forked from blender/blender
Implement instancing for light objects #35
@ -32,6 +32,12 @@ pxr::HdMeshTopology BlenderSceneDelegate::GetMeshTopology(pxr::SdfPath const &id
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pxr::GfMatrix4d BlenderSceneDelegate::GetTransform(pxr::SdfPath const &id)
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{
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CLOG_INFO(LOG_RENDER_HYDRA_SCENE, 3, "%s", id.GetText());
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pxr::SdfPath i_id = instancer_prim_id(id);
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if (!i_id.IsEmpty()) {
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InstancerData *i_data = instancer_data(i_id);
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return i_data->get_transform(id);
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}
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ObjectData *obj_data = object_data(id);
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if (obj_data) {
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return obj_data->transform;
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@ -212,6 +218,18 @@ pxr::SdfPath BlenderSceneDelegate::instancer_prim_id(Object *object) const
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return prim_id((ID *)object, "I");
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}
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pxr::SdfPath BlenderSceneDelegate::instancer_prim_id(pxr::SdfPath const &child_id) const
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{
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int n = child_id.GetPathElementCount();
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if (n == 3) {
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return child_id.GetParentPath();
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}
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if (n == 4) {
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return child_id.GetParentPath().GetParentPath();
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}
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return pxr::SdfPath();
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}
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pxr::SdfPath BlenderSceneDelegate::world_prim_id() const
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{
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return GetDelegateID().AppendElementString("World");
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@ -64,6 +64,7 @@ class BlenderSceneDelegate : public pxr::HdSceneDelegate {
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pxr::SdfPath object_prim_id(Object *object) const;
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pxr::SdfPath material_prim_id(Material *mat) const;
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pxr::SdfPath instancer_prim_id(Object *object) const;
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pxr::SdfPath instancer_prim_id(pxr::SdfPath const &child_id) const;
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pxr::SdfPath world_prim_id() const;
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ObjectData *object_data(pxr::SdfPath const &id) const;
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@ -107,6 +107,11 @@ bool InstancerData::update_visibility()
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return ret;
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}
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pxr::GfMatrix4d InstancerData::get_transform(pxr::SdfPath const &id) const
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{
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return pxr::GfMatrix4d(1.0);
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}
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pxr::HdPrimvarDescriptorVector InstancerData::primvar_descriptors(
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pxr::HdInterpolation interpolation) const
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{
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@ -146,7 +151,6 @@ void InstancerData::check_update(Object *object)
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}
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ObjectData *obj_data = it->second.obj_data.get();
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obj_data->update();
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obj_data->transform = pxr::GfMatrix4d(1.0);
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pxr::HdDirtyBits bits = pxr::HdChangeTracker::Clean;
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if (object->id.recalc & ID_RECALC_TRANSFORM) {
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@ -211,24 +215,36 @@ void InstancerData::set_instances()
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int index = 0;
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Instance *inst;
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pxr::SdfPath p_id;
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Object *ob;
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ListBase *lb = object_duplilist(
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scene_delegate_->depsgraph, scene_delegate_->scene, (Object *)id);
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LISTBASE_FOREACH (DupliObject *, dupli, lb) {
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ob = dupli->ob;
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if (!is_supported(ob)) {
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continue;
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}
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p_id = object_prim_id(dupli->ob);
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auto it = mesh_instances_.find(p_id);
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if (it == mesh_instances_.end()) {
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inst = &mesh_instances_[p_id];
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if (!is_supported(dupli->ob)) {
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continue;
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if (ob->type == OB_LAMP) {
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auto it = mesh_instances_.find(p_id);
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if (it == mesh_instances_.end()) {
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inst = &mesh_instances_[p_id];
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inst->obj_data = std::make_unique<LightData>(scene_delegate_, ob, p_id);
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inst->obj_data->init();
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}
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else {
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inst = &it->second;
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}
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inst->obj_data = ObjectData::create(scene_delegate_, dupli->ob, p_id);
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/* Instance's transform should be identity */
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inst->obj_data->transform = pxr::GfMatrix4d(1.0);
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}
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else {
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inst = &it->second;
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auto it = mesh_instances_.find(p_id);
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if (it == mesh_instances_.end()) {
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inst = &mesh_instances_[p_id];
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inst->obj_data = ObjectData::create(scene_delegate_, ob, p_id);
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}
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else {
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inst = &it->second;
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}
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}
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mesh_transforms_.push_back(gf_matrix_from_transform(dupli->mat));
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inst->indices.push_back(index);
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@ -31,6 +31,7 @@ class InstancerData : public ObjectData {
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pxr::VtValue get_data(pxr::TfToken const &key) const override;
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bool update_visibility() override;
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pxr::GfMatrix4d get_transform(pxr::SdfPath const &id) const;
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pxr::HdPrimvarDescriptorVector primvar_descriptors(pxr::HdInterpolation interpolation) const;
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pxr::VtIntArray indices(pxr::SdfPath const &id) const;
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ObjectData *object_data(pxr::SdfPath const &id) const;
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