This repository has been archived on 2023-10-09. You can view files and clone it, but cannot push or open issues or pull requests.
Files
blender-archive/intern/cycles/blender/blender_object.cpp
Brecht Van Lommel ca03eddfcc Cleanup: remove Cycles layer bits checking in the kernel.
At some point the idea was that we could have an optimization where we could
render multiple render layers without re-exporting the scene, by just updating
the layer bits. We are not doing this now and in practice with the available
render layer control like exclude layers it's not always possible anyway.

This makes it easier to support an arbitrary number of layers in the future
(hopefully this summer), and frees up some useful bits in the kernel.

Reviewed By: sergey, dingto

Differential Revision: https://developer.blender.org/D2020
2016-05-22 17:36:38 +02:00

766 lines
22 KiB
C++

/*
* Copyright 2011-2013 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#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"
#include "util_logging.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(b_ob.type() == BL::Object::type_META) {
/* multi-user and dupli metaballs are fused, can't instance */
return true;
}
else 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;
flag |= get_boolean(cvisibility, "scatter")? PATH_RAY_VOLUME_SCATTER: 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,
bool *use_portal)
{
/* 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)) {
if(light->is_portal)
*use_portal = true;
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_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<Shader*> used_shaders;
find_shader(b_lamp, used_shaders, scene->default_light);
light->shader = used_shaders[0];
/* shadow */
PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
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");
int samples = get_int(clamp, "samples");
if(get_boolean(cscene, "use_square_samples"))
light->samples = samples * samples;
else
light->samples = samples;
light->max_bounces = get_int(clamp, "max_bounces");
if(light->type == LIGHT_AREA)
light->is_portal = get_boolean(clamp, "is_portal");
else
light->is_portal = false;
if(light->is_portal)
*use_portal = true;
/* visibility */
uint visibility = object_ray_visibility(b_ob);
light->use_diffuse = (visibility & PATH_RAY_DIFFUSE) != 0;
light->use_glossy = (visibility & PATH_RAY_GLOSSY) != 0;
light->use_transmission = (visibility & PATH_RAY_TRANSMIT) != 0;
light->use_scatter = (visibility & PATH_RAY_VOLUME_SCATTER) != 0;
/* tag */
light->tag_update(scene);
}
void BlenderSync::sync_background_light(bool use_portal)
{
BL::World b_world = b_scene.world();
if(b_world) {
PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
PointerRNA cworld = RNA_pointer_get(&b_world.ptr, "cycles");
bool sample_as_light = get_boolean(cworld, "sample_as_light");
if(sample_as_light || use_portal) {
/* 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->use_mis = sample_as_light;
light->max_bounces = get_int(cworld, "max_bounces");
int samples = get_int(cworld, "samples");
if(get_boolean(cscene, "use_square_samples"))
light->samples = samples * samples;
else
light->samples = samples;
light->tag_update(scene);
light_map.set_recalc(b_world);
}
}
}
world_map = b_world.ptr.data;
world_recalc = false;
}
/* Object */
/* TODO(sergey): Not really optimal, consider approaches based on k-DOP in order
* to reduce number of objects which are wrongly considered visible.
*/
static bool object_boundbox_clip(Scene *scene,
BL::Object& b_ob,
Transform& tfm,
float margin)
{
Camera *cam = scene->camera;
Transform& worldtondc = cam->worldtondc;
BL::Array<float, 24> boundbox = b_ob.bound_box();
float3 bb_min = make_float3(FLT_MAX, FLT_MAX, FLT_MAX),
bb_max = make_float3(-FLT_MAX, -FLT_MAX, -FLT_MAX);
bool all_behind = true;
for(int i = 0; i < 8; ++i) {
float3 p = make_float3(boundbox[3 * i + 0],
boundbox[3 * i + 1],
boundbox[3 * i + 2]);
p = transform_point(&tfm, p);
p = transform_point(&worldtondc, p);
if(p.z >= -margin) {
all_behind = false;
}
p /= p.z;
bb_min = min(bb_min, p);
bb_max = max(bb_max, p);
}
if(!all_behind) {
if(bb_min.x >= 1.0f + margin ||
bb_min.y >= 1.0f + margin ||
bb_max.x <= -margin ||
bb_max.y <= -margin)
{
return true;
}
return false;
}
return true;
}
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,
float motion_time,
bool hide_tris,
bool use_camera_cull,
float camera_cull_margin,
bool *use_portal)
{
BL::Object b_ob = (b_dupli_ob ? b_dupli_ob.object() : b_parent);
bool motion = motion_time != 0.0f;
/* light is handled separately */
if(object_is_light(b_ob)) {
/* don't use lamps for excluded layers used as mask layer */
if(!motion && !((layer_flag & render_layer.holdout_layer) && (layer_flag & render_layer.exclude_layer)))
sync_light(b_parent, persistent_id, b_ob, tfm, use_portal);
return NULL;
}
/* only interested in object that we can create meshes from */
if(!object_is_mesh(b_ob))
return NULL;
/* Perform camera space culling. */
if(use_camera_cull && object_boundbox_clip(scene, b_ob, tfm, camera_cull_margin)) {
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 && (scene->need_motion() == Scene::MOTION_PASS ||
object_use_motion(b_parent, b_ob)))
{
/* object transformation */
if(tfm != object->tfm) {
VLOG(1) << "Object " << b_ob.name() << " motion detected.";
if(motion_time == -1.0f) {
object->motion.pre = tfm;
object->use_motion = true;
}
else if(motion_time == 1.0f) {
object->motion.post = tfm;
object->use_motion = true;
}
}
/* mesh deformation */
if(object->mesh)
sync_mesh_motion(b_ob, object, motion_time);
}
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);
/* special case not tracked by object update flags */
/* holdout */
if(use_holdout != object->use_holdout) {
object->use_holdout = use_holdout;
scene->object_manager->tag_update(scene);
object_updated = true;
}
/* visibility flags for both parent and child */
uint visibility = object_ray_visibility(b_ob) & PATH_RAY_ALL_VISIBILITY;
if(b_parent.ptr.data != b_ob.ptr.data) {
visibility &= object_ray_visibility(b_parent);
}
/* make holdout objects on excluded layer invisible for non-camera rays */
if(use_holdout && (layer_flag & render_layer.exclude_layer)) {
visibility &= ~(PATH_RAY_ALL_VISIBILITY - PATH_RAY_CAMERA);
}
/* hide objects not on render layer from camera rays */
if(!(layer_flag & render_layer.layer)) {
visibility &= ~PATH_RAY_CAMERA;
}
if(visibility != object->visibility) {
object->visibility = visibility;
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;
/* motion blur */
if(scene->need_motion() == Scene::MOTION_BLUR && object->mesh) {
Mesh *mesh = object->mesh;
mesh->use_motion_blur = false;
if(object_use_motion(b_parent, b_ob)) {
if(object_use_deform_motion(b_parent, b_ob)) {
mesh->motion_steps = object_motion_steps(b_ob);
mesh->use_motion_blur = true;
}
vector<float> times = object->motion_times();
foreach(float time, times)
motion_times.insert(time);
}
}
/* 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);
if(b_parent.ptr.data != b_ob.ptr.data)
object->random_id ^= hash_int(hash_string(b_parent.name().c_str()));
/* dupli texture coordinates */
if(b_dupli_ob) {
object->dupli_generated = 0.5f*get_float3(b_dupli_ob.orco()) - make_float3(0.5f, 0.5f, 0.5f);
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_render_hide_original(BL::Object::type_enum ob_type,
BL::Object::dupli_type_enum dupli_type)
{
/* metaball exception, they duplicate self */
if(ob_type == BL::Object::type_META)
return false;
return (dupli_type == BL::Object::dupli_type_VERTS ||
dupli_type == BL::Object::dupli_type_FACES ||
dupli_type == BL::Object::dupli_type_FRAMES);
}
static bool object_render_hide(BL::Object& b_ob,
bool top_level,
bool parent_hide,
bool& hide_triangles)
{
/* 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_emitter = false;
bool hide_as_dupli_parent = false;
bool hide_as_dupli_child_original = 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())
show_emitter = true;
else
hide_emitter = true;
}
if(show_emitter)
hide_emitter = false;
/* duplicators hidden by default, except dupliframes which duplicate self */
if(b_ob.is_duplicator())
if(top_level || b_ob.dupli_type() != BL::Object::dupli_type_FRAMES)
hide_as_dupli_parent = true;
/* hide original object for duplis */
BL::Object parent = b_ob.parent();
while(parent) {
if(object_render_hide_original(b_ob.type(),
parent.dupli_type()))
{
if(parent_hide) {
hide_as_dupli_child_original = true;
break;
}
}
parent = parent.parent();
}
hide_triangles = hide_emitter;
if(show_emitter) {
return false;
}
else if(hair_present) {
return hide_as_dupli_child_original;
}
else {
return (hide_as_dupli_parent || hide_as_dupli_child_original);
}
}
static bool object_render_hide_duplis(BL::Object& b_ob)
{
BL::Object parent = b_ob.parent();
return (parent && object_render_hide_original(b_ob.type(), parent.dupli_type()));
}
/* Object Loop */
void BlenderSync::sync_objects(BL::SpaceView3D& b_v3d, float motion_time)
{
/* layer data */
uint scene_layer = render_layer.scene_layer;
bool motion = motion_time != 0.0f;
if(!motion) {
/* prepare for sync */
light_map.pre_sync();
mesh_map.pre_sync();
object_map.pre_sync();
particle_system_map.pre_sync();
motion_times.clear();
}
else {
mesh_motion_synced.clear();
}
bool allow_camera_cull = false;
float camera_cull_margin = 0.0f;
if(b_scene.render().use_simplify()) {
PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
allow_camera_cull = scene->camera->type != CAMERA_PANORAMA &&
!b_scene.render().use_multiview() &&
get_boolean(cscene, "use_camera_cull");
if(allow_camera_cull) {
camera_cull_margin = get_float(cscene, "camera_cull_margin");
}
}
/* object loop */
BL::Scene::object_bases_iterator b_base;
BL::Scene b_sce = b_scene;
/* modifier result type (not exposed as enum in C++ API)
* 1 : DAG_EVAL_PREVIEW
* 2 : DAG_EVAL_RENDER
*/
int dupli_settings = preview ? 1 : 2;
bool cancel = false;
bool use_portal = false;
uint layer_override = get_layer(b_engine.layer_override());
for(; b_sce && !cancel; b_sce = b_sce.background_set()) {
/* Render layer's scene_layer is affected by local view already,
* which is not a desired behavior here.
*/
uint scene_layers = layer_override ? layer_override : get_layer(b_scene.layers());
for(b_sce.object_bases.begin(b_base); b_base != b_sce.object_bases.end() && !cancel; ++b_base) {
BL::Object b_ob = b_base->object();
bool hide = (render_layer.use_viewport_visibility)? b_ob.hide(): b_ob.hide_render();
uint ob_layer = get_layer(b_base->layers(),
b_base->layers_local_view(),
object_is_light(b_ob),
scene_layers);
hide = hide || !(ob_layer & scene_layer);
if(!hide) {
progress.set_sync_status("Synchronizing object", b_ob.name());
PointerRNA cobject = RNA_pointer_get(&b_ob.ptr, "cycles");
bool use_camera_cull = allow_camera_cull && get_boolean(cobject, "use_camera_cull");
if(use_camera_cull) {
/* Need to have proper projection matrix. */
scene->camera->update();
}
if(b_ob.is_duplicator() && !object_render_hide_duplis(b_ob)) {
/* dupli objects */
b_ob.dupli_list_create(b_scene, dupli_settings);
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 in_dupli_group = (b_dup->type() == BL::DupliObject::type_GROUP);
bool hide_tris;
if(!(b_dup->hide() || dup_hide || object_render_hide(b_dup_ob, false, in_dupli_group, hide_tris))) {
/* 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_time,
hide_tris,
use_camera_cull,
camera_cull_margin,
&use_portal);
/* 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);
}
}
}
b_ob.dupli_list_clear();
}
/* test if object needs to be hidden */
bool hide_tris;
if(!object_render_hide(b_ob, true, true, hide_tris)) {
/* object itself */
Transform tfm = get_transform(b_ob.matrix_world());
BL::DupliObject b_empty_dupli_ob(PointerRNA_NULL);
sync_object(b_ob,
NULL,
b_empty_dupli_ob,
tfm,
ob_layer,
motion_time,
hide_tris,
use_camera_cull,
camera_cull_margin,
&use_portal);
}
}
cancel = progress.get_cancel();
}
}
progress.set_sync_status("");
if(!cancel && !motion) {
sync_background_light(use_portal);
/* 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);
}
if(motion)
mesh_motion_synced.clear();
}
void BlenderSync::sync_motion(BL::RenderSettings& b_render,
BL::SpaceView3D& b_v3d,
BL::Object& b_override,
int width, int height,
void **python_thread_state)
{
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);
int frame_center = b_scene.frame_current();
float frame_center_delta = 0.0f;
if(scene->need_motion() != Scene::MOTION_PASS &&
scene->camera->motion_position != Camera::MOTION_POSITION_CENTER)
{
float shuttertime = scene->camera->shuttertime;
if(scene->camera->motion_position == Camera::MOTION_POSITION_END) {
frame_center_delta = -shuttertime * 0.5f;
}
else {
assert(scene->camera->motion_position == Camera::MOTION_POSITION_START);
frame_center_delta = shuttertime * 0.5f;
}
float time = frame_center + frame_center_delta;
int frame = (int)floorf(time);
float subframe = time - frame;
python_thread_state_restore(python_thread_state);
b_engine.frame_set(frame, subframe);
python_thread_state_save(python_thread_state);
sync_camera_motion(b_render, b_cam, width, height, 0.0f);
sync_objects(b_v3d, 0.0f);
}
/* always sample these times for camera motion */
motion_times.insert(-1.0f);
motion_times.insert(1.0f);
/* note iteration over motion_times set happens in sorted order */
foreach(float relative_time, motion_times) {
VLOG(1) << "Synchronizing motion for the relative time "
<< relative_time << ".";
/* fixed shutter time to get previous and next frame for motion pass */
float shuttertime;
if(scene->need_motion() == Scene::MOTION_PASS)
shuttertime = 2.0f;
else
shuttertime = scene->camera->shuttertime;
/* compute frame and subframe time */
float time = frame_center + frame_center_delta + relative_time * shuttertime * 0.5f;
int frame = (int)floorf(time);
float subframe = time - frame;
/* change frame */
python_thread_state_restore(python_thread_state);
b_engine.frame_set(frame, subframe);
python_thread_state_save(python_thread_state);
/* sync camera, only supports two times at the moment */
if(relative_time == -1.0f || relative_time == 1.0f) {
sync_camera_motion(b_render,
b_cam,
width, height,
relative_time);
}
/* sync object */
sync_objects(b_v3d, relative_time);
}
/* we need to set the python thread state again because this
* function assumes it is being executed from python and will
* try to save the thread state */
python_thread_state_restore(python_thread_state);
b_engine.frame_set(frame_center, 0.0f);
python_thread_state_save(python_thread_state);
/* tag camera for motion update */
if(scene->camera->motion_modified(prevcam))
scene->camera->tag_update();
}
CCL_NAMESPACE_END