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blender-archive/intern/cycles/render/object.h
Kévin Dietrich 42198e9eb0 Fix T86601: Cycles accumulates displacement when transforming an Object
In order to update the BVH when only the transformations are changing,
we would tag the Object's Geometry as modified. However, when
displacement is used, and the vertices were not themselves modified,
this would cause us to redo the displacement on already displaced
vertices.

To fix this, use a specific update flag for detecting and notifying that
transformations were modified.

Regression caused by rBbbe6d44928235cd4a5cfbeaf1a1de78ed861bb92.
2021-03-24 10:41:29 +01:00

183 lines
5.2 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.
*/
#ifndef __OBJECT_H__
#define __OBJECT_H__
#include "graph/node.h"
/* included as Object::set_particle_system defined through NODE_SOCKET_API does
* not select the right Node::set overload as it does not know that ParticleSystem
* is a Node */
#include "render/particles.h"
#include "render/scene.h"
#include "util/util_array.h"
#include "util/util_boundbox.h"
#include "util/util_param.h"
#include "util/util_thread.h"
#include "util/util_transform.h"
#include "util/util_types.h"
#include "util/util_vector.h"
CCL_NAMESPACE_BEGIN
class Device;
class DeviceScene;
class Geometry;
class ParticleSystem;
class Progress;
class Scene;
struct Transform;
struct UpdateObjectTransformState;
class ObjectManager;
/* Object */
class Object : public Node {
public:
NODE_DECLARE
NODE_SOCKET_API(Geometry *, geometry)
NODE_SOCKET_API(Transform, tfm)
BoundBox bounds;
NODE_SOCKET_API(uint, random_id)
NODE_SOCKET_API(int, pass_id)
NODE_SOCKET_API(float3, color)
NODE_SOCKET_API(ustring, asset_name)
vector<ParamValue> attributes;
NODE_SOCKET_API(uint, visibility)
NODE_SOCKET_API_ARRAY(array<Transform>, motion)
NODE_SOCKET_API(bool, hide_on_missing_motion)
NODE_SOCKET_API(bool, use_holdout)
NODE_SOCKET_API(bool, is_shadow_catcher)
NODE_SOCKET_API(float, shadow_terminator_offset)
NODE_SOCKET_API(float3, dupli_generated)
NODE_SOCKET_API(float2, dupli_uv)
NODE_SOCKET_API(ParticleSystem *, particle_system);
NODE_SOCKET_API(int, particle_index);
Object();
~Object();
void tag_update(Scene *scene);
void compute_bounds(bool motion_blur);
void apply_transform(bool apply_to_motion);
/* Convert between normalized -1..1 motion time and index
* in the motion array. */
bool use_motion() const;
float motion_time(int step) const;
int motion_step(float time) const;
void update_motion();
/* Maximum number of motion steps supported (due to Embree). */
static const uint MAX_MOTION_STEPS = 129;
/* Check whether object is traceable and it worth adding it to
* kernel scene.
*/
bool is_traceable() const;
/* Combine object's visibility with all possible internal run-time
* determined flags which denotes trace-time visibility.
*/
uint visibility_for_tracing() const;
/* Returns the index that is used in the kernel for this object. */
int get_device_index() const;
/* Compute step size from attributes, shaders, transforms. */
float compute_volume_step_size() const;
protected:
/* Specifies the position of the object in scene->objects and
* in the device vectors. Gets set in device_update. */
int index;
/* Reference to the attribute map with object attributes,
* or 0 if none. Set in update_svm_attributes. */
size_t attr_map_offset;
friend class ObjectManager;
friend class GeometryManager;
};
/* Object Manager */
class ObjectManager {
uint32_t update_flags;
public:
enum : uint32_t {
PARTICLE_MODIFIED = (1 << 0),
GEOMETRY_MANAGER = (1 << 1),
MOTION_BLUR_MODIFIED = (1 << 2),
OBJECT_ADDED = (1 << 3),
OBJECT_REMOVED = (1 << 4),
OBJECT_MODIFIED = (1 << 5),
HOLDOUT_MODIFIED = (1 << 6),
TRANSFORM_MODIFIED = (1 << 7),
/* tag everything in the manager for an update */
UPDATE_ALL = ~0u,
UPDATE_NONE = 0u,
};
bool need_flags_update;
ObjectManager();
~ObjectManager();
void device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress &progress);
void device_update_transforms(DeviceScene *dscene, Scene *scene, Progress &progress);
void device_update_flags(Device *device,
DeviceScene *dscene,
Scene *scene,
Progress &progress,
bool bounds_valid = true);
void device_update_mesh_offsets(Device *device, DeviceScene *dscene, Scene *scene);
void device_free(Device *device, DeviceScene *dscene, bool force_free);
void tag_update(Scene *scene, uint32_t flag);
bool need_update() const;
void apply_static_transforms(DeviceScene *dscene, Scene *scene, Progress &progress);
string get_cryptomatte_objects(Scene *scene);
string get_cryptomatte_assets(Scene *scene);
protected:
void device_update_object_transform(UpdateObjectTransformState *state,
Object *ob,
bool update_all);
void device_update_object_transform_task(UpdateObjectTransformState *state);
bool device_update_object_transform_pop_work(UpdateObjectTransformState *state,
int *start_index,
int *num_objects);
};
CCL_NAMESPACE_END
#endif /* __OBJECT_H__ */