forked from blender/blender
Implement instancing for light objects #35
@ -17,7 +17,7 @@ namespace blender::render::hydra {
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MeshData::MeshData(BlenderSceneDelegate *scene_delegate,
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MeshData::MeshData(BlenderSceneDelegate *scene_delegate,
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Object *object,
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Object *object,
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pxr::SdfPath const &prim_id)
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pxr::SdfPath const &prim_id)
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: ObjectData(scene_delegate, object, prim_id)
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: ObjectData(scene_delegate, object, prim_id), parent_(object->parent)
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{
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{
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}
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}
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@ -67,13 +67,15 @@ void MeshData::update()
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{
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{
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Object *object = (Object *)id;
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Object *object = (Object *)id;
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if (parent_ != object->parent) {
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if (parent_ != object->parent) {
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/* parent was changed */
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parent_ = object->parent;
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parent_ = object->parent;
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if (parent_) {
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pxr::SdfPath i_id = scene_delegate_->instancer_prim_id(parent_);
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/* Looking for corresponded instancer and update it as parent */
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for (Object *ob = parent_; ob != nullptr; ob = ob->parent) {
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pxr::SdfPath i_id = scene_delegate_->instancer_prim_id(ob);
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InstancerData *i_data = scene_delegate_->instancer_data(i_id);
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InstancerData *i_data = scene_delegate_->instancer_data(i_id);
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if (i_data) {
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if (i_data) {
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i_data->update_as_parent();
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i_data->update_as_parent();
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break;
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}
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}
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}
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}
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}
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}
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@ -29,7 +29,7 @@ class MeshData : public ObjectData {
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pxr::HdPrimvarDescriptorVector primvar_descriptors(pxr::HdInterpolation interpolation) const;
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pxr::HdPrimvarDescriptorVector primvar_descriptors(pxr::HdInterpolation interpolation) const;
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pxr::SdfPath material_id() const;
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pxr::SdfPath material_id() const;
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protected:
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private:
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void write_mesh(Mesh *mesh);
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void write_mesh(Mesh *mesh);
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void write_material();
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void write_material();
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void write_uv_maps(Mesh *mesh);
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void write_uv_maps(Mesh *mesh);
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@ -43,6 +43,7 @@ class MeshData : public ObjectData {
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pxr::VtMatrix4dArray instances_;
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pxr::VtMatrix4dArray instances_;
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MaterialData *mat_data_ = nullptr;
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MaterialData *mat_data_ = nullptr;
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Object *parent_;
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};
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};
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} // namespace blender::render::hydra
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} // namespace blender::render::hydra
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@ -13,10 +13,7 @@ namespace blender::render::hydra {
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ObjectData::ObjectData(BlenderSceneDelegate *scene_delegate,
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ObjectData::ObjectData(BlenderSceneDelegate *scene_delegate,
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Object *object,
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Object *object,
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pxr::SdfPath const &prim_id)
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pxr::SdfPath const &prim_id)
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: IdData(scene_delegate, (ID *)object, prim_id),
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: IdData(scene_delegate, (ID *)object, prim_id), transform(pxr::GfMatrix4d(1.0)), visible(true)
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transform(pxr::GfMatrix4d(1.0)),
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visible(true),
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parent_(object->parent)
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{
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{
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}
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}
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@ -29,9 +29,7 @@ class ObjectData : public IdData {
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bool visible;
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bool visible;
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protected:
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protected:
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virtual void write_transform();
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void write_transform();
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Object *parent_;
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};
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};
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using ObjectDataMap =
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using ObjectDataMap =
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