
This commit implements traversal for QBVH tree, which is based on the old loop code for traversal itself and Embree for node intersection. This commit also does some changes to the loop inspired by Embree: - Visibility flags are only checked for primitives. Doing visibility check for every node cost quite reasonable amount of time and in most cases those checks are true-positive. Other idea here would be to do visibility checks for leaf nodes only, but this would need to be investigated further. - For minimum hair width we extend all the nodes' bounding boxes. Again doing curve visibility check is quite costly for each of the nodes and those checks returns truth for most of the hierarchy anyway. There are number of possible optimization still, but current state is good enough in terms it makes rendering faster a little bit after recent watertight commit. Currently QBVH is only implemented for CPU with SSE2 support at least. All other devices would need to be supported later (if that'd make sense from performance point of view). The code is enabled for compilation in kernel. but blender wouldn't use it still.
221 lines
4.9 KiB
C++
221 lines
4.9 KiB
C++
/*
|
|
* 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 __SCENE_H__
|
|
#define __SCENE_H__
|
|
|
|
#include "image.h"
|
|
#include "shader.h"
|
|
|
|
#include "device_memory.h"
|
|
|
|
#include "kernel_types.h"
|
|
|
|
#include "util_param.h"
|
|
#include "util_string.h"
|
|
#include "util_system.h"
|
|
#include "util_thread.h"
|
|
#include "util_types.h"
|
|
#include "util_vector.h"
|
|
|
|
CCL_NAMESPACE_BEGIN
|
|
|
|
class AttributeRequestSet;
|
|
class Background;
|
|
class Camera;
|
|
class Device;
|
|
class DeviceInfo;
|
|
class Film;
|
|
class Integrator;
|
|
class Light;
|
|
class LightManager;
|
|
class LookupTables;
|
|
class Mesh;
|
|
class MeshManager;
|
|
class Object;
|
|
class ObjectManager;
|
|
class ParticleSystemManager;
|
|
class ParticleSystem;
|
|
class CurveSystemManager;
|
|
class Shader;
|
|
class ShaderManager;
|
|
class Progress;
|
|
class BakeManager;
|
|
class BakeData;
|
|
|
|
/* Scene Device Data */
|
|
|
|
class DeviceScene {
|
|
public:
|
|
/* BVH */
|
|
device_vector<float4> bvh_nodes;
|
|
device_vector<uint> object_node;
|
|
device_vector<float4> tri_woop;
|
|
device_vector<uint> prim_type;
|
|
device_vector<uint> prim_visibility;
|
|
device_vector<uint> prim_index;
|
|
device_vector<uint> prim_object;
|
|
|
|
/* mesh */
|
|
device_vector<uint> tri_shader;
|
|
device_vector<float4> tri_vnormal;
|
|
device_vector<float4> tri_vindex;
|
|
device_vector<float4> tri_verts;
|
|
|
|
device_vector<float4> curves;
|
|
device_vector<float4> curve_keys;
|
|
|
|
/* objects */
|
|
device_vector<float4> objects;
|
|
device_vector<float4> objects_vector;
|
|
|
|
/* attributes */
|
|
device_vector<uint4> attributes_map;
|
|
device_vector<float> attributes_float;
|
|
device_vector<float4> attributes_float3;
|
|
device_vector<uchar4> attributes_uchar4;
|
|
|
|
/* lights */
|
|
device_vector<float4> light_distribution;
|
|
device_vector<float4> light_data;
|
|
device_vector<float2> light_background_marginal_cdf;
|
|
device_vector<float2> light_background_conditional_cdf;
|
|
|
|
/* particles */
|
|
device_vector<float4> particles;
|
|
|
|
/* shaders */
|
|
device_vector<uint4> svm_nodes;
|
|
device_vector<uint> shader_flag;
|
|
device_vector<uint> object_flag;
|
|
|
|
/* lookup tables */
|
|
device_vector<float> lookup_table;
|
|
|
|
/* integrator */
|
|
device_vector<uint> sobol_directions;
|
|
|
|
/* cpu images */
|
|
device_vector<uchar4> tex_image[TEX_EXTENDED_NUM_IMAGES_CPU];
|
|
device_vector<float4> tex_float_image[TEX_EXTENDED_NUM_FLOAT_IMAGES];
|
|
|
|
/* opencl images */
|
|
device_vector<uchar4> tex_image_packed;
|
|
device_vector<uint4> tex_image_packed_info;
|
|
|
|
KernelData data;
|
|
};
|
|
|
|
/* Scene Parameters */
|
|
|
|
class SceneParams {
|
|
public:
|
|
ShadingSystem shadingsystem;
|
|
enum BVHType { BVH_DYNAMIC, BVH_STATIC } bvh_type;
|
|
bool use_bvh_cache;
|
|
bool use_bvh_spatial_split;
|
|
bool use_qbvh;
|
|
bool persistent_data;
|
|
|
|
SceneParams()
|
|
{
|
|
shadingsystem = SHADINGSYSTEM_SVM;
|
|
bvh_type = BVH_DYNAMIC;
|
|
use_bvh_cache = false;
|
|
use_bvh_spatial_split = false;
|
|
use_qbvh = false;
|
|
persistent_data = false;
|
|
}
|
|
|
|
bool modified(const SceneParams& params)
|
|
{ return !(shadingsystem == params.shadingsystem
|
|
&& bvh_type == params.bvh_type
|
|
&& use_bvh_cache == params.use_bvh_cache
|
|
&& use_bvh_spatial_split == params.use_bvh_spatial_split
|
|
&& use_qbvh == params.use_qbvh
|
|
&& persistent_data == params.persistent_data); }
|
|
};
|
|
|
|
/* Scene */
|
|
|
|
class Scene {
|
|
public:
|
|
/* data */
|
|
Camera *camera;
|
|
LookupTables *lookup_tables;
|
|
Film *film;
|
|
Background *background;
|
|
Integrator *integrator;
|
|
|
|
/* data lists */
|
|
vector<Object*> objects;
|
|
vector<Mesh*> meshes;
|
|
vector<Shader*> shaders;
|
|
vector<Light*> lights;
|
|
vector<ParticleSystem*> particle_systems;
|
|
|
|
/* data managers */
|
|
ImageManager *image_manager;
|
|
LightManager *light_manager;
|
|
ShaderManager *shader_manager;
|
|
MeshManager *mesh_manager;
|
|
ObjectManager *object_manager;
|
|
ParticleSystemManager *particle_system_manager;
|
|
CurveSystemManager *curve_system_manager;
|
|
BakeManager *bake_manager;
|
|
|
|
/* default shaders */
|
|
int default_surface;
|
|
int default_light;
|
|
int default_background;
|
|
int default_empty;
|
|
|
|
/* device */
|
|
Device *device;
|
|
DeviceScene dscene;
|
|
|
|
/* parameters */
|
|
SceneParams params;
|
|
|
|
/* mutex must be locked manually by callers */
|
|
thread_mutex mutex;
|
|
|
|
Scene(const SceneParams& params, const DeviceInfo& device_info);
|
|
~Scene();
|
|
|
|
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(bool advanced_shading = true);
|
|
|
|
bool need_update();
|
|
bool need_reset();
|
|
|
|
void reset();
|
|
void device_free();
|
|
|
|
protected:
|
|
void free_memory(bool final);
|
|
};
|
|
|
|
CCL_NAMESPACE_END
|
|
|
|
#endif /* __SCENE_H__ */
|
|
|