Cycles render engine, initial commit. This is the engine itself, blender modifications and build instructions will follow later.
Cycles uses code from some great open source projects, many thanks them: * BVH building and traversal code from NVidia's "Understanding the Efficiency of Ray Traversal on GPUs": http://code.google.com/p/understanding-the-efficiency-of-ray-traversal-on-gpus/ * Open Shading Language for a large part of the shading system: http://code.google.com/p/openshadinglanguage/ * Blender for procedural textures and a few other nodes. * Approximate Catmull Clark subdivision from NVidia Mesh tools: http://code.google.com/p/nvidia-mesh-tools/ * Sobol direction vectors from: http://web.maths.unsw.edu.au/~fkuo/sobol/ * Film response functions from: http://www.cs.columbia.edu/CAVE/software/softlib/dorf.php
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intern/cycles/render/object.h
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intern/cycles/render/object.h
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/*
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* Copyright 2011, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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#ifndef __OBJECT_H__
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#define __OBJECT_H__
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#include "util_boundbox.h"
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#include "util_param.h"
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#include "util_transform.h"
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#include "util_types.h"
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CCL_NAMESPACE_BEGIN
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class Device;
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class DeviceScene;
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class Mesh;
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class Progress;
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class Scene;
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class Transform;
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/* Object */
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class Object {
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public:
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Mesh *mesh;
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Transform tfm;
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BoundBox bounds;
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ustring name;
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vector<ParamValue> attributes;
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Object();
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~Object();
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void tag_update(Scene *scene);
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void compute_bounds();
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void apply_transform();
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};
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/* Object Manager */
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class ObjectManager {
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public:
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bool need_update;
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ObjectManager();
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~ObjectManager();
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void device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress);
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void device_update_transforms(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress);
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void device_free(Device *device, DeviceScene *dscene);
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void tag_update(Scene *scene);
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void apply_static_transforms(Scene *scene, Progress& progress);
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};
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CCL_NAMESPACE_END
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#endif /* __OBJECT_H__ */
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