/* * 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 "device/device.h" #include "render/light.h" #include "render/mesh.h" #include "render/curves.h" #include "render/object.h" #include "render/particles.h" #include "render/scene.h" #include "util/util_foreach.h" #include "util/util_logging.h" #include "util/util_map.h" #include "util/util_progress.h" #include "util/util_set.h" #include "util/util_vector.h" #include "util/util_murmurhash.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 particle_offset; /* Mesh area. * Used to avoid calculation of mesh area multiple times. Used for both * read and write. Acquire surface_area_lock to keep it all thread safe. */ map surface_area_map; /* Motion offsets for each object. */ array motion_offset; /* Packed object arrays. Those will be filled in. */ uint *object_flag; KernelObject *objects; Transform *object_motion_pass; DecomposedTransform *object_motion; /* Flags which will be synchronized to Integrator. */ bool have_motion; bool have_curves; /* ** Scheduling queue. ** */ Scene *scene; /* Some locks to keep everything thread-safe. */ thread_spin_lock queue_lock; thread_spin_lock surface_area_lock; /* First unused object index in the queue. */ int queue_start_object; }; /* Object */ NODE_DEFINE(Object) { NodeType *type = NodeType::add("object", create); SOCKET_NODE(mesh, "Mesh", &Mesh::node_type); SOCKET_TRANSFORM(tfm, "Transform", transform_identity()); SOCKET_UINT(visibility, "Visibility", ~0); 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", make_float3(0.0f, 0.0f, 0.0f)); SOCKET_POINT2(dupli_uv, "Dupli UV", make_float2(0.0f, 0.0f)); SOCKET_TRANSFORM_ARRAY(motion, "Motion", array()); SOCKET_BOOLEAN(is_shadow_catcher, "Shadow Catcher", false); return type; } Object::Object() : Node(node_type) { particle_system = NULL; particle_index = 0; bounds = BoundBox::empty; } 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 = mesh->bounds; if (motion_blur && use_motion()) { array 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 (mesh->transform_applied) { bounds = mbounds; } else { bounds = mbounds.transformed(&tfm); } } } void Object::apply_transform(bool apply_to_motion) { if (!mesh || tfm == transform_identity()) return; /* triangles */ if (mesh->verts.size()) { /* store matrix to transform later. when accessing these as attributes we * do not want the transform to be applied for consistency between static * and dynamic BVH, so we do it on packing. */ mesh->transform_normal = transform_transposed_inverse(tfm); /* apply to mesh vertices */ for (size_t i = 0; i < mesh->verts.size(); i++) mesh->verts[i] = transform_point(&tfm, mesh->verts[i]); if (apply_to_motion) { Attribute *attr = mesh->attributes.find(ATTR_STD_MOTION_VERTEX_POSITION); if (attr) { size_t steps_size = mesh->verts.size() * (mesh->motion_steps - 1); float3 *vert_steps = attr->data_float3(); for (size_t i = 0; i < steps_size; i++) vert_steps[i] = transform_point(&tfm, vert_steps[i]); } Attribute *attr_N = mesh->attributes.find(ATTR_STD_MOTION_VERTEX_NORMAL); if (attr_N) { Transform ntfm = mesh->transform_normal; size_t steps_size = mesh->verts.size() * (mesh->motion_steps - 1); float3 *normal_steps = attr_N->data_float3(); for (size_t i = 0; i < steps_size; i++) normal_steps[i] = normalize(transform_direction(&ntfm, normal_steps[i])); } } } /* curves */ if (mesh->curve_keys.size()) { /* compute uniform scale */ float3 c0 = transform_get_column(&tfm, 0); float3 c1 = transform_get_column(&tfm, 1); float3 c2 = transform_get_column(&tfm, 2); float scalar = powf(fabsf(dot(cross(c0, c1), c2)), 1.0f / 3.0f); /* apply transform to curve keys */ for (size_t i = 0; i < mesh->curve_keys.size(); i++) { float3 co = transform_point(&tfm, mesh->curve_keys[i]); float radius = mesh->curve_radius[i] * scalar; /* scale for curve radius is only correct for uniform scale */ mesh->curve_keys[i] = co; mesh->curve_radius[i] = radius; } if (apply_to_motion) { Attribute *curve_attr = mesh->curve_attributes.find(ATTR_STD_MOTION_VERTEX_POSITION); if (curve_attr) { /* apply transform to motion curve keys */ size_t steps_size = mesh->curve_keys.size() * (mesh->motion_steps - 1); float4 *key_steps = curve_attr->data_float4(); for (size_t i = 0; i < steps_size; i++) { float3 co = transform_point(&tfm, float4_to_float3(key_steps[i])); float radius = key_steps[i].w * scalar; /* scale for curve radius is only correct for uniform scale */ key_steps[i] = float3_to_float4(co); key_steps[i].w = radius; } } } } /* we keep normals pointing in same direction on negative scale, notify * mesh about this in it (re)calculates normals */ if (transform_negative_scale(tfm)) mesh->transform_negative_scaled = true; if (bounds.valid()) { mesh->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) { if (mesh) { if (mesh->transform_applied) mesh->need_update = true; foreach (Shader *shader, mesh->used_shaders) { if (shader->use_mis && shader->has_surface_emission) scene->light_manager->need_update = true; } } scene->camera->need_flags_update = true; scene->curve_system_manager->need_update = true; scene->mesh_manager->need_update = true; scene->object_manager->need_update = true; } 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() == make_float3(0.0f, 0.0f, 0.0f)) { return false; } /* TODO(sergey): Check for mesh vertices/curves. visibility flags. */ return true; } uint Object::visibility_for_tracing() const { uint trace_visibility = visibility; if (is_shadow_catcher) { trace_visibility &= ~PATH_RAY_SHADOW_NON_CATCHER; } else { trace_visibility &= ~PATH_RAY_SHADOW_CATCHER; } return trace_visibility; } int Object::get_device_index() const { return index; } /* Object Manager */ ObjectManager::ObjectManager() { need_update = true; need_flags_update = true; } ObjectManager::~ObjectManager() { } void ObjectManager::device_update_object_transform(UpdateObjectTransformState *state, Object *ob) { KernelObject &kobject = state->objects[ob->index]; Transform *object_motion_pass = state->object_motion_pass; Mesh *mesh = ob->mesh; uint flag = 0; /* Compute transformations. */ Transform tfm = ob->tfm; Transform itfm = transform_inverse(tfm); /* Compute surface area. for uniform scale we can do avoid the many * transform calls and share computation for instances. * * TODO(brecht): Correct for displacement, and move to a better place. */ float uniform_scale; float surface_area = 0.0f; 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; if (transform_uniform_scale(tfm, uniform_scale)) { map::iterator it; /* NOTE: This isn't fully optimal and could in theory lead to multiple * threads calculating area of the same mesh in parallel. However, this * also prevents suspending all the threads when some mesh's area is * not yet known. */ state->surface_area_lock.lock(); it = state->surface_area_map.find(mesh); state->surface_area_lock.unlock(); if (it == state->surface_area_map.end()) { size_t num_triangles = mesh->num_triangles(); for (size_t j = 0; j < num_triangles; j++) { Mesh::Triangle t = mesh->get_triangle(j); float3 p1 = mesh->verts[t.v[0]]; float3 p2 = mesh->verts[t.v[1]]; float3 p3 = mesh->verts[t.v[2]]; surface_area += triangle_area(p1, p2, p3); } state->surface_area_lock.lock(); state->surface_area_map[mesh] = surface_area; state->surface_area_lock.unlock(); } else { surface_area = it->second; } surface_area *= uniform_scale; } else { size_t num_triangles = mesh->num_triangles(); for (size_t j = 0; j < num_triangles; j++) { Mesh::Triangle t = mesh->get_triangle(j); float3 p1 = transform_point(&tfm, mesh->verts[t.v[0]]); float3 p2 = transform_point(&tfm, mesh->verts[t.v[1]]); float3 p3 = transform_point(&tfm, mesh->verts[t.v[2]]); surface_area += triangle_area(p1, p2, p3); } } kobject.tfm = tfm; kobject.itfm = itfm; kobject.surface_area = surface_area; kobject.pass_id = pass_id; kobject.random_number = random_number; kobject.particle_index = particle_index; kobject.motion_offset = 0; if (mesh->use_motion_blur) { state->have_motion = true; } 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 (!mesh->attributes.find(ATTR_STD_MOTION_VERTEX_POSITION)) { 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. */ 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 = mesh->curve_keys.size(); kobject.dupli_uv[0] = ob->dupli_uv[0]; kobject.dupli_uv[1] = ob->dupli_uv[1]; int totalsteps = mesh->motion_steps; kobject.numsteps = (totalsteps - 1) / 2; kobject.numverts = mesh->verts.size(); kobject.patch_map_offset = 0; kobject.attribute_map_offset = 0; 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); /* Object flag. */ if (ob->use_holdout) { flag |= SD_OBJECT_HOLDOUT_MASK; } state->object_flag[ob->index] = flag; /* Have curves. */ if (mesh->num_curves()) { state->have_curves = true; } } bool ObjectManager::device_update_object_transform_pop_work(UpdateObjectTransformState *state, int *start_index, int *num_objects) { /* Tweakable parameter, number of objects per chunk. * Too small value will cause some extra overhead due to spin lock, * too big value might not use all threads nicely. */ static const int OBJECTS_PER_TASK = 32; bool have_work = false; state->queue_lock.lock(); int num_scene_objects = state->scene->objects.size(); if (state->queue_start_object < num_scene_objects) { int count = min(OBJECTS_PER_TASK, num_scene_objects - state->queue_start_object); *start_index = state->queue_start_object; *num_objects = count; state->queue_start_object += count; have_work = true; } state->queue_lock.unlock(); return have_work; } void ObjectManager::device_update_object_transform_task(UpdateObjectTransformState *state) { int start_index, num_objects; while (device_update_object_transform_pop_work(state, &start_index, &num_objects)) { for (int i = 0; i < num_objects; ++i) { const int object_index = start_index + i; Object *ob = state->scene->objects[object_index]; device_update_object_transform(state, ob); } } } 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_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(); } /* NOTE: If it's just a handful of objects we deal with them in a single * thread to avoid threading overhead. However, this threshold is might * need some tweaks to make mid-complex scenes optimal. */ if (scene->objects.size() < 64) { foreach (Object *ob, scene->objects) { device_update_object_transform(&state, ob); if (progress.get_cancel()) { return; } } } else { const int num_threads = TaskScheduler::num_threads(); TaskPool pool; for (int i = 0; i < num_threads; ++i) { pool.push(function_bind(&ObjectManager::device_update_object_transform_task, this, &state)); } pool.wait_work(); if (progress.get_cancel()) { return; } } dscene->objects.copy_to_device(); 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->data.bvh.have_instancing = true; } void ObjectManager::device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress &progress) { if (!need_update) return; VLOG(1) << "Total " << scene->objects.size() << " objects."; device_free(device, dscene); if (scene->objects.size() == 0) return; /* Assign object IDs. */ int index = 0; foreach (Object *object, scene->objects) { object->index = index++; } /* set object transform matrices, before applying static transforms */ 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 == SceneParams::BVH_STATIC) { progress.set_status("Updating Objects", "Applying Static Transformations"); apply_static_transforms(dscene, scene, progress); } } void ObjectManager::device_update_flags( Device *, DeviceScene *dscene, Scene *scene, Progress & /*progress*/, bool bounds_valid) { if (!need_update && !need_flags_update) return; need_update = false; need_flags_update = false; if (scene->objects.size() == 0) return; /* Object info flag. */ uint *object_flag = dscene->object_flag.data(); /* Object volume intersection. */ vector volume_objects; bool has_volume_objects = false; foreach (Object *object, scene->objects) { if (object->mesh->has_volume) { if (bounds_valid) { volume_objects.push_back(object); } has_volume_objects = true; } } foreach (Object *object, scene->objects) { if (object->mesh->has_volume) { object_flag[object->index] |= SD_OBJECT_HAS_VOLUME; object_flag[object->index] &= ~SD_OBJECT_HAS_VOLUME_ATTRIBUTES; foreach (Attribute &attr, object->mesh->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) { 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; 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(); } 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) { Mesh *mesh = object->mesh; 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; } } if (kobjects[object->index].attribute_map_offset != mesh->attr_map_offset) { kobjects[object->index].attribute_map_offset = mesh->attr_map_offset; update = true; } } if (update) { dscene->objects.copy_to_device(); } } void ObjectManager::device_free(Device *, DeviceScene *dscene) { dscene->objects.free(); dscene->object_motion_pass.free(); dscene->object_motion.free(); dscene->object_flag.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/meshes in right order! */ /* counter mesh users */ map mesh_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; bool have_instancing = false; foreach (Object *object, scene->objects) { map::iterator it = mesh_users.find(object->mesh); if (it == mesh_users.end()) mesh_users[object->mesh] = 1; else it->second++; } if (progress.get_cancel()) return; uint *object_flag = dscene->object_flag.data(); /* apply transforms for objects with single user meshes */ 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 Mesh. */ if ((mesh_users[object->mesh] == 1 && !object->mesh->has_surface_bssrdf) && !object->mesh->has_true_displacement() && object->mesh->subdivision_type == Mesh::SUBDIVISION_NONE) { if (!(motion_blur && object->use_motion())) { if (!object->mesh->transform_applied) { object->apply_transform(apply_to_motion); object->mesh->transform_applied = true; if (progress.get_cancel()) return; } object_flag[i] |= SD_OBJECT_TRANSFORM_APPLIED; if (object->mesh->transform_negative_scaled) object_flag[i] |= SD_OBJECT_NEGATIVE_SCALE_APPLIED; } else have_instancing = true; } else have_instancing = true; i++; } dscene->data.bvh.have_instancing = have_instancing; } void ObjectManager::tag_update(Scene *scene) { need_update = true; scene->curve_system_manager->need_update = true; scene->mesh_manager->need_update = true; scene->light_manager->need_update = true; } string ObjectManager::get_cryptomatte_objects(Scene *scene) { string manifest = "{"; unordered_set 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 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