/* * 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 "render/camera.h" #include "render/graph.h" #include "render/integrator.h" #include "render/light.h" #include "render/mesh.h" #include "render/nodes.h" #include "render/object.h" #include "render/particles.h" #include "render/scene.h" #include "render/shader.h" #include "blender/blender_object_cull.h" #include "blender/blender_sync.h" #include "blender/blender_util.h" #include "util/util_foreach.h" #include "util/util_hash.h" #include "util/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_geometry(BL::Object &b_ob) { BL::ID b_ob_data = b_ob.data(); if (!b_ob_data) { return false; } BL::Object::type_enum type = b_ob.type(); if (type == BL::Object::type_VOLUME || type == BL::Object::type_HAIR) { /* Will be exported attached to mesh. */ return true; } else if (type == BL::Object::type_CURVE) { /* Skip exporting curves without faces, overhead can be * significant if there are many for path animation. */ BL::Curve b_curve(b_ob_data); return (b_curve.bevel_object() || b_curve.extrude() != 0.0f || b_curve.bevel_depth() != 0.0f || b_curve.dimensions() == BL::Curve::dimensions_2D || b_ob.modifiers.length()); } else { return (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_Light)); } /* Object */ Object *BlenderSync::sync_object(BL::Depsgraph &b_depsgraph, BL::ViewLayer &b_view_layer, BL::DepsgraphObjectInstance &b_instance, float motion_time, bool use_particle_hair, bool show_lights, BlenderObjectCulling &culling, bool *use_portal) { const bool is_instance = b_instance.is_instance(); BL::Object b_ob = b_instance.object(); BL::Object b_parent = is_instance ? b_instance.parent() : b_instance.object(); BL::Object b_ob_instance = is_instance ? b_instance.instance_object() : b_ob; const bool motion = motion_time != 0.0f; /*const*/ Transform tfm = get_transform(b_ob.matrix_world()); int *persistent_id = NULL; BL::Array persistent_id_array; if (is_instance) { persistent_id_array = b_instance.persistent_id(); persistent_id = persistent_id_array.data; } /* light is handled separately */ if (!motion && object_is_light(b_ob)) { if (!show_lights) { return NULL; } /* TODO: don't use lights for excluded layers used as mask layer, * when dynamic overrides are back. */ #if 0 if (!((layer_flag & view_layer.holdout_layer) && (layer_flag & view_layer.exclude_layer))) #endif { sync_light(b_parent, persistent_id, b_ob, b_ob_instance, is_instance ? b_instance.random_id() : 0, tfm, use_portal); } return NULL; } /* only interested in object that we can create meshes from */ if (!object_is_geometry(b_ob)) { return NULL; } /* Perform object culling. */ if (culling.test(scene, b_ob, tfm)) { return NULL; } /* Visibility flags for both parent and child. */ PointerRNA cobject = RNA_pointer_get(&b_ob.ptr, "cycles"); bool use_holdout = get_boolean(cobject, "is_holdout") || b_parent.holdout_get(PointerRNA_NULL, b_view_layer); 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); } /* TODO: make holdout objects on excluded layer invisible for non-camera rays. */ #if 0 if (use_holdout && (layer_flag & view_layer.exclude_layer)) { visibility &= ~(PATH_RAY_ALL_VISIBILITY - PATH_RAY_CAMERA); } #endif /* Clear camera visibility for indirect only objects. */ bool use_indirect_only = !use_holdout && b_parent.indirect_only_get(PointerRNA_NULL, b_view_layer); if (use_indirect_only) { visibility &= ~PATH_RAY_CAMERA; } /* Don't export completely invisible objects. */ if (visibility == 0) { return NULL; } /* key to lookup object */ ObjectKey key(b_parent, persistent_id, b_ob_instance, use_particle_hair); Object *object; /* motion vector case */ if (motion) { object = object_map.find(key); if (object && object->use_motion()) { /* Set transform at matching motion time step. */ int time_index = object->motion_step(motion_time); if (time_index >= 0) { object->motion[time_index] = tfm; } /* mesh deformation */ if (object->geometry) sync_geometry_motion(b_depsgraph, b_ob, object, motion_time, use_particle_hair); } return object; } /* test if we need to sync */ bool object_updated = false; if (object_map.add_or_update(&object, b_ob, b_parent, key)) object_updated = true; /* mesh sync */ object->geometry = sync_geometry( b_depsgraph, b_ob, b_ob_instance, object_updated, use_particle_hair); /* 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; } if (visibility != object->visibility) { object->visibility = visibility; object_updated = true; } bool is_shadow_catcher = get_boolean(cobject, "is_shadow_catcher"); if (is_shadow_catcher != object->is_shadow_catcher) { object->is_shadow_catcher = is_shadow_catcher; object_updated = true; } float shadow_terminator_offset = get_float(cobject, "shadow_terminator_offset"); if (shadow_terminator_offset != object->shadow_terminator_offset) { object->shadow_terminator_offset = shadow_terminator_offset; object_updated = true; } /* sync the asset name for Cryptomatte */ BL::Object parent = b_ob.parent(); ustring parent_name; if (parent) { while (parent.parent()) { parent = parent.parent(); } parent_name = parent.name(); } else { parent_name = b_ob.name(); } if (object->asset_name != parent_name) { object->asset_name = parent_name; 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->geometry && object->geometry->need_update) || tfm != object->tfm) { object->name = b_ob.name().c_str(); object->pass_id = b_ob.pass_index(); object->color = get_float3(b_ob.color()); object->tfm = tfm; object->motion.clear(); /* motion blur */ Scene::MotionType need_motion = scene->need_motion(); if (need_motion != Scene::MOTION_NONE && object->geometry) { Geometry *geom = object->geometry; geom->use_motion_blur = false; geom->motion_steps = 0; uint motion_steps; if (need_motion == Scene::MOTION_BLUR) { motion_steps = object_motion_steps(b_parent, b_ob, Object::MAX_MOTION_STEPS); geom->motion_steps = motion_steps; if (motion_steps && object_use_deform_motion(b_parent, b_ob)) { geom->use_motion_blur = true; } } else { motion_steps = 3; geom->motion_steps = motion_steps; } object->motion.clear(); object->motion.resize(motion_steps, transform_empty()); if (motion_steps) { object->motion[motion_steps / 2] = tfm; for (size_t step = 0; step < motion_steps; step++) { motion_times.insert(object->motion_time(step)); } } } /* dupli texture coordinates and random_id */ if (is_instance) { object->dupli_generated = 0.5f * get_float3(b_instance.orco()) - make_float3(0.5f, 0.5f, 0.5f); object->dupli_uv = get_float2(b_instance.uv()); object->random_id = b_instance.random_id(); } else { object->dupli_generated = make_float3(0.0f, 0.0f, 0.0f); object->dupli_uv = make_float2(0.0f, 0.0f); object->random_id = hash_uint2(hash_string(object->name.c_str()), 0); } object->tag_update(scene); } if (is_instance) { /* Sync possible particle data. */ sync_dupli_particle(b_parent, b_instance, object); } return object; } /* Object Loop */ void BlenderSync::sync_objects(BL::Depsgraph &b_depsgraph, BL::SpaceView3D &b_v3d, float motion_time) { /* layer data */ bool motion = motion_time != 0.0f; if (!motion) { /* prepare for sync */ light_map.pre_sync(); geometry_map.pre_sync(); object_map.pre_sync(); particle_system_map.pre_sync(); motion_times.clear(); } else { geometry_motion_synced.clear(); } /* initialize culling */ BlenderObjectCulling culling(scene, b_scene); /* object loop */ bool cancel = false; bool use_portal = false; const bool show_lights = BlenderViewportParameters(b_v3d).use_scene_lights; BL::ViewLayer b_view_layer = b_depsgraph.view_layer_eval(); BL::Depsgraph::object_instances_iterator b_instance_iter; for (b_depsgraph.object_instances.begin(b_instance_iter); b_instance_iter != b_depsgraph.object_instances.end() && !cancel; ++b_instance_iter) { BL::DepsgraphObjectInstance b_instance = *b_instance_iter; BL::Object b_ob = b_instance.object(); /* Viewport visibility. */ const bool show_in_viewport = !b_v3d || b_ob.visible_in_viewport_get(b_v3d); if (show_in_viewport == false) { continue; } /* Load per-object culling data. */ culling.init_object(scene, b_ob); /* Object itself. */ if (b_instance.show_self()) { sync_object(b_depsgraph, b_view_layer, b_instance, motion_time, false, show_lights, culling, &use_portal); } /* Particle hair as separate object. */ if (b_instance.show_particles() && object_has_particle_hair(b_ob)) { sync_object(b_depsgraph, b_view_layer, b_instance, motion_time, true, show_lights, culling, &use_portal); } cancel = progress.get_cancel(); } progress.set_sync_status(""); if (!cancel && !motion) { sync_background_light(b_v3d, use_portal); /* handle removed data and modified pointers */ if (light_map.post_sync()) scene->light_manager->tag_update(scene); if (geometry_map.post_sync()) scene->geometry_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) geometry_motion_synced.clear(); } void BlenderSync::sync_motion(BL::RenderSettings &b_render, BL::Depsgraph &b_depsgraph, 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 subframe_center = b_scene.frame_subframe(); 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 + subframe_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_depsgraph, b_v3d, 0.0f); } /* Insert motion times from camera. Motion times from other objects * have already been added in a sync_objects call. */ uint camera_motion_steps = object_motion_steps(b_cam, b_cam); for (size_t step = 0; step < camera_motion_steps; step++) { motion_times.insert(scene->camera->motion_time(step)); } /* note iteration over motion_times set happens in sorted order */ foreach (float relative_time, motion_times) { /* center time is already handled. */ if (relative_time == 0.0f) { continue; } 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 + subframe_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); /* Syncs camera motion if relative_time is one of the camera's motion times. */ sync_camera_motion(b_render, b_cam, width, height, relative_time); /* sync object */ sync_objects(b_depsgraph, 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, subframe_center); 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