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blender-archive/intern/cycles/blender/blender_object.cpp
Ton Roosendaal da376e0237 Cycles render engine, initial commit. This is the engine itself, blender modifications and build instructions will follow later.
Cycles uses code from some great open source projects, many thanks them:

* BVH building and traversal code from NVidia's "Understanding the Efficiency of Ray Traversal on GPUs":
http://code.google.com/p/understanding-the-efficiency-of-ray-traversal-on-gpus/
* Open Shading Language for a large part of the shading system:
http://code.google.com/p/openshadinglanguage/
* Blender for procedural textures and a few other nodes.
* Approximate Catmull Clark subdivision from NVidia Mesh tools:
http://code.google.com/p/nvidia-mesh-tools/
* Sobol direction vectors from:
http://web.maths.unsw.edu.au/~fkuo/sobol/
* Film response functions from:
http://www.cs.columbia.edu/CAVE/software/softlib/dorf.php
2011-04-27 11:58:34 +00:00

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4.3 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 "light.h"
#include "mesh.h"
#include "object.h"
#include "scene.h"
#include "blender_sync.h"
#include "blender_util.h"
#include "util_foreach.h"
CCL_NAMESPACE_BEGIN
/* Utilities */
bool BlenderSync::object_is_modified(BL::Object b_ob)
{
/* test if we can instance or if the object is modified */
if(ccl::object_is_modified(b_ob, b_scene, preview)) {
/* modifiers */
return true;
}
else {
/* object level material links */
BL::Object::material_slots_iterator slot;
for(slot = b_ob.material_slots.begin(); 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));
}
/* Light */
void BlenderSync::sync_light(BL::Object b_ob, Transform& tfm)
{
/* test if we need to sync */
Light *light;
/* todo: account for instancing */
if(!light_map.sync(&light, b_ob))
return;
/* location */
light->co = make_float3(tfm.x.w, tfm.y.w, tfm.z.w);
/* shader */
BL::Lamp b_lamp(b_ob.data());
vector<uint> used_shaders;
find_shader(b_lamp, used_shaders);
if(used_shaders.size() == 0)
used_shaders.push_back(scene->default_light);
light->shader = used_shaders[0];
/* tag */
light->tag_update(scene);
}
/* Object */
void BlenderSync::sync_object(BL::Object b_parent, int b_index, BL::Object b_ob, Transform& tfm)
{
/* light is handled separately */
if(object_is_light(b_ob)) {
sync_light(b_ob, tfm);
return;
}
/* only interested in object that we can create meshes from */
if(!object_is_mesh(b_ob))
return;
/* test if we need to sync */
ObjectKey key(b_parent, b_index, b_ob);
Object *object;
bool object_updated = false;
/* object sync */
if(object_map.sync(&object, b_ob, key)) {
object->name = b_ob.name();
object->tfm = tfm;
object->tag_update(scene);
object_updated = true;
}
/* mesh sync */
object->mesh = sync_mesh(b_ob, object_updated);
}
/* Object Loop */
void BlenderSync::sync_objects(BL::SpaceView3D b_v3d)
{
/* layer data */
uint layer;
if(b_v3d)
layer = get_layer(b_v3d.layers());
else
layer = get_layer(b_scene.layers());
/* prepare for sync */
light_map.pre_sync();
mesh_map.pre_sync();
object_map.pre_sync();
/* object loop */
BL::Scene::objects_iterator b_ob;
for(b_ob = b_scene.objects.begin(); b_ob != b_scene.objects.end(); ++b_ob) {
bool hide = (b_v3d)? b_ob->hide(): b_ob->hide_render();
if(!hide && get_layer(b_ob->layers()) & layer) {
if(b_ob->is_duplicator()) {
/* dupli objects */
object_create_duplilist(*b_ob, b_scene);
BL::Object::dupli_list_iterator b_dup;
int b_index = 0;
for(b_dup = b_ob->dupli_list.begin(); b_dup != b_ob->dupli_list.end(); ++b_dup) {
Transform tfm = get_transform(b_dup->matrix());
sync_object(*b_ob, b_index, b_dup->object(), tfm);
b_index++;
}
object_free_duplilist(*b_ob);
}
else {
/* object itself */
Transform tfm = get_transform(b_ob->matrix_world());
sync_object(*b_ob, 0, *b_ob, tfm);
}
}
}
/* 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);
}
CCL_NAMESPACE_END