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Diffstat (limited to 'intern/cycles/blender/object.cpp')
-rw-r--r-- | intern/cycles/blender/object.cpp | 769 |
1 files changed, 769 insertions, 0 deletions
diff --git a/intern/cycles/blender/object.cpp b/intern/cycles/blender/object.cpp new file mode 100644 index 00000000000..9919b9d1836 --- /dev/null +++ b/intern/cycles/blender/object.cpp @@ -0,0 +1,769 @@ +/* + * 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 "blender/object_cull.h" +#include "blender/sync.h" +#include "blender/util.h" + +#include "scene/alembic.h" +#include "scene/camera.h" +#include "scene/integrator.h" +#include "scene/light.h" +#include "scene/mesh.h" +#include "scene/object.h" +#include "scene/particles.h" +#include "scene/scene.h" +#include "scene/shader.h" +#include "scene/shader_graph.h" +#include "scene/shader_nodes.h" + +#include "util/foreach.h" +#include "util/hash.h" +#include "util/log.h" +#include "util/task.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 */ + for (BL::MaterialSlot &b_slot : b_ob.material_slots) { + if (b_slot.link() == BL::MaterialSlot::link_OBJECT) { + return true; + } + } + } + + return false; +} + +bool BlenderSync::object_is_geometry(BL::Object &b_ob) +{ + BL::ID b_ob_data = b_ob.data(); + + if (!b_ob_data) { + return false; + } + + BL::Object::type_enum type = b_ob.type(); + + if (type == BL::Object::type_VOLUME || type == BL::Object::type_HAIR) { + /* Will be exported attached to mesh. */ + return true; + } + else if (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)); +} + +void BlenderSync::sync_object_motion_init(BL::Object &b_parent, BL::Object &b_ob, Object *object) +{ + /* Initialize motion blur for object, detecting if it's enabled and creating motion + * steps array if so. */ + array<Transform> motion; + object->set_motion(motion); + + Geometry *geom = object->get_geometry(); + if (!geom) { + return; + } + + int motion_steps = 0; + bool use_motion_blur = false; + + Scene::MotionType need_motion = scene->need_motion(); + if (need_motion == Scene::MOTION_BLUR) { + motion_steps = object_motion_steps(b_parent, b_ob, Object::MAX_MOTION_STEPS); + if (motion_steps && object_use_deform_motion(b_parent, b_ob)) { + use_motion_blur = true; + } + } + else if (need_motion != Scene::MOTION_NONE) { + motion_steps = 3; + } + + geom->set_use_motion_blur(use_motion_blur); + geom->set_motion_steps(motion_steps); + + motion.resize(motion_steps, transform_empty()); + + if (motion_steps) { + motion[motion_steps / 2] = object->get_tfm(); + + /* update motion socket before trying to access object->motion_time */ + object->set_motion(motion); + + for (size_t step = 0; step < motion_steps; step++) { + motion_times.insert(object->motion_time(step)); + } + } +} + +Object *BlenderSync::sync_object(BL::Depsgraph &b_depsgraph, + BL::ViewLayer &b_view_layer, + BL::DepsgraphObjectInstance &b_instance, + float motion_time, + bool use_particle_hair, + bool show_lights, + BlenderObjectCulling &culling, + bool *use_portal, + TaskPool *geom_task_pool) +{ + 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(); + BObjectInfo b_ob_info{b_ob, is_instance ? b_instance.instance_object() : b_ob, b_ob.data()}; + 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)) { + if (!show_lights) { + return NULL; + } + + /* 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_info, + 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_geometry(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 = 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 = !use_holdout && + 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; + } + + /* Use task pool only for non-instances, since sync_dupli_particle accesses + * geometry. This restriction should be removed for better performance. */ + TaskPool *object_geom_task_pool = (is_instance) ? NULL : geom_task_pool; + + /* key to lookup object */ + ObjectKey key(b_parent, persistent_id, b_ob_info.real_object, use_particle_hair); + 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) { + array<Transform> motion = object->get_motion(); + motion[time_index] = tfm; + object->set_motion(motion); + } + + /* mesh deformation */ + if (object->get_geometry()) + sync_geometry_motion( + b_depsgraph, b_ob_info, object, motion_time, use_particle_hair, object_geom_task_pool); + } + + return object; + } + + /* test if we need to sync */ + bool object_updated = object_map.add_or_update(&object, b_ob, b_parent, key) || + (tfm != object->get_tfm()); + + /* mesh sync */ + Geometry *geometry = sync_geometry( + b_depsgraph, b_ob_info, object_updated, use_particle_hair, object_geom_task_pool); + object->set_geometry(geometry); + + /* special case not tracked by object update flags */ + + if (sync_object_attributes(b_instance, object)) { + object_updated = true; + } + + /* holdout */ + object->set_use_holdout(use_holdout); + + object->set_visibility(visibility); + + object->set_is_shadow_catcher(b_ob.is_shadow_catcher()); + + float shadow_terminator_shading_offset = get_float(cobject, "shadow_terminator_offset"); + object->set_shadow_terminator_shading_offset(shadow_terminator_shading_offset); + + float shadow_terminator_geometry_offset = get_float(cobject, + "shadow_terminator_geometry_offset"); + object->set_shadow_terminator_geometry_offset(shadow_terminator_geometry_offset); + + float ao_distance = get_float(cobject, "ao_distance"); + if (ao_distance == 0.0f && b_parent.ptr.data != b_ob.ptr.data) { + PointerRNA cparent = RNA_pointer_get(&b_parent.ptr, "cycles"); + ao_distance = get_float(cparent, "ao_distance"); + } + object->set_ao_distance(ao_distance); + + /* 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(); + } + object->set_asset_name(parent_name); + + /* 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->is_modified() || object_updated || + (object->get_geometry() && object->get_geometry()->is_modified())) { + object->name = b_ob.name().c_str(); + object->set_pass_id(b_ob.pass_index()); + object->set_color(get_float3(b_ob.color())); + object->set_tfm(tfm); + + /* dupli texture coordinates and random_id */ + if (is_instance) { + object->set_dupli_generated(0.5f * get_float3(b_instance.orco()) - + make_float3(0.5f, 0.5f, 0.5f)); + object->set_dupli_uv(get_float2(b_instance.uv())); + object->set_random_id(b_instance.random_id()); + } + else { + object->set_dupli_generated(zero_float3()); + object->set_dupli_uv(zero_float2()); + object->set_random_id(hash_uint2(hash_string(object->name.c_str()), 0)); + } + + object->tag_update(scene); + } + + sync_object_motion_init(b_parent, b_ob, object); + + if (is_instance) { + /* Sync possible particle data. */ + sync_dupli_particle(b_parent, b_instance, object); + } + + return object; +} + +/* This function mirrors drw_uniform_property_lookup in draw_instance_data.cpp */ +static bool lookup_property(BL::ID b_id, const string &name, float4 *r_value) +{ + PointerRNA ptr; + PropertyRNA *prop; + + if (!RNA_path_resolve(&b_id.ptr, name.c_str(), &ptr, &prop)) { + return false; + } + + if (prop == NULL) { + return false; + } + + PropertyType type = RNA_property_type(prop); + int arraylen = RNA_property_array_length(&ptr, prop); + + if (arraylen == 0) { + float value; + + if (type == PROP_FLOAT) + value = RNA_property_float_get(&ptr, prop); + else if (type == PROP_INT) + value = static_cast<float>(RNA_property_int_get(&ptr, prop)); + else + return false; + + *r_value = make_float4(value, value, value, 1.0f); + return true; + } + else if (type == PROP_FLOAT && arraylen <= 4) { + *r_value = make_float4(0.0f, 0.0f, 0.0f, 1.0f); + RNA_property_float_get_array(&ptr, prop, &r_value->x); + return true; + } + + return false; +} + +/* This function mirrors drw_uniform_attribute_lookup in draw_instance_data.cpp */ +static float4 lookup_instance_property(BL::DepsgraphObjectInstance &b_instance, + const string &name, + bool use_instancer) +{ + string idprop_name = string_printf("[\"%s\"]", name.c_str()); + float4 value; + + /* If requesting instance data, check the parent particle system and object. */ + if (use_instancer && b_instance.is_instance()) { + BL::ParticleSystem b_psys = b_instance.particle_system(); + + if (b_psys) { + if (lookup_property(b_psys.settings(), idprop_name, &value) || + lookup_property(b_psys.settings(), name, &value)) { + return value; + } + } + if (lookup_property(b_instance.parent(), idprop_name, &value) || + lookup_property(b_instance.parent(), name, &value)) { + return value; + } + } + + /* Check the object and mesh. */ + BL::Object b_ob = b_instance.object(); + BL::ID b_data = b_ob.data(); + + if (lookup_property(b_ob, idprop_name, &value) || lookup_property(b_ob, name, &value) || + lookup_property(b_data, idprop_name, &value) || lookup_property(b_data, name, &value)) { + return value; + } + + return make_float4(0.0f); +} + +bool BlenderSync::sync_object_attributes(BL::DepsgraphObjectInstance &b_instance, Object *object) +{ + /* Find which attributes are needed. */ + AttributeRequestSet requests = object->get_geometry()->needed_attributes(); + + /* Delete attributes that became unnecessary. */ + vector<ParamValue> &attributes = object->attributes; + bool changed = false; + + for (int i = attributes.size() - 1; i >= 0; i--) { + if (!requests.find(attributes[i].name())) { + attributes.erase(attributes.begin() + i); + changed = true; + } + } + + /* Update attribute values. */ + foreach (AttributeRequest &req, requests.requests) { + ustring name = req.name; + + std::string real_name; + BlenderAttributeType type = blender_attribute_name_split_type(name, &real_name); + + if (type != BL::ShaderNodeAttribute::attribute_type_GEOMETRY) { + bool use_instancer = (type == BL::ShaderNodeAttribute::attribute_type_INSTANCER); + float4 value = lookup_instance_property(b_instance, real_name, use_instancer); + + /* Try finding the existing attribute value. */ + ParamValue *param = NULL; + + for (size_t i = 0; i < attributes.size(); i++) { + if (attributes[i].name() == name) { + param = &attributes[i]; + break; + } + } + + /* Replace or add the value. */ + ParamValue new_param(name, TypeDesc::TypeFloat4, 1, &value); + assert(new_param.datasize() == sizeof(value)); + + if (!param) { + changed = true; + attributes.push_back(new_param); + } + else if (memcmp(param->data(), &value, sizeof(value)) != 0) { + changed = true; + *param = new_param; + } + } + } + + return changed; +} + +/* Object Loop */ + +void BlenderSync::sync_procedural(BL::Object &b_ob, + BL::MeshSequenceCacheModifier &b_mesh_cache, + bool has_subdivision_modifier) +{ +#ifdef WITH_ALEMBIC + BL::CacheFile cache_file = b_mesh_cache.cache_file(); + void *cache_file_key = cache_file.ptr.data; + + AlembicProcedural *procedural = static_cast<AlembicProcedural *>( + procedural_map.find(cache_file_key)); + + if (procedural == nullptr) { + procedural = scene->create_node<AlembicProcedural>(); + procedural_map.add(cache_file_key, procedural); + } + else { + procedural_map.used(procedural); + } + + float current_frame = static_cast<float>(b_scene.frame_current()); + if (cache_file.override_frame()) { + current_frame = cache_file.frame(); + } + + if (!cache_file.override_frame()) { + procedural->set_start_frame(static_cast<float>(b_scene.frame_start())); + procedural->set_end_frame(static_cast<float>(b_scene.frame_end())); + } + + procedural->set_frame(current_frame); + procedural->set_frame_rate(b_scene.render().fps() / b_scene.render().fps_base()); + procedural->set_frame_offset(cache_file.frame_offset()); + + string absolute_path = blender_absolute_path(b_data, b_ob, b_mesh_cache.cache_file().filepath()); + procedural->set_filepath(ustring(absolute_path)); + + procedural->set_scale(cache_file.scale()); + + procedural->set_use_prefetch(cache_file.use_prefetch()); + procedural->set_prefetch_cache_size(cache_file.prefetch_cache_size()); + + /* create or update existing AlembicObjects */ + ustring object_path = ustring(b_mesh_cache.object_path()); + + AlembicObject *abc_object = procedural->get_or_create_object(object_path); + + array<Node *> used_shaders = find_used_shaders(b_ob); + abc_object->set_used_shaders(used_shaders); + + PointerRNA cobj = RNA_pointer_get(&b_ob.ptr, "cycles"); + const float subd_dicing_rate = max(0.1f, RNA_float_get(&cobj, "dicing_rate") * dicing_rate); + abc_object->set_subd_dicing_rate(subd_dicing_rate); + abc_object->set_subd_max_level(max_subdivisions); + + abc_object->set_ignore_subdivision(!has_subdivision_modifier); + + if (abc_object->is_modified() || procedural->is_modified()) { + procedural->tag_update(scene); + } +#else + (void)b_ob; + (void)b_mesh_cache; + (void)has_subdivision_modifier; +#endif +} + +void BlenderSync::sync_objects(BL::Depsgraph &b_depsgraph, + BL::SpaceView3D &b_v3d, + float motion_time) +{ + /* Task pool for multithreaded geometry sync. */ + TaskPool geom_task_pool; + + /* layer data */ + bool motion = motion_time != 0.0f; + + if (!motion) { + /* prepare for sync */ + light_map.pre_sync(); + geometry_map.pre_sync(); + object_map.pre_sync(); + procedural_map.pre_sync(); + particle_system_map.pre_sync(); + motion_times.clear(); + } + else { + geometry_motion_synced.clear(); + } + + /* initialize culling */ + BlenderObjectCulling culling(scene, b_scene); + + /* object loop */ + bool cancel = false; + bool use_portal = false; + const bool show_lights = BlenderViewportParameters(b_v3d, use_developer_ui).use_scene_lights; + + 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(); + + /* Viewport visibility. */ + const bool show_in_viewport = !b_v3d || b_ob.visible_in_viewport_get(b_v3d); + if (show_in_viewport == false) { + continue; + } + + /* Load per-object culling data. */ + culling.init_object(scene, b_ob); + + /* Ensure the object geom supporting the hair is processed before adding + * the hair processing task to the task pool, calling .to_mesh() on the + * same object in parallel does not work. */ + const bool sync_hair = b_instance.show_particles() && object_has_particle_hair(b_ob); + + /* Object itself. */ + if (b_instance.show_self()) { +#ifdef WITH_ALEMBIC + bool use_procedural = false; + bool has_subdivision_modifier = false; + BL::MeshSequenceCacheModifier b_mesh_cache(PointerRNA_NULL); + + /* Experimental as Blender does not have good support for procedurals at the moment, also + * only available in preview renders since currently do not have a good cache policy, the + * data being loaded at once for all the frames. */ + if (experimental && b_v3d) { + b_mesh_cache = object_mesh_cache_find(b_ob, &has_subdivision_modifier); + use_procedural = b_mesh_cache && b_mesh_cache.cache_file().use_render_procedural(); + } + + if (use_procedural) { + /* Skip in the motion case, as generating motion blur data will be handled in the + * procedural. */ + if (!motion) { + sync_procedural(b_ob, b_mesh_cache, has_subdivision_modifier); + } + } + else +#endif + { + sync_object(b_depsgraph, + b_view_layer, + b_instance, + motion_time, + false, + show_lights, + culling, + &use_portal, + sync_hair ? NULL : &geom_task_pool); + } + } + + /* Particle hair as separate object. */ + if (sync_hair) { + sync_object(b_depsgraph, + b_view_layer, + b_instance, + motion_time, + true, + show_lights, + culling, + &use_portal, + &geom_task_pool); + } + + cancel = progress.get_cancel(); + } + + geom_task_pool.wait_work(); + + progress.set_sync_status(""); + + if (!cancel && !motion) { + sync_background_light(b_v3d, use_portal); + + /* Handle removed data and modified pointers, as this may free memory, delete Nodes in the + * right order to ensure that dependent data is freed after their users. Objects should be + * freed before particle systems and geometries. */ + light_map.post_sync(); + object_map.post_sync(); + geometry_map.post_sync(); + particle_system_map.post_sync(); + procedural_map.post_sync(); + } + + if (motion) + geometry_motion_synced.clear(); +} + +void BlenderSync::sync_motion(BL::RenderSettings &b_render, + BL::Depsgraph &b_depsgraph, + BL::SpaceView3D &b_v3d, + 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; + + 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->get_motion_position() != Camera::MOTION_POSITION_CENTER) { + float shuttertime = scene->camera->get_shuttertime(); + if (scene->camera->get_motion_position() == Camera::MOTION_POSITION_END) { + frame_center_delta = -shuttertime * 0.5f; + } + else { + assert(scene->camera->get_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); + if (b_cam) { + sync_camera_motion(b_render, b_cam, width, height, 0.0f); + } + sync_objects(b_depsgraph, b_v3d); + } + + /* Insert motion times from camera. Motion times from other objects + * have already been added in a sync_objects call. */ + if (b_cam) { + uint camera_motion_steps = object_motion_steps(b_cam, b_cam); + for (size_t step = 0; step < camera_motion_steps; step++) { + motion_times.insert(scene->camera->motion_time(step)); + } + } + + /* Check which geometry already has motion blur so it can be skipped. */ + geometry_motion_attribute_synced.clear(); + for (Geometry *geom : scene->geometry) { + if (geom->attributes.find(ATTR_STD_MOTION_VERTEX_POSITION)) { + geometry_motion_attribute_synced.insert(geom); + } + } + + /* 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); + + /* Syncs camera motion if relative_time is one of the camera's motion times. */ + sync_camera_motion(b_render, b_cam, width, height, relative_time); + + /* sync object */ + sync_objects(b_depsgraph, b_v3d, relative_time); + } + + geometry_motion_attribute_synced.clear(); + + /* 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); +} + +CCL_NAMESPACE_END |