diff options
author | Brecht Van Lommel <brecht@blender.org> | 2021-10-24 15:19:19 +0300 |
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committer | Brecht Van Lommel <brecht@blender.org> | 2021-10-26 16:36:39 +0300 |
commit | d7d40745fa09061a3117bd3669c5a46bbf611eae (patch) | |
tree | 8dbaca086ecbb09aad62c25e9ece66332fe79af3 /intern/cycles/scene/alembic.h | |
parent | b698fe1e047e56e8ed67ba47464c0017d9c50eea (diff) |
Cycles: changes to source code folders structure
* Split render/ into scene/ and session/. The scene/ folder now contains the
scene and its nodes. The session/ folder contains the render session and
associated data structures like drivers and render buffers.
* Move top level kernel headers into new folders kernel/camera/, kernel/film/,
kernel/light/, kernel/sample/, kernel/util/
* Move integrator related kernel headers into kernel/integrator/
* Move OSL shaders from kernel/shaders/ to kernel/osl/shaders/
For patches and branches, git merge and rebase should be able to detect the
renames and move over code to the right file.
Diffstat (limited to 'intern/cycles/scene/alembic.h')
-rw-r--r-- | intern/cycles/scene/alembic.h | 568 |
1 files changed, 568 insertions, 0 deletions
diff --git a/intern/cycles/scene/alembic.h b/intern/cycles/scene/alembic.h new file mode 100644 index 00000000000..9aeef273910 --- /dev/null +++ b/intern/cycles/scene/alembic.h @@ -0,0 +1,568 @@ +/* + * Copyright 2011-2018 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. + */ + +#pragma once + +#include "graph/node.h" +#include "scene/attribute.h" +#include "scene/procedural.h" +#include "util/util_set.h" +#include "util/util_transform.h" +#include "util/util_vector.h" + +#ifdef WITH_ALEMBIC + +# include <Alembic/AbcCoreFactory/All.h> +# include <Alembic/AbcGeom/All.h> + +CCL_NAMESPACE_BEGIN + +class AlembicProcedural; +class Geometry; +class Object; +class Progress; +class Shader; + +using MatrixSampleMap = std::map<Alembic::Abc::chrono_t, Alembic::Abc::M44d>; + +struct MatrixSamplesData { + MatrixSampleMap *samples = nullptr; + Alembic::AbcCoreAbstract::TimeSamplingPtr time_sampling; +}; + +/* Helpers to detect if some type is a `ccl::array`. */ +template<typename> struct is_array : public std::false_type { +}; + +template<typename T> struct is_array<array<T>> : public std::true_type { +}; + +/* Holds the data for a cache lookup at a given time, as well as information to + * help disambiguate successes or failures to get data from the cache. */ +template<typename T> class CacheLookupResult { + enum class State { + NEW_DATA, + ALREADY_LOADED, + NO_DATA_FOR_TIME, + }; + + T *data; + State state; + + protected: + /* Prevent default construction outside of the class: for a valid result, we + * should use the static functions below. */ + CacheLookupResult() = default; + + public: + static CacheLookupResult new_data(T *data_) + { + CacheLookupResult result; + result.data = data_; + result.state = State::NEW_DATA; + return result; + } + + static CacheLookupResult no_data_found_for_time() + { + CacheLookupResult result; + result.data = nullptr; + result.state = State::NO_DATA_FOR_TIME; + return result; + } + + static CacheLookupResult already_loaded() + { + CacheLookupResult result; + result.data = nullptr; + result.state = State::ALREADY_LOADED; + return result; + } + + /* This should only be call if new data is available. */ + const T &get_data() const + { + assert(state == State::NEW_DATA); + assert(data != nullptr); + return *data; + } + + T *get_data_or_null() const + { + // data_ should already be null if there is no new data so no need to check + return data; + } + + bool has_new_data() const + { + return state == State::NEW_DATA; + } + + bool has_already_loaded() const + { + return state == State::ALREADY_LOADED; + } + + bool has_no_data_for_time() const + { + return state == State::NO_DATA_FOR_TIME; + } +}; + +/* Store the data set for an animation at every time points, or at the beginning of the animation + * for constant data. + * + * The data is supposed to be stored in chronological order, and is looked up using the current + * animation time in seconds using the TimeSampling from the Alembic property. */ +template<typename T> class DataStore { + /* Holds information to map a cache entry for a given time to an index into the data array. */ + struct TimeIndexPair { + /* Frame time for this entry. */ + double time = 0; + /* Frame time for the data pointed to by `index`. */ + double source_time = 0; + /* Index into the data array. */ + size_t index = 0; + }; + + /* This is the actual data that is stored. We deduplicate data across frames to avoid storing + * values if they have not changed yet (e.g. the triangles for a building before fracturing, or a + * fluid simulation before a break or splash) */ + vector<T> data{}; + + /* This is used to map they entry for a given time to an index into the data array, multiple + * frames can point to the same index. */ + vector<TimeIndexPair> index_data_map{}; + + Alembic::AbcCoreAbstract::TimeSampling time_sampling{}; + + double last_loaded_time = std::numeric_limits<double>::max(); + + public: + /* Keys used to compare values. */ + Alembic::AbcCoreAbstract::ArraySample::Key key1; + Alembic::AbcCoreAbstract::ArraySample::Key key2; + + void set_time_sampling(Alembic::AbcCoreAbstract::TimeSampling time_sampling_) + { + time_sampling = time_sampling_; + } + + Alembic::AbcCoreAbstract::TimeSampling get_time_sampling() const + { + return time_sampling; + } + + /* Get the data for the specified time. + * Return nullptr if there is no data or if the data for this time was already loaded. */ + CacheLookupResult<T> data_for_time(double time) + { + if (size() == 0) { + return CacheLookupResult<T>::no_data_found_for_time(); + } + + const TimeIndexPair &index = get_index_for_time(time); + + if (index.index == -1ul) { + return CacheLookupResult<T>::no_data_found_for_time(); + } + + if (last_loaded_time == index.time || last_loaded_time == index.source_time) { + return CacheLookupResult<T>::already_loaded(); + } + + last_loaded_time = index.source_time; + + assert(index.index < data.size()); + + return CacheLookupResult<T>::new_data(&data[index.index]); + } + + /* get the data for the specified time, but do not check if the data was already loaded for this + * time return nullptr if there is no data */ + CacheLookupResult<T> data_for_time_no_check(double time) + { + if (size() == 0) { + return CacheLookupResult<T>::no_data_found_for_time(); + } + + const TimeIndexPair &index = get_index_for_time(time); + + if (index.index == -1ul) { + return CacheLookupResult<T>::no_data_found_for_time(); + } + + assert(index.index < data.size()); + + return CacheLookupResult<T>::new_data(&data[index.index]); + } + + void add_data(T &data_, double time) + { + index_data_map.push_back({time, time, data.size()}); + + if constexpr (is_array<T>::value) { + data.emplace_back(); + data.back().steal_data(data_); + return; + } + + data.push_back(data_); + } + + void reuse_data_for_last_time(double time) + { + const TimeIndexPair &data_index = index_data_map.back(); + index_data_map.push_back({time, data_index.source_time, data_index.index}); + } + + void add_no_data(double time) + { + index_data_map.push_back({time, time, -1ul}); + } + + bool is_constant() const + { + return data.size() <= 1; + } + + size_t size() const + { + return data.size(); + } + + void clear() + { + invalidate_last_loaded_time(); + data.clear(); + index_data_map.clear(); + } + + void invalidate_last_loaded_time() + { + last_loaded_time = std::numeric_limits<double>::max(); + } + + /* Copy the data for the specified time to the node's socket. If there is no + * data for this time or it was already loaded, do nothing. */ + void copy_to_socket(double time, Node *node, const SocketType *socket) + { + CacheLookupResult<T> result = data_for_time(time); + + if (!result.has_new_data()) { + return; + } + + /* TODO(kevindietrich): arrays are emptied when passed to the sockets, so for now we copy the + * arrays to avoid reloading the data */ + T value = result.get_data(); + node->set(*socket, value); + } + + size_t memory_used() const + { + if constexpr (is_array<T>::value) { + size_t mem_used = 0; + + for (const T &array : data) { + mem_used += array.size() * sizeof(array[0]); + } + + return mem_used; + } + + return data.size() * sizeof(T); + } + + private: + const TimeIndexPair &get_index_for_time(double time) const + { + std::pair<size_t, Alembic::Abc::chrono_t> index_pair; + index_pair = time_sampling.getNearIndex(time, index_data_map.size()); + return index_data_map[index_pair.first]; + } +}; + +/* Actual cache for the stored data. + * This caches the topological, transformation, and attribute data for a Mesh node or a Hair node + * inside of DataStores. + */ +struct CachedData { + DataStore<Transform> transforms{}; + + /* mesh data */ + DataStore<array<float3>> vertices; + DataStore<array<int3>> triangles{}; + /* triangle "loops" are the polygons' vertices indices used for indexing face varying attributes + * (like UVs) */ + DataStore<array<int>> uv_loops{}; + DataStore<array<int>> shader{}; + + /* subd data */ + DataStore<array<int>> subd_start_corner; + DataStore<array<int>> subd_num_corners; + DataStore<array<bool>> subd_smooth; + DataStore<array<int>> subd_ptex_offset; + DataStore<array<int>> subd_face_corners; + DataStore<int> num_ngons; + DataStore<array<int>> subd_creases_edge; + DataStore<array<float>> subd_creases_weight; + + /* hair data */ + DataStore<array<float3>> curve_keys; + DataStore<array<float>> curve_radius; + DataStore<array<int>> curve_first_key; + DataStore<array<int>> curve_shader; + + struct CachedAttribute { + AttributeStandard std; + AttributeElement element; + TypeDesc type_desc; + ustring name; + DataStore<array<char>> data{}; + }; + + vector<CachedAttribute> attributes{}; + + void clear(); + + CachedAttribute &add_attribute(const ustring &name, + const Alembic::Abc::TimeSampling &time_sampling); + + bool is_constant() const; + + void invalidate_last_loaded_time(bool attributes_only = false); + + void set_time_sampling(Alembic::AbcCoreAbstract::TimeSampling time_sampling); + + size_t memory_used() const; +}; + +/* Representation of an Alembic object for the AlembicProcedural. + * + * The AlembicObject holds the path to the Alembic IObject inside of the archive that is desired + * for rendering, as well as the list of shaders that it is using. + * + * The names of the shaders should correspond to the names of the FaceSets inside of the Alembic + * archive for per-triangle shader association. If there is no FaceSets, or the names do not + * match, the first shader is used for rendering for all triangles. + */ +class AlembicObject : public Node { + public: + NODE_DECLARE + + /* Path to the IObject inside of the archive. */ + NODE_SOCKET_API(ustring, path) + + /* Shaders used for rendering. */ + NODE_SOCKET_API_ARRAY(array<Node *>, used_shaders) + + /* Treat this subdivision object as a regular polygon mesh, so no subdivision will be performed. + */ + NODE_SOCKET_API(bool, ignore_subdivision) + + /* Maximum number of subdivisions for ISubD objects. */ + NODE_SOCKET_API(int, subd_max_level) + + /* Finest level of detail (in pixels) for the subdivision. */ + NODE_SOCKET_API(float, subd_dicing_rate) + + /* Scale the radius of points and curves. */ + NODE_SOCKET_API(float, radius_scale) + + AlembicObject(); + ~AlembicObject(); + + private: + friend class AlembicProcedural; + + void set_object(Object *object); + Object *get_object(); + + void load_data_in_cache(CachedData &cached_data, + AlembicProcedural *proc, + Alembic::AbcGeom::IPolyMeshSchema &schema, + Progress &progress); + void load_data_in_cache(CachedData &cached_data, + AlembicProcedural *proc, + Alembic::AbcGeom::ISubDSchema &schema, + Progress &progress); + void load_data_in_cache(CachedData &cached_data, + AlembicProcedural *proc, + const Alembic::AbcGeom::ICurvesSchema &schema, + Progress &progress); + + bool has_data_loaded() const; + + /* Enumeration used to speed up the discrimination of an IObject as IObject::matches() methods + * are too expensive and show up in profiles. */ + enum AbcSchemaType { + INVALID, + POLY_MESH, + SUBD, + CURVES, + }; + + bool need_shader_update = true; + + AlembicObject *instance_of = nullptr; + + Alembic::AbcCoreAbstract::TimeSamplingPtr xform_time_sampling; + MatrixSampleMap xform_samples; + Alembic::AbcGeom::IObject iobject; + + /* Set if the path points to a valid IObject whose type is supported. */ + AbcSchemaType schema_type; + + CachedData &get_cached_data() + { + return cached_data_; + } + + bool is_constant() const + { + return cached_data_.is_constant(); + } + + void clear_cache() + { + cached_data_.clear(); + } + + Object *object = nullptr; + + bool data_loaded = false; + + CachedData cached_data_; + + void setup_transform_cache(CachedData &cached_data, float scale); + + AttributeRequestSet get_requested_attributes(); +}; + +/* Procedural to render objects from a single Alembic archive. + * + * Every object desired to be rendered should be passed as an AlembicObject through the objects + * socket. + * + * This procedural will load the data set for the entire animation in memory on the first frame, + * and directly set the data for the new frames on the created Nodes if needed. This allows for + * faster updates between frames as it avoids reseeking the data on disk. + */ +class AlembicProcedural : public Procedural { + Alembic::AbcGeom::IArchive archive; + bool objects_loaded; + Scene *scene_; + + public: + NODE_DECLARE + + /* The file path to the Alembic archive */ + NODE_SOCKET_API(ustring, filepath) + + /* The current frame to render. */ + NODE_SOCKET_API(float, frame) + + /* The first frame to load data for. */ + NODE_SOCKET_API(float, start_frame) + + /* The last frame to load data for. */ + NODE_SOCKET_API(float, end_frame) + + /* Subtracted to the current frame. */ + NODE_SOCKET_API(float, frame_offset) + + /* The frame rate used for rendering in units of frames per second. */ + NODE_SOCKET_API(float, frame_rate) + + /* List of AlembicObjects to render. */ + NODE_SOCKET_API_ARRAY(array<Node *>, objects) + + /* Set the default radius to use for curves when the Alembic Curves Schemas do not have radius + * information. */ + NODE_SOCKET_API(float, default_radius) + + /* Multiplier to account for differences in default units for measuring objects in various + * software. */ + NODE_SOCKET_API(float, scale) + + /* Cache controls */ + NODE_SOCKET_API(bool, use_prefetch) + + /* Memory limit for the cache, if the data does not fit within this limit, rendering is aborted. + */ + NODE_SOCKET_API(int, prefetch_cache_size) + + AlembicProcedural(); + ~AlembicProcedural(); + + /* Populates the Cycles scene with Nodes for every contained AlembicObject on the first + * invocation, and updates the data on subsequent invocations if the frame changed. */ + void generate(Scene *scene, Progress &progress); + + /* Tag for an update only if something was modified. */ + void tag_update(Scene *scene); + + /* This should be called by scene exporters to request the rendering of an object located + * in the Alembic archive at the given path. + * + * Since we lazily load object, the function does not validate the existence of the object + * in the archive. If no objects with such path if found in the archive during the next call + * to `generate`, it will be ignored. + * + * Returns a pointer to an existing or a newly created AlembicObject for the given path. */ + AlembicObject *get_or_create_object(const ustring &path); + + private: + /* Add an object to our list of objects, and tag the socket as modified. */ + void add_object(AlembicObject *object); + + /* Load the data for all the objects whose data has not yet been loaded. */ + void load_objects(Progress &progress); + + /* Traverse the Alembic hierarchy to lookup the IObjects for the AlembicObjects that were + * specified in our objects socket, and accumulate all of the transformations samples along the + * way for each IObject. */ + void walk_hierarchy(Alembic::AbcGeom::IObject parent, + const Alembic::AbcGeom::ObjectHeader &ohead, + MatrixSamplesData matrix_samples_data, + const unordered_map<string, AlembicObject *> &object_map, + Progress &progress); + + /* Read the data for an IPolyMesh at the specified frame_time. Creates corresponding Geometry and + * Object Nodes in the Cycles scene if none exist yet. */ + void read_mesh(AlembicObject *abc_object, Alembic::AbcGeom::Abc::chrono_t frame_time); + + /* Read the data for an ICurves at the specified frame_time. Creates corresponding Geometry and + * Object Nodes in the Cycles scene if none exist yet. */ + void read_curves(AlembicObject *abc_object, Alembic::AbcGeom::Abc::chrono_t frame_time); + + /* Read the data for an ISubD at the specified frame_time. Creates corresponding Geometry and + * Object Nodes in the Cycles scene if none exist yet. */ + void read_subd(AlembicObject *abc_object, Alembic::AbcGeom::Abc::chrono_t frame_time); + + void build_caches(Progress &progress); + + size_t get_prefetch_cache_size_in_bytes() const + { + /* prefetch_cache_size is in megabytes, so convert to bytes. */ + return static_cast<size_t>(prefetch_cache_size) * 1024 * 1024; + } +}; + +CCL_NAMESPACE_END + +#endif |