This repository has been archived on 2023-10-09. You can view files and clone it, but cannot push or open issues or pull requests.
Files
blender-archive/intern/cycles/blender/blender_object.cpp
Campbell Barton e12c08e8d1 ClangFormat: apply to source, most of intern
Apply clang format as proposed in T53211.

For details on usage and instructions for migrating branches
without conflicts, see:

https://wiki.blender.org/wiki/Tools/ClangFormat
2019-04-17 06:21:24 +02:00

668 lines
20 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 "render/camera.h"
#include "render/integrator.h"
#include "render/graph.h"
#include "render/light.h"
#include "render/mesh.h"
#include "render/object.h"
#include "render/scene.h"
#include "render/nodes.h"
#include "render/particles.h"
#include "render/shader.h"
#include "blender/blender_object_cull.h"
#include "blender/blender_sync.h"
#include "blender/blender_util.h"
#include "util/util_foreach.h"
#include "util/util_hash.h"
#include "util/util_logging.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 (b_ob.type() == BL::Object::type_META) {
/* multi-user and dupli metaballs are fused, can't instance */
return true;
}
else 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();
if (!b_ob_data) {
return false;
}
if (b_ob.type() == BL::Object::type_CURVE) {
/* Skip exporting curves without faces, overhead can be
* significant if there are many for path animation. */
BL::Curve b_curve(b_ob.data());
return (b_curve.bevel_object() || b_curve.extrude() != 0.0f || b_curve.bevel_depth() != 0.0f ||
b_curve.dimensions() == BL::Curve::dimensions_2D || b_ob.modifiers.length());
}
else {
return (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_Light));
}
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;
flag |= get_boolean(cvisibility, "scatter") ? PATH_RAY_VOLUME_SCATTER : 0;
return flag;
}
/* Light */
void BlenderSync::sync_light(BL::Object &b_parent,
int persistent_id[OBJECT_PERSISTENT_ID_SIZE],
BL::Object &b_ob,
BL::Object &b_ob_instance,
int random_id,
Transform &tfm,
bool *use_portal)
{
/* test if we need to sync */
Light *light;
ObjectKey key(b_parent, persistent_id, b_ob_instance);
if (!light_map.sync(&light, b_ob, b_parent, key)) {
if (light->is_portal)
*use_portal = true;
return;
}
BL::Light b_light(b_ob.data());
/* type */
switch (b_light.type()) {
case BL::Light::type_POINT: {
BL::PointLight b_point_light(b_light);
light->size = b_point_light.shadow_soft_size();
light->type = LIGHT_POINT;
break;
}
case BL::Light::type_SPOT: {
BL::SpotLight b_spot_light(b_light);
light->size = b_spot_light.shadow_soft_size();
light->type = LIGHT_SPOT;
light->spot_angle = b_spot_light.spot_size();
light->spot_smooth = b_spot_light.spot_blend();
break;
}
/* Hemi were removed from 2.8 */
// case BL::Light::type_HEMI: {
// light->type = LIGHT_DISTANT;
// light->size = 0.0f;
// break;
// }
case BL::Light::type_SUN: {
BL::SunLight b_sun_light(b_light);
light->size = b_sun_light.shadow_soft_size();
light->type = LIGHT_DISTANT;
break;
}
case BL::Light::type_AREA: {
BL::AreaLight b_area_light(b_light);
light->size = 1.0f;
light->axisu = transform_get_column(&tfm, 0);
light->axisv = transform_get_column(&tfm, 1);
light->sizeu = b_area_light.size();
switch (b_area_light.shape()) {
case BL::AreaLight::shape_SQUARE:
light->sizev = light->sizeu;
light->round = false;
break;
case BL::AreaLight::shape_RECTANGLE:
light->sizev = b_area_light.size_y();
light->round = false;
break;
case BL::AreaLight::shape_DISK:
light->sizev = light->sizeu;
light->round = true;
break;
case BL::AreaLight::shape_ELLIPSE:
light->sizev = b_area_light.size_y();
light->round = true;
break;
}
light->type = LIGHT_AREA;
break;
}
}
/* location and (inverted!) direction */
light->co = transform_get_column(&tfm, 3);
light->dir = -transform_get_column(&tfm, 2);
light->tfm = tfm;
/* shader */
vector<Shader *> used_shaders;
find_shader(b_light, used_shaders, scene->default_light);
light->shader = used_shaders[0];
/* shadow */
PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
PointerRNA clight = RNA_pointer_get(&b_light.ptr, "cycles");
light->cast_shadow = get_boolean(clight, "cast_shadow");
light->use_mis = get_boolean(clight, "use_multiple_importance_sampling");
int samples = get_int(clight, "samples");
if (get_boolean(cscene, "use_square_samples"))
light->samples = samples * samples;
else
light->samples = samples;
light->max_bounces = get_int(clight, "max_bounces");
if (b_ob != b_ob_instance) {
light->random_id = random_id;
}
else {
light->random_id = hash_int_2d(hash_string(b_ob.name().c_str()), 0);
}
if (light->type == LIGHT_AREA)
light->is_portal = get_boolean(clight, "is_portal");
else
light->is_portal = false;
if (light->is_portal)
*use_portal = true;
/* 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;
light->use_scatter = (visibility & PATH_RAY_VOLUME_SCATTER) != 0;
/* tag */
light->tag_update(scene);
}
void BlenderSync::sync_background_light(bool use_portal)
{
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");
enum SamplingMethod { SAMPLING_NONE = 0, SAMPLING_AUTOMATIC, SAMPLING_MANUAL, SAMPLING_NUM };
int sampling_method = get_enum(cworld, "sampling_method", SAMPLING_NUM, SAMPLING_AUTOMATIC);
bool sample_as_light = (sampling_method != SAMPLING_NONE);
if (sample_as_light || use_portal) {
/* 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;
if (sampling_method == SAMPLING_MANUAL) {
light->map_resolution = get_int(cworld, "sample_map_resolution");
}
else {
light->map_resolution = 0;
}
light->shader = scene->default_background;
light->use_mis = sample_as_light;
light->max_bounces = get_int(cworld, "max_bounces");
int samples = get_int(cworld, "samples");
if (get_boolean(cscene, "use_square_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::Depsgraph &b_depsgraph,
BL::ViewLayer &b_view_layer,
BL::DepsgraphObjectInstance &b_instance,
float motion_time,
bool show_self,
bool show_particles,
BlenderObjectCulling &culling,
bool *use_portal)
{
const bool is_instance = b_instance.is_instance();
BL::Object b_ob = b_instance.object();
BL::Object b_parent = is_instance ? b_instance.parent() : b_instance.object();
BL::Object b_ob_instance = is_instance ? b_instance.instance_object() : b_ob;
const bool motion = motion_time != 0.0f;
/*const*/ Transform tfm = get_transform(b_ob.matrix_world());
int *persistent_id = NULL;
BL::Array<int, OBJECT_PERSISTENT_ID_SIZE> persistent_id_array;
if (is_instance) {
persistent_id_array = b_instance.persistent_id();
persistent_id = persistent_id_array.data;
}
/* light is handled separately */
if (!motion && object_is_light(b_ob)) {
/* TODO: don't use lights for excluded layers used as mask layer,
* when dynamic overrides are back. */
#if 0
if(!((layer_flag & view_layer.holdout_layer) &&
(layer_flag & view_layer.exclude_layer)))
#endif
{
sync_light(b_parent,
persistent_id,
b_ob,
b_ob_instance,
is_instance ? b_instance.random_id() : 0,
tfm,
use_portal);
}
return NULL;
}
/* only interested in object that we can create meshes from */
if (!object_is_mesh(b_ob)) {
return NULL;
}
/* Perform object culling. */
if (culling.test(scene, b_ob, tfm)) {
return NULL;
}
/* Visibility flags for both parent and child. */
PointerRNA cobject = RNA_pointer_get(&b_ob.ptr, "cycles");
bool use_holdout = get_boolean(cobject, "is_holdout") ||
b_parent.holdout_get(PointerRNA_NULL, b_view_layer);
uint visibility = object_ray_visibility(b_ob) & PATH_RAY_ALL_VISIBILITY;
if (b_parent.ptr.data != b_ob.ptr.data) {
visibility &= object_ray_visibility(b_parent);
}
/* TODO: make holdout objects on excluded layer invisible for non-camera rays. */
#if 0
if(use_holdout && (layer_flag & view_layer.exclude_layer)) {
visibility &= ~(PATH_RAY_ALL_VISIBILITY - PATH_RAY_CAMERA);
}
#endif
/* Clear camera visibility for indirect only objects. */
bool use_indirect_only = b_parent.indirect_only_get(PointerRNA_NULL, b_view_layer);
if (use_indirect_only) {
visibility &= ~PATH_RAY_CAMERA;
}
/* Don't export completely invisible objects. */
if (visibility == 0) {
return NULL;
}
/* key to lookup object */
ObjectKey key(b_parent, persistent_id, b_ob_instance);
Object *object;
/* motion vector case */
if (motion) {
object = object_map.find(key);
if (object && object->use_motion()) {
/* Set transform at matching motion time step. */
int time_index = object->motion_step(motion_time);
if (time_index >= 0) {
object->motion[time_index] = tfm;
}
/* mesh deformation */
if (object->mesh)
sync_mesh_motion(b_depsgraph, b_ob, object, motion_time);
}
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;
/* mesh sync */
object->mesh = sync_mesh(
b_depsgraph, b_ob, b_ob_instance, object_updated, show_self, show_particles);
/* special case not tracked by object update flags */
/* holdout */
if (use_holdout != object->use_holdout) {
object->use_holdout = use_holdout;
scene->object_manager->tag_update(scene);
object_updated = true;
}
if (visibility != object->visibility) {
object->visibility = visibility;
object_updated = true;
}
bool is_shadow_catcher = get_boolean(cobject, "is_shadow_catcher");
if (is_shadow_catcher != object->is_shadow_catcher) {
object->is_shadow_catcher = is_shadow_catcher;
object_updated = true;
}
/* sync the asset name for Cryptomatte */
BL::Object parent = b_ob.parent();
ustring parent_name;
if (parent) {
while (parent.parent()) {
parent = parent.parent();
}
parent_name = parent.name();
}
else {
parent_name = b_ob.name();
}
if (object->asset_name != parent_name) {
object->asset_name = parent_name;
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.clear();
/* motion blur */
Scene::MotionType need_motion = scene->need_motion();
if (need_motion != Scene::MOTION_NONE && object->mesh) {
Mesh *mesh = object->mesh;
mesh->use_motion_blur = false;
mesh->motion_steps = 0;
uint motion_steps;
if (need_motion == Scene::MOTION_BLUR) {
motion_steps = object_motion_steps(b_parent, b_ob);
mesh->motion_steps = motion_steps;
if (motion_steps && object_use_deform_motion(b_parent, b_ob)) {
mesh->use_motion_blur = true;
}
}
else {
motion_steps = 3;
mesh->motion_steps = motion_steps;
}
object->motion.clear();
object->motion.resize(motion_steps, transform_empty());
if (motion_steps) {
object->motion[motion_steps / 2] = tfm;
for (size_t step = 0; step < motion_steps; step++) {
motion_times.insert(object->motion_time(step));
}
}
}
/* dupli texture coordinates and random_id */
if (is_instance) {
object->dupli_generated = 0.5f * get_float3(b_instance.orco()) -
make_float3(0.5f, 0.5f, 0.5f);
object->dupli_uv = get_float2(b_instance.uv());
object->random_id = b_instance.random_id();
}
else {
object->dupli_generated = make_float3(0.0f, 0.0f, 0.0f);
object->dupli_uv = make_float2(0.0f, 0.0f);
object->random_id = hash_int_2d(hash_string(object->name.c_str()), 0);
}
object->tag_update(scene);
}
if (is_instance) {
/* Sync possible particle data. */
sync_dupli_particle(b_parent, b_instance, object);
}
return object;
}
/* Object Loop */
void BlenderSync::sync_objects(BL::Depsgraph &b_depsgraph, float motion_time)
{
/* layer data */
bool motion = motion_time != 0.0f;
if (!motion) {
/* prepare for sync */
light_map.pre_sync();
mesh_map.pre_sync();
object_map.pre_sync();
particle_system_map.pre_sync();
motion_times.clear();
}
else {
mesh_motion_synced.clear();
}
/* initialize culling */
BlenderObjectCulling culling(scene, b_scene);
/* object loop */
bool cancel = false;
bool use_portal = false;
BL::ViewLayer b_view_layer = b_depsgraph.view_layer_eval();
BL::Depsgraph::object_instances_iterator b_instance_iter;
for (b_depsgraph.object_instances.begin(b_instance_iter);
b_instance_iter != b_depsgraph.object_instances.end() && !cancel;
++b_instance_iter) {
BL::DepsgraphObjectInstance b_instance = *b_instance_iter;
BL::Object b_ob = b_instance.object();
/* load per-object culling data */
culling.init_object(scene, b_ob);
/* test if object needs to be hidden */
const bool show_self = b_instance.show_self();
const bool show_particles = b_instance.show_particles();
if (show_self || show_particles) {
/* object itself */
sync_object(b_depsgraph,
b_view_layer,
b_instance,
motion_time,
show_self,
show_particles,
culling,
&use_portal);
}
cancel = progress.get_cancel();
}
progress.set_sync_status("");
if (!cancel && !motion) {
sync_background_light(use_portal);
/* 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);
}
if (motion)
mesh_motion_synced.clear();
}
void BlenderSync::sync_motion(BL::RenderSettings &b_render,
BL::Depsgraph &b_depsgraph,
BL::Object &b_override,
int width,
int height,
void **python_thread_state)
{
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);
int frame_center = b_scene.frame_current();
float subframe_center = b_scene.frame_subframe();
float frame_center_delta = 0.0f;
if (scene->need_motion() != Scene::MOTION_PASS &&
scene->camera->motion_position != Camera::MOTION_POSITION_CENTER) {
float shuttertime = scene->camera->shuttertime;
if (scene->camera->motion_position == Camera::MOTION_POSITION_END) {
frame_center_delta = -shuttertime * 0.5f;
}
else {
assert(scene->camera->motion_position == Camera::MOTION_POSITION_START);
frame_center_delta = shuttertime * 0.5f;
}
float time = frame_center + subframe_center + frame_center_delta;
int frame = (int)floorf(time);
float subframe = time - frame;
python_thread_state_restore(python_thread_state);
b_engine.frame_set(frame, subframe);
python_thread_state_save(python_thread_state);
sync_camera_motion(b_render, b_cam, width, height, 0.0f);
sync_objects(b_depsgraph, 0.0f);
}
/* always sample these times for camera motion */
motion_times.insert(-1.0f);
motion_times.insert(1.0f);
/* note iteration over motion_times set happens in sorted order */
foreach (float relative_time, motion_times) {
/* center time is already handled. */
if (relative_time == 0.0f) {
continue;
}
VLOG(1) << "Synchronizing motion for the relative time " << relative_time << ".";
/* fixed shutter time to get previous and next frame for motion pass */
float shuttertime = scene->motion_shutter_time();
/* compute frame and subframe time */
float time = frame_center + subframe_center + frame_center_delta +
relative_time * shuttertime * 0.5f;
int frame = (int)floorf(time);
float subframe = time - frame;
/* change frame */
python_thread_state_restore(python_thread_state);
b_engine.frame_set(frame, subframe);
python_thread_state_save(python_thread_state);
/* sync camera, only supports two times at the moment */
if (relative_time == -1.0f || relative_time == 1.0f) {
sync_camera_motion(b_render, b_cam, width, height, relative_time);
}
/* sync object */
sync_objects(b_depsgraph, relative_time);
}
/* we need to set the python thread state again because this
* function assumes it is being executed from python and will
* try to save the thread state */
python_thread_state_restore(python_thread_state);
b_engine.frame_set(frame_center, subframe_center);
python_thread_state_save(python_thread_state);
/* tag camera for motion update */
if (scene->camera->motion_modified(prevcam))
scene->camera->tag_update();
}
CCL_NAMESPACE_END