forked from blender/blender
Make object visibility and instancing creation to be calculated via depsgraph #57
@ -31,6 +31,7 @@ BlenderSceneDelegate::BlenderSceneDelegate(pxr::HdRenderIndex *parent_index,
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Engine *engine)
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: HdSceneDelegate(parent_index, delegate_id), engine(engine)
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{
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instancer_data_ = std::make_unique<InstancerData>(this, instancer_prim_id());
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}
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pxr::HdMeshTopology BlenderSceneDelegate::GetMeshTopology(pxr::SdfPath const &id)
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@ -433,18 +434,19 @@ void BlenderSceneDelegate::check_updates()
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void BlenderSceneDelegate::update_collection()
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{
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/* Add or update available objects */
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Set<std::string> available_objects;
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DEGObjectIterSettings settings = {0};
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settings.depsgraph = depsgraph;
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settings.flags = DEG_ITER_OBJECT_FLAG_LINKED_DIRECTLY | DEG_ITER_OBJECT_FLAG_LINKED_VIA_SET |
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DEG_ITER_OBJECT_FLAG_VISIBLE;
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DEG_ITER_OBJECT_FLAG_VISIBLE | DEG_ITER_OBJECT_FLAG_DUPLI;
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DEGObjectIterData data = {0};
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data.settings = &settings;
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data.graph = settings.depsgraph;
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data.flag = settings.flags;
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instancer_data_->pre_update();
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ITER_BEGIN (DEG_iterator_objects_begin,
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DEG_iterator_objects_next,
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DEG_iterator_objects_end,
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@ -452,6 +454,11 @@ void BlenderSceneDelegate::update_collection()
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Object *,
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object)
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{
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if (data.dupli_object_current) {
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instancer_data_->update_instance(data.dupli_parent, data.dupli_object_current);
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continue;
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}
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if (!ObjectData::is_supported(object)) {
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continue;
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}
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@ -477,14 +484,7 @@ void BlenderSceneDelegate::update_collection()
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}
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ITER_END;
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if (!instancer_data_) {
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instancer_data_ = std::make_unique<InstancerData>(this, instancer_prim_id());
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instancer_data_->init();
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instancer_data_->insert();
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}
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else {
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instancer_data_->update();
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}
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instancer_data_->post_update();
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/* Remove unused objects */
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objects_.remove_if([&](auto item) {
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@ -51,12 +51,16 @@ void InstancerData::remove()
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for (auto &m_inst : mesh_instances_.values()) {
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m_inst.data->remove();
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}
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scene_delegate_->GetRenderIndex().RemoveInstancer(prim_id);
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if (!mesh_instances_.is_empty()) {
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scene_delegate_->GetRenderIndex().RemoveInstancer(prim_id);
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}
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mesh_instances_.clear();
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for (auto &l_inst : light_instances_.values()) {
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l_inst.transforms.clear();
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update_light_instance(l_inst);
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}
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light_instances_.clear();
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}
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void InstancerData::update()
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@ -104,6 +108,94 @@ bool InstancerData::update_visibility()
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return ret;
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}
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void InstancerData::pre_update()
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{
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mesh_transforms_.clear();
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for (auto &m_inst : mesh_instances_.values()) {
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m_inst.indices.clear();
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}
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for (auto &l_inst : light_instances_.values()) {
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l_inst.transforms.clear();
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}
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}
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void InstancerData::update_instance(Object *parent_ob, DupliObject *dupli)
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{
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if (!ObjectData::is_visible(scene_delegate_, parent_ob, OB_VISIBLE_INSTANCES)) {
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return;
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}
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Object *ob = dupli->ob;
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if (!is_instance_supported(ob)) {
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return;
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}
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if (!scene_delegate_->shading_settings.use_scene_lights && ob->type == OB_LAMP) {
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return;
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}
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pxr::SdfPath p_id = object_prim_id(ob);
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if (ob->type == OB_LAMP) {
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LightInstance *inst = light_instance(p_id);
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if (!inst) {
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inst = &light_instances_.lookup_or_add_default(p_id);
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inst->data = std::make_unique<LightData>(scene_delegate_, ob, p_id);
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inst->data->init();
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}
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ID_LOG(2, "Light %s %d", inst->data->id->name, inst->transforms.size());
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inst->transforms.push_back(gf_matrix_from_transform(dupli->mat));
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}
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else {
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MeshInstance *inst = mesh_instance(p_id);
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if (!inst) {
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inst = &mesh_instances_.lookup_or_add_default(p_id);
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inst->data = std::make_unique<MeshData>(scene_delegate_, ob, p_id);
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inst->data->init();
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inst->data->insert();
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}
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else {
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inst->data->update();
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}
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ID_LOG(2, "Mesh %s %d", inst->data->id->name, mesh_transforms_.size());
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inst->indices.push_back(mesh_transforms_.size());
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mesh_transforms_.push_back(gf_matrix_from_transform(dupli->mat));
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}
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}
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void InstancerData::post_update()
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{
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/* Remove mesh intances without indices */
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mesh_instances_.remove_if([&](auto item) {
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bool res = item.value.indices.empty();
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if (res) {
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item.value.data->remove();
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}
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return res;
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});
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pxr::HdRenderIndex &index = scene_delegate_->GetRenderIndex();
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if (mesh_instances_.is_empty()) {
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if (index.HasInstancer(prim_id)) {
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index.RemoveInstancer(prim_id);
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ID_LOG(1, "Remove instancer");
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}
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}
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else {
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if (index.HasInstancer(prim_id)) {
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index.GetChangeTracker().MarkInstancerDirty(prim_id, pxr::HdChangeTracker::AllDirty);
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ID_LOG(1, "Update instancer");
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}
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else {
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index.InsertInstancer(scene_delegate_, prim_id);
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ID_LOG(1, "Insert instancer");
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}
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}
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/* Update light intances and remove instances without transforms */
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for (auto &l_inst : light_instances_.values()) {
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update_light_instance(l_inst);
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}
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light_instances_.remove_if([&](auto item) { return item.value.transforms.empty(); });
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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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LightInstance *l_inst = light_instance(id);
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@ -260,6 +352,7 @@ void InstancerData::write_instances()
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}
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ITER_END;
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/* Remove mesh intances without indices */
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mesh_instances_.remove_if([&](auto item) {
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bool res = item.value.indices.empty();
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@ -269,6 +362,24 @@ void InstancerData::write_instances()
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return res;
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});
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pxr::HdRenderIndex &index = scene_delegate_->GetRenderIndex();
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if (mesh_instances_.is_empty()) {
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if (index.HasInstancer(prim_id)) {
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index.RemoveInstancer(prim_id);
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ID_LOG(1, "Remove instancer");
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}
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}
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else {
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if (index.HasInstancer(prim_id)) {
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index.GetChangeTracker().MarkInstancerDirty(prim_id, pxr::HdChangeTracker::AllDirty);
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ID_LOG(1, "Update instancer");
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}
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else {
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index.InsertInstancer(scene_delegate_, prim_id);
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ID_LOG(1, "Insert instancer");
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}
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}
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/* Update light intances and remove instances without transforms */
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for (auto &l_inst : light_instances_.values()) {
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update_light_instance(l_inst);
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@ -36,6 +36,10 @@ 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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void pre_update();
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void update_instance(Object *parent_ob, DupliObject *dupli);
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void post_update();
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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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Georgiy Markelov
commented
Please add comment why this is done in this way Please add comment why this is done in this way
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Loading…
Reference in New Issue
Block a user
use macro
DEG_OBJECT_ITER_FOR_RENDER_ENGINE_FLAGS
here