diff options
Diffstat (limited to 'intern/cycles/render/object.cpp')
-rw-r--r-- | intern/cycles/render/object.cpp | 284 |
1 files changed, 183 insertions, 101 deletions
diff --git a/intern/cycles/render/object.cpp b/intern/cycles/render/object.cpp index b981d2b8849..138de250c5f 100644 --- a/intern/cycles/render/object.cpp +++ b/intern/cycles/render/object.cpp @@ -33,6 +33,52 @@ 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. + */ + + /* 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; + + /* 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; + + /* 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; + + /* ** Scheduling queue. ** */ + + Scene *scene; + + /* 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; +}; + /* Object */ NODE_DEFINE(Object) @@ -48,6 +94,7 @@ NODE_DEFINE(Object) 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); @@ -60,45 +107,54 @@ Object::Object() particle_system = NULL; particle_index = 0; bounds = BoundBox::empty; - motion.pre = transform_empty(); - motion.mid = transform_empty(); - motion.post = transform_empty(); - use_motion = false; } Object::~Object() { } -void Object::compute_bounds(bool motion_blur) +void Object::update_motion() { - BoundBox mbounds = mesh->bounds; + if(!use_motion()) { + return; + } - if(motion_blur && use_motion) { - MotionTransform mtfm = motion; + bool have_motion = false; - if(hide_on_missing_motion) { - /* Hide objects that have no valid previous or next transform, for - * example particle that stop existing. TODO: add support for this - * case in the kernel so we don't get render artifacts. */ - if(mtfm.pre == transform_empty() || - mtfm.post == transform_empty()) { - bounds = BoundBox::empty; + 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; + } } - /* In case of missing motion information for previous/next frame, - * assume there is no motion. */ - if(mtfm.pre == transform_empty()) { - mtfm.pre = tfm; - } - if(mtfm.post == transform_empty()) { - mtfm.post = tfm; - } + /* Test if any of the transforms are actually different. */ + have_motion = have_motion || motion[i] != tfm; + } - MotionTransform decomp; - transform_motion_decompose(&decomp, &mtfm, &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; @@ -108,11 +164,12 @@ void Object::compute_bounds(bool motion_blur) for(float t = 0.0f; t < 1.0f; t += (1.0f/128.0f)) { Transform ttfm; - transform_motion_interpolate(&ttfm, &decomp, t); + 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; } @@ -132,7 +189,7 @@ void Object::apply_transform(bool apply_to_motion) /* 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_transpose(transform_inverse(tfm)); + mesh->transform_normal = transform_transposed_inverse(tfm); /* apply to mesh vertices */ for(size_t i = 0; i < mesh->verts.size(); i++) @@ -232,27 +289,30 @@ void Object::tag_update(Scene *scene) scene->object_manager->need_update = true; } -vector<float> Object::motion_times() +bool Object::use_motion() const { - /* compute times at which we sample motion for this object */ - vector<float> times; - - if(!mesh || mesh->motion_steps == 1) - return times; + return (motion.size() > 1); +} - int motion_steps = mesh->motion_steps; +float Object::motion_time(int step) const +{ + return (use_motion()) ? 2.0f * step / (motion.size() - 1) - 1.0f : 0.0f; +} - for(int step = 0; step < motion_steps; step++) { - if(step != motion_steps / 2) { - float time = 2.0f * step / (motion_steps - 1) - 1.0f; - times.push_back(time); +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 times; + return -1; } -bool Object::is_traceable() +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)) { @@ -289,8 +349,8 @@ void ObjectManager::device_update_object_transform(UpdateObjectTransformState *s Object *ob, int object_index) { - float4 *objects = state->objects; - float4 *objects_vector = state->objects_vector; + KernelObject& kobject = state->objects[object_index]; + Transform *object_motion_pass = state->object_motion_pass; Mesh *mesh = ob->mesh; uint flag = 0; @@ -357,15 +417,13 @@ void ObjectManager::device_update_object_transform(UpdateObjectTransformState *s } } - /* Pack in texture. */ - int offset = object_index*OBJECT_SIZE; - - /* OBJECT_TRANSFORM */ - memcpy(&objects[offset], &tfm, sizeof(float4)*3); - /* OBJECT_INVERSE_TRANSFORM */ - memcpy(&objects[offset+4], &itfm, sizeof(float4)*3); - /* OBJECT_PROPERTIES */ - objects[offset+12] = make_float4(surface_area, pass_id, random_number, __int_as_float(particle_index)); + 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; @@ -375,50 +433,56 @@ void ObjectManager::device_update_object_transform(UpdateObjectTransformState *s } if(state->need_motion == Scene::MOTION_PASS) { - /* 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. - */ - MotionTransform mtfm = ob->motion; + /* Clear motion array if there is no actual motion. */ + ob->update_motion(); - /* In case of missing motion information for previous/next frame, - * assume there is no motion. */ - if(!ob->use_motion || mtfm.pre == transform_empty()) { - mtfm.pre = ob->tfm; + /* 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]; } - if(!ob->use_motion || mtfm.post == transform_empty()) { - mtfm.post = ob->tfm; + 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)) { - mtfm.pre = mtfm.pre * itfm; - mtfm.post = mtfm.post * itfm; + tfm_pre = tfm_pre * itfm; + tfm_post = tfm_post * itfm; } - memcpy(&objects_vector[object_index*OBJECT_VECTOR_SIZE+0], &mtfm.pre, sizeof(float4)*3); - memcpy(&objects_vector[object_index*OBJECT_VECTOR_SIZE+3], &mtfm.post, sizeof(float4)*3); + int motion_pass_offset = object_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) { - /* decompose transformations for interpolation. */ - MotionTransform decomp; + if(ob->use_motion()) { + kobject.motion_offset = state->motion_offset[object_index]; - transform_motion_decompose(&decomp, &ob->motion, &ob->tfm); - memcpy(&objects[offset], &decomp, sizeof(float4)*12); + /* 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; - int numsteps = (totalsteps - 1)/2; - int numverts = mesh->verts.size(); - int numkeys = mesh->curve_keys.size(); - - objects[offset+13] = make_float4(ob->dupli_generated[0], ob->dupli_generated[1], ob->dupli_generated[2], __int_as_float(numkeys)); - objects[offset+14] = make_float4(ob->dupli_uv[0], ob->dupli_uv[1], __int_as_float(numsteps), __int_as_float(numverts)); - objects[offset+15] = make_float4(0.0f, 0.0f, 0.0f, 0.0f); + kobject.numsteps = (totalsteps - 1)/2; + kobject.numverts = mesh->verts.size();; + kobject.patch_map_offset = 0; + kobject.attribute_map_offset = 0; /* Object flag. */ if(ob->use_holdout) { @@ -475,7 +539,6 @@ void ObjectManager::device_update_object_transform_task( void ObjectManager::device_update_transforms(DeviceScene *dscene, Scene *scene, - uint *object_flag, Progress& progress) { UpdateObjectTransformState state; @@ -485,13 +548,29 @@ void ObjectManager::device_update_transforms(DeviceScene *dscene, state.scene = scene; state.queue_start_object = 0; - state.object_flag = object_flag; - state.objects = dscene->objects.alloc(OBJECT_SIZE*scene->objects.size()); + 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.objects_vector = dscene->objects_vector.alloc(OBJECT_VECTOR_SIZE*scene->objects.size()); + state.object_motion_pass = dscene->object_motion_pass.alloc(OBJECT_MOTION_PASS_SIZE*scene->objects.size()); } - else { - state.objects_vector = NULL; + 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 @@ -534,7 +613,10 @@ void ObjectManager::device_update_transforms(DeviceScene *dscene, dscene->objects.copy_to_device(); if(state.need_motion == Scene::MOTION_PASS) { - dscene->objects_vector.copy_to_device(); + 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; @@ -554,12 +636,9 @@ void ObjectManager::device_update(Device *device, DeviceScene *dscene, Scene *sc if(scene->objects.size() == 0) return; - /* object info flag */ - uint *object_flag = dscene->object_flag.alloc(scene->objects.size()); - /* set object transform matrices, before applying static transforms */ progress.set_status("Updating Objects", "Copying Transformations to device"); - device_update_transforms(dscene, scene, object_flag, progress); + device_update_transforms(dscene, scene, progress); if(progress.get_cancel()) return; @@ -567,7 +646,7 @@ void ObjectManager::device_update(Device *device, DeviceScene *dscene, Scene *sc /* 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, object_flag, progress); + apply_static_transforms(dscene, scene, progress); } } @@ -586,9 +665,10 @@ void ObjectManager::device_update_flags(Device *, if(scene->objects.size() == 0) return; - /* object info flag */ + /* 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) { @@ -642,7 +722,7 @@ void ObjectManager::device_update_flags(Device *, ++object_index; } - /* allocate object flag */ + /* Copy object flag. */ dscene->object_flag.copy_to_device(); } @@ -652,27 +732,26 @@ void ObjectManager::device_update_mesh_offsets(Device *, DeviceScene *dscene, Sc return; } - uint4* objects = (uint4*)dscene->objects.data(); + KernelObject *kobjects = dscene->objects.data(); bool update = false; int object_index = 0; foreach(Object *object, scene->objects) { Mesh* mesh = object->mesh; - int offset = object_index*OBJECT_SIZE + 15; 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(objects[offset].x != patch_map_offset) { - objects[offset].x = patch_map_offset; + if(kobjects[object_index].patch_map_offset != patch_map_offset) { + kobjects[object_index].patch_map_offset = patch_map_offset; update = true; } } - if(objects[offset].y != mesh->attr_map_offset) { - objects[offset].y = mesh->attr_map_offset; + if(kobjects[object_index].attribute_map_offset != mesh->attr_map_offset) { + kobjects[object_index].attribute_map_offset = mesh->attr_map_offset; update = true; } @@ -687,11 +766,12 @@ void ObjectManager::device_update_mesh_offsets(Device *, DeviceScene *dscene, Sc void ObjectManager::device_free(Device *, DeviceScene *dscene) { dscene->objects.free(); - dscene->objects_vector.free(); + dscene->object_motion_pass.free(); + dscene->object_motion.free(); dscene->object_flag.free(); } -void ObjectManager::apply_static_transforms(DeviceScene *dscene, Scene *scene, uint *object_flag, 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! */ @@ -715,6 +795,8 @@ void ObjectManager::apply_static_transforms(DeviceScene *dscene, Scene *scene, u 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 @@ -725,7 +807,7 @@ void ObjectManager::apply_static_transforms(DeviceScene *dscene, Scene *scene, u 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(!(motion_blur && object->use_motion())) { if(!object->mesh->transform_applied) { object->apply_transform(apply_to_motion); object->mesh->transform_applied = true; |