/* * 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 "camera.h" #include "integrator.h" #include "graph.h" #include "light.h" #include "mesh.h" #include "object.h" #include "scene.h" #include "nodes.h" #include "particles.h" #include "shader.h" #include "blender_sync.h" #include "blender_util.h" #include "util_foreach.h" #include "util_hash.h" #include "util_logging.h" CCL_NAMESPACE_BEGIN /* Utilities */ bool BlenderSync::BKE_object_is_modified(BL::Object& b_ob) { /* test if we can instance or if the object is modified */ if(b_ob.type() == BL::Object::type_META) { /* multi-user and dupli metaballs are fused, can't instance */ return true; } else if(ccl::BKE_object_is_modified(b_ob, b_scene, preview)) { /* modifiers */ return true; } else { /* object level material links */ BL::Object::material_slots_iterator slot; for(b_ob.material_slots.begin(slot); slot != b_ob.material_slots.end(); ++slot) if(slot->link() == BL::MaterialSlot::link_OBJECT) return true; } return false; } bool BlenderSync::object_is_mesh(BL::Object& b_ob) { BL::ID b_ob_data = b_ob.data(); return (b_ob_data && (b_ob_data.is_a(&RNA_Mesh) || b_ob_data.is_a(&RNA_Curve) || b_ob_data.is_a(&RNA_MetaBall))); } bool BlenderSync::object_is_light(BL::Object& b_ob) { BL::ID b_ob_data = b_ob.data(); return (b_ob_data && b_ob_data.is_a(&RNA_Lamp)); } static uint object_ray_visibility(BL::Object& b_ob) { PointerRNA cvisibility = RNA_pointer_get(&b_ob.ptr, "cycles_visibility"); uint flag = 0; flag |= get_boolean(cvisibility, "camera")? PATH_RAY_CAMERA: 0; flag |= get_boolean(cvisibility, "diffuse")? PATH_RAY_DIFFUSE: 0; flag |= get_boolean(cvisibility, "glossy")? PATH_RAY_GLOSSY: 0; flag |= get_boolean(cvisibility, "transmission")? PATH_RAY_TRANSMIT: 0; flag |= get_boolean(cvisibility, "shadow")? PATH_RAY_SHADOW: 0; flag |= get_boolean(cvisibility, "scatter")? PATH_RAY_VOLUME_SCATTER: 0; return flag; } /* Light */ void BlenderSync::sync_light(BL::Object& b_parent, int persistent_id[OBJECT_PERSISTENT_ID_SIZE], BL::Object& b_ob, Transform& tfm, bool *use_portal) { /* test if we need to sync */ Light *light; ObjectKey key(b_parent, persistent_id, b_ob); if(!light_map.sync(&light, b_ob, b_parent, key)) { if(light->is_portal) *use_portal = true; return; } BL::Lamp b_lamp(b_ob.data()); /* type */ switch(b_lamp.type()) { case BL::Lamp::type_POINT: { BL::PointLamp b_point_lamp(b_lamp); light->size = b_point_lamp.shadow_soft_size(); light->type = LIGHT_POINT; break; } case BL::Lamp::type_SPOT: { BL::SpotLamp b_spot_lamp(b_lamp); light->size = b_spot_lamp.shadow_soft_size(); light->type = LIGHT_SPOT; light->spot_angle = b_spot_lamp.spot_size(); light->spot_smooth = b_spot_lamp.spot_blend(); break; } case BL::Lamp::type_HEMI: { light->type = LIGHT_DISTANT; light->size = 0.0f; break; } case BL::Lamp::type_SUN: { BL::SunLamp b_sun_lamp(b_lamp); light->size = b_sun_lamp.shadow_soft_size(); light->type = LIGHT_DISTANT; break; } case BL::Lamp::type_AREA: { BL::AreaLamp b_area_lamp(b_lamp); light->size = 1.0f; light->axisu = transform_get_column(&tfm, 0); light->axisv = transform_get_column(&tfm, 1); light->sizeu = b_area_lamp.size(); if(b_area_lamp.shape() == BL::AreaLamp::shape_RECTANGLE) light->sizev = b_area_lamp.size_y(); else light->sizev = light->sizeu; light->type = LIGHT_AREA; break; } } /* location and (inverted!) direction */ light->co = transform_get_column(&tfm, 3); light->dir = -transform_get_column(&tfm, 2); /* shader */ vector used_shaders; find_shader(b_lamp, used_shaders, scene->default_light); light->shader = used_shaders[0]; /* shadow */ PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles"); PointerRNA clamp = RNA_pointer_get(&b_lamp.ptr, "cycles"); light->cast_shadow = get_boolean(clamp, "cast_shadow"); light->use_mis = get_boolean(clamp, "use_multiple_importance_sampling"); int samples = get_int(clamp, "samples"); if(get_boolean(cscene, "use_square_samples")) light->samples = samples * samples; else light->samples = samples; light->max_bounces = get_int(clamp, "max_bounces"); if(light->type == LIGHT_AREA) light->is_portal = get_boolean(clamp, "is_portal"); else light->is_portal = false; if(light->is_portal) *use_portal = true; /* visibility */ uint visibility = object_ray_visibility(b_ob); light->use_diffuse = (visibility & PATH_RAY_DIFFUSE) != 0; light->use_glossy = (visibility & PATH_RAY_GLOSSY) != 0; light->use_transmission = (visibility & PATH_RAY_TRANSMIT) != 0; light->use_scatter = (visibility & PATH_RAY_VOLUME_SCATTER) != 0; /* tag */ light->tag_update(scene); } void BlenderSync::sync_background_light(bool use_portal) { BL::World b_world = b_scene.world(); if(b_world) { PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles"); PointerRNA cworld = RNA_pointer_get(&b_world.ptr, "cycles"); bool sample_as_light = get_boolean(cworld, "sample_as_light"); if(sample_as_light || use_portal) { /* test if we need to sync */ Light *light; ObjectKey key(b_world, 0, b_world); if(light_map.sync(&light, b_world, b_world, key) || world_recalc || b_world.ptr.data != world_map) { light->type = LIGHT_BACKGROUND; light->map_resolution = get_int(cworld, "sample_map_resolution"); light->shader = scene->default_background; light->use_mis = sample_as_light; light->max_bounces = get_int(cworld, "max_bounces"); int samples = get_int(cworld, "samples"); if(get_boolean(cscene, "use_square_samples")) light->samples = samples * samples; else light->samples = samples; light->tag_update(scene); light_map.set_recalc(b_world); } } } world_map = b_world.ptr.data; world_recalc = false; } /* Object */ /* TODO(sergey): Not really optimal, consider approaches based on k-DOP in order * to reduce number of objects which are wrongly considered visible. */ static bool object_boundbox_clip(Scene *scene, BL::Object& b_ob, Transform& tfm, float margin) { Camera *cam = scene->camera; Transform& worldtondc = cam->worldtondc; BL::Array boundbox = b_ob.bound_box(); 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 = make_float3(boundbox[3 * i + 0], boundbox[3 * i + 1], boundbox[3 * i + 2]); p = transform_point(&tfm, p); p = transform_perspective(&worldtondc, p); if(p.z >= -margin) { all_behind = false; } bb_min = min(bb_min, p); bb_max = max(bb_max, p); } if(!all_behind) { if(bb_min.x >= 1.0f + margin || bb_min.y >= 1.0f + margin || bb_max.x <= -margin || bb_max.y <= -margin) { return true; } return false; } return true; } Object *BlenderSync::sync_object(BL::Object& b_parent, int persistent_id[OBJECT_PERSISTENT_ID_SIZE], BL::DupliObject& b_dupli_ob, Transform& tfm, uint layer_flag, float motion_time, bool hide_tris, bool use_camera_cull, float camera_cull_margin, bool *use_portal) { BL::Object b_ob = (b_dupli_ob ? b_dupli_ob.object() : b_parent); bool motion = motion_time != 0.0f; /* light is handled separately */ if(object_is_light(b_ob)) { /* don't use lamps for excluded layers used as mask layer */ if(!motion && !((layer_flag & render_layer.holdout_layer) && (layer_flag & render_layer.exclude_layer))) sync_light(b_parent, persistent_id, b_ob, tfm, use_portal); return NULL; } /* only interested in object that we can create meshes from */ if(!object_is_mesh(b_ob)) return NULL; /* Perform camera space culling. */ if(use_camera_cull && object_boundbox_clip(scene, b_ob, tfm, camera_cull_margin)) { return NULL; } /* key to lookup object */ ObjectKey key(b_parent, persistent_id, b_ob); Object *object; /* motion vector case */ if(motion) { object = object_map.find(key); if(object && (scene->need_motion() == Scene::MOTION_PASS || object_use_motion(b_parent, b_ob))) { /* object transformation */ if(tfm != object->tfm) { VLOG(1) << "Object " << b_ob.name() << " motion detected."; if(motion_time == -1.0f) { object->motion.pre = tfm; object->use_motion = true; } else if(motion_time == 1.0f) { object->motion.post = tfm; object->use_motion = true; } } /* mesh deformation */ if(object->mesh) sync_mesh_motion(b_ob, object, motion_time); } return object; } /* test if we need to sync */ bool object_updated = false; if(object_map.sync(&object, b_ob, b_parent, key)) object_updated = true; bool use_holdout = (layer_flag & render_layer.holdout_layer) != 0; /* mesh sync */ object->mesh = sync_mesh(b_ob, object_updated, hide_tris); /* special case not tracked by object update flags */ /* holdout */ if(use_holdout != object->use_holdout) { object->use_holdout = use_holdout; scene->object_manager->tag_update(scene); object_updated = true; } /* visibility flags for both parent and child */ uint visibility = object_ray_visibility(b_ob) & PATH_RAY_ALL_VISIBILITY; if(b_parent.ptr.data != b_ob.ptr.data) { visibility &= object_ray_visibility(b_parent); } /* make holdout objects on excluded layer invisible for non-camera rays */ if(use_holdout && (layer_flag & render_layer.exclude_layer)) { visibility &= ~(PATH_RAY_ALL_VISIBILITY - PATH_RAY_CAMERA); } /* hide objects not on render layer from camera rays */ if(!(layer_flag & render_layer.layer)) { visibility &= ~PATH_RAY_CAMERA; } if(visibility != object->visibility) { object->visibility = visibility; object_updated = true; } /* object sync * transform comparison should not be needed, but duplis don't work perfect * in the depsgraph and may not signal changes, so this is a workaround */ if(object_updated || (object->mesh && object->mesh->need_update) || tfm != object->tfm) { object->name = b_ob.name().c_str(); object->pass_id = b_ob.pass_index(); object->tfm = tfm; object->motion.pre = tfm; object->motion.post = tfm; object->use_motion = false; /* motion blur */ if(scene->need_motion() == Scene::MOTION_BLUR && object->mesh) { Mesh *mesh = object->mesh; mesh->use_motion_blur = false; if(object_use_motion(b_parent, b_ob)) { if(object_use_deform_motion(b_parent, b_ob)) { mesh->motion_steps = object_motion_steps(b_ob); mesh->use_motion_blur = true; } vector times = object->motion_times(); foreach(float time, times) motion_times.insert(time); } } /* random number */ object->random_id = hash_string(object->name.c_str()); if(persistent_id) { for(int i = 0; i < OBJECT_PERSISTENT_ID_SIZE; i++) object->random_id = hash_int_2d(object->random_id, persistent_id[i]); } else object->random_id = hash_int_2d(object->random_id, 0); if(b_parent.ptr.data != b_ob.ptr.data) object->random_id ^= hash_int(hash_string(b_parent.name().c_str())); /* dupli texture coordinates */ if(b_dupli_ob) { object->dupli_generated = 0.5f*get_float3(b_dupli_ob.orco()) - make_float3(0.5f, 0.5f, 0.5f); object->dupli_uv = get_float2(b_dupli_ob.uv()); } else { object->dupli_generated = make_float3(0.0f, 0.0f, 0.0f); object->dupli_uv = make_float2(0.0f, 0.0f); } object->tag_update(scene); } return object; } static bool object_render_hide_original(BL::Object::type_enum ob_type, BL::Object::dupli_type_enum dupli_type) { /* metaball exception, they duplicate self */ if(ob_type == BL::Object::type_META) return false; return (dupli_type == BL::Object::dupli_type_VERTS || dupli_type == BL::Object::dupli_type_FACES || dupli_type == BL::Object::dupli_type_FRAMES); } static bool object_render_hide(BL::Object& b_ob, bool top_level, bool parent_hide, bool& hide_triangles) { /* check if we should render or hide particle emitter */ BL::Object::particle_systems_iterator b_psys; bool hair_present = false; bool show_emitter = false; bool hide_emitter = false; bool hide_as_dupli_parent = false; bool hide_as_dupli_child_original = false; for(b_ob.particle_systems.begin(b_psys); b_psys != b_ob.particle_systems.end(); ++b_psys) { if((b_psys->settings().render_type() == BL::ParticleSettings::render_type_PATH) && (b_psys->settings().type()==BL::ParticleSettings::type_HAIR)) hair_present = true; if(b_psys->settings().use_render_emitter()) show_emitter = true; else hide_emitter = true; } if(show_emitter) hide_emitter = false; /* duplicators hidden by default, except dupliframes which duplicate self */ if(b_ob.is_duplicator()) if(top_level || b_ob.dupli_type() != BL::Object::dupli_type_FRAMES) hide_as_dupli_parent = true; /* hide original object for duplis */ BL::Object parent = b_ob.parent(); while(parent) { if(object_render_hide_original(b_ob.type(), parent.dupli_type())) { if(parent_hide) { hide_as_dupli_child_original = true; break; } } parent = parent.parent(); } hide_triangles = hide_emitter; if(show_emitter) { return false; } else if(hair_present) { return hide_as_dupli_child_original; } else { return (hide_as_dupli_parent || hide_as_dupli_child_original); } } static bool object_render_hide_duplis(BL::Object& b_ob) { BL::Object parent = b_ob.parent(); return (parent && object_render_hide_original(b_ob.type(), parent.dupli_type())); } /* Object Loop */ void BlenderSync::sync_objects(BL::SpaceView3D& b_v3d, float motion_time) { /* layer data */ uint scene_layer = render_layer.scene_layer; bool motion = motion_time != 0.0f; if(!motion) { /* prepare for sync */ light_map.pre_sync(); mesh_map.pre_sync(); object_map.pre_sync(); particle_system_map.pre_sync(); motion_times.clear(); } else { mesh_motion_synced.clear(); } bool allow_camera_cull = false; float camera_cull_margin = 0.0f; if(b_scene.render().use_simplify()) { PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles"); allow_camera_cull = scene->camera->type != CAMERA_PANORAMA && !b_scene.render().use_multiview() && get_boolean(cscene, "use_camera_cull"); if(allow_camera_cull) { camera_cull_margin = get_float(cscene, "camera_cull_margin"); } } /* object loop */ BL::Scene::object_bases_iterator b_base; BL::Scene b_sce = b_scene; /* modifier result type (not exposed as enum in C++ API) * 1 : DAG_EVAL_PREVIEW * 2 : DAG_EVAL_RENDER */ int dupli_settings = preview ? 1 : 2; bool cancel = false; bool use_portal = false; uint layer_override = get_layer(b_engine.layer_override()); for(; b_sce && !cancel; b_sce = b_sce.background_set()) { /* Render layer's scene_layer is affected by local view already, * which is not a desired behavior here. */ uint scene_layers = layer_override ? layer_override : get_layer(b_scene.layers()); for(b_sce.object_bases.begin(b_base); b_base != b_sce.object_bases.end() && !cancel; ++b_base) { BL::Object b_ob = b_base->object(); bool hide = (render_layer.use_viewport_visibility)? b_ob.hide(): b_ob.hide_render(); uint ob_layer = get_layer(b_base->layers(), b_base->layers_local_view(), object_is_light(b_ob), scene_layers); hide = hide || !(ob_layer & scene_layer); if(!hide) { progress.set_sync_status("Synchronizing object", b_ob.name()); PointerRNA cobject = RNA_pointer_get(&b_ob.ptr, "cycles"); bool use_camera_cull = allow_camera_cull && get_boolean(cobject, "use_camera_cull"); if(use_camera_cull) { /* Need to have proper projection matrix. */ scene->camera->update(); } if(b_ob.is_duplicator() && !object_render_hide_duplis(b_ob)) { /* dupli objects */ b_ob.dupli_list_create(b_scene, dupli_settings); BL::Object::dupli_list_iterator b_dup; for(b_ob.dupli_list.begin(b_dup); b_dup != b_ob.dupli_list.end(); ++b_dup) { Transform tfm = get_transform(b_dup->matrix()); BL::Object b_dup_ob = b_dup->object(); bool dup_hide = (b_v3d)? b_dup_ob.hide(): b_dup_ob.hide_render(); bool in_dupli_group = (b_dup->type() == BL::DupliObject::type_GROUP); bool hide_tris; if(!(b_dup->hide() || dup_hide || object_render_hide(b_dup_ob, false, in_dupli_group, hide_tris))) { /* the persistent_id allows us to match dupli objects * between frames and updates */ BL::Array persistent_id = b_dup->persistent_id(); /* sync object and mesh or light data */ Object *object = sync_object(b_ob, persistent_id.data, *b_dup, tfm, ob_layer, motion_time, hide_tris, use_camera_cull, camera_cull_margin, &use_portal); /* sync possible particle data, note particle_id * starts counting at 1, first is dummy particle */ if(!motion && object) { sync_dupli_particle(b_ob, *b_dup, object); } } } b_ob.dupli_list_clear(); } /* test if object needs to be hidden */ bool hide_tris; if(!object_render_hide(b_ob, true, true, hide_tris)) { /* object itself */ Transform tfm = get_transform(b_ob.matrix_world()); BL::DupliObject b_empty_dupli_ob(PointerRNA_NULL); sync_object(b_ob, NULL, b_empty_dupli_ob, tfm, ob_layer, motion_time, hide_tris, use_camera_cull, camera_cull_margin, &use_portal); } } cancel = progress.get_cancel(); } } progress.set_sync_status(""); if(!cancel && !motion) { sync_background_light(use_portal); /* handle removed data and modified pointers */ if(light_map.post_sync()) scene->light_manager->tag_update(scene); if(mesh_map.post_sync()) scene->mesh_manager->tag_update(scene); if(object_map.post_sync()) scene->object_manager->tag_update(scene); if(particle_system_map.post_sync()) scene->particle_system_manager->tag_update(scene); } if(motion) mesh_motion_synced.clear(); } void BlenderSync::sync_motion(BL::RenderSettings& b_render, BL::SpaceView3D& b_v3d, BL::Object& b_override, int width, int height, void **python_thread_state) { if(scene->need_motion() == Scene::MOTION_NONE) return; /* get camera object here to deal with camera switch */ BL::Object b_cam = b_scene.camera(); if(b_override) b_cam = b_override; Camera prevcam = *(scene->camera); int frame_center = b_scene.frame_current(); float frame_center_delta = 0.0f; if(scene->need_motion() != Scene::MOTION_PASS && scene->camera->motion_position != Camera::MOTION_POSITION_CENTER) { float shuttertime = scene->camera->shuttertime; if(scene->camera->motion_position == Camera::MOTION_POSITION_END) { frame_center_delta = -shuttertime * 0.5f; } else { assert(scene->camera->motion_position == Camera::MOTION_POSITION_START); frame_center_delta = shuttertime * 0.5f; } float time = frame_center + frame_center_delta; int frame = (int)floorf(time); float subframe = time - frame; python_thread_state_restore(python_thread_state); b_engine.frame_set(frame, subframe); python_thread_state_save(python_thread_state); sync_camera_motion(b_render, b_cam, width, height, 0.0f); sync_objects(b_v3d, 0.0f); } /* always sample these times for camera motion */ motion_times.insert(-1.0f); motion_times.insert(1.0f); /* note iteration over motion_times set happens in sorted order */ foreach(float relative_time, motion_times) { VLOG(1) << "Synchronizing motion for the relative time " << relative_time << "."; /* fixed shutter time to get previous and next frame for motion pass */ float shuttertime = scene->motion_shutter_time(); /* compute frame and subframe time */ float time = frame_center + frame_center_delta + relative_time * shuttertime * 0.5f; int frame = (int)floorf(time); float subframe = time - frame; /* change frame */ python_thread_state_restore(python_thread_state); b_engine.frame_set(frame, subframe); python_thread_state_save(python_thread_state); /* sync camera, only supports two times at the moment */ if(relative_time == -1.0f || relative_time == 1.0f) { sync_camera_motion(b_render, b_cam, width, height, relative_time); } /* sync object */ sync_objects(b_v3d, relative_time); } /* we need to set the python thread state again because this * function assumes it is being executed from python and will * try to save the thread state */ python_thread_state_restore(python_thread_state); b_engine.frame_set(frame_center, 0.0f); python_thread_state_save(python_thread_state); /* tag camera for motion update */ if(scene->camera->motion_modified(prevcam)) scene->camera->tag_update(); } CCL_NAMESPACE_END