Commit Graph

17 Commits

Author SHA1 Message Date
31a620b942 Cycles API: encapsulate Node socket members
This encapsulates Node socket members behind a set of specific methods;
as such it is no longer possible to directly access Node class members
from exporters and parts of Cycles.

The methods are defined via the NODE_SOCKET_API macros in `graph/
node.h`, and are for getting or setting a specific socket's value, as
well as querying or modifying the state of its update flag.

The setters will check whether the value has changed and tag the socket
as modified appropriately. This will let us know how a Node has changed
and what to update, which is the first concrete step toward a more
granular scene update system.

Since the setters will tag the Node sockets as modified when passed
different data, this patch also removes the various modified methods
on Nodes in favor of Node::is_modified which checks the sockets'
update flags status.

Reviewed By: brecht

Maniphest Tasks: T79174

Differential Revision: https://developer.blender.org/D8544
2020-11-04 13:03:33 +01:00
91d320edc3 Cycles: immediately store the used_shader list in Blender interface.
Uniform attributes require immediate access to the shader list
in object update code, so setting the field can't be deferred
to a background task. This required adding a parameter to the
clear method of Geometry.

Ref D2057
2020-11-03 16:35:43 +03:00
30f626fe4c Revert "Cycles API: encapsulate Node socket members"
This reverts commit 527f8b32b3. It is causing
motion blur test failures and crashes in some renders, reverting until this is
fixed.
2020-10-27 11:40:42 +01:00
527f8b32b3 Cycles API: encapsulate Node socket members
This encapsulates Node socket members behind a set of specific methods;
as such it is no longer possible to directly access Node class members
from exporters and parts of Cycles.

The methods are defined via the NODE_SOCKET_API macros in `graph/
node.h`, and are for getting or setting a specific socket's value, as
well as querying or modifying the state of its update flag.

The setters will check whether the value has changed and tag the socket
as modified appropriately. This will let us know how a Node has changed
and what to update, which is the first concrete step toward a more
granular scene update system.

Since the setters will tag the Node sockets as modified when passed
different data, this patch also removes the various `modified` methods
on Nodes in favor of `Node::is_modified` which checks the sockets'
update flags status.

Reviewed By: brecht

Maniphest Tasks: T79174

Differential Revision: https://developer.blender.org/D8544
2020-10-26 23:11:14 +01:00
4d5e0a8520 Merge branch 'blender-v2.91-release' 2020-10-26 13:07:00 +01:00
ae5fd92228 Fix T81893: Cycles viewport crash changing mesh to smoke domain
Now that volume is a dedicated geometry type in Cycles, we need to re-allocate
the geometry when a mesh changes into a volume.
2020-10-26 12:31:01 +01:00
Jagannadhan Ravi
bb49aa0d69 Cycles: multithreaded export of geometry
This improves performance in scene synchronization when there are many
mesh, hair and volume objects. Sync time speedups in benchmarks:

barbershop   5.2x
bmw          1.3x
fishycat     1.5x
koro         1.0x
sponza       3.0x
victor       1.4x
wdas_cloud   0.9x

Implementation by Nicolas Lelong, and Jagannadhan Ravi (AMD).

Differential Revision: https://developer.blender.org/D9258
2020-10-21 18:54:12 +02:00
429afe0c62 Cycles: introduce an ownership system to protect nodes from unwanted deletions.
Problem: the Blender synchronization process creates and tags nodes for usage. It does
this by directly adding and removing nodes from the scene data. If some node is not tagged
as used at the end of a synchronization, it then deletes the node from the scene. This poses
a problem when it comes to supporting procedural nodes who can create other nodes not known
by the Blender synchonization system, which will remove them.

Nodes now have a NodeOwner, which is set after creation. Those owners for now are the Scene
for scene level nodes and ShaderGraph for shader nodes. Instead of creating and deleting
nodes using `new` and `delete` explicitely, we now use `create_node` and `delete_node` methods
found on the owners. `delete_node` will assert that the owner is the right one.

Whenever a scene level node is created or deleted, the appropriate node manager is tagged for
an update, freeing this responsability from BlenderSync or other software exporters.

Concerning BlenderSync, the `id_maps` do not explicitely manipulate scene data anymore, they
only keep track of which nodes are used, employing the scene to create and delete them. To
achieve this, the ParticleSystem is now a Node, although it does not have any sockets.

This is part of T79131.

Reviewed By: #cycles, brecht

Maniphest Tasks: T79131

Differential Revision: https://developer.blender.org/D8540
2020-08-30 23:49:38 +02:00
aa1e4baa22 Cycles : add a Volume Geometry Node
This splits the volume related data (properties for rendering and attributes) of the Mesh node
into a new `Volume` node type.

This `Volume` node derives from the `Mesh` class since we generate a mesh for the bounds of the
volume, as such we can safely work on `Volumes` as if they were `Meshes`, e.g. for BVH creation.
However such code should still check for the geometry type of the object to be `MESH` or `VOLUME`
which may be bug prone if this is forgotten.

This is part of T79131.

Reviewed By: brecht

Maniphest Tasks: T79131

Differential Revision: https://developer.blender.org/D8538
2020-08-19 15:47:09 +02:00
87ceff3d1b Preferences: New experimental settings for particle system and hair
This replaces the cmake options `WITH_NEW_OBJECT_TYPES` and
`WITH_NEW_SIMULATION_TYPE` with two experimental userpref settings:

* `use_new_particle_system`: Enables the point cloud type and the simulation editor.
* `use_new_hair_type`: Only displays the add-operator in the add menu for now.

Note, in the current state you can't do anything productive with the new particle
system or the new hair type. Features will be added step by step in the upcoming
weeks and months.

Reviewers: brecht

Differential Revision: https://developer.blender.org/D8096
2020-06-23 11:30:46 +02:00
c7d940278b Cycles: remove support for rendering hair as triangle and lines
Triangles were very memory intensive. The only reason they were not removed yet
is that they gave more accurate results, but there will be an accurate 3D curve
primitive added for this.

Line rendering was always poor quality since the ends do not match up. To keep CPU
and GPU compatibility we just remove them entirely. They could be brought back if
an Embree compatible implementation is added, but it's not clear to me that there
is a use case for these that we'd consider important.

Ref T73778

Reviewers: #cycles

Subscribers:
2020-06-22 13:28:01 +02:00
9d20f170c7 Cycles: support for rendering of new Hair object prototype
Ref T68981
2020-03-18 11:23:05 +01:00
994eb1ec17 Cycles: support rendering new Volume object type
Voxels are loaded directly from the OpenVDB grid. Rendering still only supports
dense grid, so memory usage is not great for sparse volumes, this is to be
addressed in the future.

Ref T73201
2020-03-18 11:23:05 +01:00
5a169ae2f3 Cleanup: remove foreach include from header, conflicts with OpenVDB 2020-03-11 20:35:38 +01:00
7463da6c72 Fix T74095: crash deleting all faces in edit mode with Cycles rendering 2020-02-25 11:53:25 +01:00
d9c5f0d25f Cleanup: split Cycles Hair and Mesh classes, with Geometry base class 2020-02-07 12:18:15 +01:00
47402dcb91 Cleanup: split Cycles export into smaller files 2020-02-07 12:18:15 +01:00