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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 "graph.h"
#include "light.h"
#include "mesh.h"
#include "object.h"
#include "scene.h"
#include "nodes.h"
#include "shader.h"
#include "blender_sync.h"
#include "blender_util.h"
#include "util_foreach.h"
CCL_NAMESPACE_BEGIN
/* Utilities */
bool BlenderSync::object_is_modified(BL::Object b_ob)
{
/* test if we can instance or if the object is modified */
if(ccl::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 b_index, BL::Object b_ob, Transform& tfm)
{
/* test if we need to sync */
Light *light;
ObjectKey key(b_parent, b_index, 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();
light->type = LIGHT_POINT;
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 = make_float3(tfm.x.x, tfm.y.x, tfm.z.x);
light->axisv = make_float3(tfm.x.y, tfm.y.y, tfm.z.y);
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 = make_float3(tfm.x.w, tfm.y.w, tfm.z.w);
light->dir = -make_float3(tfm.x.z, tfm.y.z, tfm.z.z);
/* 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");
/* 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->shader = scene->default_background;
light->tag_update(scene);
light_map.set_recalc(b_world);
}
}
}
world_map = b_world.ptr.data;
world_recalc = false;
}
/* Object */
void BlenderSync::sync_object(BL::Object b_parent, int b_index, BL::Object b_ob, Transform& tfm, uint layer_flag)
{
/* light is handled separately */
if(object_is_light(b_ob)) {
sync_light(b_parent, b_index, b_ob, tfm);
return;
}
/* only interested in object that we can create meshes from */
if(!object_is_mesh(b_ob))
return;
/* test if we need to sync */
ObjectKey key(b_parent, b_index, b_ob);
Object *object;
bool object_updated = false;
if(object_map.sync(&object, b_ob, b_parent, key))
object_updated = true;
/* holdout? */
bool holdout = (layer_flag & render_layer.holdout_layer) != 0;
/* mesh sync */
object->mesh = sync_mesh(b_ob, holdout, object_updated);
/* object sync */
if(object_updated || (object->mesh && object->mesh->need_update)) {
object->name = b_ob.name().c_str();
object->pass_id = b_ob.pass_index();
object->tfm = tfm;
/* 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);
/* camera flag is not actually used, instead is tested
against render layer flags */
if(object->visibility & PATH_RAY_CAMERA) {
object->visibility |= layer_flag << PATH_RAY_LAYER_SHIFT;
object->visibility &= ~PATH_RAY_CAMERA;
}
object->tag_update(scene);
}
}
/* Object Loop */
void BlenderSync::sync_objects(BL::SpaceView3D b_v3d)
{
/* layer data */
uint scene_layer = render_layer.scene_layer;
/* prepare for sync */
light_map.pre_sync();
mesh_map.pre_sync();
object_map.pre_sync();
mesh_synced.clear();
/* object loop */
BL::Scene::objects_iterator b_ob;
for(b_scene.objects.begin(b_ob); b_ob != b_scene.objects.end(); ++b_ob) {
bool hide = (b_v3d)? b_ob->hide(): b_ob->hide_render();
uint ob_layer = get_layer(b_ob->layers());
if(!hide && (ob_layer & scene_layer)) {
if(b_ob->is_duplicator()) {
/* dupli objects */
object_create_duplilist(*b_ob, b_scene);
BL::Object::dupli_list_iterator b_dup;
int b_index = 0;
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();
if(!(b_dup->hide() || dup_hide))
sync_object(*b_ob, b_index, b_dup_ob, tfm, ob_layer);
b_index++;
}
object_free_duplilist(*b_ob);
hide = true;
}
/* check if we should render or hide particle emitter */
BL::Object::particle_systems_iterator b_psys;
bool render_emitter = false;
for(b_ob->particle_systems.begin(b_psys); b_psys != b_ob->particle_systems.end(); ++b_psys) {
if(b_psys->settings().use_render_emitter()) {
hide = false;
render_emitter = true;
}
else if(!render_emitter)
hide = true;
}
if(!hide) {
/* object itself */
Transform tfm = get_transform(b_ob->matrix_world());
sync_object(*b_ob, 0, *b_ob, tfm, ob_layer);
}
}
}
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);
mesh_synced.clear();
}
CCL_NAMESPACE_END