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blender-archive/intern/cycles/blender/geometry.cpp
Brecht Van Lommel 35b1e9fc3a Cycles: pointcloud rendering
This add support for rendering of the point cloud object in Blender, as a native
geometry type in Cycles that is more memory and time efficient than instancing
sphere meshes. This can be useful for rendering sand, water splashes, particles,
motion graphics, etc.

Points are currently always rendered as spheres, with backface culling. More
shapes are likely to be added later, but this is the most important one and can
be customized with shaders.

For CPU rendering the Embree primitive is used, for GPU there is our own
intersection code. Motion blur is suppored. Volumes inside points are not
currently supported.

Implemented with help from:
* Kévin Dietrich: Alembic procedural integration
* Patrick Mourse: OptiX integration
* Josh Whelchel: update for cycles-x changes

Ref T92573

Differential Revision: https://developer.blender.org/D9887
2021-12-16 20:54:04 +01:00

266 lines
7.8 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 "scene/curves.h"
#include "scene/hair.h"
#include "scene/mesh.h"
#include "scene/object.h"
#include "scene/pointcloud.h"
#include "scene/volume.h"
#include "blender/sync.h"
#include "blender/util.h"
#include "util/foreach.h"
#include "util/task.h"
CCL_NAMESPACE_BEGIN
static Geometry::Type determine_geom_type(BObjectInfo &b_ob_info, bool use_particle_hair)
{
#ifdef WITH_HAIR_NODES
if (b_ob_info.object_data.is_a(&RNA_Hair) || use_particle_hair) {
#else
if (use_particle_hair) {
#endif
return Geometry::HAIR;
}
if (b_ob_info.object_data.is_a(&RNA_PointCloud)) {
return Geometry::POINTCLOUD;
}
if (b_ob_info.object_data.is_a(&RNA_Volume) ||
(b_ob_info.object_data == b_ob_info.real_object.data() &&
object_fluid_gas_domain_find(b_ob_info.real_object))) {
return Geometry::VOLUME;
}
return Geometry::MESH;
}
array<Node *> BlenderSync::find_used_shaders(BL::Object &b_ob)
{
BL::Material material_override = view_layer.material_override;
Shader *default_shader = (b_ob.type() == BL::Object::type_VOLUME) ? scene->default_volume :
scene->default_surface;
array<Node *> used_shaders;
for (BL::MaterialSlot &b_slot : b_ob.material_slots) {
if (material_override) {
find_shader(material_override, used_shaders, default_shader);
}
else {
BL::ID b_material(b_slot.material());
find_shader(b_material, used_shaders, default_shader);
}
}
if (used_shaders.size() == 0) {
if (material_override)
find_shader(material_override, used_shaders, default_shader);
else
used_shaders.push_back_slow(default_shader);
}
return used_shaders;
}
Geometry *BlenderSync::sync_geometry(BL::Depsgraph &b_depsgraph,
BObjectInfo &b_ob_info,
bool object_updated,
bool use_particle_hair,
TaskPool *task_pool)
{
/* Test if we can instance or if the object is modified. */
Geometry::Type geom_type = determine_geom_type(b_ob_info, use_particle_hair);
BL::ID b_key_id = (b_ob_info.is_real_object_data() &&
BKE_object_is_modified(b_ob_info.real_object)) ?
b_ob_info.real_object :
b_ob_info.object_data;
GeometryKey key(b_key_id.ptr.data, geom_type);
/* Find shader indices. */
array<Node *> used_shaders = find_used_shaders(b_ob_info.iter_object);
/* Ensure we only sync instanced geometry once. */
Geometry *geom = geometry_map.find(key);
if (geom) {
if (geometry_synced.find(geom) != geometry_synced.end()) {
return geom;
}
}
/* Test if we need to sync. */
bool sync = true;
if (geom == NULL) {
/* Add new geometry if it did not exist yet. */
if (geom_type == Geometry::HAIR) {
geom = scene->create_node<Hair>();
}
else if (geom_type == Geometry::VOLUME) {
geom = scene->create_node<Volume>();
}
else if (geom_type == Geometry::POINTCLOUD) {
geom = scene->create_node<PointCloud>();
}
else {
geom = scene->create_node<Mesh>();
}
geometry_map.add(key, geom);
}
else {
/* Test if we need to update existing geometry. */
sync = geometry_map.update(geom, b_key_id);
}
if (!sync) {
/* If transform was applied to geometry, need full update. */
if (object_updated && geom->transform_applied) {
;
}
/* Test if shaders changed, these can be object level so geometry
* does not get tagged for recalc. */
else if (geom->get_used_shaders() != used_shaders) {
;
}
else {
/* Even if not tagged for recalc, we may need to sync anyway
* because the shader needs different geometry attributes. */
bool attribute_recalc = false;
foreach (Node *node, geom->get_used_shaders()) {
Shader *shader = static_cast<Shader *>(node);
if (shader->need_update_geometry()) {
attribute_recalc = true;
}
}
if (!attribute_recalc) {
return geom;
}
}
}
geometry_synced.insert(geom);
geom->name = ustring(b_ob_info.object_data.name().c_str());
/* Store the shaders immediately for the object attribute code. */
geom->set_used_shaders(used_shaders);
auto sync_func = [=]() mutable {
if (progress.get_cancel())
return;
progress.set_sync_status("Synchronizing object", b_ob_info.real_object.name());
if (geom_type == Geometry::HAIR) {
Hair *hair = static_cast<Hair *>(geom);
sync_hair(b_depsgraph, b_ob_info, hair);
}
else if (geom_type == Geometry::VOLUME) {
Volume *volume = static_cast<Volume *>(geom);
sync_volume(b_ob_info, volume);
}
else if (geom_type == Geometry::POINTCLOUD) {
PointCloud *pointcloud = static_cast<PointCloud *>(geom);
sync_pointcloud(pointcloud, b_ob_info);
}
else {
Mesh *mesh = static_cast<Mesh *>(geom);
sync_mesh(b_depsgraph, b_ob_info, mesh);
}
};
/* Defer the actual geometry sync to the task_pool for multithreading */
if (task_pool) {
task_pool->push(sync_func);
}
else {
sync_func();
}
return geom;
}
void BlenderSync::sync_geometry_motion(BL::Depsgraph &b_depsgraph,
BObjectInfo &b_ob_info,
Object *object,
float motion_time,
bool use_particle_hair,
TaskPool *task_pool)
{
/* Ensure we only sync instanced geometry once. */
Geometry *geom = object->get_geometry();
if (geometry_motion_synced.find(geom) != geometry_motion_synced.end() ||
geometry_motion_attribute_synced.find(geom) != geometry_motion_attribute_synced.end()) {
return;
}
geometry_motion_synced.insert(geom);
/* Ensure we only motion sync geometry that also had geometry synced, to avoid
* unnecessary work and to ensure that its attributes were clear. */
if (geometry_synced.find(geom) == geometry_synced.end())
return;
/* Find time matching motion step required by geometry. */
int motion_step = geom->motion_step(motion_time);
if (motion_step < 0) {
return;
}
auto sync_func = [=]() mutable {
if (progress.get_cancel())
return;
#ifdef WITH_HAIR_NODES
if (b_ob_info.object_data.is_a(&RNA_Hair) || use_particle_hair) {
#else
if (use_particle_hair) {
#endif
Hair *hair = static_cast<Hair *>(geom);
sync_hair_motion(b_depsgraph, b_ob_info, hair, motion_step);
}
else if (b_ob_info.object_data.is_a(&RNA_Volume) ||
object_fluid_gas_domain_find(b_ob_info.real_object)) {
/* No volume motion blur support yet. */
}
else if (b_ob_info.object_data.is_a(&RNA_PointCloud)) {
PointCloud *pointcloud = static_cast<PointCloud *>(geom);
sync_pointcloud_motion(pointcloud, b_ob_info, motion_step);
}
else {
Mesh *mesh = static_cast<Mesh *>(geom);
sync_mesh_motion(b_depsgraph, b_ob_info, mesh, motion_step);
}
};
/* Defer the actual geometry sync to the task_pool for multithreading */
if (task_pool) {
task_pool->push(sync_func);
}
else {
sync_func();
}
}
CCL_NAMESPACE_END