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blender-archive/intern/cycles/render/geometry.h
Kévin Dietrich 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

238 lines
7.0 KiB
C++

/*
* Copyright 2011-2020 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 __GEOMETRY_H__
#define __GEOMETRY_H__
#include "graph/node.h"
#include "bvh/bvh_params.h"
#include "render/attribute.h"
#include "util/util_boundbox.h"
#include "util/util_set.h"
#include "util/util_transform.h"
#include "util/util_types.h"
#include "util/util_vector.h"
CCL_NAMESPACE_BEGIN
class BVH;
class Device;
class DeviceScene;
class Mesh;
class Progress;
class RenderStats;
class Scene;
class SceneParams;
class Shader;
class Volume;
/* Geometry
*
* Base class for geometric types like Mesh and Hair. */
class Geometry : public Node {
public:
NODE_ABSTRACT_DECLARE
enum Type {
MESH,
HAIR,
VOLUME,
};
Type geometry_type;
/* Attributes */
AttributeSet attributes;
/* Shaders */
NODE_SOCKET_API_ARRAY(array<Node *>, used_shaders)
/* Transform */
BoundBox bounds;
bool transform_applied;
bool transform_negative_scaled;
Transform transform_normal;
/* Motion Blur */
NODE_SOCKET_API(uint, motion_steps)
NODE_SOCKET_API(bool, use_motion_blur)
/* Maximum number of motion steps supported (due to Embree). */
static const uint MAX_MOTION_STEPS = 129;
/* BVH */
BVH *bvh;
size_t attr_map_offset;
size_t prim_offset;
size_t optix_prim_offset;
/* Shader Properties */
bool has_volume; /* Set in the device_update_flags(). */
bool has_surface_bssrdf; /* Set in the device_update_flags(). */
/* Update Flags */
bool need_update_rebuild;
/* Index into scene->geometry (only valid during update) */
size_t index;
/* Constructor/Destructor */
explicit Geometry(const NodeType *node_type, const Type type);
virtual ~Geometry();
/* Geometry */
virtual void clear(bool preserve_shaders = false);
virtual void compute_bounds() = 0;
virtual void apply_transform(const Transform &tfm, const bool apply_to_motion) = 0;
/* Attribute Requests */
bool need_attribute(Scene *scene, AttributeStandard std);
bool need_attribute(Scene *scene, ustring name);
AttributeRequestSet needed_attributes();
/* UDIM */
virtual void get_uv_tiles(ustring map, unordered_set<int> &tiles) = 0;
/* Convert between normalized -1..1 motion time and index in the
* VERTEX_MOTION attribute. */
float motion_time(int step) const;
int motion_step(float time) const;
/* BVH */
void compute_bvh(Device *device,
DeviceScene *dscene,
SceneParams *params,
Progress *progress,
int n,
int total);
/* Check whether the geometry should have own BVH built separately. Briefly,
* own BVH is needed for geometry, if:
*
* - It is instanced multiple times, so each instance object should share the
* same BVH tree.
* - Special ray intersection is needed, for example to limit subsurface rays
* to only the geometry itself.
* - The BVH layout requires the top level to only contain instances.
*/
bool need_build_bvh(BVHLayout layout) const;
/* Test if the geometry should be treated as instanced. */
bool is_instanced() const;
bool has_true_displacement() const;
bool has_motion_blur() const;
bool has_voxel_attributes() const;
bool is_mesh() const
{
return geometry_type == MESH;
}
bool is_hair() const
{
return geometry_type == HAIR;
}
/* Updates */
void tag_update(Scene *scene, bool rebuild);
};
/* Geometry Manager */
class GeometryManager {
public:
/* Update Flags */
bool need_update;
bool need_flags_update;
/* Constructor/Destructor */
GeometryManager();
~GeometryManager();
/* Device Updates */
void device_update_preprocess(Device *device, Scene *scene, Progress &progress);
void device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress &progress);
void device_free(Device *device, DeviceScene *dscene);
/* Updates */
void tag_update(Scene *scene);
/* Statistics */
void collect_statistics(const Scene *scene, RenderStats *stats);
protected:
bool displace(Device *device, DeviceScene *dscene, Scene *scene, Mesh *mesh, Progress &progress);
void create_volume_mesh(Volume *volume, Progress &progress);
/* Attributes */
void update_osl_attributes(Device *device,
Scene *scene,
vector<AttributeRequestSet> &geom_attributes);
void update_svm_attributes(Device *device,
DeviceScene *dscene,
Scene *scene,
vector<AttributeRequestSet> &geom_attributes,
vector<AttributeRequestSet> &object_attributes);
/* Compute verts/triangles/curves offsets in global arrays. */
void mesh_calc_offset(Scene *scene);
void device_update_object(Device *device, DeviceScene *dscene, Scene *scene, Progress &progress);
void device_update_mesh(Device *device,
DeviceScene *dscene,
Scene *scene,
bool for_displacement,
Progress &progress);
void device_update_attributes(Device *device,
DeviceScene *dscene,
Scene *scene,
Progress &progress);
void device_update_bvh(Device *device, DeviceScene *dscene, Scene *scene, Progress &progress);
void device_update_displacement_images(Device *device, Scene *scene, Progress &progress);
void device_update_volume_images(Device *device, Scene *scene, Progress &progress);
private:
static void update_attribute_element_offset(Geometry *geom,
device_vector<float> &attr_float,
size_t &attr_float_offset,
device_vector<float2> &attr_float2,
size_t &attr_float2_offset,
device_vector<float4> &attr_float3,
size_t &attr_float3_offset,
device_vector<uchar4> &attr_uchar4,
size_t &attr_uchar4_offset,
Attribute *mattr,
AttributePrimitive prim,
TypeDesc &type,
AttributeDescriptor &desc);
};
CCL_NAMESPACE_END
#endif /* __GEOMETRY_H__ */