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Diffstat (limited to 'intern/cycles/scene/object.cpp')
-rw-r--r--intern/cycles/scene/object.cpp984
1 files changed, 984 insertions, 0 deletions
diff --git a/intern/cycles/scene/object.cpp b/intern/cycles/scene/object.cpp
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+++ b/intern/cycles/scene/object.cpp
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+/*
+ * 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 "scene/object.h"
+#include "device/device.h"
+#include "scene/camera.h"
+#include "scene/curves.h"
+#include "scene/hair.h"
+#include "scene/integrator.h"
+#include "scene/light.h"
+#include "scene/mesh.h"
+#include "scene/particles.h"
+#include "scene/scene.h"
+#include "scene/stats.h"
+#include "scene/volume.h"
+
+#include "util/util_foreach.h"
+#include "util/util_logging.h"
+#include "util/util_map.h"
+#include "util/util_murmurhash.h"
+#include "util/util_progress.h"
+#include "util/util_set.h"
+#include "util/util_task.h"
+#include "util/util_vector.h"
+
+#include "subd/subd_patch_table.h"
+
+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;
+
+ /* Motion offsets for each object. */
+ array<uint> motion_offset;
+
+ /* Packed object arrays. Those will be filled in. */
+ uint *object_flag;
+ uint *object_visibility;
+ KernelObject *objects;
+ Transform *object_motion_pass;
+ DecomposedTransform *object_motion;
+ float *object_volume_step;
+
+ /* Flags which will be synchronized to Integrator. */
+ bool have_motion;
+ bool have_curves;
+
+ /* ** Scheduling queue. ** */
+ Scene *scene;
+
+ /* First unused object index in the queue. */
+ int queue_start_object;
+};
+
+/* Object */
+
+NODE_DEFINE(Object)
+{
+ NodeType *type = NodeType::add("object", create);
+
+ SOCKET_NODE(geometry, "Geometry", Geometry::get_node_base_type());
+ SOCKET_TRANSFORM(tfm, "Transform", transform_identity());
+ SOCKET_UINT(visibility, "Visibility", ~0);
+ SOCKET_COLOR(color, "Color", zero_float3());
+ 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", zero_float3());
+ SOCKET_POINT2(dupli_uv, "Dupli UV", zero_float2());
+ SOCKET_TRANSFORM_ARRAY(motion, "Motion", array<Transform>());
+ SOCKET_FLOAT(shadow_terminator_shading_offset, "Shadow Terminator Shading Offset", 0.0f);
+ SOCKET_FLOAT(shadow_terminator_geometry_offset, "Shadow Terminator Geometry Offset", 0.1f);
+ SOCKET_STRING(asset_name, "Asset Name", ustring());
+
+ SOCKET_BOOLEAN(is_shadow_catcher, "Shadow Catcher", false);
+
+ SOCKET_NODE(particle_system, "Particle System", ParticleSystem::get_node_type());
+ SOCKET_INT(particle_index, "Particle Index", 0);
+
+ SOCKET_FLOAT(ao_distance, "AO Distance", 0.0f);
+
+ return type;
+}
+
+Object::Object() : Node(get_node_type())
+{
+ particle_system = NULL;
+ particle_index = 0;
+ attr_map_offset = 0;
+ bounds = BoundBox::empty;
+ intersects_volume = false;
+}
+
+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();
+ }
+}
+
+void Object::compute_bounds(bool motion_blur)
+{
+ BoundBox mbounds = geometry->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 (geometry->transform_applied) {
+ bounds = mbounds;
+ }
+ else {
+ bounds = mbounds.transformed(&tfm);
+ }
+ }
+}
+
+void Object::apply_transform(bool apply_to_motion)
+{
+ if (!geometry || tfm == transform_identity())
+ return;
+
+ geometry->apply_transform(tfm, apply_to_motion);
+
+ /* we keep normals pointing in same direction on negative scale, notify
+ * geometry about this in it (re)calculates normals */
+ if (transform_negative_scale(tfm))
+ geometry->transform_negative_scaled = true;
+
+ if (bounds.valid()) {
+ geometry->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)
+{
+ uint32_t flag = ObjectManager::UPDATE_NONE;
+
+ if (is_modified()) {
+ flag |= ObjectManager::OBJECT_MODIFIED;
+
+ if (use_holdout_is_modified()) {
+ flag |= ObjectManager::HOLDOUT_MODIFIED;
+ }
+
+ if (is_shadow_catcher_is_modified()) {
+ scene->tag_shadow_catcher_modified();
+ }
+ }
+
+ if (geometry) {
+ if (tfm_is_modified()) {
+ flag |= ObjectManager::TRANSFORM_MODIFIED;
+ }
+
+ if (visibility_is_modified()) {
+ flag |= ObjectManager::VISIBILITY_MODIFIED;
+ }
+
+ foreach (Node *node, geometry->get_used_shaders()) {
+ Shader *shader = static_cast<Shader *>(node);
+ if (shader->get_use_mis() && shader->has_surface_emission)
+ scene->light_manager->tag_update(scene, LightManager::EMISSIVE_MESH_MODIFIED);
+ }
+ }
+
+ scene->camera->need_flags_update = true;
+ scene->object_manager->tag_update(scene, flag);
+}
+
+bool Object::use_motion() const
+{
+ return (motion.size() > 1);
+}
+
+float Object::motion_time(int step) const
+{
+ 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;
+}
+
+bool Object::is_traceable() const
+{
+ /* Mesh itself can be empty,can skip all such objects. */
+ if (!bounds.valid() || bounds.size() == zero_float3()) {
+ return false;
+ }
+ /* TODO(sergey): Check for mesh vertices/curves. visibility flags. */
+ return true;
+}
+
+uint Object::visibility_for_tracing() const
+{
+ return SHADOW_CATCHER_OBJECT_VISIBILITY(is_shadow_catcher, visibility & PATH_RAY_ALL_VISIBILITY);
+}
+
+float Object::compute_volume_step_size() const
+{
+ if (geometry->geometry_type != Geometry::MESH && geometry->geometry_type != Geometry::VOLUME) {
+ return FLT_MAX;
+ }
+
+ Mesh *mesh = static_cast<Mesh *>(geometry);
+
+ if (!mesh->has_volume) {
+ return FLT_MAX;
+ }
+
+ /* Compute step rate from shaders. */
+ float step_rate = FLT_MAX;
+
+ foreach (Node *node, mesh->get_used_shaders()) {
+ Shader *shader = static_cast<Shader *>(node);
+ if (shader->has_volume) {
+ if ((shader->get_heterogeneous_volume() && shader->has_volume_spatial_varying) ||
+ (shader->has_volume_attribute_dependency)) {
+ step_rate = fminf(shader->get_volume_step_rate(), step_rate);
+ }
+ }
+ }
+
+ if (step_rate == FLT_MAX) {
+ return FLT_MAX;
+ }
+
+ /* Compute step size from voxel grids. */
+ float step_size = FLT_MAX;
+
+ if (geometry->geometry_type == Geometry::VOLUME) {
+ Volume *volume = static_cast<Volume *>(geometry);
+
+ foreach (Attribute &attr, volume->attributes.attributes) {
+ if (attr.element == ATTR_ELEMENT_VOXEL) {
+ ImageHandle &handle = attr.data_voxel();
+ const ImageMetaData &metadata = handle.metadata();
+ if (metadata.width == 0 || metadata.height == 0 || metadata.depth == 0) {
+ continue;
+ }
+
+ /* User specified step size. */
+ float voxel_step_size = volume->get_step_size();
+
+ if (voxel_step_size == 0.0f) {
+ /* Auto detect step size. */
+ float3 size = one_float3();
+#ifdef WITH_NANOVDB
+ /* Dimensions were not applied to image transform with NanOVDB (see image_vdb.cpp) */
+ if (metadata.type != IMAGE_DATA_TYPE_NANOVDB_FLOAT &&
+ metadata.type != IMAGE_DATA_TYPE_NANOVDB_FLOAT3)
+#endif
+ size /= make_float3(metadata.width, metadata.height, metadata.depth);
+
+ /* Step size is transformed from voxel to world space. */
+ Transform voxel_tfm = tfm;
+ if (metadata.use_transform_3d) {
+ voxel_tfm = tfm * transform_inverse(metadata.transform_3d);
+ }
+ voxel_step_size = min3(fabs(transform_direction(&voxel_tfm, size)));
+ }
+ else if (volume->get_object_space()) {
+ /* User specified step size in object space. */
+ float3 size = make_float3(voxel_step_size, voxel_step_size, voxel_step_size);
+ voxel_step_size = min3(fabs(transform_direction(&tfm, size)));
+ }
+
+ if (voxel_step_size > 0.0f) {
+ step_size = fminf(voxel_step_size, step_size);
+ }
+ }
+ }
+ }
+
+ if (step_size == FLT_MAX) {
+ /* Fall back to 1/10th of bounds for procedural volumes. */
+ step_size = 0.1f * average(bounds.size());
+ }
+
+ step_size *= step_rate;
+
+ return step_size;
+}
+
+int Object::get_device_index() const
+{
+ return index;
+}
+
+/* Object Manager */
+
+ObjectManager::ObjectManager()
+{
+ update_flags = UPDATE_ALL;
+ need_flags_update = true;
+}
+
+ObjectManager::~ObjectManager()
+{
+}
+
+static float object_volume_density(const Transform &tfm, Geometry *geom)
+{
+ if (geom->geometry_type == Geometry::VOLUME) {
+ /* Volume density automatically adjust to object scale. */
+ if (static_cast<Volume *>(geom)->get_object_space()) {
+ const float3 unit = normalize(one_float3());
+ return 1.0f / len(transform_direction(&tfm, unit));
+ }
+ }
+
+ return 1.0f;
+}
+
+void ObjectManager::device_update_object_transform(UpdateObjectTransformState *state,
+ Object *ob,
+ bool update_all)
+{
+ KernelObject &kobject = state->objects[ob->index];
+ Transform *object_motion_pass = state->object_motion_pass;
+
+ Geometry *geom = ob->geometry;
+ uint flag = 0;
+
+ /* Compute transformations. */
+ Transform tfm = ob->tfm;
+ Transform itfm = transform_inverse(tfm);
+
+ float3 color = ob->color;
+ 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;
+
+ kobject.tfm = tfm;
+ kobject.itfm = itfm;
+ kobject.volume_density = object_volume_density(tfm, geom);
+ kobject.color[0] = color.x;
+ kobject.color[1] = color.y;
+ kobject.color[2] = color.z;
+ kobject.pass_id = pass_id;
+ kobject.random_number = random_number;
+ kobject.particle_index = particle_index;
+ kobject.motion_offset = 0;
+ kobject.ao_distance = ob->ao_distance;
+
+ if (geom->get_use_motion_blur()) {
+ state->have_motion = true;
+ }
+
+ if (geom->geometry_type == Geometry::MESH) {
+ /* TODO: why only mesh? */
+ Mesh *mesh = static_cast<Mesh *>(geom);
+ 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 (!(flag & SD_OBJECT_HAS_VERTEX_MOTION)) {
+ 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. */
+ if (ob->tfm_is_modified() || update_all) {
+ 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 = (geom->geometry_type == Geometry::HAIR) ?
+ static_cast<Hair *>(geom)->get_curve_keys().size() :
+ 0;
+ kobject.dupli_uv[0] = ob->dupli_uv[0];
+ kobject.dupli_uv[1] = ob->dupli_uv[1];
+ int totalsteps = geom->get_motion_steps();
+ kobject.numsteps = (totalsteps - 1) / 2;
+ kobject.numverts = (geom->geometry_type == Geometry::MESH ||
+ geom->geometry_type == Geometry::VOLUME) ?
+ static_cast<Mesh *>(geom)->get_verts().size() :
+ 0;
+ kobject.patch_map_offset = 0;
+ kobject.attribute_map_offset = 0;
+
+ if (ob->asset_name_is_modified() || update_all) {
+ 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);
+ }
+
+ kobject.shadow_terminator_shading_offset = 1.0f /
+ (1.0f - 0.5f * ob->shadow_terminator_shading_offset);
+ kobject.shadow_terminator_geometry_offset = ob->shadow_terminator_geometry_offset;
+
+ kobject.visibility = ob->visibility_for_tracing();
+ kobject.primitive_type = geom->primitive_type();
+
+ /* Object flag. */
+ if (ob->use_holdout) {
+ flag |= SD_OBJECT_HOLDOUT_MASK;
+ }
+ state->object_flag[ob->index] = flag;
+ state->object_volume_step[ob->index] = FLT_MAX;
+
+ /* Have curves. */
+ if (geom->geometry_type == Geometry::HAIR) {
+ state->have_curves = true;
+ }
+}
+
+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_volume_step = dscene->object_volume_step.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();
+ }
+
+ /* as all the arrays are the same size, checking only dscene.objects is sufficient */
+ const bool update_all = dscene->objects.need_realloc();
+
+ /* Parallel object update, with grain size to avoid too much threading overhead
+ * for individual objects. */
+ static const int OBJECTS_PER_TASK = 32;
+ parallel_for(blocked_range<size_t>(0, scene->objects.size(), OBJECTS_PER_TASK),
+ [&](const blocked_range<size_t> &r) {
+ for (size_t i = r.begin(); i != r.end(); i++) {
+ Object *ob = state.scene->objects[i];
+ device_update_object_transform(&state, ob, update_all);
+ }
+ });
+
+ if (progress.get_cancel()) {
+ return;
+ }
+
+ dscene->objects.copy_to_device_if_modified();
+ 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->objects.clear_modified();
+ dscene->object_motion_pass.clear_modified();
+ dscene->object_motion.clear_modified();
+}
+
+void ObjectManager::device_update(Device *device,
+ DeviceScene *dscene,
+ Scene *scene,
+ Progress &progress)
+{
+ if (!need_update())
+ return;
+
+ if (update_flags & (OBJECT_ADDED | OBJECT_REMOVED)) {
+ dscene->objects.tag_realloc();
+ dscene->object_motion_pass.tag_realloc();
+ dscene->object_motion.tag_realloc();
+ dscene->object_flag.tag_realloc();
+ dscene->object_volume_step.tag_realloc();
+ }
+
+ if (update_flags & HOLDOUT_MODIFIED) {
+ dscene->object_flag.tag_modified();
+ }
+
+ if (update_flags & PARTICLE_MODIFIED) {
+ dscene->objects.tag_modified();
+ }
+
+ VLOG(1) << "Total " << scene->objects.size() << " objects.";
+
+ device_free(device, dscene, false);
+
+ if (scene->objects.size() == 0)
+ return;
+
+ {
+ /* Assign object IDs. */
+ scoped_callback_timer timer([scene](double time) {
+ if (scene->update_stats) {
+ scene->update_stats->object.times.add_entry({"device_update (assign index)", time});
+ }
+ });
+
+ int index = 0;
+ foreach (Object *object, scene->objects) {
+ object->index = index++;
+
+ /* this is a bit too broad, however a bigger refactor might be needed to properly separate
+ * update each type of data (transform, flags, etc.) */
+ if (object->is_modified()) {
+ dscene->objects.tag_modified();
+ dscene->object_motion_pass.tag_modified();
+ dscene->object_motion.tag_modified();
+ dscene->object_flag.tag_modified();
+ dscene->object_volume_step.tag_modified();
+ }
+ }
+ }
+
+ {
+ /* set object transform matrices, before applying static transforms */
+ scoped_callback_timer timer([scene](double time) {
+ if (scene->update_stats) {
+ scene->update_stats->object.times.add_entry(
+ {"device_update (copy objects to device)", time});
+ }
+ });
+
+ progress.set_status("Updating Objects", "Copying Transformations to device");
+ device_update_transforms(dscene, scene, progress);
+ }
+
+ if (progress.get_cancel())
+ return;
+
+ /* prepare for static BVH building */
+ /* todo: do before to support getting object level coords? */
+ if (scene->params.bvh_type == BVH_TYPE_STATIC) {
+ scoped_callback_timer timer([scene](double time) {
+ if (scene->update_stats) {
+ scene->update_stats->object.times.add_entry(
+ {"device_update (apply static transforms)", time});
+ }
+ });
+
+ progress.set_status("Updating Objects", "Applying Static Transformations");
+ apply_static_transforms(dscene, scene, progress);
+ }
+
+ foreach (Object *object, scene->objects) {
+ object->clear_modified();
+ }
+}
+
+void ObjectManager::device_update_flags(
+ Device *, DeviceScene *dscene, Scene *scene, Progress & /*progress*/, bool bounds_valid)
+{
+ if (!need_update() && !need_flags_update)
+ return;
+
+ scoped_callback_timer timer([scene](double time) {
+ if (scene->update_stats) {
+ scene->update_stats->object.times.add_entry({"device_update_flags", time});
+ }
+ });
+
+ update_flags = UPDATE_NONE;
+ need_flags_update = false;
+
+ if (scene->objects.size() == 0)
+ return;
+
+ /* Object info flag. */
+ uint *object_flag = dscene->object_flag.data();
+ float *object_volume_step = dscene->object_volume_step.data();
+
+ /* Object volume intersection. */
+ vector<Object *> volume_objects;
+ bool has_volume_objects = false;
+ foreach (Object *object, scene->objects) {
+ if (object->geometry->has_volume) {
+ if (bounds_valid) {
+ volume_objects.push_back(object);
+ }
+ has_volume_objects = true;
+ object_volume_step[object->index] = object->compute_volume_step_size();
+ }
+ else {
+ object_volume_step[object->index] = FLT_MAX;
+ }
+ }
+
+ foreach (Object *object, scene->objects) {
+ if (object->geometry->has_volume) {
+ object_flag[object->index] |= SD_OBJECT_HAS_VOLUME;
+ object_flag[object->index] &= ~SD_OBJECT_HAS_VOLUME_ATTRIBUTES;
+
+ foreach (Attribute &attr, object->geometry->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) {
+ object->intersects_volume = false;
+ 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;
+ object->intersects_volume = true;
+ 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();
+ dscene->object_volume_step.copy_to_device();
+
+ dscene->object_flag.clear_modified();
+ dscene->object_volume_step.clear_modified();
+}
+
+void ObjectManager::device_update_mesh_offsets(Device *, DeviceScene *dscene, Scene *scene)
+{
+ if (dscene->objects.size() == 0) {
+ return;
+ }
+
+ KernelObject *kobjects = dscene->objects.data();
+
+ bool update = false;
+
+ foreach (Object *object, scene->objects) {
+ Geometry *geom = object->geometry;
+
+ if (geom->geometry_type == Geometry::MESH) {
+ Mesh *mesh = static_cast<Mesh *>(geom);
+ 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;
+ }
+ }
+ }
+
+ size_t attr_map_offset = object->attr_map_offset;
+
+ /* An object attribute map cannot have a zero offset because mesh maps come first. */
+ if (attr_map_offset == 0) {
+ attr_map_offset = geom->attr_map_offset;
+ }
+
+ if (kobjects[object->index].attribute_map_offset != attr_map_offset) {
+ kobjects[object->index].attribute_map_offset = attr_map_offset;
+ update = true;
+ }
+ }
+
+ if (update) {
+ dscene->objects.copy_to_device();
+ }
+}
+
+void ObjectManager::device_free(Device *, DeviceScene *dscene, bool force_free)
+{
+ dscene->objects.free_if_need_realloc(force_free);
+ dscene->object_motion_pass.free_if_need_realloc(force_free);
+ dscene->object_motion.free_if_need_realloc(force_free);
+ dscene->object_flag.free_if_need_realloc(force_free);
+ dscene->object_volume_step.free_if_need_realloc(force_free);
+}
+
+void ObjectManager::apply_static_transforms(DeviceScene *dscene, Scene *scene, Progress &progress)
+{
+ /* todo: normals and displacement should be done before applying transform! */
+ /* todo: create objects/geometry in right order! */
+
+ /* counter geometry users */
+ map<Geometry *, int> geometry_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;
+
+ foreach (Object *object, scene->objects) {
+ map<Geometry *, int>::iterator it = geometry_users.find(object->geometry);
+
+ if (it == geometry_users.end())
+ geometry_users[object->geometry] = 1;
+ else
+ it->second++;
+ }
+
+ if (progress.get_cancel())
+ return;
+
+ uint *object_flag = dscene->object_flag.data();
+
+ /* apply transforms for objects with single user geometry */
+ 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 Geometry.
+ */
+ Geometry *geom = object->geometry;
+ bool apply = (geometry_users[geom] == 1) && !geom->has_surface_bssrdf &&
+ !geom->has_true_displacement();
+
+ if (geom->geometry_type == Geometry::MESH) {
+ Mesh *mesh = static_cast<Mesh *>(geom);
+ apply = apply && mesh->get_subdivision_type() == Mesh::SUBDIVISION_NONE;
+ }
+ else if (geom->geometry_type == Geometry::HAIR) {
+ /* Can't apply non-uniform scale to curves, this can't be represented by
+ * control points and radius alone. */
+ float scale;
+ apply = apply && transform_uniform_scale(object->tfm, scale);
+ }
+
+ if (apply) {
+ if (!(motion_blur && object->use_motion())) {
+ if (!geom->transform_applied) {
+ object->apply_transform(apply_to_motion);
+ geom->transform_applied = true;
+
+ if (progress.get_cancel())
+ return;
+ }
+
+ object_flag[i] |= SD_OBJECT_TRANSFORM_APPLIED;
+ if (geom->transform_negative_scaled)
+ object_flag[i] |= SD_OBJECT_NEGATIVE_SCALE_APPLIED;
+ }
+ }
+
+ i++;
+ }
+}
+
+void ObjectManager::tag_update(Scene *scene, uint32_t flag)
+{
+ update_flags |= flag;
+
+ /* avoid infinite loops if the geometry manager tagged us for an update */
+ if ((flag & GEOMETRY_MANAGER) == 0) {
+ uint32_t geometry_flag = GeometryManager::OBJECT_MANAGER;
+
+ /* Also notify in case added or removed objects were instances, as no Geometry might have been
+ * added or removed, but the BVH still needs to updated. */
+ if ((flag & (OBJECT_ADDED | OBJECT_REMOVED)) != 0) {
+ geometry_flag |= (GeometryManager::GEOMETRY_ADDED | GeometryManager::GEOMETRY_REMOVED);
+ }
+
+ if ((flag & TRANSFORM_MODIFIED) != 0) {
+ geometry_flag |= GeometryManager::TRANSFORM_MODIFIED;
+ }
+
+ if ((flag & VISIBILITY_MODIFIED) != 0) {
+ geometry_flag |= GeometryManager::VISIBILITY_MODIFIED;
+ }
+
+ scene->geometry_manager->tag_update(scene, geometry_flag);
+ }
+
+ scene->light_manager->tag_update(scene, LightManager::OBJECT_MANAGER);
+
+ /* Integrator's shadow catcher settings depends on object visibility settings. */
+ if (flag & (OBJECT_ADDED | OBJECT_REMOVED | OBJECT_MODIFIED)) {
+ scene->integrator->tag_update(scene, Integrator::OBJECT_MANAGER);
+ }
+}
+
+bool ObjectManager::need_update() const
+{
+ return update_flags != UPDATE_NONE;
+}
+
+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 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;
+}
+
+CCL_NAMESPACE_END