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
299 lines
8.9 KiB
C++
299 lines
8.9 KiB
C++
/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
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*
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* SPDX-License-Identifier: Apache-2.0 */
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#pragma once
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#include "bvh/params.h"
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#include "scene/devicescene.h"
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#include "scene/film.h"
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#include "scene/image.h"
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#include "scene/shader.h"
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#include "util/param.h"
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#include "util/string.h"
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#include "util/thread.h"
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#include "util/unique_ptr.h"
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#include "util/unique_ptr_vector.h"
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CCL_NAMESPACE_BEGIN
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class AttributeRequestSet;
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class Background;
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class BVH;
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class Camera;
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class Device;
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class DeviceInfo;
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class Film;
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class Integrator;
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class Light;
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class LightManager;
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class LookupTables;
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class Geometry;
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class GeometryManager;
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class Object;
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class ObjectManager;
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class OSLManager;
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class ParticleSystemManager;
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class ParticleSystem;
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class PointCloud;
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class Procedural;
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class ProceduralManager;
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class CurveSystemManager;
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class Shader;
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class ShaderManager;
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class Progress;
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class BakeManager;
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class BakeData;
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class RenderStats;
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class SceneUpdateStats;
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class Volume;
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class VolumeManager;
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/* Scene Parameters */
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class SceneParams {
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public:
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ShadingSystem shadingsystem;
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/* Requested BVH layout.
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*
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* If it's not supported by the device, the widest one from supported ones
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* will be used, but BVH wider than this one will never be used.
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*/
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BVHLayout bvh_layout;
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BVHType bvh_type;
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bool use_bvh_spatial_split;
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bool use_bvh_compact_structure;
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bool use_bvh_unaligned_nodes;
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int num_bvh_time_steps;
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int hair_subdivisions;
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CurveShapeType hair_shape;
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int texture_limit;
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bool background;
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SceneParams()
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{
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shadingsystem = SHADINGSYSTEM_SVM;
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bvh_layout = BVH_LAYOUT_AUTO;
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bvh_type = BVH_TYPE_DYNAMIC;
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use_bvh_spatial_split = false;
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use_bvh_compact_structure = true;
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use_bvh_unaligned_nodes = true;
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num_bvh_time_steps = 0;
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hair_subdivisions = 3;
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hair_shape = CURVE_RIBBON;
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texture_limit = 0;
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background = true;
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}
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bool modified(const SceneParams ¶ms) const
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{
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return !(shadingsystem == params.shadingsystem && bvh_layout == params.bvh_layout &&
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bvh_type == params.bvh_type &&
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use_bvh_spatial_split == params.use_bvh_spatial_split &&
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use_bvh_compact_structure == params.use_bvh_compact_structure &&
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use_bvh_unaligned_nodes == params.use_bvh_unaligned_nodes &&
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num_bvh_time_steps == params.num_bvh_time_steps &&
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hair_subdivisions == params.hair_subdivisions && hair_shape == params.hair_shape &&
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texture_limit == params.texture_limit);
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}
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int curve_subdivisions()
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{
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/* Matching the tessellation rate limit in Embree. */
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return clamp(1 << hair_subdivisions, 1, 16);
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}
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};
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/* Scene */
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class Scene : public NodeOwner {
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public:
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/* Optional name. Is used for logging and reporting. */
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string name;
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/* Maps from Light group names to their pass ID. */
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map<ustring, int> lightgroups;
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/* data */
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unique_ptr<BVH> bvh;
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unique_ptr<LookupTables> lookup_tables;
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Camera *camera;
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Camera *dicing_camera;
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Film *film;
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Background *background;
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Integrator *integrator;
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/* data lists */
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unique_ptr_vector<Background> backgrounds;
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unique_ptr_vector<Film> films;
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unique_ptr_vector<Integrator> integrators;
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unique_ptr_vector<Camera> cameras;
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unique_ptr_vector<Shader> shaders;
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unique_ptr_vector<Pass> passes;
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unique_ptr_vector<ParticleSystem> particle_systems;
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unique_ptr_vector<Geometry> geometry;
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unique_ptr_vector<Object> objects;
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unique_ptr_vector<Procedural> procedurals;
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/* data managers */
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unique_ptr<ImageManager> image_manager;
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unique_ptr<LightManager> light_manager;
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unique_ptr<OSLManager> osl_manager;
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unique_ptr<ShaderManager> shader_manager;
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unique_ptr<GeometryManager> geometry_manager;
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unique_ptr<ObjectManager> object_manager;
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unique_ptr<ParticleSystemManager> particle_system_manager;
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unique_ptr<BakeManager> bake_manager;
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unique_ptr<ProceduralManager> procedural_manager;
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unique_ptr<VolumeManager> volume_manager;
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/* default shaders */
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Shader *default_surface;
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Shader *default_volume;
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Shader *default_light;
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Shader *default_background;
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Shader *default_empty;
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/* device */
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Device *device;
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DeviceScene dscene;
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/* parameters */
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SceneParams params;
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/* mutex must be locked manually by callers */
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thread_mutex mutex;
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bool scene_updated_while_loading_kernels = false;
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/* scene update statistics */
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unique_ptr<SceneUpdateStats> update_stats;
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Scene(const SceneParams ¶ms, Device *device);
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~Scene() override;
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void device_update(Device *device, Progress &progress);
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bool need_global_attribute(AttributeStandard std);
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void need_global_attributes(AttributeRequestSet &attributes);
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enum MotionType { MOTION_NONE = 0, MOTION_PASS, MOTION_BLUR };
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MotionType need_motion() const;
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float motion_shutter_time();
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bool need_update();
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bool need_reset(const bool check_camera = true);
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void reset();
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void device_free();
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void collect_statistics(RenderStats *stats);
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void enable_update_stats();
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bool update(Progress &progress);
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bool update_camera_resolution(Progress &progress, int width, int height);
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bool has_shadow_catcher();
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void tag_shadow_catcher_modified();
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bool has_volume();
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bool has_volume_modified() const;
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void tag_has_volume_modified();
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/* This function is used to create a node of a specified type instead of
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* calling 'new', and sets the scene as the owner of the node.
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* The function has overloads that will also add the created node to the right
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* node array (e.g. Scene::geometry for Geometry nodes) and tag the appropriate
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* manager for an update.
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*/
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template<typename T, typename... Args> T *create_node(Args &&.../*args*/) = delete;
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/* This function is used to delete a node from the scene instead of calling 'delete'
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* and manually removing the node from the data array. It also tags the
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* appropriate manager for an update, if any, and checks that the scene is indeed
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* the owner of the node. Calling this function on a node not owned by the scene
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* will likely cause a crash which we want in order to detect such cases.
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*/
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template<typename T> void delete_node(T *node) = delete;
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/* Remove all nodes in the set from the appropriate data arrays, and tag the
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* specific managers for an update. This assumes that the scene owns the nodes.
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*/
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template<typename T> void delete_nodes(const set<T *> &nodes)
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{
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delete_nodes(nodes, this);
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}
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/* Same as above, but specify the actual owner of all the nodes in the set.
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*/
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template<typename T> void delete_nodes(const set<T *> &nodes, const NodeOwner *owner);
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protected:
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/* Check if some heavy data worth logging was updated.
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* Mainly used to suppress extra annoying logging.
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*/
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bool need_data_update();
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void free_memory(bool final);
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bool kernels_loaded;
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uint loaded_kernel_features;
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void update_kernel_features();
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bool has_shadow_catcher_ = false;
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bool shadow_catcher_modified_ = true;
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bool has_volume_modified_ = true;
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/* Maximum number of closure during session lifetime. */
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int max_closure_global;
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/* Get maximum number of closures to be used in kernel. */
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int get_max_closure_count();
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/* Get size of a volume stack needed to render this scene. */
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int get_volume_stack_size() const;
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bool load_kernels(Progress &progress);
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};
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template<> Light *Scene::create_node<Light>();
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template<> Mesh *Scene::create_node<Mesh>();
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template<> Object *Scene::create_node<Object>();
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template<> Hair *Scene::create_node<Hair>();
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template<> Volume *Scene::create_node<Volume>();
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template<> PointCloud *Scene::create_node<PointCloud>();
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template<> ParticleSystem *Scene::create_node<ParticleSystem>();
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template<> Shader *Scene::create_node<Shader>();
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template<> Pass *Scene::create_node<Pass>();
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template<> Camera *Scene::create_node<Camera>();
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template<> Background *Scene::create_node<Background>();
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template<> Film *Scene::create_node<Film>();
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template<> Integrator *Scene::create_node<Integrator>();
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template<> void Scene::delete_node(Light *node);
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template<> void Scene::delete_node(Mesh *node);
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template<> void Scene::delete_node(Volume *node);
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template<> void Scene::delete_node(PointCloud *node);
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template<> void Scene::delete_node(Hair *node);
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template<> void Scene::delete_node(Geometry *node);
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template<> void Scene::delete_node(Object *node);
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template<> void Scene::delete_node(ParticleSystem *node);
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template<> void Scene::delete_node(Shader *node);
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template<> void Scene::delete_node(Procedural *node);
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template<> void Scene::delete_node(Pass *node);
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template<> void Scene::delete_nodes(const set<Geometry *> &nodes, const NodeOwner *owner);
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template<> void Scene::delete_nodes(const set<Object *> &nodes, const NodeOwner *owner);
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template<> void Scene::delete_nodes(const set<ParticleSystem *> &nodes, const NodeOwner *owner);
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template<> void Scene::delete_nodes(const set<Shader *> &nodes, const NodeOwner *owner);
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template<> void Scene::delete_nodes(const set<Procedural *> &nodes, const NodeOwner *owner);
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template<> void Scene::delete_nodes(const set<Pass *> &nodes, const NodeOwner *owner);
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CCL_NAMESPACE_END
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