Files
test/intern/cycles/blender/blender_object.cpp
Brecht Van Lommel fedc8e1722 Cycles: add "From Dupli" option for texture coordinate node. This gets the
Generated and UV coordinates from the duplicator of instance instead of the
object itself.

This was used in e.g. Big Buck Bunny for texturing instanced feathers with
a UV map on the bird. Many files changed, mainly to do some refactoring to
get rid of G.rendering global in duplilist code.
2012-10-04 21:40:39 +00:00

415 lines
11 KiB
C++

/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "camera.h"
#include "graph.h"
#include "light.h"
#include "mesh.h"
#include "object.h"
#include "scene.h"
#include "nodes.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(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 b_index, BL::Object b_ob, Transform& tfm)
{
/* test if we need to sync */
Light *light;
ObjectKey key(b_parent, b_index, 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 = make_float3(tfm.x.x, tfm.y.x, tfm.z.x);
light->axisv = make_float3(tfm.x.y, tfm.y.y, tfm.z.y);
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 = make_float3(tfm.x.w, tfm.y.w, tfm.z.w);
light->dir = -make_float3(tfm.x.z, tfm.y.z, tfm.z.z);
/* shader */
vector<uint> 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 clamp = RNA_pointer_get(&b_lamp.ptr, "cycles");
light->cast_shadow = get_boolean(clamp, "cast_shadow");
light->samples = get_int(clamp, "samples");
/* tag */
light->tag_update(scene);
}
void BlenderSync::sync_background_light()
{
BL::World b_world = b_scene.world();
if(b_world) {
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->samples = get_int(cworld, "samples");
light->shader = scene->default_background;
light->tag_update(scene);
light_map.set_recalc(b_world);
}
}
}
world_map = b_world.ptr.data;
world_recalc = false;
}
/* Object */
void BlenderSync::sync_object(BL::Object b_parent, int b_index, BL::DupliObject b_dupli_ob, Transform& tfm, uint layer_flag, int motion, int particle_id)
{
BL::Object b_ob = (b_dupli_ob ? b_dupli_ob.object() : b_parent);
/* light is handled separately */
if(object_is_light(b_ob)) {
if(!motion)
sync_light(b_parent, b_index, b_ob, tfm);
return;
}
/* only interested in object that we can create meshes from */
if(!object_is_mesh(b_ob))
return;
/* key to lookup object */
ObjectKey key(b_parent, b_index, 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;
}
sync_mesh_motion(b_ob, object->mesh, motion);
}
return;
}
/* 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);
if(use_holdout != object->use_holdout) {
object->use_holdout = use_holdout;
scene->object_manager->tag_update(scene);
}
/* 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;
object->random_id = hash_int_2d(hash_string(object->name.c_str()), b_index);
/* visibility flags for both parent */
object->visibility = object_ray_visibility(b_ob) & PATH_RAY_ALL;
if(b_parent.ptr.data != b_ob.ptr.data) {
object->visibility &= object_ray_visibility(b_parent);
object->random_id ^= hash_int(hash_string(b_parent.name().c_str()));
}
/* camera flag is not actually used, instead is tested
* against render layer flags */
if(object->visibility & PATH_RAY_CAMERA) {
object->visibility |= layer_flag << PATH_RAY_LAYER_SHIFT;
object->visibility &= ~PATH_RAY_CAMERA;
}
if (b_dupli_ob) {
object->dupli_generated = get_float3(b_dupli_ob.orco());
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->particle_id = particle_id;
object->tag_update(scene);
}
}
/* 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();
}
/* object loop */
BL::Scene::objects_iterator b_ob;
BL::Scene b_sce = b_scene;
int particle_offset = 1; /* first particle is dummy for regular, non-instanced objects */
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());
int num_particles = object_count_particles(*b_ob);
if(b_ob->is_duplicator()) {
hide = true; /* duplicators hidden by default */
/* dupli objects */
object_create_duplilist(*b_ob, b_scene);
BL::Object::dupli_list_iterator b_dup;
int b_index = 0;
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();
if(!(b_dup->hide() || dup_hide)) {
sync_object(*b_ob, b_index, *b_dup, tfm, ob_layer, motion, b_dup->particle_index() + particle_offset);
}
++b_index;
}
object_free_duplilist(*b_ob);
}
/* check if we should render or hide particle emitter */
BL::Object::particle_systems_iterator b_psys;
for(b_ob->particle_systems.begin(b_psys); b_psys != b_ob->particle_systems.end(); ++b_psys)
if(b_psys->settings().use_render_emitter())
hide = false;
if(!hide) {
/* object itself */
Transform tfm = get_transform(b_ob->matrix_world());
sync_object(*b_ob, 0, PointerRNA_NULL, tfm, ob_layer, motion, 0);
}
particle_offset += num_particles;
}
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);
mesh_synced.clear();
}
}
void BlenderSync::sync_motion(BL::SpaceView3D b_v3d, BL::Object b_override)
{
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;
/* go back and forth one frame */
int frame = b_scene.frame_current();
for(int motion = -1; motion <= 1; motion += 2) {
scene_frame_set(b_scene, frame + motion);
/* camera object */
if(b_cam)
sync_camera_motion(b_cam, motion);
/* mesh objects */
sync_objects(b_v3d, motion);
}
scene_frame_set(b_scene, frame);
}
CCL_NAMESPACE_END