forked from blender/blender
Make object visibility and instancing creation to be calculated via depsgraph #57
@ -14,6 +14,19 @@ namespace blender::render::hydra {
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CLG_LOGREF_DECLARE_GLOBAL(LOG_RENDER_HYDRA_SCENE, "render.hydra.scene");
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bool BlenderSceneDelegate::ShadingSettings::operator==(const ShadingSettings &other)
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{
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bool ret = use_scene_lights == other.use_scene_lights &&
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use_scene_world == other.use_scene_world;
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if (ret && !use_scene_world) {
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/* compare studiolight settings when studiolight is using */
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ret = studiolight_name == other.studiolight_name &&
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studiolight_rotation == other.studiolight_rotation &&
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studiolight_intensity == other.studiolight_intensity;
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}
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return ret;
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}
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BlenderSceneDelegate::BlenderSceneDelegate(pxr::HdRenderIndex *parent_index,
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pxr::SdfPath const &delegate_id,
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Engine *engine)
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@ -205,6 +218,8 @@ void BlenderSceneDelegate::populate(Depsgraph *deps, bContext *cont)
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check_updates();
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}
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else {
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set_light_shading_settings();
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set_world_shading_settings();
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update_collection();
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update_world();
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}
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@ -330,17 +345,16 @@ InstancerData *BlenderSceneDelegate::instancer_data(pxr::SdfPath const &id, bool
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void BlenderSceneDelegate::update_world()
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{
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World *world = scene->world;
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if (!world_data_) {
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if (world) {
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world_data_ = std::make_unique<WorldData>(this, world, world_prim_id());
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if (!shading_settings.use_scene_world || (shading_settings.use_scene_world && scene->world)) {
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world_data_ = std::make_unique<WorldData>(this, world_prim_id());
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world_data_->init();
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world_data_->insert();
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}
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}
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else {
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if (world) {
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world_data_->update(world);
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if (!shading_settings.use_scene_world || (shading_settings.use_scene_world && scene->world)) {
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world_data_->update();
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}
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else {
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world_data_->remove();
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@ -354,6 +368,19 @@ void BlenderSceneDelegate::check_updates()
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bool do_update_collection = false;
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bool do_update_world = false;
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if (set_world_shading_settings()) {
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do_update_world = true;
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}
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if (set_light_shading_settings()) {
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if (shading_settings.use_scene_lights) {
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add_new_objects();
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}
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else {
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do_update_collection = true;
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}
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}
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DEGIDIterData data = {0};
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data.graph = depsgraph;
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data.only_updated = true;
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@ -378,7 +405,7 @@ void BlenderSceneDelegate::check_updates()
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} break;
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case ID_WO: {
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if (id->recalc & ID_RECALC_SHADING) {
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if (shading_settings.use_scene_world && id->recalc & ID_RECALC_SHADING) {
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do_update_world = true;
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}
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} break;
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@ -441,6 +468,10 @@ void BlenderSceneDelegate::update_collection()
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if (!ObjectData::is_visible(this, object)) {
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continue;
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}
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if (!shading_settings.use_scene_lights && object->type == OB_LAMP) {
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continue;
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}
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available_objects.add(object_prim_id(object).GetName());
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pxr::SdfPath id = object_prim_id(object);
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@ -497,4 +528,27 @@ void BlenderSceneDelegate::update_collection()
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});
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}
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bool BlenderSceneDelegate::set_light_shading_settings()
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{
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if (!view3d) {
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return false;
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}
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ShadingSettings prev_settings(shading_settings);
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shading_settings.use_scene_lights = V3D_USES_SCENE_LIGHTS(view3d);
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return !(shading_settings == prev_settings);
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}
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bool BlenderSceneDelegate::set_world_shading_settings()
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{
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if (!view3d) {
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return false;
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}
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ShadingSettings prev_settings(shading_settings);
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shading_settings.use_scene_world = V3D_USES_SCENE_WORLD(view3d);
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shading_settings.studiolight_name = view3d->shading.lookdev_light;
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shading_settings.studiolight_rotation = view3d->shading.studiolight_rot_z;
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shading_settings.studiolight_intensity = view3d->shading.studiolight_intensity;
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return !(shading_settings == prev_settings);
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}
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} // namespace blender::render::hydra
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@ -7,11 +7,11 @@
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#include <pxr/imaging/hd/sceneDelegate.h>
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#include "BKE_context.h"
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#include "BLI_map.hh"
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#include "DEG_depsgraph.h"
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#include "CLG_log.h"
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#include "BLI_map.hh"
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#include "curves.h"
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#include "instancer.h"
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#include "light.h"
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@ -37,6 +37,16 @@ class BlenderSceneDelegate : public pxr::HdSceneDelegate {
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Map<pxr::TfToken, pxr::VtValue> render_tokens;
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};
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struct ShadingSettings {
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bool use_scene_lights = true;
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bool use_scene_world = true;
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std::string studiolight_name;
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float studiolight_rotation;
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float studiolight_intensity;
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bool operator==(const ShadingSettings &other);
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};
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BlenderSceneDelegate(pxr::HdRenderIndex *parent_index,
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pxr::SdfPath const &delegate_id,
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Engine *engine);
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@ -71,6 +81,7 @@ class BlenderSceneDelegate : public pxr::HdSceneDelegate {
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Scene *scene = nullptr;
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Engine *engine;
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Settings settings;
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ShadingSettings shading_settings;
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private:
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pxr::SdfPath prim_id(ID *id, const char *prefix) const;
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@ -89,6 +100,8 @@ class BlenderSceneDelegate : public pxr::HdSceneDelegate {
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void update_world();
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void check_updates();
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void update_collection();
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bool set_light_shading_settings();
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bool set_world_shading_settings();
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ObjectDataMap objects_;
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MaterialDataMap materials_;
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@ -228,6 +228,10 @@ void InstancerData::write_instances()
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if (!ObjectData::is_visible(scene_delegate_, d.dupli_parent)) {
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continue;
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}
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if (!scene_delegate_->shading_settings.use_scene_lights && ob->type == OB_LAMP) {
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continue;
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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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@ -16,6 +16,8 @@
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#include "BKE_node.h"
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#include "BKE_node_runtime.hh"
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#include "BKE_studiolight.h"
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#include "BLI_math_rotation.h"
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#include "BLI_path_util.h"
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#include "NOD_shader.h"
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@ -26,26 +28,32 @@
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/* TODO : add custom tftoken "transparency"? */
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/* NOTE: opacity and blur aren't supported by USD */
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namespace blender::render::hydra {
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WorldData::WorldData(BlenderSceneDelegate *scene_delegate,
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World *world,
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pxr::SdfPath const &prim_id)
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: IdData(scene_delegate, (ID *)world, prim_id)
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WorldData::WorldData(BlenderSceneDelegate *scene_delegate, pxr::SdfPath const &prim_id)
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: IdData(scene_delegate, nullptr, prim_id)
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{
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}
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void WorldData::init()
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{
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ID_LOG(1, "");
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write_transform();
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World *world = (World *)id;
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data_.clear();
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data_[pxr::UsdLuxTokens->orientToStageUpAxis] = true;
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float intensity = 1.0f;
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float exposure = 1.0f;
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pxr::GfVec3f color(1.0f, 1.0f, 1.0f);
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pxr::SdfAssetPath texture_file;
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if (scene_delegate_->shading_settings.use_scene_world) {
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World *world = scene_delegate_->scene->world;
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CLOG_INFO(LOG_RENDER_HYDRA_SCENE, 1, "%s: %s", prim_id.GetText(), world->id.name);
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exposure = world->exposure;
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if (world->use_nodes) {
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/* TODO: Create nodes parsing system */
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@ -76,10 +84,9 @@ void WorldData::init()
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bNodeSocket strength_input = input_node->input_by_identifier("Strength");
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float const *strength = strength_input.default_value_typed<float>();
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float const *color = color_input.default_value_typed<float>();
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data_[pxr::HdLightTokens->intensity] = strength[1];
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data_[pxr::HdLightTokens->exposure] = 1.0f;
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data_[pxr::HdLightTokens->color] = pxr::GfVec3f(color[0], color[1], color[2]);
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float const *input_color = color_input.default_value_typed<float>();
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intensity = strength[1];
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color = pxr::GfVec3f(input_color[0], input_color[1], input_color[2]);
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if (!color_input.directly_linked_links().is_empty()) {
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bNode *color_input_node = color_input.directly_linked_links()[0]->fromnode;
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@ -90,29 +97,53 @@ void WorldData::init()
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std::string image_path = cache_or_get_image_file(
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image, scene_delegate_->context, &tex->iuser);
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if (!image_path.empty()) {
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data_[pxr::HdLightTokens->textureFile] = pxr::SdfAssetPath(image_path, image_path);
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texture_file = pxr::SdfAssetPath(image_path, image_path);
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}
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}
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}
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}
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}
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else {
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data_[pxr::HdLightTokens->intensity] = 1.0f;
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data_[pxr::HdLightTokens->exposure] = world->exposure;
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data_[pxr::HdLightTokens->color] = pxr::GfVec3f(world->horr, world->horg, world->horb);
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intensity = 1.0f;
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color = pxr::GfVec3f(world->horr, world->horg, world->horb);
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}
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if (data_.find(pxr::HdLightTokens->textureFile) == data_.end()) {
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pxr::GfVec3f c = data_[pxr::HdLightTokens->color].Get<pxr::GfVec3f>();
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float color[4] = {c[0], c[1], c[2], 1.0f};
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std::string image_path = cache_image_color(color);
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data_[pxr::HdLightTokens->textureFile] = pxr::SdfAssetPath(image_path, image_path);
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if (texture_file.GetAssetPath().empty()) {
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float fill_color[4] = {color[0], color[1], color[2], 1.0f};
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std::string image_path = cache_image_color(fill_color);
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texture_file = pxr::SdfAssetPath(image_path, image_path);
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}
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}
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else {
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CLOG_INFO(LOG_RENDER_HYDRA_SCENE,
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1,
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"%s: studiolight: %s",
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prim_id.GetText(),
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scene_delegate_->shading_settings.studiolight_name.c_str());
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StudioLight *sl = BKE_studiolight_find(
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scene_delegate_->shading_settings.studiolight_name.c_str(),
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STUDIOLIGHT_ORIENTATIONS_MATERIAL_MODE);
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if (sl != NULL && sl->flag & STUDIOLIGHT_TYPE_WORLD) {
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texture_file = pxr::SdfAssetPath(sl->filepath, sl->filepath);
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transform *= pxr::GfMatrix4d(
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pxr::GfRotation(pxr::GfVec3d(0.0, 0.0, -1.0),
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RAD2DEGF(scene_delegate_->shading_settings.studiolight_rotation)),
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pxr::GfVec3d());
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/* coefficient to follow Cycles result */
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intensity = scene_delegate_->shading_settings.studiolight_intensity / 2;
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}
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}
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data_[pxr::HdLightTokens->intensity] = intensity;
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data_[pxr::HdLightTokens->exposure] = exposure;
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data_[pxr::HdLightTokens->color] = color;
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data_[pxr::HdLightTokens->textureFile] = texture_file;
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}
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void WorldData::insert()
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{
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ID_LOG(1, "");
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CLOG_INFO(LOG_RENDER_HYDRA_SCENE, 1, "%s", prim_id.GetText());
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scene_delegate_->GetRenderIndex().InsertSprim(
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pxr::HdPrimTypeTokens->domeLight, scene_delegate_, prim_id);
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}
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@ -125,23 +156,17 @@ void WorldData::remove()
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void WorldData::update()
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{
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ID_LOG(1, "");
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CLOG_INFO(LOG_RENDER_HYDRA_SCENE, 1, "%s", prim_id.GetText());
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init();
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scene_delegate_->GetRenderIndex().GetChangeTracker().MarkSprimDirty(prim_id,
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pxr::HdLight::AllDirty);
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}
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void WorldData::update(World *world)
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{
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id = (ID *)world;
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update();
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}
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pxr::VtValue WorldData::get_data(pxr::TfToken const &key) const
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{
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auto it = data_.find(key);
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if (it != data_.end()) {
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ID_LOG(3, "%s", key.GetText());
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CLOG_INFO(LOG_RENDER_HYDRA_SCENE, 3, "%s: %s", prim_id.GetText(), key.GetText());
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return pxr::VtValue(it->second);
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}
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return pxr::VtValue();
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@ -20,7 +20,7 @@ namespace blender::render::hydra {
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class WorldData : public IdData {
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public:
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WorldData(BlenderSceneDelegate *scene_delegate, World *world, pxr::SdfPath const &prim_id);
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WorldData(BlenderSceneDelegate *scene_delegate, pxr::SdfPath const &prim_id);
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void init() override;
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void insert() override;
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|
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Reference in New Issue
Block a user