Files
test/intern/cycles/blender/object.cpp
Brecht Van Lommel 6d25aad41f Cycles: Remove Alembic procedural
This was added for a fairly specialezed use case and is no longer being used
as far as we know. A future replacement would be to add a USD/Hydra procedural,
for which most of the groundwork already exists.

Pull Request: https://projects.blender.org/blender/blender/pulls/146021
2025-09-10 16:39:01 +02:00

643 lines
20 KiB
C++

/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
*
* SPDX-License-Identifier: Apache-2.0 */
#include "blender/light_linking.h"
#include "blender/object_cull.h"
#include "blender/sync.h"
#include "blender/util.h"
#include "scene/camera.h"
#include "scene/integrator.h"
#include "scene/light.h"
#include "scene/mesh.h"
#include "scene/object.h"
#include "scene/particles.h"
#include "scene/scene.h"
#include "scene/shader.h"
#include "scene/shader_graph.h"
#include "scene/shader_nodes.h"
#include "util/hash.h"
#include "util/log.h"
#include "util/task.h"
#include "BKE_duplilist.hh"
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 meta-balls are fused, can't instance. */
return true;
}
if (ccl::BKE_object_is_modified(b_ob, b_scene, preview)) {
/* modifiers */
return true;
}
/* object level material links */
for (BL::MaterialSlot &b_slot : b_ob.material_slots) {
if (b_slot.link() == BL::MaterialSlot::link_OBJECT) {
return true;
}
}
return false;
}
bool BlenderSync::object_is_geometry(BObjectInfo &b_ob_info)
{
BL::ID b_ob_data = b_ob_info.object_data;
if (!b_ob_data) {
return false;
}
const BL::Object::type_enum type = b_ob_info.iter_object.type();
if (type == BL::Object::type_VOLUME || type == BL::Object::type_CURVES ||
type == BL::Object::type_POINTCLOUD || type == BL::Object::type_LIGHT)
{
/* Will be exported as geometry. */
return true;
}
return b_ob_data.is_a(&RNA_Mesh);
}
bool BlenderSync::object_can_have_geometry(BL::Object &b_ob)
{
const BL::Object::type_enum type = b_ob.type();
switch (type) {
case BL::Object::type_MESH:
case BL::Object::type_CURVE:
case BL::Object::type_SURFACE:
case BL::Object::type_META:
case BL::Object::type_FONT:
case BL::Object::type_CURVES:
case BL::Object::type_POINTCLOUD:
case BL::Object::type_VOLUME:
return true;
default:
return false;
}
}
bool BlenderSync::object_is_light(BL::Object &b_ob)
{
BL::ID b_ob_data = object_get_data(b_ob, true);
return (b_ob_data && b_ob_data.is_a(&RNA_Light));
}
bool BlenderSync::object_is_camera(BL::Object &b_ob)
{
BL::ID b_ob_data = object_get_data(b_ob, true);
return (b_ob_data && b_ob_data.is_a(&RNA_Camera));
}
void BlenderSync::sync_object_motion_init(BL::Object &b_parent, BL::Object &b_ob, Object *object)
{
/* Initialize motion blur for object, detecting if it's enabled and creating motion
* steps array if so. */
array<Transform> motion;
object->set_motion(motion);
Geometry *geom = object->get_geometry();
if (!geom) {
return;
}
int motion_steps = 0;
bool use_motion_blur = false;
const Scene::MotionType need_motion = scene->need_motion();
if (need_motion == Scene::MOTION_BLUR) {
motion_steps = object_motion_steps(b_parent, b_ob, Object::MAX_MOTION_STEPS);
if (motion_steps && object_use_deform_motion(b_parent, b_ob)) {
use_motion_blur = true;
}
}
else if (need_motion != Scene::MOTION_NONE) {
motion_steps = 3;
}
geom->set_use_motion_blur(use_motion_blur);
motion.resize(motion_steps, transform_empty());
if (motion_steps) {
motion[motion_steps / 2] = object->get_tfm();
/* update motion socket before trying to access object->motion_time */
object->set_motion(motion);
for (size_t step = 0; step < motion_steps; step++) {
motion_times.insert(object->motion_time(step));
}
}
}
Object *BlenderSync::sync_object(BL::ViewLayer &b_view_layer,
BL::DepsgraphObjectInstance &b_instance,
const float motion_time,
bool use_particle_hair,
bool show_lights,
BlenderObjectCulling &culling,
TaskPool *geom_task_pool)
{
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_real_object = is_instance ? b_instance.instance_object() : b_ob;
const bool use_adaptive_subdiv = object_subdivision_type(
b_real_object, preview, use_adaptive_subdivision) !=
Mesh::SUBDIVISION_NONE;
BObjectInfo b_ob_info{
b_ob, b_real_object, object_get_data(b_ob, use_adaptive_subdiv), use_adaptive_subdiv};
const bool motion = motion_time != 0.0f;
/*const*/ Transform tfm = get_transform(b_ob.matrix_world());
int *persistent_id = nullptr;
BL::Array<int, OBJECT_PERSISTENT_ID_SIZE> persistent_id_array;
if (is_instance) {
persistent_id_array = b_instance.persistent_id();
persistent_id = persistent_id_array.data;
if (!motion && !b_ob_info.is_real_object_data()) {
/* Remember which object data the geometry is coming from, so that we can sync it when the
* object has changed. */
instance_geometries_by_object[b_ob_info.real_object.ptr.data].insert(b_ob_info.object_data);
}
}
/* only interested in object that we can create geometry from */
if (!object_is_geometry(b_ob_info)) {
return nullptr;
}
/* Perform object culling. */
if (object_is_light(b_ob)) {
if (!show_lights) {
return nullptr;
}
}
else if (culling.test(scene, b_ob, tfm)) {
return nullptr;
}
/* Visibility flags for both parent and child. */
PointerRNA cobject = RNA_pointer_get(&b_ob.ptr, "cycles");
const bool use_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. */
const 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 nullptr;
}
/* Use task pool only for non-instances, since sync_dupli_particle accesses
* geometry. This restriction should be removed for better performance. */
TaskPool *object_geom_task_pool = (is_instance) ? nullptr : geom_task_pool;
/* key to lookup object */
const ObjectKey key(b_parent, persistent_id, b_ob_info.real_object, 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. */
const int time_index = object->motion_step(motion_time);
if (time_index >= 0) {
array<Transform> motion = object->get_motion();
motion[time_index] = tfm;
object->set_motion(motion);
}
/* mesh deformation */
if (object->get_geometry()) {
sync_geometry_motion(
b_ob_info, object, motion_time, use_particle_hair, object_geom_task_pool);
}
}
return object;
}
/* test if we need to sync */
bool object_updated = object_map.add_or_update(&object, b_ob, b_parent, key) ||
(tfm != object->get_tfm());
/* mesh sync */
Geometry *geometry = sync_geometry(
b_ob_info, object_updated, use_particle_hair, object_geom_task_pool);
object->set_geometry(geometry);
/* special case not tracked by object update flags */
if (sync_object_attributes(b_instance, object)) {
object_updated = true;
}
/* holdout */
object->set_use_holdout(use_holdout);
object->set_visibility(visibility);
object->set_is_shadow_catcher(b_ob.is_shadow_catcher() || b_parent.is_shadow_catcher());
object->set_shadow_terminator_shading_offset(b_ob.shadow_terminator_shading_offset());
object->set_shadow_terminator_geometry_offset(b_ob.shadow_terminator_geometry_offset());
float ao_distance = get_float(cobject, "ao_distance");
if (ao_distance == 0.0f && b_parent.ptr.data != b_ob.ptr.data) {
PointerRNA cparent = RNA_pointer_get(&b_parent.ptr, "cycles");
ao_distance = get_float(cparent, "ao_distance");
}
object->set_ao_distance(ao_distance);
const bool is_caustics_caster = get_boolean(cobject, "is_caustics_caster");
object->set_is_caustics_caster(is_caustics_caster);
const bool is_caustics_receiver = get_boolean(cobject, "is_caustics_receiver");
object->set_is_caustics_receiver(is_caustics_receiver);
object->set_is_bake_target(b_ob_info.real_object == b_bake_target);
/* 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();
}
object->set_asset_name(parent_name);
/* 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 */
const bool do_sync = object->is_modified() || object_updated ||
(object->get_geometry() && object->get_geometry()->is_modified());
if (do_sync) {
object->name = b_ob.name().c_str();
object->set_pass_id(b_ob.pass_index());
const BL::Array<float, 4> object_color = b_ob.color();
object->set_color(get_float3(object_color));
object->set_alpha(object_color[3]);
object->set_tfm(tfm);
/* dupli texture coordinates and random_id */
if (is_instance) {
object->set_dupli_generated(0.5f * get_float3(b_instance.orco()) -
make_float3(0.5f, 0.5f, 0.5f));
object->set_dupli_uv(get_float2(b_instance.uv()));
object->set_random_id(b_instance.random_id());
}
else {
object->set_dupli_generated(zero_float3());
object->set_dupli_uv(zero_float2());
object->set_random_id(hash_uint2(hash_string(object->name.c_str()), 0));
}
/* Light group and linking. */
string lightgroup = b_ob.lightgroup();
if (lightgroup.empty()) {
lightgroup = b_parent.lightgroup();
}
object->set_lightgroup(ustring(lightgroup));
object->set_light_set_membership(BlenderLightLink::get_light_set_membership(b_parent, b_ob));
object->set_receiver_light_set(BlenderLightLink::get_receiver_light_set(b_parent, b_ob));
object->set_shadow_set_membership(BlenderLightLink::get_shadow_set_membership(b_parent, b_ob));
object->set_blocker_shadow_set(BlenderLightLink::get_blocker_shadow_set(b_parent, b_ob));
}
sync_object_motion_init(b_parent, b_ob, object);
if (do_sync || object->motion_is_modified()) {
object->tag_update(scene);
}
if (is_instance) {
/* Sync possible particle data. */
sync_dupli_particle(b_parent, b_instance, object);
}
return object;
}
extern "C" DupliObject *rna_hack_DepsgraphObjectInstance_dupli_object_get(PointerRNA *ptr);
static float4 lookup_instance_property(BL::DepsgraphObjectInstance &b_instance,
const string &name,
bool use_instancer)
{
::Object *ob = (::Object *)b_instance.object().ptr.data;
::DupliObject *dupli = nullptr;
::Object *dupli_parent = nullptr;
/* If requesting instance data, check the parent particle system and object. */
if (use_instancer && b_instance.is_instance()) {
dupli = rna_hack_DepsgraphObjectInstance_dupli_object_get(&b_instance.ptr);
dupli_parent = (::Object *)b_instance.parent().ptr.data;
}
float4 value;
BKE_object_dupli_find_rgba_attribute(ob, dupli, dupli_parent, name.c_str(), &value.x);
return value;
}
bool BlenderSync::sync_object_attributes(BL::DepsgraphObjectInstance &b_instance, Object *object)
{
/* Find which attributes are needed. */
AttributeRequestSet requests = object->get_geometry()->needed_attributes();
/* Delete attributes that became unnecessary. */
vector<ParamValue> &attributes = object->attributes;
bool changed = false;
for (int i = attributes.size() - 1; i >= 0; i--) {
if (!requests.find(attributes[i].name())) {
attributes.erase(attributes.begin() + i);
changed = true;
}
}
/* Update attribute values. */
for (const AttributeRequest &req : requests.requests) {
const ustring name = req.name;
std::string real_name;
const BlenderAttributeType type = blender_attribute_name_split_type(name, &real_name);
if (type == BL::ShaderNodeAttribute::attribute_type_OBJECT ||
type == BL::ShaderNodeAttribute::attribute_type_INSTANCER)
{
const bool use_instancer = (type == BL::ShaderNodeAttribute::attribute_type_INSTANCER);
float4 value = lookup_instance_property(b_instance, real_name, use_instancer);
/* Try finding the existing attribute value. */
ParamValue *param = nullptr;
for (size_t i = 0; i < attributes.size(); i++) {
if (attributes[i].name() == name) {
param = &attributes[i];
break;
}
}
/* Replace or add the value. */
const ParamValue new_param(name, TypeFloat4, 1, &value);
assert(new_param.datasize() == sizeof(value));
if (!param) {
changed = true;
attributes.push_back(new_param);
}
else if (!(param->get<float4>() == value)) {
changed = true;
*param = new_param;
}
}
}
return changed;
}
/* Object Loop */
void BlenderSync::sync_objects(BL::Depsgraph &b_depsgraph,
BL::SpaceView3D &b_v3d,
const float motion_time)
{
/* Task pool for multithreaded geometry sync. */
TaskPool geom_task_pool;
/* layer data */
const bool motion = motion_time != 0.0f;
if (!motion) {
/* prepare for sync */
geometry_map.pre_sync();
object_map.pre_sync();
procedural_map.pre_sync();
particle_system_map.pre_sync();
motion_times.clear();
}
else {
geometry_motion_synced.clear();
}
if (!motion) {
/* Object to geometry instance mapping is built for the reference time, as other
* times just look up the corresponding geometry. */
instance_geometries_by_object.clear();
}
/* initialize culling */
BlenderObjectCulling culling(scene, b_scene);
/* object loop */
bool cancel = false;
const bool show_lights = BlenderViewportParameters(b_v3d, use_developer_ui).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);
/* Ensure the object geom supporting the hair is processed before adding
* the hair processing task to the task pool, calling .to_mesh() on the
* same object in parallel does not work. */
const bool sync_hair = b_instance.show_particles() && object_has_particle_hair(b_ob);
/* Object itself. */
if (b_instance.show_self()) {
sync_object(b_view_layer,
b_instance,
motion_time,
false,
show_lights,
culling,
sync_hair ? nullptr : &geom_task_pool);
}
/* Particle hair as separate object. */
if (sync_hair) {
sync_object(
b_view_layer, b_instance, motion_time, true, show_lights, culling, &geom_task_pool);
}
cancel = progress.get_cancel();
}
geom_task_pool.wait_work();
progress.set_sync_status("");
if (!cancel && !motion) {
/* After object for world_use_portal. */
sync_background_light(b_v3d);
/* Handle removed data and modified pointers, as this may free memory, delete Nodes in the
* right order to ensure that dependent data is freed after their users. Objects should be
* freed before particle systems and geometries. */
object_map.post_sync();
geometry_map.post_sync();
particle_system_map.post_sync();
procedural_map.post_sync();
}
if (motion) {
geometry_motion_synced.clear();
}
}
void BlenderSync::sync_motion(BL::RenderSettings &b_render,
BL::Depsgraph &b_depsgraph,
BL::SpaceView3D &b_v3d,
BL::RegionView3D &b_rv3d,
const int width,
const 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 = get_camera_object(b_v3d, b_rv3d);
const int frame_center = b_scene.frame_current();
const float subframe_center = b_scene.frame_subframe();
float frame_center_delta = 0.0f;
if (scene->need_motion() != Scene::MOTION_PASS &&
scene->camera->get_motion_position() != MOTION_POSITION_CENTER)
{
const float shuttertime = scene->camera->get_shuttertime();
if (scene->camera->get_motion_position() == MOTION_POSITION_END) {
frame_center_delta = -shuttertime * 0.5f;
}
else {
assert(scene->camera->get_motion_position() == MOTION_POSITION_START);
frame_center_delta = shuttertime * 0.5f;
}
const float time = frame_center + subframe_center + frame_center_delta;
const int frame = (int)floorf(time);
const float subframe = time - frame;
python_thread_state_restore(python_thread_state);
b_engine.frame_set(frame, subframe);
python_thread_state_save(python_thread_state);
if (b_cam) {
sync_camera_motion(b_render, b_cam, width, height, 0.0f);
}
sync_objects(b_depsgraph, b_v3d);
}
/* Insert motion times from camera. Motion times from other objects
* have already been added in a sync_objects call. */
if (b_cam) {
const 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));
}
}
/* Check which geometry already has motion blur so it can be skipped. */
geometry_motion_attribute_synced.clear();
for (Geometry *geom : scene->geometry) {
if (geom->attributes.find(ATTR_STD_MOTION_VERTEX_POSITION)) {
geometry_motion_attribute_synced.insert(geom);
}
}
/* note iteration over motion_times set happens in sorted order */
for (const float relative_time : motion_times) {
/* center time is already handled. */
if (relative_time == 0.0f) {
continue;
}
LOG_DEBUG << "Synchronizing motion for the relative time " << relative_time << ".";
/* fixed shutter time to get previous and next frame for motion pass */
const float shuttertime = scene->motion_shutter_time();
/* compute frame and subframe time */
const float time = frame_center + subframe_center + frame_center_delta +
relative_time * shuttertime * 0.5f;
const int frame = (int)floorf(time);
const 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);
}
geometry_motion_attribute_synced.clear();
/* 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);
}
CCL_NAMESPACE_END