From fd25e883e2807a151f673b87c152a59701a0df80 Mon Sep 17 00:00:00 2001 From: Brecht Van Lommel Date: Sun, 24 Oct 2021 14:19:19 +0200 Subject: Cycles: remove prefix from source code file names Remove prefix of filenames that is the same as the folder name. This used to help when #includes were using individual files, but now they are always relative to the cycles root directory and so the prefixes are redundant. For patches and branches, git merge and rebase should be able to detect the renames and move over code to the right file. --- intern/cycles/blender/object_cull.cpp | 142 ++++++++++++++++++++++++++++++++++ 1 file changed, 142 insertions(+) create mode 100644 intern/cycles/blender/object_cull.cpp (limited to 'intern/cycles/blender/object_cull.cpp') diff --git a/intern/cycles/blender/object_cull.cpp b/intern/cycles/blender/object_cull.cpp new file mode 100644 index 00000000000..c2493be26dd --- /dev/null +++ b/intern/cycles/blender/object_cull.cpp @@ -0,0 +1,142 @@ +/* + * Copyright 2011-2016 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 + +#include "scene/camera.h" + +#include "blender/object_cull.h" +#include "blender/util.h" + +CCL_NAMESPACE_BEGIN + +BlenderObjectCulling::BlenderObjectCulling(Scene *scene, BL::Scene &b_scene) + : use_scene_camera_cull_(false), + use_camera_cull_(false), + camera_cull_margin_(0.0f), + use_scene_distance_cull_(false), + use_distance_cull_(false), + distance_cull_margin_(0.0f) +{ + if (b_scene.render().use_simplify()) { + PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles"); + + use_scene_camera_cull_ = scene->camera->get_camera_type() != CAMERA_PANORAMA && + !b_scene.render().use_multiview() && + get_boolean(cscene, "use_camera_cull"); + use_scene_distance_cull_ = scene->camera->get_camera_type() != CAMERA_PANORAMA && + !b_scene.render().use_multiview() && + get_boolean(cscene, "use_distance_cull"); + + camera_cull_margin_ = get_float(cscene, "camera_cull_margin"); + distance_cull_margin_ = get_float(cscene, "distance_cull_margin"); + + if (distance_cull_margin_ == 0.0f) { + use_scene_distance_cull_ = false; + } + } +} + +void BlenderObjectCulling::init_object(Scene *scene, BL::Object &b_ob) +{ + if (!use_scene_camera_cull_ && !use_scene_distance_cull_) { + return; + } + + PointerRNA cobject = RNA_pointer_get(&b_ob.ptr, "cycles"); + + use_camera_cull_ = use_scene_camera_cull_ && get_boolean(cobject, "use_camera_cull"); + use_distance_cull_ = use_scene_distance_cull_ && get_boolean(cobject, "use_distance_cull"); + + if (use_camera_cull_ || use_distance_cull_) { + /* Need to have proper projection matrix. */ + scene->camera->update(scene); + } +} + +bool BlenderObjectCulling::test(Scene *scene, BL::Object &b_ob, Transform &tfm) +{ + if (!use_camera_cull_ && !use_distance_cull_) { + return false; + } + + /* Compute world space bounding box corners. */ + float3 bb[8]; + BL::Array boundbox = b_ob.bound_box(); + for (int i = 0; i < 8; ++i) { + float3 p = make_float3(boundbox[3 * i + 0], boundbox[3 * i + 1], boundbox[3 * i + 2]); + bb[i] = transform_point(&tfm, p); + } + + bool camera_culled = use_camera_cull_ && test_camera(scene, bb); + bool distance_culled = use_distance_cull_ && test_distance(scene, bb); + + return ((camera_culled && distance_culled) || (camera_culled && !use_distance_cull_) || + (distance_culled && !use_camera_cull_)); +} + +/* TODO(sergey): Not really optimal, consider approaches based on k-DOP in order + * to reduce number of objects which are wrongly considered visible. + */ +bool BlenderObjectCulling::test_camera(Scene *scene, float3 bb[8]) +{ + Camera *cam = scene->camera; + const ProjectionTransform &worldtondc = cam->worldtondc; + float3 bb_min = make_float3(FLT_MAX, FLT_MAX, FLT_MAX), + bb_max = make_float3(-FLT_MAX, -FLT_MAX, -FLT_MAX); + bool all_behind = true; + for (int i = 0; i < 8; ++i) { + float3 p = bb[i]; + float4 b = make_float4(p.x, p.y, p.z, 1.0f); + float4 c = make_float4( + dot(worldtondc.x, b), dot(worldtondc.y, b), dot(worldtondc.z, b), dot(worldtondc.w, b)); + p = float4_to_float3(c / c.w); + if (c.z < 0.0f) { + p.x = 1.0f - p.x; + p.y = 1.0f - p.y; + } + if (c.z >= -camera_cull_margin_) { + all_behind = false; + } + bb_min = min(bb_min, p); + bb_max = max(bb_max, p); + } + if (all_behind) { + return true; + } + return (bb_min.x >= 1.0f + camera_cull_margin_ || bb_min.y >= 1.0f + camera_cull_margin_ || + bb_max.x <= -camera_cull_margin_ || bb_max.y <= -camera_cull_margin_); +} + +bool BlenderObjectCulling::test_distance(Scene *scene, float3 bb[8]) +{ + float3 camera_position = transform_get_column(&scene->camera->get_matrix(), 3); + float3 bb_min = make_float3(FLT_MAX, FLT_MAX, FLT_MAX), + bb_max = make_float3(-FLT_MAX, -FLT_MAX, -FLT_MAX); + + /* Find min & max points for x & y & z on bounding box */ + for (int i = 0; i < 8; ++i) { + float3 p = bb[i]; + bb_min = min(bb_min, p); + bb_max = max(bb_max, p); + } + + float3 closest_point = max(min(bb_max, camera_position), bb_min); + return (len_squared(camera_position - closest_point) > + distance_cull_margin_ * distance_cull_margin_); +} + +CCL_NAMESPACE_END -- cgit v1.2.3