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blender-archive/intern/cycles/blender/blender_object.cpp
Brecht Van Lommel d43682d51b Cycles: Subsurface Scattering
New features:

* Bump mapping now works with SSS
* Texture Blur factor for SSS, see the documentation for details:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Subsurface_Scattering

Work in progress for feedback:

Initial implementation of the "BSSRDF Importance Sampling" paper, which uses
a different importance sampling method. It gives better quality results in
many ways, with the availability of both Cubic and Gaussian falloff functions,
but also tends to be more noisy when using the progressive integrator and does
not give great results with some geometry. It works quite well for the
non-progressive integrator and is often less noisy there.

This code may still change a lot, so unless you're testing it may be best to
stick to the Compatible falloff function.

Skin test render and file that takes advantage of the gaussian falloff:
http://www.pasteall.org/pic/show.php?id=57661
http://www.pasteall.org/pic/show.php?id=57662
http://www.pasteall.org/blend/23501
2013-08-18 14:15:57 +00:00

534 lines
15 KiB
C++

/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#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"
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(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;
return flag;
}
/* Light */
void BlenderSync::sync_light(BL::Object b_parent, int persistent_id[OBJECT_PERSISTENT_ID_SIZE], BL::Object b_ob, Transform& tfm)
{
/* 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))
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<uint> used_shaders;
find_shader(b_lamp, used_shaders, scene->default_light);
if(used_shaders.size() == 0)
used_shaders.push_back(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, "squared_samples"))
light->samples = samples * samples;
else
light->samples = samples;
/* 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;
/* tag */
light->tag_update(scene);
}
void BlenderSync::sync_background_light()
{
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) {
/* 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;
int samples = get_int(cworld, "samples");
if(get_boolean(cscene, "squared_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 */
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, int motion, bool hide_tris)
{
BL::Object b_ob = (b_dupli_ob ? b_dupli_ob.object() : b_parent);
/* 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);
return NULL;
}
/* only interested in object that we can create meshes from */
if(!object_is_mesh(b_ob))
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) {
if(tfm != object->tfm) {
if(motion == -1)
object->motion.pre = tfm;
else
object->motion.post = tfm;
object->use_motion = true;
}
/* mesh deformation blur not supported yet */
if(!scene->integrator->motion_blur)
sync_mesh_motion(b_ob, object->mesh, motion);
}
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);
/* sspecial case not tracked by object update flags */
if(use_holdout != object->use_holdout) {
object->use_holdout = use_holdout;
scene->object_manager->tag_update(scene);
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;
/* 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);
/* visibility flags for both parent */
object->visibility = object_ray_visibility(b_ob) & PATH_RAY_ALL_VISIBILITY;
if(b_parent.ptr.data != b_ob.ptr.data) {
object->visibility &= object_ray_visibility(b_parent);
object->random_id ^= hash_int(hash_string(b_parent.name().c_str()));
}
/* make holdout objects on excluded layer invisible for non-camera rays */
if(use_holdout && (layer_flag & render_layer.exclude_layer))
object->visibility &= ~(PATH_RAY_ALL_VISIBILITY - PATH_RAY_CAMERA);
/* camera flag is not actually used, instead is tested
* against render layer flags */
if(object->visibility & PATH_RAY_CAMERA) {
object->visibility |= layer_flag << PATH_RAY_LAYER_SHIFT;
object->visibility &= ~PATH_RAY_CAMERA;
}
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_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;
}
/* 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();
if(parent && object_render_hide_original(b_ob.type(), parent.dupli_type()))
if(parent_hide)
hide_as_dupli_child_original = true;
if(show_emitter) {
hide_triangles = false;
return false;
}
else if(hair_present) {
hide_triangles = true;
return hide_as_dupli_child_original;
}
else {
hide_triangles = false;
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, int motion)
{
/* layer data */
uint scene_layer = render_layer.scene_layer;
if(!motion) {
/* prepare for sync */
light_map.pre_sync();
mesh_map.pre_sync();
object_map.pre_sync();
mesh_synced.clear();
particle_system_map.pre_sync();
}
/* object loop */
BL::Scene::objects_iterator b_ob;
BL::Scene b_sce = b_scene;
/* global particle index counter */
int particle_id = 1;
bool cancel = false;
for(; b_sce && !cancel; b_sce = b_sce.background_set()) {
for(b_sce.objects.begin(b_ob); b_ob != b_sce.objects.end() && !cancel; ++b_ob) {
bool hide = (render_layer.use_viewport_visibility)? b_ob->hide(): b_ob->hide_render();
uint ob_layer = get_layer(b_ob->layers(), b_ob->layers_local_view(), render_layer.use_localview, object_is_light(*b_ob));
hide = hide || !(ob_layer & scene_layer);
if(!hide) {
progress.set_sync_status("Synchronizing object", (*b_ob).name());
if(b_ob->is_duplicator() && !object_render_hide_duplis(*b_ob)) {
/* dupli objects */
b_ob->dupli_list_create(b_scene, 2);
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, hide_tris);
/* 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)) {
if(particle_id != object->particle_id) {
object->particle_id = particle_id;
scene->object_manager->tag_update(scene);
}
particle_id++;
}
}
}
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());
sync_object(*b_ob, NULL, PointerRNA_NULL, tfm, ob_layer, motion, hide_tris);
}
}
cancel = progress.get_cancel();
}
}
progress.set_sync_status("");
if(!cancel && !motion) {
sync_background_light();
/* 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);
mesh_synced.clear();
}
}
void BlenderSync::sync_motion(BL::SpaceView3D b_v3d, BL::Object b_override)
{
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);
/* go back and forth one frame */
int frame = b_scene.frame_current();
for(int motion = -1; motion <= 1; motion += 2) {
b_scene.frame_set(frame + motion, 0.0f);
/* camera object */
if(b_cam)
sync_camera_motion(b_cam, motion);
/* mesh objects */
sync_objects(b_v3d, motion);
}
b_scene.frame_set(frame, 0.0f);
/* tag camera for motion update */
if(scene->camera->motion_modified(prevcam))
scene->camera->tag_update();
}
CCL_NAMESPACE_END