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blender-archive/intern/cycles/blender/blender_object.cpp

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/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "camera.h"
#include "integrator.h"
#include "graph.h"
#include "light.h"
#include "mesh.h"
#include "object.h"
#include "scene.h"
#include "nodes.h"
#include "particles.h"
#include "shader.h"
#include "blender_sync.h"
#include "blender_util.h"
#include "util_foreach.h"
#include "util_hash.h"
CCL_NAMESPACE_BEGIN
/* Utilities */
bool BlenderSync::BKE_object_is_modified(BL::Object b_ob)
{
/* test if we can instance or if the object is modified */
if(ccl::BKE_object_is_modified(b_ob, b_scene, preview)) {
/* modifiers */
return true;
}
else {
/* object level material links */
BL::Object::material_slots_iterator slot;
for(b_ob.material_slots.begin(slot); slot != b_ob.material_slots.end(); ++slot)
if(slot->link() == BL::MaterialSlot::link_OBJECT)
return true;
}
return false;
}
bool BlenderSync::object_is_mesh(BL::Object b_ob)
{
BL::ID b_ob_data = b_ob.data();
return (b_ob_data && (b_ob_data.is_a(&RNA_Mesh) ||
b_ob_data.is_a(&RNA_Curve) || b_ob_data.is_a(&RNA_MetaBall)));
}
bool BlenderSync::object_is_light(BL::Object b_ob)
{
BL::ID b_ob_data = b_ob.data();
return (b_ob_data && b_ob_data.is_a(&RNA_Lamp));
}
static uint object_ray_visibility(BL::Object b_ob)
{
PointerRNA cvisibility = RNA_pointer_get(&b_ob.ptr, "cycles_visibility");
uint flag = 0;
flag |= get_boolean(cvisibility, "camera")? PATH_RAY_CAMERA: 0;
flag |= get_boolean(cvisibility, "diffuse")? PATH_RAY_DIFFUSE: 0;
flag |= get_boolean(cvisibility, "glossy")? PATH_RAY_GLOSSY: 0;
flag |= get_boolean(cvisibility, "transmission")? PATH_RAY_TRANSMIT: 0;
flag |= get_boolean(cvisibility, "shadow")? PATH_RAY_SHADOW: 0;
return flag;
}
/* Light */
void BlenderSync::sync_light(BL::Object b_parent, int persistent_id[OBJECT_PERSISTENT_ID_SIZE], BL::Object b_ob, Transform& tfm)
{
/* test if we need to sync */
Light *light;
ObjectKey key(b_parent, persistent_id, b_ob);
if(!light_map.sync(&light, b_ob, b_parent, key))
return;
BL::Lamp b_lamp(b_ob.data());
/* type */
switch(b_lamp.type()) {
case BL::Lamp::type_POINT: {
BL::PointLamp b_point_lamp(b_lamp);
light->size = b_point_lamp.shadow_soft_size();
light->type = LIGHT_POINT;
break;
}
case BL::Lamp::type_SPOT: {
BL::SpotLamp b_spot_lamp(b_lamp);
light->size = b_spot_lamp.shadow_soft_size();
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light->type = LIGHT_SPOT;
light->spot_angle = b_spot_lamp.spot_size();
light->spot_smooth = b_spot_lamp.spot_blend();
break;
}
case BL::Lamp::type_HEMI: {
light->type = LIGHT_DISTANT;
light->size = 0.0f;
break;
}
case BL::Lamp::type_SUN: {
BL::SunLamp b_sun_lamp(b_lamp);
light->size = b_sun_lamp.shadow_soft_size();
light->type = LIGHT_DISTANT;
break;
}
case BL::Lamp::type_AREA: {
BL::AreaLamp b_area_lamp(b_lamp);
light->size = 1.0f;
light->axisu = transform_get_column(&tfm, 0);
light->axisv = transform_get_column(&tfm, 1);
light->sizeu = b_area_lamp.size();
if(b_area_lamp.shape() == BL::AreaLamp::shape_RECTANGLE)
light->sizev = b_area_lamp.size_y();
else
light->sizev = light->sizeu;
light->type = LIGHT_AREA;
break;
}
}
/* location and (inverted!) direction */
light->co = transform_get_column(&tfm, 3);
light->dir = -transform_get_column(&tfm, 2);
/* shader */
vector<uint> used_shaders;
find_shader(b_lamp, used_shaders, scene->default_light);
if(used_shaders.size() == 0)
used_shaders.push_back(scene->default_light);
light->shader = used_shaders[0];
/* shadow */
PointerRNA clamp = RNA_pointer_get(&b_lamp.ptr, "cycles");
light->cast_shadow = get_boolean(clamp, "cast_shadow");
light->use_mis = get_boolean(clamp, "use_multiple_importance_sampling");
light->samples = get_int(clamp, "samples");
/* tag */
light->tag_update(scene);
}
void BlenderSync::sync_background_light()
{
BL::World b_world = b_scene.world();
if(b_world) {
PointerRNA cworld = RNA_pointer_get(&b_world.ptr, "cycles");
bool sample_as_light = get_boolean(cworld, "sample_as_light");
if(sample_as_light) {
/* test if we need to sync */
Light *light;
ObjectKey key(b_world, 0, b_world);
if(light_map.sync(&light, b_world, b_world, key) ||
world_recalc ||
b_world.ptr.data != world_map)
{
light->type = LIGHT_BACKGROUND;
light->map_resolution = get_int(cworld, "sample_map_resolution");
light->samples = get_int(cworld, "samples");
light->shader = scene->default_background;
light->tag_update(scene);
light_map.set_recalc(b_world);
}
}
}
world_map = b_world.ptr.data;
world_recalc = false;
}
/* Object */
Object *BlenderSync::sync_object(BL::Object b_parent, int persistent_id[OBJECT_PERSISTENT_ID_SIZE], BL::DupliObject b_dupli_ob, Transform& tfm, uint layer_flag, int motion, bool hide_tris)
{
BL::Object b_ob = (b_dupli_ob ? b_dupli_ob.object() : b_parent);
/* light is handled separately */
if(object_is_light(b_ob)) {
if(!motion)
sync_light(b_parent, persistent_id, b_ob, tfm);
return NULL;
}
/* only interested in object that we can create meshes from */
if(!object_is_mesh(b_ob))
return NULL;
/* key to lookup object */
ObjectKey key(b_parent, persistent_id, b_ob);
Object *object;
/* motion vector case */
if(motion) {
object = object_map.find(key);
if(object) {
if(tfm != object->tfm) {
if(motion == -1)
object->motion.pre = tfm;
else
object->motion.post = tfm;
object->use_motion = true;
}
/* mesh deformation blur not supported yet */
if(!scene->integrator->motion_blur)
sync_mesh_motion(b_ob, object->mesh, motion);
}
return object;
}
/* test if we need to sync */
bool object_updated = false;
if(object_map.sync(&object, b_ob, b_parent, key))
object_updated = true;
bool use_holdout = (layer_flag & render_layer.holdout_layer) != 0;
/* mesh sync */
object->mesh = sync_mesh(b_ob, object_updated, hide_tris);
/* sspecial case not tracked by object update flags */
if(use_holdout != object->use_holdout) {
object->use_holdout = use_holdout;
scene->object_manager->tag_update(scene);
object_updated = true;
}
/* object sync
* transform comparison should not be needed, but duplis don't work perfect
* in the depsgraph and may not signal changes, so this is a workaround */
if(object_updated || (object->mesh && object->mesh->need_update) || tfm != object->tfm) {
object->name = b_ob.name().c_str();
object->pass_id = b_ob.pass_index();
object->tfm = tfm;
object->motion.pre = tfm;
object->motion.post = tfm;
object->use_motion = false;
/* random number */
object->random_id = hash_string(object->name.c_str());
if(persistent_id) {
for(int i = 0; i < OBJECT_PERSISTENT_ID_SIZE; i++)
object->random_id = hash_int_2d(object->random_id, persistent_id[i]);
}
else
object->random_id = hash_int_2d(object->random_id, 0);
/* visibility flags for both parent */
object->visibility = object_ray_visibility(b_ob) & PATH_RAY_ALL;
if(b_parent.ptr.data != b_ob.ptr.data) {
object->visibility &= object_ray_visibility(b_parent);
object->random_id ^= hash_int(hash_string(b_parent.name().c_str()));
}
/* make holdout objects on excluded layer invisible for non-camera rays */
if(use_holdout && (layer_flag & render_layer.exclude_layer))
object->visibility &= ~(PATH_RAY_ALL - PATH_RAY_CAMERA);
/* camera flag is not actually used, instead is tested
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* against render layer flags */
if(object->visibility & PATH_RAY_CAMERA) {
object->visibility |= layer_flag << PATH_RAY_LAYER_SHIFT;
object->visibility &= ~PATH_RAY_CAMERA;
}
if (b_dupli_ob) {
object->dupli_generated = get_float3(b_dupli_ob.orco());
object->dupli_uv = get_float2(b_dupli_ob.uv());
}
else {
object->dupli_generated = make_float3(0.0f, 0.0f, 0.0f);
object->dupli_uv = make_float2(0.0f, 0.0f);
}
object->tag_update(scene);
}
return object;
}
static bool object_dupli_hide_original(BL::Object::dupli_type_enum dupli_type)
{
return (dupli_type == BL::Object::dupli_type_VERTS ||
dupli_type == BL::Object::dupli_type_FACES ||
dupli_type == BL::Object::dupli_type_FRAMES);
}
/* Object Loop */
void BlenderSync::sync_objects(BL::SpaceView3D b_v3d, int motion)
{
/* layer data */
uint scene_layer = render_layer.scene_layer;
if(!motion) {
/* prepare for sync */
light_map.pre_sync();
mesh_map.pre_sync();
object_map.pre_sync();
mesh_synced.clear();
particle_system_map.pre_sync();
}
/* object loop */
BL::Scene::objects_iterator b_ob;
BL::Scene b_sce = b_scene;
/* global particle index counter */
int particle_id = 1;
bool cancel = false;
for(; b_sce && !cancel; b_sce = b_sce.background_set()) {
for(b_sce.objects.begin(b_ob); b_ob != b_sce.objects.end() && !cancel; ++b_ob) {
bool hide = (render_layer.use_viewport_visibility)? b_ob->hide(): b_ob->hide_render();
uint ob_layer = get_layer(b_ob->layers(), b_ob->layers_local_view(), render_layer.use_localview, object_is_light(*b_ob));
hide = hide || !(ob_layer & scene_layer);
if(!hide) {
progress.set_sync_status("Synchronizing object", (*b_ob).name());
if(b_ob->is_duplicator()) {
/* duplicators hidden by default */
hide = true;
/* dupli objects */
b_ob->dupli_list_create(b_scene, 2);
BL::Object::dupli_list_iterator b_dup;
for(b_ob->dupli_list.begin(b_dup); b_dup != b_ob->dupli_list.end(); ++b_dup) {
Transform tfm = get_transform(b_dup->matrix());
BL::Object b_dup_ob = b_dup->object();
bool dup_hide = (b_v3d)? b_dup_ob.hide(): b_dup_ob.hide_render();
bool emitter_hide = false;
if(b_dup_ob.is_duplicator()) {
/* duplicators hidden by default, except dupliframes which duplicate self */
if(b_dup_ob.dupli_type() != BL::Object::dupli_type_FRAMES)
emitter_hide = true;
/* check if we should render or hide particle emitter */
BL::Object::particle_systems_iterator b_psys;
for(b_dup_ob.particle_systems.begin(b_psys); b_psys != b_dup_ob.particle_systems.end(); ++b_psys)
if(b_psys->settings().use_render_emitter())
emitter_hide = false;
}
/* hide original object for duplis */
BL::Object parent = b_dup_ob.parent();
if(parent && object_dupli_hide_original(parent.dupli_type()))
if(b_dup->type() == BL::DupliObject::type_GROUP)
dup_hide = true;
if(!(b_dup->hide() || dup_hide || emitter_hide)) {
/* the persistent_id allows us to match dupli objects
* between frames and updates */
BL::Array<int, OBJECT_PERSISTENT_ID_SIZE> persistent_id = b_dup->persistent_id();
/* sync object and mesh or light data */
Object *object = sync_object(*b_ob, persistent_id.data, *b_dup, tfm, ob_layer, motion, false);
/* sync possible particle data, note particle_id
* starts counting at 1, first is dummy particle */
if(!motion && object && sync_dupli_particle(*b_ob, *b_dup, object)) {
if(particle_id != object->particle_id) {
object->particle_id = particle_id;
scene->object_manager->tag_update(scene);
}
particle_id++;
}
}
}
b_ob->dupli_list_clear();
}
/* check if we should render or hide particle emitter */
BL::Object::particle_systems_iterator b_psys;
bool hair_present = false;
bool show_emitter = false;
bool hide_tris = false;
for(b_ob->particle_systems.begin(b_psys); b_psys != b_ob->particle_systems.end(); ++b_psys) {
if((b_psys->settings().render_type()==BL::ParticleSettings::render_type_PATH)&&(b_psys->settings().type()==BL::ParticleSettings::type_HAIR))
hair_present = true;
if(b_psys->settings().use_render_emitter()) {
hide = false;
show_emitter = true;
}
}
if(hair_present && !show_emitter)
hide_tris = true;
/* hide original object for duplis */
BL::Object parent = b_ob->parent();
if(parent && object_dupli_hide_original(parent.dupli_type()))
hide = true;
if(!hide) {
/* object itself */
Transform tfm = get_transform(b_ob->matrix_world());
sync_object(*b_ob, NULL, PointerRNA_NULL, tfm, ob_layer, motion, hide_tris);
}
}
cancel = progress.get_cancel();
}
}
progress.set_sync_status("");
if(!cancel && !motion) {
sync_background_light();
/* handle removed data and modified pointers */
if(light_map.post_sync())
scene->light_manager->tag_update(scene);
if(mesh_map.post_sync())
scene->mesh_manager->tag_update(scene);
if(object_map.post_sync())
scene->object_manager->tag_update(scene);
if(particle_system_map.post_sync())
scene->particle_system_manager->tag_update(scene);
mesh_synced.clear();
}
}
void BlenderSync::sync_motion(BL::SpaceView3D b_v3d, BL::Object b_override)
{
if(scene->need_motion() == Scene::MOTION_NONE)
return;
/* get camera object here to deal with camera switch */
BL::Object b_cam = b_scene.camera();
if(b_override)
b_cam = b_override;
Camera prevcam = *(scene->camera);
/* go back and forth one frame */
int frame = b_scene.frame_current();
for(int motion = -1; motion <= 1; motion += 2) {
b_scene.frame_set(frame + motion, 0.0f);
/* camera object */
if(b_cam)
sync_camera_motion(b_cam, motion);
/* mesh objects */
sync_objects(b_v3d, motion);
}
b_scene.frame_set(frame, 0.0f);
/* tag camera for motion update */
if(scene->camera->motion_modified(prevcam))
scene->camera->tag_update();
}
CCL_NAMESPACE_END