/* * 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" 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; return flag; } /* Light */ void BlenderSync::sync_light(BL::Object b_parent, int persistent_id[OBJECT_PERSISTENT_ID_SIZE], BL::Object b_ob, Transform& tfm) { /* 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)) 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); if(used_shaders.size() == 0) used_shaders.push_back(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; /* 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; /* tag */ light->tag_update(scene); } void BlenderSync::sync_background_light() { 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) { /* 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; 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 */ 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, int motion, bool hide_tris) { BL::Object b_ob = (b_dupli_ob ? b_dupli_ob.object() : b_parent); /* 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); return NULL; } /* only interested in object that we can create meshes from */ if(!object_is_mesh(b_ob)) 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) { if(tfm != object->tfm) { if(motion == -1) object->motion.pre = tfm; else object->motion.post = tfm; object->use_motion = true; } /* mesh deformation blur not supported yet */ if(!scene->integrator->motion_blur) sync_mesh_motion(b_ob, object->mesh, motion); } 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); object->random_id ^= hash_int(hash_string(b_parent.name().c_str())); } /* 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); /* camera flag is not actually used, instead is tested against render layer * flags */ if(visibility & PATH_RAY_CAMERA) { visibility |= layer_flag << PATH_RAY_LAYER_SHIFT; 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; /* 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(); if(parent && object_render_hide_original(b_ob.type(), parent.dupli_type())) if(parent_hide) hide_as_dupli_child_original = true; 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, int motion) { /* layer data */ uint scene_layer = render_layer.scene_layer; if(!motion) { /* prepare for sync */ light_map.pre_sync(); mesh_map.pre_sync(); object_map.pre_sync(); mesh_synced.clear(); particle_system_map.pre_sync(); } else { mesh_motion_synced.clear(); } /* object loop */ BL::Scene::objects_iterator b_ob; BL::Scene b_sce = b_scene; bool cancel = false; for(; b_sce && !cancel; b_sce = b_sce.background_set()) { for(b_sce.objects.begin(b_ob); b_ob != b_sce.objects.end() && !cancel; ++b_ob) { bool hide = (render_layer.use_viewport_visibility)? b_ob->hide(): b_ob->hide_render(); uint ob_layer = get_layer(b_ob->layers(), b_ob->layers_local_view(), render_layer.use_localview, object_is_light(*b_ob)); hide = hide || !(ob_layer & scene_layer); if(!hide) { progress.set_sync_status("Synchronizing object", (*b_ob).name()); if(b_ob->is_duplicator() && !object_render_hide_duplis(*b_ob)) { /* dupli objects */ b_ob->dupli_list_create(b_scene, 2); 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, hide_tris); /* 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()); sync_object(*b_ob, NULL, PointerRNA_NULL, tfm, ob_layer, motion, hide_tris); } } cancel = progress.get_cancel(); } } progress.set_sync_status(""); if(!cancel && !motion) { sync_background_light(); /* 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); mesh_synced.clear(); } if(motion) mesh_motion_synced.clear(); } void BlenderSync::sync_motion(BL::SpaceView3D b_v3d, BL::Object b_override, 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); /* go back and forth one frame */ int frame = b_scene.frame_current(); for(int motion = -1; motion <= 1; motion += 2) { /* 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_scene.frame_set(frame + motion, 0.0f); python_thread_state_save(python_thread_state); /* camera object */ if(b_cam) sync_camera_motion(b_cam, motion); /* mesh objects */ sync_objects(b_v3d, motion); } /* 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_scene.frame_set(frame, 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