Break up geometry.cpp and scene.cpp file into smaller pieces #107079
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@ -15,6 +15,7 @@ set(SRC
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camera.cpp
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colorspace.cpp
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constant_fold.cpp
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devicescene.cpp
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film.cpp
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geometry.cpp
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geometry_attributes.cpp
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@ -58,6 +59,7 @@ set(SRC_HEADERS
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camera.h
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colorspace.h
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constant_fold.h
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devicescene.h
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film.h
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geometry.h
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hair.h
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@ -0,0 +1,64 @@
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/* SPDX-License-Identifier: Apache-2.0
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* Copyright 2011-2022 Blender Foundation */
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#include "scene/devicescene.h"
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#include "device/device.h"
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#include "device/memory.h"
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CCL_NAMESPACE_BEGIN
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DeviceScene::DeviceScene(Device *device)
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: bvh_nodes(device, "bvh_nodes", MEM_GLOBAL),
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bvh_leaf_nodes(device, "bvh_leaf_nodes", MEM_GLOBAL),
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object_node(device, "object_node", MEM_GLOBAL),
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prim_type(device, "prim_type", MEM_GLOBAL),
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prim_visibility(device, "prim_visibility", MEM_GLOBAL),
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prim_index(device, "prim_index", MEM_GLOBAL),
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prim_object(device, "prim_object", MEM_GLOBAL),
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prim_time(device, "prim_time", MEM_GLOBAL),
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tri_verts(device, "tri_verts", MEM_GLOBAL),
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tri_shader(device, "tri_shader", MEM_GLOBAL),
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tri_vnormal(device, "tri_vnormal", MEM_GLOBAL),
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tri_vindex(device, "tri_vindex", MEM_GLOBAL),
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tri_patch(device, "tri_patch", MEM_GLOBAL),
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tri_patch_uv(device, "tri_patch_uv", MEM_GLOBAL),
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curves(device, "curves", MEM_GLOBAL),
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curve_keys(device, "curve_keys", MEM_GLOBAL),
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curve_segments(device, "curve_segments", MEM_GLOBAL),
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patches(device, "patches", MEM_GLOBAL),
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points(device, "points", MEM_GLOBAL),
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points_shader(device, "points_shader", MEM_GLOBAL),
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objects(device, "objects", MEM_GLOBAL),
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object_motion_pass(device, "object_motion_pass", MEM_GLOBAL),
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object_motion(device, "object_motion", MEM_GLOBAL),
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object_flag(device, "object_flag", MEM_GLOBAL),
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object_volume_step(device, "object_volume_step", MEM_GLOBAL),
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object_prim_offset(device, "object_prim_offset", MEM_GLOBAL),
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camera_motion(device, "camera_motion", MEM_GLOBAL),
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attributes_map(device, "attributes_map", MEM_GLOBAL),
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attributes_float(device, "attributes_float", MEM_GLOBAL),
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attributes_float2(device, "attributes_float2", MEM_GLOBAL),
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attributes_float3(device, "attributes_float3", MEM_GLOBAL),
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attributes_float4(device, "attributes_float4", MEM_GLOBAL),
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attributes_uchar4(device, "attributes_uchar4", MEM_GLOBAL),
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light_distribution(device, "light_distribution", MEM_GLOBAL),
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lights(device, "lights", MEM_GLOBAL),
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light_background_marginal_cdf(device, "light_background_marginal_cdf", MEM_GLOBAL),
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light_background_conditional_cdf(device, "light_background_conditional_cdf", MEM_GLOBAL),
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light_tree_nodes(device, "light_tree_nodes", MEM_GLOBAL),
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light_tree_emitters(device, "light_tree_emitters", MEM_GLOBAL),
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light_to_tree(device, "light_to_tree", MEM_GLOBAL),
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object_to_tree(device, "object_to_tree", MEM_GLOBAL),
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object_lookup_offset(device, "object_lookup_offset", MEM_GLOBAL),
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triangle_to_tree(device, "triangle_to_tree", MEM_GLOBAL),
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particles(device, "particles", MEM_GLOBAL),
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svm_nodes(device, "svm_nodes", MEM_GLOBAL),
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shaders(device, "shaders", MEM_GLOBAL),
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lookup_table(device, "lookup_table", MEM_GLOBAL),
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sample_pattern_lut(device, "sample_pattern_lut", MEM_GLOBAL),
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ies_lights(device, "ies", MEM_GLOBAL)
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{
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memset((void *)&data, 0, sizeof(data));
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}
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CCL_NAMESPACE_END
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@ -0,0 +1,101 @@
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/* SPDX-License-Identifier: Apache-2.0
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* Copyright 2011-2022 Blender Foundation */
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#ifndef __DEVICESCENE_H__
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#define __DEVICESCENE_H__
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#include "device/device.h"
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#include "device/memory.h"
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#include "util/types.h"
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#include "util/vector.h"
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CCL_NAMESPACE_BEGIN
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class DeviceScene {
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public:
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/* BVH */
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device_vector<int4> bvh_nodes;
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device_vector<int4> bvh_leaf_nodes;
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device_vector<int> object_node;
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device_vector<int> prim_type;
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device_vector<uint> prim_visibility;
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device_vector<int> prim_index;
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device_vector<int> prim_object;
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device_vector<float2> prim_time;
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/* mesh */
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device_vector<packed_float3> tri_verts;
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device_vector<uint> tri_shader;
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device_vector<packed_float3> tri_vnormal;
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device_vector<packed_uint3> tri_vindex;
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device_vector<uint> tri_patch;
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device_vector<float2> tri_patch_uv;
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device_vector<KernelCurve> curves;
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device_vector<float4> curve_keys;
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device_vector<KernelCurveSegment> curve_segments;
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device_vector<uint> patches;
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/* point-cloud */
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device_vector<float4> points;
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device_vector<uint> points_shader;
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/* objects */
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device_vector<KernelObject> objects;
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device_vector<Transform> object_motion_pass;
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device_vector<DecomposedTransform> object_motion;
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device_vector<uint> object_flag;
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device_vector<float> object_volume_step;
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device_vector<uint> object_prim_offset;
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/* cameras */
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device_vector<DecomposedTransform> camera_motion;
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/* attributes */
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device_vector<AttributeMap> attributes_map;
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device_vector<float> attributes_float;
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device_vector<float2> attributes_float2;
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device_vector<packed_float3> attributes_float3;
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device_vector<float4> attributes_float4;
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device_vector<uchar4> attributes_uchar4;
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/* lights */
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device_vector<KernelLightDistribution> light_distribution;
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device_vector<KernelLight> lights;
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device_vector<float2> light_background_marginal_cdf;
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device_vector<float2> light_background_conditional_cdf;
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/* light tree */
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device_vector<KernelLightTreeNode> light_tree_nodes;
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device_vector<KernelLightTreeEmitter> light_tree_emitters;
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device_vector<uint> light_to_tree;
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device_vector<uint> object_to_tree;
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device_vector<uint> object_lookup_offset;
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device_vector<uint> triangle_to_tree;
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/* particles */
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device_vector<KernelParticle> particles;
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/* shaders */
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device_vector<int4> svm_nodes;
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device_vector<KernelShader> shaders;
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/* lookup tables */
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device_vector<float> lookup_table;
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/* integrator */
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device_vector<float> sample_pattern_lut;
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/* IES lights */
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device_vector<float> ies_lights;
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KernelData data;
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DeviceScene(Device *device);
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};
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CCL_NAMESPACE_END
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#endif /* __DEVICESCENE_H__ */
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@ -24,6 +24,7 @@
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#include "scene/svm.h"
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#include "scene/tables.h"
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#include "scene/volume.h"
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#include "scene/devicescene.h"
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#include "session/session.h"
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#include "util/foreach.h"
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@ -33,59 +34,7 @@
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CCL_NAMESPACE_BEGIN
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DeviceScene::DeviceScene(Device *device)
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: bvh_nodes(device, "bvh_nodes", MEM_GLOBAL),
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bvh_leaf_nodes(device, "bvh_leaf_nodes", MEM_GLOBAL),
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object_node(device, "object_node", MEM_GLOBAL),
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prim_type(device, "prim_type", MEM_GLOBAL),
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prim_visibility(device, "prim_visibility", MEM_GLOBAL),
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prim_index(device, "prim_index", MEM_GLOBAL),
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prim_object(device, "prim_object", MEM_GLOBAL),
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prim_time(device, "prim_time", MEM_GLOBAL),
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tri_verts(device, "tri_verts", MEM_GLOBAL),
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tri_shader(device, "tri_shader", MEM_GLOBAL),
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tri_vnormal(device, "tri_vnormal", MEM_GLOBAL),
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tri_vindex(device, "tri_vindex", MEM_GLOBAL),
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tri_patch(device, "tri_patch", MEM_GLOBAL),
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tri_patch_uv(device, "tri_patch_uv", MEM_GLOBAL),
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curves(device, "curves", MEM_GLOBAL),
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curve_keys(device, "curve_keys", MEM_GLOBAL),
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curve_segments(device, "curve_segments", MEM_GLOBAL),
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patches(device, "patches", MEM_GLOBAL),
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points(device, "points", MEM_GLOBAL),
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points_shader(device, "points_shader", MEM_GLOBAL),
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objects(device, "objects", MEM_GLOBAL),
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object_motion_pass(device, "object_motion_pass", MEM_GLOBAL),
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object_motion(device, "object_motion", MEM_GLOBAL),
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object_flag(device, "object_flag", MEM_GLOBAL),
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object_volume_step(device, "object_volume_step", MEM_GLOBAL),
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object_prim_offset(device, "object_prim_offset", MEM_GLOBAL),
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camera_motion(device, "camera_motion", MEM_GLOBAL),
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attributes_map(device, "attributes_map", MEM_GLOBAL),
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attributes_float(device, "attributes_float", MEM_GLOBAL),
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attributes_float2(device, "attributes_float2", MEM_GLOBAL),
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attributes_float3(device, "attributes_float3", MEM_GLOBAL),
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attributes_float4(device, "attributes_float4", MEM_GLOBAL),
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attributes_uchar4(device, "attributes_uchar4", MEM_GLOBAL),
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light_distribution(device, "light_distribution", MEM_GLOBAL),
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lights(device, "lights", MEM_GLOBAL),
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light_background_marginal_cdf(device, "light_background_marginal_cdf", MEM_GLOBAL),
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light_background_conditional_cdf(device, "light_background_conditional_cdf", MEM_GLOBAL),
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light_tree_nodes(device, "light_tree_nodes", MEM_GLOBAL),
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light_tree_emitters(device, "light_tree_emitters", MEM_GLOBAL),
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light_to_tree(device, "light_to_tree", MEM_GLOBAL),
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object_to_tree(device, "object_to_tree", MEM_GLOBAL),
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object_lookup_offset(device, "object_lookup_offset", MEM_GLOBAL),
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triangle_to_tree(device, "triangle_to_tree", MEM_GLOBAL),
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particles(device, "particles", MEM_GLOBAL),
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svm_nodes(device, "svm_nodes", MEM_GLOBAL),
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shaders(device, "shaders", MEM_GLOBAL),
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lookup_table(device, "lookup_table", MEM_GLOBAL),
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sample_pattern_lut(device, "sample_pattern_lut", MEM_GLOBAL),
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ies_lights(device, "ies", MEM_GLOBAL)
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{
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memset((void *)&data, 0, sizeof(data));
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}
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Scene::Scene(const SceneParams ¶ms_, Device *device)
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: name("Scene"),
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@ -9,17 +9,13 @@
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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 "device/device.h"
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#include "device/memory.h"
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#include "scene/devicescene.h"
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#include "util/param.h"
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#include "util/string.h"
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#include "util/system.h"
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#include "util/texture.h"
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#include "util/thread.h"
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#include "util/types.h"
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#include "util/vector.h"
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CCL_NAMESPACE_BEGIN
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||||
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@ -53,92 +49,7 @@ class BakeData;
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class RenderStats;
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class SceneUpdateStats;
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class Volume;
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/* Scene Device Data */
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||||
|
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class DeviceScene {
|
||||
public:
|
||||
/* BVH */
|
||||
device_vector<int4> bvh_nodes;
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||||
device_vector<int4> bvh_leaf_nodes;
|
||||
device_vector<int> object_node;
|
||||
device_vector<int> prim_type;
|
||||
device_vector<uint> prim_visibility;
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||||
device_vector<int> prim_index;
|
||||
device_vector<int> prim_object;
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||||
device_vector<float2> prim_time;
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||||
|
||||
/* mesh */
|
||||
device_vector<packed_float3> tri_verts;
|
||||
device_vector<uint> tri_shader;
|
||||
device_vector<packed_float3> tri_vnormal;
|
||||
device_vector<packed_uint3> tri_vindex;
|
||||
device_vector<uint> tri_patch;
|
||||
device_vector<float2> tri_patch_uv;
|
||||
|
||||
device_vector<KernelCurve> curves;
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||||
device_vector<float4> curve_keys;
|
||||
device_vector<KernelCurveSegment> curve_segments;
|
||||
|
||||
device_vector<uint> patches;
|
||||
|
||||
/* point-cloud */
|
||||
device_vector<float4> points;
|
||||
device_vector<uint> points_shader;
|
||||
|
||||
/* objects */
|
||||
device_vector<KernelObject> objects;
|
||||
device_vector<Transform> object_motion_pass;
|
||||
device_vector<DecomposedTransform> object_motion;
|
||||
device_vector<uint> object_flag;
|
||||
device_vector<float> object_volume_step;
|
||||
device_vector<uint> object_prim_offset;
|
||||
|
||||
/* cameras */
|
||||
device_vector<DecomposedTransform> camera_motion;
|
||||
|
||||
/* attributes */
|
||||
device_vector<AttributeMap> attributes_map;
|
||||
device_vector<float> attributes_float;
|
||||
device_vector<float2> attributes_float2;
|
||||
device_vector<packed_float3> attributes_float3;
|
||||
device_vector<float4> attributes_float4;
|
||||
device_vector<uchar4> attributes_uchar4;
|
||||
|
||||
/* lights */
|
||||
device_vector<KernelLightDistribution> light_distribution;
|
||||
device_vector<KernelLight> lights;
|
||||
device_vector<float2> light_background_marginal_cdf;
|
||||
device_vector<float2> light_background_conditional_cdf;
|
||||
|
||||
/* light tree */
|
||||
device_vector<KernelLightTreeNode> light_tree_nodes;
|
||||
device_vector<KernelLightTreeEmitter> light_tree_emitters;
|
||||
device_vector<uint> light_to_tree;
|
||||
device_vector<uint> object_to_tree;
|
||||
device_vector<uint> object_lookup_offset;
|
||||
device_vector<uint> triangle_to_tree;
|
||||
|
||||
/* particles */
|
||||
device_vector<KernelParticle> particles;
|
||||
|
||||
/* shaders */
|
||||
device_vector<int4> svm_nodes;
|
||||
device_vector<KernelShader> shaders;
|
||||
|
||||
/* lookup tables */
|
||||
device_vector<float> lookup_table;
|
||||
|
||||
/* integrator */
|
||||
device_vector<float> sample_pattern_lut;
|
||||
|
||||
/* IES lights */
|
||||
device_vector<float> ies_lights;
|
||||
|
||||
KernelData data;
|
||||
|
||||
DeviceScene(Device *device);
|
||||
};
|
||||
class DeviceScene;
|
||||
|
||||
/* Scene Parameters */
|
||||
|
||||
|
|
Loading…
Reference in New Issue