;
kernel_features |= KERNEL_FEATURE_PATH_TRACING;
/* Track the max prim count in case the backend needs to rebuild BVHs or
* kernels to support different limits. */
size_t kernel_max_prim_count = 0;
/* Figure out whether the scene will use shader ray-trace we need at least
* one caustic light, one caustic caster and one caustic receiver to use
* and enable the MNEE code path. */
bool has_caustics_receiver = false;
bool has_caustics_caster = false;
bool has_caustics_light = false;
for (Object *object : objects) {
if (object->get_is_caustics_caster()) {
has_caustics_caster = true;
}
else if (object->get_is_caustics_receiver()) {
has_caustics_receiver = true;
}
Geometry *geom = object->get_geometry();
if (use_motion) {
if (object->use_motion() || geom->get_use_motion_blur()) {
kernel_features |= KERNEL_FEATURE_OBJECT_MOTION;
}
}
if (object->get_is_shadow_catcher() && !geom->is_light()) {
kernel_features |= KERNEL_FEATURE_SHADOW_CATCHER;
}
if (geom->is_hair()) {
const Hair *hair = static_cast<const Hair *>(geom);
kernel_features |= (hair->curve_shape == CURVE_RIBBON) ? KERNEL_FEATURE_HAIR_RIBBON :
KERNEL_FEATURE_HAIR_THICK;
kernel_max_prim_count = max(kernel_max_prim_count, hair->num_segments());
}
else if (geom->is_pointcloud()) {
kernel_features |= KERNEL_FEATURE_POINTCLOUD;
kernel_max_prim_count = max(kernel_max_prim_count,
static_cast<PointCloud *>(geom)->num_points());
}
else if (geom->is_mesh()) {
kernel_max_prim_count = max(kernel_max_prim_count,
static_cast<Mesh *>(geom)->num_triangles());
}
else if (geom->is_light()) {
const Light *light = static_cast<const Light *>(object->get_geometry());
if (light->get_use_caustics()) {
has_caustics_light = true;
}
}
if (object->has_light_linking()) {
kernel_features |= KERNEL_FEATURE_LIGHT_LINKING;
}
if (object->has_shadow_linking()) {
kernel_features |= KERNEL_FEATURE_SHADOW_LINKING;
}
}
dscene.data.integrator.use_caustics = false;
if (device->info.has_mnee && has_caustics_caster && has_caustics_receiver && has_caustics_light)
{
dscene.data.integrator.use_caustics = true;
kernel_features |= KERNEL_FEATURE_MNEE;
}
if (integrator->get_guiding_params(device).use) {
kernel_features |= KERNEL_FEATURE_PATH_GUIDING;
}
if (bake_manager->get_baking()) {
kernel_features |= KERNEL_FEATURE_BAKING;
}
kernel_features |= film->get_kernel_features(this);
kernel_features |= integrator->get_kernel_features();
kernel_features |= camera->get_kernel_features();
dscene.data.kernel_features = kernel_features;
/* Currently viewport render is faster with higher max_closures, needs
* investigating. */
const uint max_closures = (params.background) ? get_max_closure_count() : MAX_CLOSURE;
dscene.data.max_closures = max_closures;
dscene.data.max_shaders = shaders.size();
/* Inform the device of the BVH limits. If this returns true, all BVHs
* and kernels need to be rebuilt. */
if (device->set_bvh_limits(objects.size(), kernel_max_prim_count)) {
kernels_loaded = false;
for (Geometry *geom : geometry) {
geom->need_update_rebuild = true;
geom->tag_modified();
}
}
}
bool Scene::update(Progress &progress)
{
if (!need_update()) {
return false;
}
/* Upload scene data to the GPU. */
progress.set_status("Updating Scene");
MEM_GUARDED_CALL(&progress, device_update, device, progress);
return true;
}
bool Scene::update_camera_resolution(Progress &progress, int width, int height)
{
if (!camera->set_screen_size(width, height)) {
return false;
}
camera->device_update(device, &dscene, this);
progress.set_status("Updating Device", "Writing constant memory");
device->const_copy_to("data", &dscene.data, sizeof(dscene.data));
return true;
}
static void log_kernel_features(const uint features)
{
LOG_INFO << "Requested features:";
LOG_INFO << "Use BSDF " << string_from_bool(features & KERNEL_FEATURE_NODE_BSDF);
LOG_INFO << "Use Emission " << string_from_bool(features & KERNEL_FEATURE_NODE_EMISSION);
LOG_INFO << "Use Volume " << string_from_bool(features & KERNEL_FEATURE_NODE_VOLUME);
LOG_INFO << "Use Bump " << string_from_bool(features & KERNEL_FEATURE_NODE_BUMP);
LOG_INFO << "Use Voronoi " << string_from_bool(features & KERNEL_FEATURE_NODE_VORONOI_EXTRA);
LOG_INFO << "Use Shader Raytrace " << string_from_bool(features & KERNEL_FEATURE_NODE_RAYTRACE);
LOG_INFO << "Use MNEE " << string_from_bool(features & KERNEL_FEATURE_MNEE);
LOG_INFO << "Use Transparent " << string_from_bool(features & KERNEL_FEATURE_TRANSPARENT);
LOG_INFO << "Use Denoising " << string_from_bool(features & KERNEL_FEATURE_DENOISING);
LOG_INFO << "Use Path Tracing " << string_from_bool(features & KERNEL_FEATURE_PATH_TRACING);
LOG_INFO << "Use Hair " << string_from_bool(features & KERNEL_FEATURE_HAIR);
LOG_INFO << "Use Pointclouds " << string_from_bool(features & KERNEL_FEATURE_POINTCLOUD);
LOG_INFO << "Use Object Motion " << string_from_bool(features & KERNEL_FEATURE_OBJECT_MOTION);
LOG_INFO << "Use Baking " << string_from_bool(features & KERNEL_FEATURE_BAKING);
LOG_INFO << "Use Subsurface " << string_from_bool(features & KERNEL_FEATURE_SUBSURFACE);
LOG_INFO << "Use Volume " << string_from_bool(features & KERNEL_FEATURE_VOLUME);
LOG_INFO << "Use Shadow Catcher " << string_from_bool(features & KERNEL_FEATURE_SHADOW_CATCHER);
LOG_INFO << "Use Portal Node " << string_from_bool(features & KERNEL_FEATURE_NODE_PORTAL);
}
bool Scene::load_kernels(Progress &progress)
{
progress.set_status("Loading render kernels (may take a few minutes the first time)");
const scoped_timer timer;
const uint kernel_features = dscene.data.kernel_features;
log_kernel_features(kernel_features);
if (!device->load_kernels(kernel_features)) {
string message = device->error_message();
if (message.empty()) {
message = "Failed loading render kernel, see console for errors";
}
progress.set_error(message);
progress.set_status(message);
progress.set_update();
return false;
}
kernels_loaded = true;
loaded_kernel_features = kernel_features;
return true;
}
int Scene::get_max_closure_count()
{
if (shader_manager->use_osl()) {
/* OSL always needs the maximum as we can't predict the
* number of closures a shader might generate. */
return MAX_CLOSURE;
}
int max_closures = 0;
for (int i = 0; i < shaders.size(); i++) {
Shader *shader = shaders[i];
if (shader->reference_count()) {
const int num_closures = shader->graph->get_num_closures();
max_closures = max(max_closures, num_closures);
}
}
max_closure_global = max(max_closure_global, max_closures);
if (max_closure_global > MAX_CLOSURE) {
/* This is usually harmless as more complex shader tend to get many
* closures discarded due to mixing or low weights. We need to limit
* to MAX_CLOSURE as this is hardcoded in CPU/mega kernels, and it
* avoids excessive memory usage for split kernels. */
LOG_WARNING << "Maximum number of closures exceeded: " << max_closure_global << " > "
<< MAX_CLOSURE;
max_closure_global = MAX_CLOSURE;
}
return max_closure_global;
}
int Scene::get_volume_stack_size() const
{
int volume_stack_size = 0;
/* Space for background volume and terminator.
* Don't do optional here because camera ray initialization expects that there
* is space for at least those elements (avoiding extra condition to check if
* there is actual volume or not).
*/
volume_stack_size += 2;
/* Quick non-expensive check. Can over-estimate maximum possible nested level,
* but does not require expensive calculation during pre-processing. */
bool has_volume_object = false;
for (const Object *object : objects) {
if (!object->get_geometry()->has_volume) {
continue;
}
if (object->intersects_volume) {
/* Object intersects another volume, assume it's possible to go deeper in
* the stack. */
/* TODO(sergey): This might count nesting twice (A intersects B and B
* intersects A), but can't think of a computationally cheap algorithm.
* Dividing my 2 doesn't work because of Venn diagram example with 3
* circles. */
++volume_stack_size;
}
else if (!has_volume_object) {
/* Allocate space for at least one volume object. */
++volume_stack_size;
}
has_volume_object = true;
if (volume_stack_size == MAX_VOLUME_STACK_SIZE) {
break;
}
}
volume_stack_size = min(volume_stack_size, MAX_VOLUME_STACK_SIZE);
LOG_DEBUG << "Detected required volume stack size " << volume_stack_size;
return volume_stack_size;
}
bool Scene::has_shadow_catcher()
{
if (shadow_catcher_modified_) {
has_shadow_catcher_ = false;
for (Object *object : objects) {
/* Shadow catcher flags on lights only controls effect on other objects, it's
* not catching shadows itself. This is on by default, so ignore to avoid
* performance impact when there is no actual shadow catcher. */
if (object->get_is_shadow_catcher() && !object->get_geometry()->is_light()) {
has_shadow_catcher_ = true;
break;
}
}
shadow_catcher_modified_ = false;
}
return has_shadow_catcher_;
}
void Scene::tag_shadow_catcher_modified()
{
shadow_catcher_modified_ = true;
}
bool Scene::has_volume()
{
has_volume_modified_ = false;
return dscene.data.integrator.use_volumes;
}
bool Scene::has_volume_modified() const
{
return has_volume_modified_;
}
void Scene::tag_has_volume_modified()
{
has_volume_modified_ = true;
}
template<> Light *Scene::create_node<Light>()
{
unique_ptr<Light> node = make_unique<Light>();
Light *node_ptr = node.get();
node->set_owner(this);
geometry.push_back(std::move(node));
light_manager->tag_update(this, LightManager::LIGHT_ADDED);
return node_ptr;
}
template<> Mesh *Scene::create_node<Mesh>()
{
unique_ptr<Mesh> node = make_unique<Mesh>();
Mesh *node_ptr = node.get();
node->set_owner(this);
geometry.push_back(std::move(node));
geometry_manager->tag_update(this, GeometryManager::MESH_ADDED);
return node_ptr;
}
template<> Hair *Scene::create_node<Hair>()
{
unique_ptr<Hair> node = make_unique<Hair>();
Hair *node_ptr = node.get();
node->set_owner(this);
geometry.push_back(std::move(node));
geometry_manager->tag_update(this, GeometryManager::HAIR_ADDED);
return node_ptr;
}
template<> Volume *Scene::create_node<Volume>()
{
unique_ptr<Volume> node = make_unique<Volume>();
Volume *node_ptr = node.get();
node->set_owner(this);
geometry.push_back(std::move(node));
geometry_manager->tag_update(this, GeometryManager::MESH_ADDED);
return node_ptr;
}
template<> PointCloud *Scene::create_node<PointCloud>()
{
unique_ptr<PointCloud> node = make_unique<PointCloud>();
PointCloud *node_ptr = node.get();
node->set_owner(this);
geometry.push_back(std::move(node));
geometry_manager->tag_update(this, GeometryManager::POINT_ADDED);
return node_ptr;
}
template<> Object *Scene::create_node<Object>()
{
unique_ptr<Object> node = make_unique<Object>();
Object *node_ptr = node.get();
node->set_owner(this);
objects.push_back(std::move(node));
object_manager->tag_update(this, ObjectManager::OBJECT_ADDED);
return node_ptr;
}
template<> ParticleSystem *Scene::create_node<ParticleSystem>()
{
unique_ptr<ParticleSystem> node = make_unique<ParticleSystem>();
ParticleSystem *node_ptr = node.get();
node->set_owner(this);
particle_systems.push_back(std::move(node));
particle_system_manager->tag_update(this);
return node_ptr;
}
template<> Shader *Scene::create_node<Shader>()
{
unique_ptr<Shader> node = make_unique<Shader>();
Shader *node_ptr = node.get();
node->set_owner(this);
shaders.push_back(std::move(node));
shader_manager->tag_update(this, ShaderManager::SHADER_ADDED);
return node_ptr;
}
template<> Pass *Scene::create_node<Pass>()
{
unique_ptr<Pass> node = make_unique<Pass>();
Pass *node_ptr = node.get();
node->set_owner(this);
passes.push_back(std::move(node));
film->tag_modified();
return node_ptr;
}
template<> Camera *Scene::create_node<Camera>()
{
unique_ptr<Camera> node = make_unique<Camera>();
Camera *node_ptr = node.get();
node->set_owner(this);
cameras.push_back(std::move(node));
return node_ptr;
}
template<> Integrator *Scene::create_node<Integrator>()
{
unique_ptr<Integrator> node = make_unique<Integrator>();
Integrator *node_ptr = node.get();
node->set_owner(this);
integrators.push_back(std::move(node));
return node_ptr;
}
template<> Background *Scene::create_node<Background>()
{
unique_ptr<Background> node = make_unique<Background>();
Background *node_ptr = node.get();
node->set_owner(this);
backgrounds.push_back(std::move(node));
return node_ptr;
}
template<> Film *Scene::create_node<Film>()
{
unique_ptr<Film> node = make_unique<Film>();
Film *node_ptr = node.get();
node->set_owner(this);
films.push_back(std::move(node));
return node_ptr;
}
template<> void Scene::delete_node(Light *node)
{
assert(node->get_owner() == this);
geometry.erase_by_swap(node);
light_manager->tag_update(this, LightManager::LIGHT_REMOVED);
}
template<> void Scene::delete_node(Mesh *node)
{
assert(node->get_owner() == this);
geometry.erase_by_swap(node);
geometry_manager->tag_update(this, GeometryManager::MESH_REMOVED);
}
template<> void Scene::delete_node(Hair *node)
{
assert(node->get_owner() == this);
geometry.erase_by_swap(node);
geometry_manager->tag_update(this, GeometryManager::HAIR_REMOVED);
}
template<> void Scene::delete_node(Volume *node)
{
assert(node->get_owner() == this);
geometry.erase_by_swap(node);
geometry_manager->tag_update(this, GeometryManager::MESH_REMOVED);
}
template<> void Scene::delete_node(PointCloud *node)
{
assert(node->get_owner() == this);
geometry.erase_by_swap(node);
geometry_manager->tag_update(this, GeometryManager::POINT_REMOVED);
}
template<> void Scene::delete_node(Geometry *node)
{
assert(node->get_owner() == this);
uint flag;
if (node->is_hair()) {
flag = GeometryManager::HAIR_REMOVED;
}
else {
flag = GeometryManager::MESH_REMOVED;
if (node->has_volume) {
volume_manager->tag_update(node);
}
}
geometry.erase_by_swap(node);
geometry_manager->tag_update(this, flag);
}
template<> void Scene::delete_node(Object *node)
{
assert(node->get_owner() == this);
uint flag = ObjectManager::OBJECT_REMOVED;
if (node->get_geometry()->has_volume) {
volume_manager->tag_update(node, flag);
}
objects.erase_by_swap(node);
object_manager->tag_update(this, flag);
}
template<> void Scene::delete_node(ParticleSystem *node)
{
assert(node->get_owner() == this);
particle_systems.erase_by_swap(node);
particle_system_manager->tag_update(this);
}
template<> void Scene::delete_node(Shader *node)
{
assert(node->get_owner() == this);
/* don't delete unused shaders, not supported */
node->clear_reference_count();
}
template<> void Scene::delete_node(Procedural *node)
{
assert(node->get_owner() == this);
procedurals.erase_by_swap(node);
procedural_manager->tag_update();
}
template<> void Scene::delete_node(Pass *node)
{
assert(node->get_owner() == this);
passes.erase_by_swap(node);
film->tag_modified();
}
template<typename T> static void assert_same_owner(const set<T *> &nodes, const NodeOwner *owner)
{
#ifdef NDEBUG
(void)nodes;
(void)owner;
#else
for (const T *node : nodes) {
assert(node->get_owner() == owner);
}
#endif
}
template<> void Scene::delete_nodes(const set<Geometry *> &nodes, const NodeOwner *owner)
{
assert_same_owner(nodes, owner);
geometry.erase_in_set(nodes);
geometry_manager->tag_update(this, GeometryManager::GEOMETRY_REMOVED);
light_manager->tag_update(this, LightManager::LIGHT_REMOVED);
}
template<> void Scene::delete_nodes(const set<Object *> &nodes, const NodeOwner *owner)
{
assert_same_owner(nodes, owner);
objects.erase_in_set(nodes);
object_manager->tag_update(this, ObjectManager::OBJECT_REMOVED);
}
template<> void Scene::delete_nodes(const set<ParticleSystem *> &nodes, const NodeOwner *owner)
{
assert_same_owner(nodes, owner);
particle_systems.erase_in_set(nodes);
particle_system_manager->tag_update(this);
}
template<> void Scene::delete_nodes(const set<Shader *> &nodes, const NodeOwner * /*owner*/)
{
/* don't delete unused shaders, not supported */
for (Shader *shader : nodes) {
shader->clear_reference_count();
}
}
template<> void Scene::delete_nodes(const set<Procedural *> &nodes, const NodeOwner *owner)
{
assert_same_owner(nodes, owner);
procedurals.erase_in_set(nodes);
procedural_manager->tag_update();
}
template<> void Scene::delete_nodes(const set<Pass *> &nodes, const NodeOwner *owner)
{
assert_same_owner(nodes, owner);
passes.erase_in_set(nodes);
film->tag_modified();
}
CCL_NAMESPACE_END