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Diffstat (limited to 'intern/cycles/render/object.cpp')
-rw-r--r--intern/cycles/render/object.cpp1423
1 files changed, 708 insertions, 715 deletions
diff --git a/intern/cycles/render/object.cpp b/intern/cycles/render/object.cpp
index b34d16c438b..6c6f8810412 100644
--- a/intern/cycles/render/object.cpp
+++ b/intern/cycles/render/object.cpp
@@ -38,77 +38,76 @@ CCL_NAMESPACE_BEGIN
/* Global state of object transform update. */
struct UpdateObjectTransformState {
- /* Global state used by device_update_object_transform().
- * Common for both threaded and non-threaded update.
- */
+ /* Global state used by device_update_object_transform().
+ * Common for both threaded and non-threaded update.
+ */
- /* Type of the motion required by the scene settings. */
- Scene::MotionType need_motion;
+ /* Type of the motion required by the scene settings. */
+ Scene::MotionType need_motion;
- /* Mapping from particle system to a index in packed particle array.
- * Only used for read.
- */
- map<ParticleSystem*, int> particle_offset;
+ /* Mapping from particle system to a index in packed particle array.
+ * Only used for read.
+ */
+ map<ParticleSystem *, int> particle_offset;
- /* Mesh area.
- * Used to avoid calculation of mesh area multiple times. Used for both
- * read and write. Acquire surface_area_lock to keep it all thread safe.
- */
- map<Mesh*, float> surface_area_map;
+ /* Mesh area.
+ * Used to avoid calculation of mesh area multiple times. Used for both
+ * read and write. Acquire surface_area_lock to keep it all thread safe.
+ */
+ map<Mesh *, float> surface_area_map;
- /* Motion offsets for each object. */
- array<uint> motion_offset;
+ /* Motion offsets for each object. */
+ array<uint> motion_offset;
- /* Packed object arrays. Those will be filled in. */
- uint *object_flag;
- KernelObject *objects;
- Transform *object_motion_pass;
- DecomposedTransform *object_motion;
+ /* Packed object arrays. Those will be filled in. */
+ uint *object_flag;
+ KernelObject *objects;
+ Transform *object_motion_pass;
+ DecomposedTransform *object_motion;
- /* Flags which will be synchronized to Integrator. */
- bool have_motion;
- bool have_curves;
+ /* Flags which will be synchronized to Integrator. */
+ bool have_motion;
+ bool have_curves;
- /* ** Scheduling queue. ** */
+ /* ** Scheduling queue. ** */
- Scene *scene;
+ Scene *scene;
- /* Some locks to keep everything thread-safe. */
- thread_spin_lock queue_lock;
- thread_spin_lock surface_area_lock;
+ /* Some locks to keep everything thread-safe. */
+ thread_spin_lock queue_lock;
+ thread_spin_lock surface_area_lock;
- /* First unused object index in the queue. */
- int queue_start_object;
+ /* First unused object index in the queue. */
+ int queue_start_object;
};
/* Object */
NODE_DEFINE(Object)
{
- NodeType* type = NodeType::add("object", create);
-
- SOCKET_NODE(mesh, "Mesh", &Mesh::node_type);
- SOCKET_TRANSFORM(tfm, "Transform", transform_identity());
- SOCKET_UINT(visibility, "Visibility", ~0);
- SOCKET_UINT(random_id, "Random ID", 0);
- SOCKET_INT(pass_id, "Pass ID", 0);
- SOCKET_BOOLEAN(use_holdout, "Use Holdout", false);
- SOCKET_BOOLEAN(hide_on_missing_motion, "Hide on Missing Motion", false);
- SOCKET_POINT(dupli_generated, "Dupli Generated", make_float3(0.0f, 0.0f, 0.0f));
- SOCKET_POINT2(dupli_uv, "Dupli UV", make_float2(0.0f, 0.0f));
- SOCKET_TRANSFORM_ARRAY(motion, "Motion", array<Transform>());
-
- SOCKET_BOOLEAN(is_shadow_catcher, "Shadow Catcher", false);
-
- return type;
+ NodeType *type = NodeType::add("object", create);
+
+ SOCKET_NODE(mesh, "Mesh", &Mesh::node_type);
+ SOCKET_TRANSFORM(tfm, "Transform", transform_identity());
+ SOCKET_UINT(visibility, "Visibility", ~0);
+ SOCKET_UINT(random_id, "Random ID", 0);
+ SOCKET_INT(pass_id, "Pass ID", 0);
+ SOCKET_BOOLEAN(use_holdout, "Use Holdout", false);
+ SOCKET_BOOLEAN(hide_on_missing_motion, "Hide on Missing Motion", false);
+ SOCKET_POINT(dupli_generated, "Dupli Generated", make_float3(0.0f, 0.0f, 0.0f));
+ SOCKET_POINT2(dupli_uv, "Dupli UV", make_float2(0.0f, 0.0f));
+ SOCKET_TRANSFORM_ARRAY(motion, "Motion", array<Transform>());
+
+ SOCKET_BOOLEAN(is_shadow_catcher, "Shadow Catcher", false);
+
+ return type;
}
-Object::Object()
-: Node(node_type)
+Object::Object() : Node(node_type)
{
- particle_system = NULL;
- particle_index = 0;
- bounds = BoundBox::empty;
+ particle_system = NULL;
+ particle_index = 0;
+ bounds = BoundBox::empty;
}
Object::~Object()
@@ -117,768 +116,762 @@ Object::~Object()
void Object::update_motion()
{
- if(!use_motion()) {
- return;
- }
-
- bool have_motion = false;
-
- for(size_t i = 0; i < motion.size(); i++) {
- if(motion[i] == transform_empty()) {
- if(hide_on_missing_motion) {
- /* Hide objects that have no valid previous or next
- * transform, for example particle that stop existing. It
- * would be better to handle this in the kernel and make
- * objects invisible outside certain motion steps. */
- tfm = transform_empty();
- motion.clear();
- return;
- }
- else {
- /* Otherwise just copy center motion. */
- motion[i] = tfm;
- }
- }
-
- /* Test if any of the transforms are actually different. */
- have_motion = have_motion || motion[i] != tfm;
- }
-
- /* Clear motion array if there is no actual motion. */
- if(!have_motion) {
- motion.clear();
- }
+ if (!use_motion()) {
+ return;
+ }
+
+ bool have_motion = false;
+
+ for (size_t i = 0; i < motion.size(); i++) {
+ if (motion[i] == transform_empty()) {
+ if (hide_on_missing_motion) {
+ /* Hide objects that have no valid previous or next
+ * transform, for example particle that stop existing. It
+ * would be better to handle this in the kernel and make
+ * objects invisible outside certain motion steps. */
+ tfm = transform_empty();
+ motion.clear();
+ return;
+ }
+ else {
+ /* Otherwise just copy center motion. */
+ motion[i] = tfm;
+ }
+ }
+
+ /* Test if any of the transforms are actually different. */
+ have_motion = have_motion || motion[i] != tfm;
+ }
+
+ /* Clear motion array if there is no actual motion. */
+ if (!have_motion) {
+ motion.clear();
+ }
}
void Object::compute_bounds(bool motion_blur)
{
- BoundBox mbounds = mesh->bounds;
-
- if(motion_blur && use_motion()) {
- array<DecomposedTransform> decomp(motion.size());
- transform_motion_decompose(decomp.data(), motion.data(), motion.size());
-
- bounds = BoundBox::empty;
-
- /* todo: this is really terrible. according to pbrt there is a better
- * way to find this iteratively, but did not find implementation yet
- * or try to implement myself */
- for(float t = 0.0f; t < 1.0f; t += (1.0f/128.0f)) {
- Transform ttfm;
-
- transform_motion_array_interpolate(&ttfm, decomp.data(), motion.size(), t);
- bounds.grow(mbounds.transformed(&ttfm));
- }
- }
- else {
- /* No motion blur case. */
- if(mesh->transform_applied) {
- bounds = mbounds;
- }
- else {
- bounds = mbounds.transformed(&tfm);
- }
- }
+ BoundBox mbounds = mesh->bounds;
+
+ if (motion_blur && use_motion()) {
+ array<DecomposedTransform> decomp(motion.size());
+ transform_motion_decompose(decomp.data(), motion.data(), motion.size());
+
+ bounds = BoundBox::empty;
+
+ /* todo: this is really terrible. according to pbrt there is a better
+ * way to find this iteratively, but did not find implementation yet
+ * or try to implement myself */
+ for (float t = 0.0f; t < 1.0f; t += (1.0f / 128.0f)) {
+ Transform ttfm;
+
+ transform_motion_array_interpolate(&ttfm, decomp.data(), motion.size(), t);
+ bounds.grow(mbounds.transformed(&ttfm));
+ }
+ }
+ else {
+ /* No motion blur case. */
+ if (mesh->transform_applied) {
+ bounds = mbounds;
+ }
+ else {
+ bounds = mbounds.transformed(&tfm);
+ }
+ }
}
void Object::apply_transform(bool apply_to_motion)
{
- if(!mesh || tfm == transform_identity())
- return;
-
- /* triangles */
- if(mesh->verts.size()) {
- /* store matrix to transform later. when accessing these as attributes we
- * do not want the transform to be applied for consistency between static
- * and dynamic BVH, so we do it on packing. */
- mesh->transform_normal = transform_transposed_inverse(tfm);
-
- /* apply to mesh vertices */
- for(size_t i = 0; i < mesh->verts.size(); i++)
- mesh->verts[i] = transform_point(&tfm, mesh->verts[i]);
-
- if(apply_to_motion) {
- Attribute *attr = mesh->attributes.find(ATTR_STD_MOTION_VERTEX_POSITION);
-
- if(attr) {
- size_t steps_size = mesh->verts.size() * (mesh->motion_steps - 1);
- float3 *vert_steps = attr->data_float3();
-
- for(size_t i = 0; i < steps_size; i++)
- vert_steps[i] = transform_point(&tfm, vert_steps[i]);
- }
-
- Attribute *attr_N = mesh->attributes.find(ATTR_STD_MOTION_VERTEX_NORMAL);
-
- if(attr_N) {
- Transform ntfm = mesh->transform_normal;
- size_t steps_size = mesh->verts.size() * (mesh->motion_steps - 1);
- float3 *normal_steps = attr_N->data_float3();
-
- for(size_t i = 0; i < steps_size; i++)
- normal_steps[i] = normalize(transform_direction(&ntfm, normal_steps[i]));
- }
- }
- }
-
- /* curves */
- if(mesh->curve_keys.size()) {
- /* compute uniform scale */
- float3 c0 = transform_get_column(&tfm, 0);
- float3 c1 = transform_get_column(&tfm, 1);
- float3 c2 = transform_get_column(&tfm, 2);
- float scalar = powf(fabsf(dot(cross(c0, c1), c2)), 1.0f/3.0f);
-
- /* apply transform to curve keys */
- for(size_t i = 0; i < mesh->curve_keys.size(); i++) {
- float3 co = transform_point(&tfm, mesh->curve_keys[i]);
- float radius = mesh->curve_radius[i] * scalar;
-
- /* scale for curve radius is only correct for uniform scale */
- mesh->curve_keys[i] = co;
- mesh->curve_radius[i] = radius;
- }
-
- if(apply_to_motion) {
- Attribute *curve_attr = mesh->curve_attributes.find(ATTR_STD_MOTION_VERTEX_POSITION);
-
- if(curve_attr) {
- /* apply transform to motion curve keys */
- size_t steps_size = mesh->curve_keys.size() * (mesh->motion_steps - 1);
- float4 *key_steps = curve_attr->data_float4();
-
- for(size_t i = 0; i < steps_size; i++) {
- float3 co = transform_point(&tfm, float4_to_float3(key_steps[i]));
- float radius = key_steps[i].w * scalar;
-
- /* scale for curve radius is only correct for uniform scale */
- key_steps[i] = float3_to_float4(co);
- key_steps[i].w = radius;
- }
- }
- }
- }
-
- /* we keep normals pointing in same direction on negative scale, notify
- * mesh about this in it (re)calculates normals */
- if(transform_negative_scale(tfm))
- mesh->transform_negative_scaled = true;
-
- if(bounds.valid()) {
- mesh->compute_bounds();
- compute_bounds(false);
- }
-
- /* tfm is not reset to identity, all code that uses it needs to check the
- * transform_applied boolean */
+ if (!mesh || tfm == transform_identity())
+ return;
+
+ /* triangles */
+ if (mesh->verts.size()) {
+ /* store matrix to transform later. when accessing these as attributes we
+ * do not want the transform to be applied for consistency between static
+ * and dynamic BVH, so we do it on packing. */
+ mesh->transform_normal = transform_transposed_inverse(tfm);
+
+ /* apply to mesh vertices */
+ for (size_t i = 0; i < mesh->verts.size(); i++)
+ mesh->verts[i] = transform_point(&tfm, mesh->verts[i]);
+
+ if (apply_to_motion) {
+ Attribute *attr = mesh->attributes.find(ATTR_STD_MOTION_VERTEX_POSITION);
+
+ if (attr) {
+ size_t steps_size = mesh->verts.size() * (mesh->motion_steps - 1);
+ float3 *vert_steps = attr->data_float3();
+
+ for (size_t i = 0; i < steps_size; i++)
+ vert_steps[i] = transform_point(&tfm, vert_steps[i]);
+ }
+
+ Attribute *attr_N = mesh->attributes.find(ATTR_STD_MOTION_VERTEX_NORMAL);
+
+ if (attr_N) {
+ Transform ntfm = mesh->transform_normal;
+ size_t steps_size = mesh->verts.size() * (mesh->motion_steps - 1);
+ float3 *normal_steps = attr_N->data_float3();
+
+ for (size_t i = 0; i < steps_size; i++)
+ normal_steps[i] = normalize(transform_direction(&ntfm, normal_steps[i]));
+ }
+ }
+ }
+
+ /* curves */
+ if (mesh->curve_keys.size()) {
+ /* compute uniform scale */
+ float3 c0 = transform_get_column(&tfm, 0);
+ float3 c1 = transform_get_column(&tfm, 1);
+ float3 c2 = transform_get_column(&tfm, 2);
+ float scalar = powf(fabsf(dot(cross(c0, c1), c2)), 1.0f / 3.0f);
+
+ /* apply transform to curve keys */
+ for (size_t i = 0; i < mesh->curve_keys.size(); i++) {
+ float3 co = transform_point(&tfm, mesh->curve_keys[i]);
+ float radius = mesh->curve_radius[i] * scalar;
+
+ /* scale for curve radius is only correct for uniform scale */
+ mesh->curve_keys[i] = co;
+ mesh->curve_radius[i] = radius;
+ }
+
+ if (apply_to_motion) {
+ Attribute *curve_attr = mesh->curve_attributes.find(ATTR_STD_MOTION_VERTEX_POSITION);
+
+ if (curve_attr) {
+ /* apply transform to motion curve keys */
+ size_t steps_size = mesh->curve_keys.size() * (mesh->motion_steps - 1);
+ float4 *key_steps = curve_attr->data_float4();
+
+ for (size_t i = 0; i < steps_size; i++) {
+ float3 co = transform_point(&tfm, float4_to_float3(key_steps[i]));
+ float radius = key_steps[i].w * scalar;
+
+ /* scale for curve radius is only correct for uniform scale */
+ key_steps[i] = float3_to_float4(co);
+ key_steps[i].w = radius;
+ }
+ }
+ }
+ }
+
+ /* we keep normals pointing in same direction on negative scale, notify
+ * mesh about this in it (re)calculates normals */
+ if (transform_negative_scale(tfm))
+ mesh->transform_negative_scaled = true;
+
+ if (bounds.valid()) {
+ mesh->compute_bounds();
+ compute_bounds(false);
+ }
+
+ /* tfm is not reset to identity, all code that uses it needs to check the
+ * transform_applied boolean */
}
void Object::tag_update(Scene *scene)
{
- if(mesh) {
- if(mesh->transform_applied)
- mesh->need_update = true;
-
- foreach(Shader *shader, mesh->used_shaders) {
- if(shader->use_mis && shader->has_surface_emission)
- scene->light_manager->need_update = true;
- }
- }
-
- scene->camera->need_flags_update = true;
- scene->curve_system_manager->need_update = true;
- scene->mesh_manager->need_update = true;
- scene->object_manager->need_update = true;
+ if (mesh) {
+ if (mesh->transform_applied)
+ mesh->need_update = true;
+
+ foreach (Shader *shader, mesh->used_shaders) {
+ if (shader->use_mis && shader->has_surface_emission)
+ scene->light_manager->need_update = true;
+ }
+ }
+
+ scene->camera->need_flags_update = true;
+ scene->curve_system_manager->need_update = true;
+ scene->mesh_manager->need_update = true;
+ scene->object_manager->need_update = true;
}
bool Object::use_motion() const
{
- return (motion.size() > 1);
+ return (motion.size() > 1);
}
float Object::motion_time(int step) const
{
- return (use_motion()) ? 2.0f * step / (motion.size() - 1) - 1.0f : 0.0f;
+ return (use_motion()) ? 2.0f * step / (motion.size() - 1) - 1.0f : 0.0f;
}
int Object::motion_step(float time) const
{
- if(use_motion()) {
- for(size_t step = 0; step < motion.size(); step++) {
- if(time == motion_time(step)) {
- return step;
- }
- }
- }
-
- return -1;
+ if (use_motion()) {
+ for (size_t step = 0; step < motion.size(); step++) {
+ if (time == motion_time(step)) {
+ return step;
+ }
+ }
+ }
+
+ return -1;
}
bool Object::is_traceable() const
{
- /* Mesh itself can be empty,can skip all such objects. */
- if(!bounds.valid() || bounds.size() == make_float3(0.0f, 0.0f, 0.0f)) {
- return false;
- }
- /* TODO(sergey): Check for mesh vertices/curves. visibility flags. */
- return true;
+ /* Mesh itself can be empty,can skip all such objects. */
+ if (!bounds.valid() || bounds.size() == make_float3(0.0f, 0.0f, 0.0f)) {
+ return false;
+ }
+ /* TODO(sergey): Check for mesh vertices/curves. visibility flags. */
+ return true;
}
-uint Object::visibility_for_tracing() const {
- uint trace_visibility = visibility;
- if(is_shadow_catcher) {
- trace_visibility &= ~PATH_RAY_SHADOW_NON_CATCHER;
- }
- else {
- trace_visibility &= ~PATH_RAY_SHADOW_CATCHER;
- }
- return trace_visibility;
+uint Object::visibility_for_tracing() const
+{
+ uint trace_visibility = visibility;
+ if (is_shadow_catcher) {
+ trace_visibility &= ~PATH_RAY_SHADOW_NON_CATCHER;
+ }
+ else {
+ trace_visibility &= ~PATH_RAY_SHADOW_CATCHER;
+ }
+ return trace_visibility;
}
int Object::get_device_index() const
{
- return index;
+ return index;
}
/* Object Manager */
ObjectManager::ObjectManager()
{
- need_update = true;
- need_flags_update = true;
+ need_update = true;
+ need_flags_update = true;
}
ObjectManager::~ObjectManager()
{
}
-void ObjectManager::device_update_object_transform(UpdateObjectTransformState *state,
- Object *ob)
+void ObjectManager::device_update_object_transform(UpdateObjectTransformState *state, Object *ob)
{
- KernelObject& kobject = state->objects[ob->index];
- Transform *object_motion_pass = state->object_motion_pass;
-
- Mesh *mesh = ob->mesh;
- uint flag = 0;
-
- /* Compute transformations. */
- Transform tfm = ob->tfm;
- Transform itfm = transform_inverse(tfm);
-
- /* Compute surface area. for uniform scale we can do avoid the many
- * transform calls and share computation for instances.
- *
- * TODO(brecht): Correct for displacement, and move to a better place.
- */
- float uniform_scale;
- float surface_area = 0.0f;
- float pass_id = ob->pass_id;
- float random_number = (float)ob->random_id * (1.0f/(float)0xFFFFFFFF);
- int particle_index = (ob->particle_system)
- ? ob->particle_index + state->particle_offset[ob->particle_system]
- : 0;
-
- if(transform_uniform_scale(tfm, uniform_scale)) {
- map<Mesh*, float>::iterator it;
-
- /* NOTE: This isn't fully optimal and could in theory lead to multiple
- * threads calculating area of the same mesh in parallel. However, this
- * also prevents suspending all the threads when some mesh's area is
- * not yet known.
- */
- state->surface_area_lock.lock();
- it = state->surface_area_map.find(mesh);
- state->surface_area_lock.unlock();
-
- if(it == state->surface_area_map.end()) {
- size_t num_triangles = mesh->num_triangles();
- for(size_t j = 0; j < num_triangles; j++) {
- Mesh::Triangle t = mesh->get_triangle(j);
- float3 p1 = mesh->verts[t.v[0]];
- float3 p2 = mesh->verts[t.v[1]];
- float3 p3 = mesh->verts[t.v[2]];
-
- surface_area += triangle_area(p1, p2, p3);
- }
-
- state->surface_area_lock.lock();
- state->surface_area_map[mesh] = surface_area;
- state->surface_area_lock.unlock();
- }
- else {
- surface_area = it->second;
- }
-
- surface_area *= uniform_scale;
- }
- else {
- size_t num_triangles = mesh->num_triangles();
- for(size_t j = 0; j < num_triangles; j++) {
- Mesh::Triangle t = mesh->get_triangle(j);
- float3 p1 = transform_point(&tfm, mesh->verts[t.v[0]]);
- float3 p2 = transform_point(&tfm, mesh->verts[t.v[1]]);
- float3 p3 = transform_point(&tfm, mesh->verts[t.v[2]]);
-
- surface_area += triangle_area(p1, p2, p3);
- }
- }
-
- kobject.tfm = tfm;
- kobject.itfm = itfm;
- kobject.surface_area = surface_area;
- kobject.pass_id = pass_id;
- kobject.random_number = random_number;
- kobject.particle_index = particle_index;
- kobject.motion_offset = 0;
-
- if(mesh->use_motion_blur) {
- state->have_motion = true;
- }
- if(mesh->attributes.find(ATTR_STD_MOTION_VERTEX_POSITION)) {
- flag |= SD_OBJECT_HAS_VERTEX_MOTION;
- }
-
- if(state->need_motion == Scene::MOTION_PASS) {
- /* Clear motion array if there is no actual motion. */
- ob->update_motion();
-
- /* Compute motion transforms. */
- Transform tfm_pre, tfm_post;
- if(ob->use_motion()) {
- tfm_pre = ob->motion[0];
- tfm_post = ob->motion[ob->motion.size() - 1];
- }
- else {
- tfm_pre = tfm;
- tfm_post = tfm;
- }
-
- /* Motion transformations, is world/object space depending if mesh
- * comes with deformed position in object space, or if we transform
- * the shading point in world space. */
- if(!mesh->attributes.find(ATTR_STD_MOTION_VERTEX_POSITION)) {
- tfm_pre = tfm_pre * itfm;
- tfm_post = tfm_post * itfm;
- }
-
- int motion_pass_offset = ob->index*OBJECT_MOTION_PASS_SIZE;
- object_motion_pass[motion_pass_offset + 0] = tfm_pre;
- object_motion_pass[motion_pass_offset + 1] = tfm_post;
- }
- else if(state->need_motion == Scene::MOTION_BLUR) {
- if(ob->use_motion()) {
- kobject.motion_offset = state->motion_offset[ob->index];
-
- /* Decompose transforms for interpolation. */
- DecomposedTransform *decomp = state->object_motion + kobject.motion_offset;
- transform_motion_decompose(decomp, ob->motion.data(), ob->motion.size());
- flag |= SD_OBJECT_MOTION;
- state->have_motion = true;
- }
- }
-
- /* Dupli object coords and motion info. */
- kobject.dupli_generated[0] = ob->dupli_generated[0];
- kobject.dupli_generated[1] = ob->dupli_generated[1];
- kobject.dupli_generated[2] = ob->dupli_generated[2];
- kobject.numkeys = mesh->curve_keys.size();
- kobject.dupli_uv[0] = ob->dupli_uv[0];
- kobject.dupli_uv[1] = ob->dupli_uv[1];
- int totalsteps = mesh->motion_steps;
- kobject.numsteps = (totalsteps - 1)/2;
- kobject.numverts = mesh->verts.size();
- kobject.patch_map_offset = 0;
- kobject.attribute_map_offset = 0;
- uint32_t hash_name = util_murmur_hash3(ob->name.c_str(), ob->name.length(), 0);
- uint32_t hash_asset = util_murmur_hash3(ob->asset_name.c_str(), ob->asset_name.length(), 0);
- kobject.cryptomatte_object = util_hash_to_float(hash_name);
- kobject.cryptomatte_asset = util_hash_to_float(hash_asset);
-
- /* Object flag. */
- if(ob->use_holdout) {
- flag |= SD_OBJECT_HOLDOUT_MASK;
- }
- state->object_flag[ob->index] = flag;
-
- /* Have curves. */
- if(mesh->num_curves()) {
- state->have_curves = true;
- }
+ KernelObject &kobject = state->objects[ob->index];
+ Transform *object_motion_pass = state->object_motion_pass;
+
+ Mesh *mesh = ob->mesh;
+ uint flag = 0;
+
+ /* Compute transformations. */
+ Transform tfm = ob->tfm;
+ Transform itfm = transform_inverse(tfm);
+
+ /* Compute surface area. for uniform scale we can do avoid the many
+ * transform calls and share computation for instances.
+ *
+ * TODO(brecht): Correct for displacement, and move to a better place.
+ */
+ float uniform_scale;
+ float surface_area = 0.0f;
+ float pass_id = ob->pass_id;
+ float random_number = (float)ob->random_id * (1.0f / (float)0xFFFFFFFF);
+ int particle_index = (ob->particle_system) ?
+ ob->particle_index + state->particle_offset[ob->particle_system] :
+ 0;
+
+ if (transform_uniform_scale(tfm, uniform_scale)) {
+ map<Mesh *, float>::iterator it;
+
+ /* NOTE: This isn't fully optimal and could in theory lead to multiple
+ * threads calculating area of the same mesh in parallel. However, this
+ * also prevents suspending all the threads when some mesh's area is
+ * not yet known.
+ */
+ state->surface_area_lock.lock();
+ it = state->surface_area_map.find(mesh);
+ state->surface_area_lock.unlock();
+
+ if (it == state->surface_area_map.end()) {
+ size_t num_triangles = mesh->num_triangles();
+ for (size_t j = 0; j < num_triangles; j++) {
+ Mesh::Triangle t = mesh->get_triangle(j);
+ float3 p1 = mesh->verts[t.v[0]];
+ float3 p2 = mesh->verts[t.v[1]];
+ float3 p3 = mesh->verts[t.v[2]];
+
+ surface_area += triangle_area(p1, p2, p3);
+ }
+
+ state->surface_area_lock.lock();
+ state->surface_area_map[mesh] = surface_area;
+ state->surface_area_lock.unlock();
+ }
+ else {
+ surface_area = it->second;
+ }
+
+ surface_area *= uniform_scale;
+ }
+ else {
+ size_t num_triangles = mesh->num_triangles();
+ for (size_t j = 0; j < num_triangles; j++) {
+ Mesh::Triangle t = mesh->get_triangle(j);
+ float3 p1 = transform_point(&tfm, mesh->verts[t.v[0]]);
+ float3 p2 = transform_point(&tfm, mesh->verts[t.v[1]]);
+ float3 p3 = transform_point(&tfm, mesh->verts[t.v[2]]);
+
+ surface_area += triangle_area(p1, p2, p3);
+ }
+ }
+
+ kobject.tfm = tfm;
+ kobject.itfm = itfm;
+ kobject.surface_area = surface_area;
+ kobject.pass_id = pass_id;
+ kobject.random_number = random_number;
+ kobject.particle_index = particle_index;
+ kobject.motion_offset = 0;
+
+ if (mesh->use_motion_blur) {
+ state->have_motion = true;
+ }
+ if (mesh->attributes.find(ATTR_STD_MOTION_VERTEX_POSITION)) {
+ flag |= SD_OBJECT_HAS_VERTEX_MOTION;
+ }
+
+ if (state->need_motion == Scene::MOTION_PASS) {
+ /* Clear motion array if there is no actual motion. */
+ ob->update_motion();
+
+ /* Compute motion transforms. */
+ Transform tfm_pre, tfm_post;
+ if (ob->use_motion()) {
+ tfm_pre = ob->motion[0];
+ tfm_post = ob->motion[ob->motion.size() - 1];
+ }
+ else {
+ tfm_pre = tfm;
+ tfm_post = tfm;
+ }
+
+ /* Motion transformations, is world/object space depending if mesh
+ * comes with deformed position in object space, or if we transform
+ * the shading point in world space. */
+ if (!mesh->attributes.find(ATTR_STD_MOTION_VERTEX_POSITION)) {
+ tfm_pre = tfm_pre * itfm;
+ tfm_post = tfm_post * itfm;
+ }
+
+ int motion_pass_offset = ob->index * OBJECT_MOTION_PASS_SIZE;
+ object_motion_pass[motion_pass_offset + 0] = tfm_pre;
+ object_motion_pass[motion_pass_offset + 1] = tfm_post;
+ }
+ else if (state->need_motion == Scene::MOTION_BLUR) {
+ if (ob->use_motion()) {
+ kobject.motion_offset = state->motion_offset[ob->index];
+
+ /* Decompose transforms for interpolation. */
+ DecomposedTransform *decomp = state->object_motion + kobject.motion_offset;
+ transform_motion_decompose(decomp, ob->motion.data(), ob->motion.size());
+ flag |= SD_OBJECT_MOTION;
+ state->have_motion = true;
+ }
+ }
+
+ /* Dupli object coords and motion info. */
+ kobject.dupli_generated[0] = ob->dupli_generated[0];
+ kobject.dupli_generated[1] = ob->dupli_generated[1];
+ kobject.dupli_generated[2] = ob->dupli_generated[2];
+ kobject.numkeys = mesh->curve_keys.size();
+ kobject.dupli_uv[0] = ob->dupli_uv[0];
+ kobject.dupli_uv[1] = ob->dupli_uv[1];
+ int totalsteps = mesh->motion_steps;
+ kobject.numsteps = (totalsteps - 1) / 2;
+ kobject.numverts = mesh->verts.size();
+ kobject.patch_map_offset = 0;
+ kobject.attribute_map_offset = 0;
+ uint32_t hash_name = util_murmur_hash3(ob->name.c_str(), ob->name.length(), 0);
+ uint32_t hash_asset = util_murmur_hash3(ob->asset_name.c_str(), ob->asset_name.length(), 0);
+ kobject.cryptomatte_object = util_hash_to_float(hash_name);
+ kobject.cryptomatte_asset = util_hash_to_float(hash_asset);
+
+ /* Object flag. */
+ if (ob->use_holdout) {
+ flag |= SD_OBJECT_HOLDOUT_MASK;
+ }
+ state->object_flag[ob->index] = flag;
+
+ /* Have curves. */
+ if (mesh->num_curves()) {
+ state->have_curves = true;
+ }
}
-bool ObjectManager::device_update_object_transform_pop_work(
- UpdateObjectTransformState *state,
- int *start_index,
- int *num_objects)
+bool ObjectManager::device_update_object_transform_pop_work(UpdateObjectTransformState *state,
+ int *start_index,
+ int *num_objects)
{
- /* Tweakable parameter, number of objects per chunk.
- * Too small value will cause some extra overhead due to spin lock,
- * too big value might not use all threads nicely.
- */
- static const int OBJECTS_PER_TASK = 32;
- bool have_work = false;
- state->queue_lock.lock();
- int num_scene_objects = state->scene->objects.size();
- if(state->queue_start_object < num_scene_objects) {
- int count = min(OBJECTS_PER_TASK,
- num_scene_objects - state->queue_start_object);
- *start_index = state->queue_start_object;
- *num_objects = count;
- state->queue_start_object += count;
- have_work = true;
- }
- state->queue_lock.unlock();
- return have_work;
+ /* Tweakable parameter, number of objects per chunk.
+ * Too small value will cause some extra overhead due to spin lock,
+ * too big value might not use all threads nicely.
+ */
+ static const int OBJECTS_PER_TASK = 32;
+ bool have_work = false;
+ state->queue_lock.lock();
+ int num_scene_objects = state->scene->objects.size();
+ if (state->queue_start_object < num_scene_objects) {
+ int count = min(OBJECTS_PER_TASK, num_scene_objects - state->queue_start_object);
+ *start_index = state->queue_start_object;
+ *num_objects = count;
+ state->queue_start_object += count;
+ have_work = true;
+ }
+ state->queue_lock.unlock();
+ return have_work;
}
-void ObjectManager::device_update_object_transform_task(
- UpdateObjectTransformState *state)
+void ObjectManager::device_update_object_transform_task(UpdateObjectTransformState *state)
{
- int start_index, num_objects;
- while(device_update_object_transform_pop_work(state,
- &start_index,
- &num_objects))
- {
- for(int i = 0; i < num_objects; ++i) {
- const int object_index = start_index + i;
- Object *ob = state->scene->objects[object_index];
- device_update_object_transform(state, ob);
- }
- }
+ int start_index, num_objects;
+ while (device_update_object_transform_pop_work(state, &start_index, &num_objects)) {
+ for (int i = 0; i < num_objects; ++i) {
+ const int object_index = start_index + i;
+ Object *ob = state->scene->objects[object_index];
+ device_update_object_transform(state, ob);
+ }
+ }
}
-void ObjectManager::device_update_transforms(DeviceScene *dscene,
- Scene *scene,
- Progress& progress)
+void ObjectManager::device_update_transforms(DeviceScene *dscene, Scene *scene, Progress &progress)
{
- UpdateObjectTransformState state;
- state.need_motion = scene->need_motion();
- state.have_motion = false;
- state.have_curves = false;
- state.scene = scene;
- state.queue_start_object = 0;
-
- state.objects = dscene->objects.alloc(scene->objects.size());
- state.object_flag = dscene->object_flag.alloc(scene->objects.size());
- state.object_motion = NULL;
- state.object_motion_pass = NULL;
-
- if(state.need_motion == Scene::MOTION_PASS) {
- state.object_motion_pass = dscene->object_motion_pass.alloc(OBJECT_MOTION_PASS_SIZE*scene->objects.size());
- }
- else if(state.need_motion == Scene::MOTION_BLUR) {
- /* Set object offsets into global object motion array. */
- uint *motion_offsets = state.motion_offset.resize(scene->objects.size());
- uint motion_offset = 0;
-
- foreach(Object *ob, scene->objects) {
- *motion_offsets = motion_offset;
- motion_offsets++;
-
- /* Clear motion array if there is no actual motion. */
- ob->update_motion();
- motion_offset += ob->motion.size();
- }
-
- state.object_motion = dscene->object_motion.alloc(motion_offset);
- }
-
- /* Particle system device offsets
- * 0 is dummy particle, index starts at 1.
- */
- int numparticles = 1;
- foreach(ParticleSystem *psys, scene->particle_systems) {
- state.particle_offset[psys] = numparticles;
- numparticles += psys->particles.size();
- }
-
- /* NOTE: If it's just a handful of objects we deal with them in a single
- * thread to avoid threading overhead. However, this threshold is might
- * need some tweaks to make mid-complex scenes optimal.
- */
- if(scene->objects.size() < 64) {
- foreach(Object *ob, scene->objects) {
- device_update_object_transform(&state, ob);
- if(progress.get_cancel()) {
- return;
- }
- }
- }
- else {
- const int num_threads = TaskScheduler::num_threads();
- TaskPool pool;
- for(int i = 0; i < num_threads; ++i) {
- pool.push(function_bind(
- &ObjectManager::device_update_object_transform_task,
- this,
- &state));
- }
- pool.wait_work();
- if(progress.get_cancel()) {
- return;
- }
- }
-
- dscene->objects.copy_to_device();
- if(state.need_motion == Scene::MOTION_PASS) {
- dscene->object_motion_pass.copy_to_device();
- }
- else if(state.need_motion == Scene::MOTION_BLUR) {
- dscene->object_motion.copy_to_device();
- }
-
- dscene->data.bvh.have_motion = state.have_motion;
- dscene->data.bvh.have_curves = state.have_curves;
- dscene->data.bvh.have_instancing = true;
+ UpdateObjectTransformState state;
+ state.need_motion = scene->need_motion();
+ state.have_motion = false;
+ state.have_curves = false;
+ state.scene = scene;
+ state.queue_start_object = 0;
+
+ state.objects = dscene->objects.alloc(scene->objects.size());
+ state.object_flag = dscene->object_flag.alloc(scene->objects.size());
+ state.object_motion = NULL;
+ state.object_motion_pass = NULL;
+
+ if (state.need_motion == Scene::MOTION_PASS) {
+ state.object_motion_pass = dscene->object_motion_pass.alloc(OBJECT_MOTION_PASS_SIZE *
+ scene->objects.size());
+ }
+ else if (state.need_motion == Scene::MOTION_BLUR) {
+ /* Set object offsets into global object motion array. */
+ uint *motion_offsets = state.motion_offset.resize(scene->objects.size());
+ uint motion_offset = 0;
+
+ foreach (Object *ob, scene->objects) {
+ *motion_offsets = motion_offset;
+ motion_offsets++;
+
+ /* Clear motion array if there is no actual motion. */
+ ob->update_motion();
+ motion_offset += ob->motion.size();
+ }
+
+ state.object_motion = dscene->object_motion.alloc(motion_offset);
+ }
+
+ /* Particle system device offsets
+ * 0 is dummy particle, index starts at 1.
+ */
+ int numparticles = 1;
+ foreach (ParticleSystem *psys, scene->particle_systems) {
+ state.particle_offset[psys] = numparticles;
+ numparticles += psys->particles.size();
+ }
+
+ /* NOTE: If it's just a handful of objects we deal with them in a single
+ * thread to avoid threading overhead. However, this threshold is might
+ * need some tweaks to make mid-complex scenes optimal.
+ */
+ if (scene->objects.size() < 64) {
+ foreach (Object *ob, scene->objects) {
+ device_update_object_transform(&state, ob);
+ if (progress.get_cancel()) {
+ return;
+ }
+ }
+ }
+ else {
+ const int num_threads = TaskScheduler::num_threads();
+ TaskPool pool;
+ for (int i = 0; i < num_threads; ++i) {
+ pool.push(function_bind(&ObjectManager::device_update_object_transform_task, this, &state));
+ }
+ pool.wait_work();
+ if (progress.get_cancel()) {
+ return;
+ }
+ }
+
+ dscene->objects.copy_to_device();
+ if (state.need_motion == Scene::MOTION_PASS) {
+ dscene->object_motion_pass.copy_to_device();
+ }
+ else if (state.need_motion == Scene::MOTION_BLUR) {
+ dscene->object_motion.copy_to_device();
+ }
+
+ dscene->data.bvh.have_motion = state.have_motion;
+ dscene->data.bvh.have_curves = state.have_curves;
+ dscene->data.bvh.have_instancing = true;
}
-void ObjectManager::device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress)
+void ObjectManager::device_update(Device *device,
+ DeviceScene *dscene,
+ Scene *scene,
+ Progress &progress)
{
- if(!need_update)
- return;
+ if (!need_update)
+ return;
- VLOG(1) << "Total " << scene->objects.size() << " objects.";
+ VLOG(1) << "Total " << scene->objects.size() << " objects.";
- device_free(device, dscene);
+ device_free(device, dscene);
- if(scene->objects.size() == 0)
- return;
+ if (scene->objects.size() == 0)
+ return;
- /* Assign object IDs. */
- int index = 0;
- foreach(Object *object, scene->objects) {
- object->index = index++;
- }
+ /* Assign object IDs. */
+ int index = 0;
+ foreach (Object *object, scene->objects) {
+ object->index = index++;
+ }
- /* set object transform matrices, before applying static transforms */
- progress.set_status("Updating Objects", "Copying Transformations to device");
- device_update_transforms(dscene, scene, progress);
+ /* set object transform matrices, before applying static transforms */
+ progress.set_status("Updating Objects", "Copying Transformations to device");
+ device_update_transforms(dscene, scene, progress);
- if(progress.get_cancel()) return;
+ if (progress.get_cancel())
+ return;
- /* prepare for static BVH building */
- /* todo: do before to support getting object level coords? */
- if(scene->params.bvh_type == SceneParams::BVH_STATIC) {
- progress.set_status("Updating Objects", "Applying Static Transformations");
- apply_static_transforms(dscene, scene, progress);
- }
+ /* prepare for static BVH building */
+ /* todo: do before to support getting object level coords? */
+ if (scene->params.bvh_type == SceneParams::BVH_STATIC) {
+ progress.set_status("Updating Objects", "Applying Static Transformations");
+ apply_static_transforms(dscene, scene, progress);
+ }
}
-void ObjectManager::device_update_flags(Device *,
- DeviceScene *dscene,
- Scene *scene,
- Progress& /*progress*/,
- bool bounds_valid)
+void ObjectManager::device_update_flags(
+ Device *, DeviceScene *dscene, Scene *scene, Progress & /*progress*/, bool bounds_valid)
{
- if(!need_update && !need_flags_update)
- return;
-
- need_update = false;
- need_flags_update = false;
-
- if(scene->objects.size() == 0)
- return;
-
- /* Object info flag. */
- uint *object_flag = dscene->object_flag.data();
-
- /* Object volume intersection. */
- vector<Object *> volume_objects;
- bool has_volume_objects = false;
- foreach(Object *object, scene->objects) {
- if(object->mesh->has_volume) {
- if(bounds_valid) {
- volume_objects.push_back(object);
- }
- has_volume_objects = true;
- }
- }
-
- foreach(Object *object, scene->objects) {
- if(object->mesh->has_volume) {
- object_flag[object->index] |= SD_OBJECT_HAS_VOLUME;
- object_flag[object->index] &= ~SD_OBJECT_HAS_VOLUME_ATTRIBUTES;
-
- foreach(Attribute& attr, object->mesh->attributes.attributes) {
- if(attr.element == ATTR_ELEMENT_VOXEL) {
- object_flag[object->index] |= SD_OBJECT_HAS_VOLUME_ATTRIBUTES;
- }
- }
- }
- else {
- object_flag[object->index] &= ~(SD_OBJECT_HAS_VOLUME|SD_OBJECT_HAS_VOLUME_ATTRIBUTES);
- }
- if(object->is_shadow_catcher) {
- object_flag[object->index] |= SD_OBJECT_SHADOW_CATCHER;
- }
- else {
- object_flag[object->index] &= ~SD_OBJECT_SHADOW_CATCHER;
- }
-
- if(bounds_valid) {
- foreach(Object *volume_object, volume_objects) {
- if(object == volume_object) {
- continue;
- }
- if(object->bounds.intersects(volume_object->bounds)) {
- object_flag[object->index] |= SD_OBJECT_INTERSECTS_VOLUME;
- break;
- }
- }
- }
- else if(has_volume_objects) {
- /* Not really valid, but can't make more reliable in the case
- * of bounds not being up to date.
- */
- object_flag[object->index] |= SD_OBJECT_INTERSECTS_VOLUME;
- }
- }
-
- /* Copy object flag. */
- dscene->object_flag.copy_to_device();
+ if (!need_update && !need_flags_update)
+ return;
+
+ need_update = false;
+ need_flags_update = false;
+
+ if (scene->objects.size() == 0)
+ return;
+
+ /* Object info flag. */
+ uint *object_flag = dscene->object_flag.data();
+
+ /* Object volume intersection. */
+ vector<Object *> volume_objects;
+ bool has_volume_objects = false;
+ foreach (Object *object, scene->objects) {
+ if (object->mesh->has_volume) {
+ if (bounds_valid) {
+ volume_objects.push_back(object);
+ }
+ has_volume_objects = true;
+ }
+ }
+
+ foreach (Object *object, scene->objects) {
+ if (object->mesh->has_volume) {
+ object_flag[object->index] |= SD_OBJECT_HAS_VOLUME;
+ object_flag[object->index] &= ~SD_OBJECT_HAS_VOLUME_ATTRIBUTES;
+
+ foreach (Attribute &attr, object->mesh->attributes.attributes) {
+ if (attr.element == ATTR_ELEMENT_VOXEL) {
+ object_flag[object->index] |= SD_OBJECT_HAS_VOLUME_ATTRIBUTES;
+ }
+ }
+ }
+ else {
+ object_flag[object->index] &= ~(SD_OBJECT_HAS_VOLUME | SD_OBJECT_HAS_VOLUME_ATTRIBUTES);
+ }
+ if (object->is_shadow_catcher) {
+ object_flag[object->index] |= SD_OBJECT_SHADOW_CATCHER;
+ }
+ else {
+ object_flag[object->index] &= ~SD_OBJECT_SHADOW_CATCHER;
+ }
+
+ if (bounds_valid) {
+ foreach (Object *volume_object, volume_objects) {
+ if (object == volume_object) {
+ continue;
+ }
+ if (object->bounds.intersects(volume_object->bounds)) {
+ object_flag[object->index] |= SD_OBJECT_INTERSECTS_VOLUME;
+ break;
+ }
+ }
+ }
+ else if (has_volume_objects) {
+ /* Not really valid, but can't make more reliable in the case
+ * of bounds not being up to date.
+ */
+ object_flag[object->index] |= SD_OBJECT_INTERSECTS_VOLUME;
+ }
+ }
+
+ /* Copy object flag. */
+ dscene->object_flag.copy_to_device();
}
void ObjectManager::device_update_mesh_offsets(Device *, DeviceScene *dscene, Scene *scene)
{
- if(dscene->objects.size() == 0) {
- return;
- }
+ if (dscene->objects.size() == 0) {
+ return;
+ }
- KernelObject *kobjects = dscene->objects.data();
+ KernelObject *kobjects = dscene->objects.data();
- bool update = false;
+ bool update = false;
- foreach(Object *object, scene->objects) {
- Mesh* mesh = object->mesh;
+ foreach (Object *object, scene->objects) {
+ Mesh *mesh = object->mesh;
- if(mesh->patch_table) {
- uint patch_map_offset = 2*(mesh->patch_table_offset + mesh->patch_table->total_size() -
- mesh->patch_table->num_nodes * PATCH_NODE_SIZE) - mesh->patch_offset;
+ if (mesh->patch_table) {
+ uint patch_map_offset = 2 * (mesh->patch_table_offset + mesh->patch_table->total_size() -
+ mesh->patch_table->num_nodes * PATCH_NODE_SIZE) -
+ mesh->patch_offset;
- if(kobjects[object->index].patch_map_offset != patch_map_offset) {
- kobjects[object->index].patch_map_offset = patch_map_offset;
- update = true;
- }
- }
+ if (kobjects[object->index].patch_map_offset != patch_map_offset) {
+ kobjects[object->index].patch_map_offset = patch_map_offset;
+ update = true;
+ }
+ }
- if(kobjects[object->index].attribute_map_offset != mesh->attr_map_offset) {
- kobjects[object->index].attribute_map_offset = mesh->attr_map_offset;
- update = true;
- }
- }
+ if (kobjects[object->index].attribute_map_offset != mesh->attr_map_offset) {
+ kobjects[object->index].attribute_map_offset = mesh->attr_map_offset;
+ update = true;
+ }
+ }
- if(update) {
- dscene->objects.copy_to_device();
- }
+ if (update) {
+ dscene->objects.copy_to_device();
+ }
}
void ObjectManager::device_free(Device *, DeviceScene *dscene)
{
- dscene->objects.free();
- dscene->object_motion_pass.free();
- dscene->object_motion.free();
- dscene->object_flag.free();
+ dscene->objects.free();
+ dscene->object_motion_pass.free();
+ dscene->object_motion.free();
+ dscene->object_flag.free();
}
-void ObjectManager::apply_static_transforms(DeviceScene *dscene, Scene *scene, Progress& progress)
+void ObjectManager::apply_static_transforms(DeviceScene *dscene, Scene *scene, Progress &progress)
{
- /* todo: normals and displacement should be done before applying transform! */
- /* todo: create objects/meshes in right order! */
-
- /* counter mesh users */
- map<Mesh*, int> mesh_users;
- Scene::MotionType need_motion = scene->need_motion();
- bool motion_blur = need_motion == Scene::MOTION_BLUR;
- bool apply_to_motion = need_motion != Scene::MOTION_PASS;
- int i = 0;
- bool have_instancing = false;
-
- foreach(Object *object, scene->objects) {
- map<Mesh*, int>::iterator it = mesh_users.find(object->mesh);
-
- if(it == mesh_users.end())
- mesh_users[object->mesh] = 1;
- else
- it->second++;
- }
-
- if(progress.get_cancel()) return;
-
- uint *object_flag = dscene->object_flag.data();
-
- /* apply transforms for objects with single user meshes */
- foreach(Object *object, scene->objects) {
- /* Annoying feedback loop here: we can't use is_instanced() because
- * it'll use uninitialized transform_applied flag.
- *
- * Could be solved by moving reference counter to Mesh.
- */
- if((mesh_users[object->mesh] == 1 && !object->mesh->has_surface_bssrdf) &&
- !object->mesh->has_true_displacement() && object->mesh->subdivision_type == Mesh::SUBDIVISION_NONE)
- {
- if(!(motion_blur && object->use_motion())) {
- if(!object->mesh->transform_applied) {
- object->apply_transform(apply_to_motion);
- object->mesh->transform_applied = true;
-
- if(progress.get_cancel()) return;
- }
-
- object_flag[i] |= SD_OBJECT_TRANSFORM_APPLIED;
- if(object->mesh->transform_negative_scaled)
- object_flag[i] |= SD_OBJECT_NEGATIVE_SCALE_APPLIED;
- }
- else
- have_instancing = true;
- }
- else
- have_instancing = true;
-
- i++;
- }
-
- dscene->data.bvh.have_instancing = have_instancing;
+ /* todo: normals and displacement should be done before applying transform! */
+ /* todo: create objects/meshes in right order! */
+
+ /* counter mesh users */
+ map<Mesh *, int> mesh_users;
+ Scene::MotionType need_motion = scene->need_motion();
+ bool motion_blur = need_motion == Scene::MOTION_BLUR;
+ bool apply_to_motion = need_motion != Scene::MOTION_PASS;
+ int i = 0;
+ bool have_instancing = false;
+
+ foreach (Object *object, scene->objects) {
+ map<Mesh *, int>::iterator it = mesh_users.find(object->mesh);
+
+ if (it == mesh_users.end())
+ mesh_users[object->mesh] = 1;
+ else
+ it->second++;
+ }
+
+ if (progress.get_cancel())
+ return;
+
+ uint *object_flag = dscene->object_flag.data();
+
+ /* apply transforms for objects with single user meshes */
+ foreach (Object *object, scene->objects) {
+ /* Annoying feedback loop here: we can't use is_instanced() because
+ * it'll use uninitialized transform_applied flag.
+ *
+ * Could be solved by moving reference counter to Mesh.
+ */
+ if ((mesh_users[object->mesh] == 1 && !object->mesh->has_surface_bssrdf) &&
+ !object->mesh->has_true_displacement() &&
+ object->mesh->subdivision_type == Mesh::SUBDIVISION_NONE) {
+ if (!(motion_blur && object->use_motion())) {
+ if (!object->mesh->transform_applied) {
+ object->apply_transform(apply_to_motion);
+ object->mesh->transform_applied = true;
+
+ if (progress.get_cancel())
+ return;
+ }
+
+ object_flag[i] |= SD_OBJECT_TRANSFORM_APPLIED;
+ if (object->mesh->transform_negative_scaled)
+ object_flag[i] |= SD_OBJECT_NEGATIVE_SCALE_APPLIED;
+ }
+ else
+ have_instancing = true;
+ }
+ else
+ have_instancing = true;
+
+ i++;
+ }
+
+ dscene->data.bvh.have_instancing = have_instancing;
}
void ObjectManager::tag_update(Scene *scene)
{
- need_update = true;
- scene->curve_system_manager->need_update = true;
- scene->mesh_manager->need_update = true;
- scene->light_manager->need_update = true;
+ need_update = true;
+ scene->curve_system_manager->need_update = true;
+ scene->mesh_manager->need_update = true;
+ scene->light_manager->need_update = true;
}
string ObjectManager::get_cryptomatte_objects(Scene *scene)
{
- string manifest = "{";
-
- unordered_set<ustring, ustringHash> objects;
- foreach(Object *object, scene->objects) {
- if(objects.count(object->name)) {
- continue;
- }
- objects.insert(object->name);
- uint32_t hash_name = util_murmur_hash3(object->name.c_str(), object->name.length(), 0);
- manifest += string_printf("\"%s\":\"%08x\",", object->name.c_str(), hash_name);
- }
- manifest[manifest.size()-1] = '}';
- return manifest;
+ string manifest = "{";
+
+ unordered_set<ustring, ustringHash> objects;
+ foreach (Object *object, scene->objects) {
+ if (objects.count(object->name)) {
+ continue;
+ }
+ objects.insert(object->name);
+ uint32_t hash_name = util_murmur_hash3(object->name.c_str(), object->name.length(), 0);
+ manifest += string_printf("\"%s\":\"%08x\",", object->name.c_str(), hash_name);
+ }
+ manifest[manifest.size() - 1] = '}';
+ return manifest;
}
string ObjectManager::get_cryptomatte_assets(Scene *scene)
{
- string manifest = "{";
- unordered_set<ustring, ustringHash> assets;
- foreach(Object *ob, scene->objects) {
- if(assets.count(ob->asset_name)) {
- continue;
- }
- assets.insert(ob->asset_name);
- uint32_t hash_asset = util_murmur_hash3(ob->asset_name.c_str(), ob->asset_name.length(), 0);
- manifest += string_printf("\"%s\":\"%08x\",", ob->asset_name.c_str(), hash_asset);
- }
- manifest[manifest.size()-1] = '}';
- return manifest;
+ string manifest = "{";
+ unordered_set<ustring, ustringHash> assets;
+ foreach (Object *ob, scene->objects) {
+ if (assets.count(ob->asset_name)) {
+ continue;
+ }
+ assets.insert(ob->asset_name);
+ uint32_t hash_asset = util_murmur_hash3(ob->asset_name.c_str(), ob->asset_name.length(), 0);
+ manifest += string_printf("\"%s\":\"%08x\",", ob->asset_name.c_str(), hash_asset);
+ }
+ manifest[manifest.size() - 1] = '}';
+ return manifest;
}
CCL_NAMESPACE_END