Implement instancing for light objects #35

Merged
Bogdan Nagirniak merged 18 commits from BLEN-395 into hydra-render 2023-05-04 15:12:27 +02:00
7 changed files with 33 additions and 24 deletions
Showing only changes of commit 54d3928b1a - Show all commits

View File

@ -280,6 +280,7 @@ void BlenderSceneDelegate::update_objects(Object *object)
pxr::SdfPath id = object_prim_id(object);
ObjectData *obj_data = object_data(id);
if (obj_data) {
obj_data->update_parent();
obj_data->update();
return;
}
@ -288,6 +289,9 @@ void BlenderSceneDelegate::update_objects(Object *object)
}
objects_[id] = ObjectData::create(this, object, id);
obj_data = object_data(id);
obj_data->update_parent();
obj_data->init();
obj_data->insert();
obj_data->update_visibility();
}

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@ -21,7 +21,8 @@ namespace blender::render::hydra {
extern struct CLG_LogRef *LOG_RENDER_HYDRA_SCENE; /* BSD - Blender Scene Delegate */
class BlenderSceneDelegate : public pxr::HdSceneDelegate {
friend MeshData; /* has access to materials and instances */
friend ObjectData; /* has access to instances */
friend MeshData; /* has access to materials */
public:
enum class EngineType { VIEWPORT = 1, FINAL, PREVIEW };

View File

@ -104,7 +104,8 @@ void LightData::update()
{
ID_LOG(2, "");
Light *light = (Light *)((Object *)id)->data;
Object *object = (Object *)id;
Light *light = (Light *)object->data;
if (prim_type(light) != prim_type_) {
remove();
init();

View File

@ -17,7 +17,7 @@ namespace blender::render::hydra {
MeshData::MeshData(BlenderSceneDelegate *scene_delegate,
Object *object,
pxr::SdfPath const &prim_id)
: ObjectData(scene_delegate, object, prim_id), parent_(object->parent)
: ObjectData(scene_delegate, object, prim_id)
{
}
@ -66,20 +66,6 @@ void MeshData::remove()
void MeshData::update()
{
Object *object = (Object *)id;
if (parent_ != object->parent) {
parent_ = object->parent;
/* Looking for corresponded instancer and update it as parent */
for (Object *ob = parent_; ob != nullptr; ob = ob->parent) {
InstancerData *i_data = scene_delegate_->instancer_data(
scene_delegate_->instancer_prim_id(ob));
if (i_data) {
i_data->update_as_parent();
break;
}
}
}
pxr::HdDirtyBits bits = pxr::HdChangeTracker::Clean;
if ((id->recalc & ID_RECALC_GEOMETRY) || (((ID *)object->data)->recalc & ID_RECALC_GEOMETRY)) {
init();

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@ -42,7 +42,6 @@ class MeshData : public ObjectData {
pxr::VtVec3fArray normals_;
MaterialData *mat_data_ = nullptr;
Object *parent_;
};
} // namespace blender::render::hydra

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@ -13,7 +13,7 @@ namespace blender::render::hydra {
ObjectData::ObjectData(BlenderSceneDelegate *scene_delegate,
Object *object,
pxr::SdfPath const &prim_id)
: IdData(scene_delegate, (ID *)object, prim_id), transform(pxr::GfMatrix4d(1.0)), visible(true)
: IdData(scene_delegate, (ID *)object, prim_id), transform(pxr::GfMatrix4d(1.0))
{
}
@ -39,10 +39,6 @@ std::unique_ptr<ObjectData> ObjectData::create(BlenderSceneDelegate *scene_deleg
default:
break;
}
if (data) {
data->init();
data->insert();
}
return data;
}
@ -78,6 +74,25 @@ bool ObjectData::update_visibility()
return ret;
}
void ObjectData::update_parent()
{
Object *object = (Object *)id;
if (parent_ != object->parent) {
ID_LOG(2, "");
parent_ = object->parent;
/* Looking for corresponded instancer and update it as parent */
for (Object *ob = parent_; ob != nullptr; ob = ob->parent) {
InstancerData *i_data = scene_delegate_->instancer_data(
scene_delegate_->instancer_prim_id(ob));
if (i_data) {
i_data->update_as_parent();
break;
}
}
}
}
void ObjectData::write_transform()
{
transform = gf_matrix_from_transform(((Object *)id)->object_to_world);

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@ -24,12 +24,15 @@ class ObjectData : public IdData {
static bool is_supported(Object *object);
virtual bool update_visibility();
void update_parent();
pxr::GfMatrix4d transform;
bool visible;
bool visible = true;
protected:
void write_transform();
Object *parent_ = nullptr;
};
using ObjectDataMap =