forked from blender/blender
Implement instancing for light objects #35
@ -280,6 +280,7 @@ void BlenderSceneDelegate::update_objects(Object *object)
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pxr::SdfPath id = object_prim_id(object);
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pxr::SdfPath id = object_prim_id(object);
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ObjectData *obj_data = object_data(id);
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ObjectData *obj_data = object_data(id);
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if (obj_data) {
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if (obj_data) {
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obj_data->update_parent();
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obj_data->update();
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obj_data->update();
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return;
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return;
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}
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}
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@ -288,6 +289,9 @@ void BlenderSceneDelegate::update_objects(Object *object)
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}
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}
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objects_[id] = ObjectData::create(this, object, id);
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objects_[id] = ObjectData::create(this, object, id);
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obj_data = object_data(id);
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obj_data = object_data(id);
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obj_data->update_parent();
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obj_data->init();
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obj_data->insert();
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obj_data->update_visibility();
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obj_data->update_visibility();
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}
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}
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@ -21,7 +21,8 @@ namespace blender::render::hydra {
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extern struct CLG_LogRef *LOG_RENDER_HYDRA_SCENE; /* BSD - Blender Scene Delegate */
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extern struct CLG_LogRef *LOG_RENDER_HYDRA_SCENE; /* BSD - Blender Scene Delegate */
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class BlenderSceneDelegate : public pxr::HdSceneDelegate {
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class BlenderSceneDelegate : public pxr::HdSceneDelegate {
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friend MeshData; /* has access to materials and instances */
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friend ObjectData; /* has access to instances */
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friend MeshData; /* has access to materials */
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public:
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public:
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enum class EngineType { VIEWPORT = 1, FINAL, PREVIEW };
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enum class EngineType { VIEWPORT = 1, FINAL, PREVIEW };
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@ -104,7 +104,8 @@ void LightData::update()
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{
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{
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ID_LOG(2, "");
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ID_LOG(2, "");
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Light *light = (Light *)((Object *)id)->data;
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Object *object = (Object *)id;
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Light *light = (Light *)object->data;
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if (prim_type(light) != prim_type_) {
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if (prim_type(light) != prim_type_) {
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remove();
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remove();
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init();
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init();
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@ -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), parent_(object->parent)
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: ObjectData(scene_delegate, object, prim_id)
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{
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{
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}
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}
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@ -66,20 +66,6 @@ void MeshData::remove()
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void MeshData::update()
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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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parent_ = object->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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InstancerData *i_data = scene_delegate_->instancer_data(
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scene_delegate_->instancer_prim_id(ob));
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if (i_data) {
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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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pxr::HdDirtyBits bits = pxr::HdChangeTracker::Clean;
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pxr::HdDirtyBits bits = pxr::HdChangeTracker::Clean;
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if ((id->recalc & ID_RECALC_GEOMETRY) || (((ID *)object->data)->recalc & ID_RECALC_GEOMETRY)) {
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if ((id->recalc & ID_RECALC_GEOMETRY) || (((ID *)object->data)->recalc & ID_RECALC_GEOMETRY)) {
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init();
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init();
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@ -42,7 +42,6 @@ class MeshData : public ObjectData {
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pxr::VtVec3fArray normals_;
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pxr::VtVec3fArray normals_;
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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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@ -13,7 +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), transform(pxr::GfMatrix4d(1.0)), visible(true)
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: IdData(scene_delegate, (ID *)object, prim_id), transform(pxr::GfMatrix4d(1.0))
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{
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{
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}
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}
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@ -39,10 +39,6 @@ std::unique_ptr<ObjectData> ObjectData::create(BlenderSceneDelegate *scene_deleg
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default:
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default:
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break;
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break;
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}
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}
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if (data) {
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data->init();
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data->insert();
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}
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return data;
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return data;
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}
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}
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@ -78,6 +74,25 @@ bool ObjectData::update_visibility()
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return ret;
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return ret;
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}
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}
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void ObjectData::update_parent()
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{
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Object *object = (Object *)id;
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if (parent_ != object->parent) {
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ID_LOG(2, "");
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parent_ = object->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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InstancerData *i_data = scene_delegate_->instancer_data(
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scene_delegate_->instancer_prim_id(ob));
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if (i_data) {
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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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void ObjectData::write_transform()
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void ObjectData::write_transform()
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{
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{
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transform = gf_matrix_from_transform(((Object *)id)->object_to_world);
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transform = gf_matrix_from_transform(((Object *)id)->object_to_world);
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@ -24,12 +24,15 @@ class ObjectData : public IdData {
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static bool is_supported(Object *object);
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static bool is_supported(Object *object);
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virtual bool update_visibility();
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virtual bool update_visibility();
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void update_parent();
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pxr::GfMatrix4d transform;
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pxr::GfMatrix4d transform;
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bool visible;
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bool visible = true;
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protected:
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protected:
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void write_transform();
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void write_transform();
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Object *parent_ = nullptr;
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};
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};
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using ObjectDataMap =
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using ObjectDataMap =
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