| 41 | } |
| 42 | |
| 43 | void DistributedWorld::commit() |
| 44 | { |
| 45 | World::commit(); |
| 46 | |
| 47 | allRegions.clear(); |
| 48 | myRegions.clear(); |
| 49 | myRegionIds.clear(); |
| 50 | regionOwners.clear(); |
| 51 | |
| 52 | localRegions = getParamDataT<box3f>("region"); |
| 53 | if (localRegions) { |
| 54 | std::copy(localRegions->begin(), |
| 55 | localRegions->end(), |
| 56 | std::back_inserter(myRegions)); |
| 57 | } else { |
| 58 | // Assume we're going to treat everything on this node as a one region, |
| 59 | // either for data-parallel rendering or to switch to replicated |
| 60 | // rendering |
| 61 | box3f localBounds; |
| 62 | if (getSh()->super.embreeSceneHandleGeometries) { |
| 63 | box4f b; |
| 64 | rtcGetSceneBounds( |
| 65 | getSh()->super.embreeSceneHandleGeometries, (RTCBounds *)&b); |
| 66 | localBounds.extend(box3f(vec3f(b.lower.x, b.lower.y, b.lower.z), |
| 67 | vec3f(b.upper.x, b.upper.y, b.upper.z))); |
| 68 | } |
| 69 | |
| 70 | #ifdef OSPRAY_ENABLE_VOLUMES |
| 71 | if (getSh()->super.embreeSceneHandleVolumes) { |
| 72 | box4f b; |
| 73 | rtcGetSceneBounds( |
| 74 | getSh()->super.embreeSceneHandleVolumes, (RTCBounds *)&b); |
| 75 | localBounds.extend(box3f(vec3f(b.lower.x, b.lower.y, b.lower.z), |
| 76 | vec3f(b.upper.x, b.upper.y, b.upper.z))); |
| 77 | } |
| 78 | #endif |
| 79 | myRegions.push_back(localBounds); |
| 80 | } |
| 81 | |
| 82 | // Figure out the unique regions on this node which we can send |
| 83 | // to the others to build the distributed world |
| 84 | std::sort( |
| 85 | myRegions.begin(), myRegions.end(), [](const box3f &a, const box3f &b) { |
| 86 | return a.lower < b.lower || (a.lower == b.lower && a.upper < b.upper); |
| 87 | }); |
| 88 | auto last = std::unique(myRegions.begin(), myRegions.end()); |
| 89 | myRegions.erase(last, myRegions.end()); |
| 90 | |
| 91 | exchangeRegions(); |
| 92 | |
| 93 | if (regionScene) { |
| 94 | rtcReleaseScene(regionScene); |
| 95 | regionScene = nullptr; |
| 96 | } |
| 97 | |
| 98 | if (allRegions.size() > 0) { |
| 99 | // Setup the boxes geometry which we'll use to leverage Embree for |
| 100 | // accurately determining region visibility |