forked from blender/blender
Make object visibility and instancing creation to be calculated via depsgraph #57
@ -438,8 +438,7 @@ void BlenderSceneDelegate::update_collection()
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DEGObjectIterSettings settings = {0};
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DEGObjectIterSettings settings = {0};
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settings.depsgraph = depsgraph;
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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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settings.flags = DEG_OBJECT_ITER_FOR_RENDER_ENGINE_FLAGS;
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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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DEGObjectIterData data = {0};
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data.settings = &settings;
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data.settings = &settings;
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data.graph = settings.depsgraph;
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data.graph = settings.depsgraph;
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@ -194,10 +194,17 @@ void InstancerData::post_update()
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return res;
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return res;
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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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/* Insert/remove/update instancer in RenderIndex */
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/* Insert/remove/update instancer in RenderIndex */
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pxr::HdRenderIndex &index = scene_delegate_->GetRenderIndex();
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pxr::HdRenderIndex &index = scene_delegate_->GetRenderIndex();
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if (mesh_instances_.is_empty()) {
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if (mesh_instances_.is_empty()) {
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if (index.HasInstancer(prim_id)) {
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/* Important: removing instancer when light_instances_ are empty too */
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if (index.HasInstancer(prim_id) && light_instances_.is_empty()) {
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index.RemoveInstancer(prim_id);
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index.RemoveInstancer(prim_id);
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ID_LOG(1, "Remove instancer");
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ID_LOG(1, "Remove instancer");
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}
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}
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@ -212,12 +219,6 @@ void InstancerData::post_update()
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ID_LOG(1, "Insert instancer");
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ID_LOG(1, "Insert instancer");
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}
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}
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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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}
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pxr::SdfPath InstancerData::object_prim_id(Object *object) const
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pxr::SdfPath InstancerData::object_prim_id(Object *object) const
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@ -42,6 +42,12 @@ class InstancerData : public IdData {
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void available_materials(Set<pxr::SdfPath> &paths) const;
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void available_materials(Set<pxr::SdfPath> &paths) const;
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void update_double_sided(MaterialData *mat_data);
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void update_double_sided(MaterialData *mat_data);
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/* Following update functions are working together:
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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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pre_update()
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update_instance()
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update_instance()
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...
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post_update() */
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void pre_update();
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void pre_update();
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void update_instance(Object *parent_ob, DupliObject *dupli);
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void update_instance(Object *parent_ob, DupliObject *dupli);
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void post_update();
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void post_update();
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@ -176,11 +176,8 @@ void WorldData::write_transform()
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{
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{
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transform = pxr::GfMatrix4d(pxr::GfRotation(pxr::GfVec3d(1.0, 0.0, 0.0), -90), pxr::GfVec3d());
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transform = pxr::GfMatrix4d(pxr::GfRotation(pxr::GfVec3d(1.0, 0.0, 0.0), -90), pxr::GfVec3d());
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transform *= pxr::GfMatrix4d(pxr::GfRotation(pxr::GfVec3d(1.0, 0.0, 0.0), -180),
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transform *= pxr::GfMatrix4d(pxr::GfRotation(pxr::GfVec3d(1.0, 0.0, 0.0), -180), pxr::GfVec3d());
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pxr::GfVec3d());
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transform *= pxr::GfMatrix4d(pxr::GfRotation(pxr::GfVec3d(0.0, 0.0, 1.0), 90.0), pxr::GfVec3d());
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transform *= pxr::GfMatrix4d(pxr::GfRotation(pxr::GfVec3d(0.0, 0.0, 1.0), 90.0),
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pxr::GfVec3d());
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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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Reference in New Issue
Block a user
use macro
DEG_OBJECT_ITER_FOR_RENDER_ENGINE_FLAGS
here