`world_use_portal` is not needed anymore, now that we always add world
as object (b20b4218d5).
We now check if background light is enabled only in
`test_enabled_lights()`, depending on the sample settings.
Pull Request: https://projects.blender.org/blender/blender/pulls/144710
287 lines
8.5 KiB
C++
287 lines
8.5 KiB
C++
/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
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*
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* SPDX-License-Identifier: Apache-2.0 */
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#include "scene/curves.h"
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#include "scene/hair.h"
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#include "scene/light.h"
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#include "scene/mesh.h"
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#include "scene/object.h"
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#include "scene/pointcloud.h"
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#include "scene/volume.h"
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#include "blender/sync.h"
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#include "blender/util.h"
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#include "util/task.h"
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CCL_NAMESPACE_BEGIN
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static Geometry::Type determine_geom_type(BObjectInfo &b_ob_info, bool use_particle_hair)
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{
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if (b_ob_info.object_data.is_a(&RNA_Light)) {
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return Geometry::LIGHT;
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}
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if (b_ob_info.object_data.is_a(&RNA_Curves) || use_particle_hair) {
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return Geometry::HAIR;
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}
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if (b_ob_info.object_data.is_a(&RNA_PointCloud)) {
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return Geometry::POINTCLOUD;
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}
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if (b_ob_info.object_data.is_a(&RNA_Volume) ||
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(b_ob_info.object_data ==
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object_get_data(b_ob_info.real_object, b_ob_info.use_adaptive_subdivision) &&
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object_fluid_gas_domain_find(b_ob_info.real_object)))
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{
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return Geometry::VOLUME;
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}
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return Geometry::MESH;
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}
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array<Node *> BlenderSync::find_used_shaders(BL::Object &b_ob)
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{
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array<Node *> used_shaders;
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if (b_ob.type() == BL::Object::type_LIGHT) {
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find_shader(b_ob.data(), used_shaders, scene->default_light);
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return used_shaders;
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}
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BL::Material material_override = view_layer.material_override;
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Shader *default_shader = (b_ob.type() == BL::Object::type_VOLUME) ? scene->default_volume :
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scene->default_surface;
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for (BL::MaterialSlot &b_slot : b_ob.material_slots) {
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if (material_override) {
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find_shader(material_override, used_shaders, default_shader);
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}
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else {
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BL::ID b_material(b_slot.material());
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find_shader(b_material, used_shaders, default_shader);
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}
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}
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if (used_shaders.size() == 0) {
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if (material_override) {
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find_shader(material_override, used_shaders, default_shader);
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}
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else {
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used_shaders.push_back_slow(default_shader);
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}
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}
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return used_shaders;
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}
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Geometry *BlenderSync::sync_geometry(BObjectInfo &b_ob_info,
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bool object_updated,
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bool use_particle_hair,
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TaskPool *task_pool)
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{
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/* Test if we can instance or if the object is modified. */
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const Geometry::Type geom_type = determine_geom_type(b_ob_info, use_particle_hair);
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BL::ID const b_key_id = (b_ob_info.is_real_object_data() &&
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BKE_object_is_modified(b_ob_info.real_object)) ?
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b_ob_info.real_object :
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b_ob_info.object_data;
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const GeometryKey key(b_key_id.ptr.data, geom_type);
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/* Find shader indices. */
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array<Node *> used_shaders = find_used_shaders(b_ob_info.iter_object);
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/* Ensure we only sync instanced geometry once. */
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Geometry *geom = geometry_map.find(key);
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if (geom) {
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if (geometry_synced.find(geom) != geometry_synced.end()) {
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return geom;
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}
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}
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/* Test if we need to sync. */
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bool sync = true;
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if (geom == nullptr) {
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/* Add new geometry if it did not exist yet. */
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if (geom_type == Geometry::LIGHT) {
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geom = scene->create_node<Light>();
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}
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else if (geom_type == Geometry::HAIR) {
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geom = scene->create_node<Hair>();
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}
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else if (geom_type == Geometry::VOLUME) {
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geom = scene->create_node<Volume>();
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}
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else if (geom_type == Geometry::POINTCLOUD) {
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geom = scene->create_node<PointCloud>();
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}
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else {
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geom = scene->create_node<Mesh>();
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}
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geometry_map.add(key, geom);
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}
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else {
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/* Test if we need to update existing geometry. */
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sync = geometry_map.update(geom, b_key_id);
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}
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if (!sync) {
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/* If transform was applied to geometry, need full update. */
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if (object_updated && geom->transform_applied) {
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;
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}
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/* Test if shaders changed, these can be object level so geometry
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* does not get tagged for recalc. */
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else if (geom->get_used_shaders() != used_shaders) {
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;
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}
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else {
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/* Even if not tagged for recalc, we may need to sync anyway
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* because the shader needs different geometry attributes. */
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bool attribute_recalc = false;
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for (Node *node : geom->get_used_shaders()) {
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Shader *shader = static_cast<Shader *>(node);
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if (shader->need_update_geometry()) {
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attribute_recalc = true;
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}
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}
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if (!attribute_recalc) {
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return geom;
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}
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}
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}
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geometry_synced.insert(geom);
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geom->name = ustring(b_ob_info.object_data.name().c_str());
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/* Store the shaders immediately for the object attribute code. */
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geom->set_used_shaders(used_shaders);
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auto sync_func = [this, geom_type, b_ob_info, geom]() mutable {
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if (progress.get_cancel()) {
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return;
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}
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progress.set_sync_status("Synchronizing object", b_ob_info.real_object.name());
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if (geom_type == Geometry::LIGHT) {
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Light *light = static_cast<Light *>(geom);
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sync_light(b_ob_info, light);
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}
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else if (geom_type == Geometry::HAIR) {
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Hair *hair = static_cast<Hair *>(geom);
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sync_hair(b_ob_info, hair);
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}
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else if (geom_type == Geometry::VOLUME) {
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Volume *volume = static_cast<Volume *>(geom);
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sync_volume(b_ob_info, volume);
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}
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else if (geom_type == Geometry::POINTCLOUD) {
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PointCloud *pointcloud = static_cast<PointCloud *>(geom);
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sync_pointcloud(pointcloud, b_ob_info);
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}
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else {
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Mesh *mesh = static_cast<Mesh *>(geom);
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sync_mesh(b_ob_info, mesh);
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}
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};
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/* Defer the actual geometry sync to the task_pool for multithreading */
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if (task_pool) {
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task_pool->push(sync_func);
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}
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else {
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sync_func();
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}
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return geom;
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}
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void BlenderSync::sync_geometry_motion(BObjectInfo &b_ob_info,
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Object *object,
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const float motion_time,
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bool use_particle_hair,
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TaskPool *task_pool)
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{
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/* Ensure we only sync instanced geometry once. */
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Geometry *geom = object->get_geometry();
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if (geometry_motion_synced.find(geom) != geometry_motion_synced.end() ||
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geometry_motion_attribute_synced.find(geom) != geometry_motion_attribute_synced.end())
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{
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return;
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}
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geometry_motion_synced.insert(geom);
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/* Ensure we only motion sync geometry that also had geometry synced, to avoid
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* unnecessary work and to ensure that its attributes were clear. */
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if (geometry_synced.find(geom) == geometry_synced.end()) {
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return;
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}
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/* Nothing to do for lights. */
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if (geom->is_light()) {
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return;
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}
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/* If the geometry already has motion blur from a velocity attribute, don't
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* set the geometry motion steps again.
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*
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* Otherwise, setting geometry motion steps is done here to avoid concurrency issues.
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* - It can't be done earlier in sync_object_motion_init because sync_geometry
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* runs in parallel, and has_motion_blur would check attributes while
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* sync_geometry is potentially creating the attribute from velocity.
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* - It needs to happen before the parallel motion sync that happens right after
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* this, because that can create the attribute from neighboring frames.
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* Copying the motion steps from the object here solves this. */
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if (!geom->has_motion_blur()) {
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geom->set_motion_steps(object->get_motion().size());
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}
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/* Find time matching motion step required by geometry. */
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const int motion_step = geom->motion_step(motion_time);
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if (motion_step < 0) {
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return;
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}
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auto sync_func = [this, b_ob_info, use_particle_hair, motion_step, geom]() mutable {
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if (progress.get_cancel()) {
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return;
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}
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if (b_ob_info.object_data.is_a(&RNA_Curves) || use_particle_hair) {
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Hair *hair = static_cast<Hair *>(geom);
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sync_hair_motion(b_ob_info, hair, motion_step);
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}
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else if (b_ob_info.object_data.is_a(&RNA_Volume) ||
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object_fluid_gas_domain_find(b_ob_info.real_object))
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{
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/* No volume motion blur support yet. */
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}
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else if (b_ob_info.object_data.is_a(&RNA_PointCloud)) {
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PointCloud *pointcloud = static_cast<PointCloud *>(geom);
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sync_pointcloud_motion(pointcloud, b_ob_info, motion_step);
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}
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else {
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Mesh *mesh = static_cast<Mesh *>(geom);
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sync_mesh_motion(b_ob_info, mesh, motion_step);
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}
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};
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/* Defer the actual geometry sync to the task_pool for multithreading */
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if (task_pool) {
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task_pool->push(sync_func);
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}
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else {
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sync_func();
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}
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}
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CCL_NAMESPACE_END
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