The attribute node already allows accessing attributes associated with objects and meshes, which allows changing the behavior of the same material between different objects or instances. The same idea can be extended to an even more global level of layers and scenes. Currently view layers provide an option to replace all materials with a different one. However, since the same material will be applied to all objects in the layer, varying the behavior between layers while preserving distinct materials requires duplicating objects. Providing access to properties of layers and scenes via the attribute node enables making materials with built-in switches or settings that can be controlled globally at the view layer level. This is probably most useful for complex NPR shading and compositing. Like with objects, the node can also access built-in scene properties, like render resolution or FOV of the active camera. Lookup is also attempted in World, similar to how the Object mode checks the Mesh datablock. In Cycles this mode is implemented by replacing the attribute node with the attribute value during sync, allowing constant folding to take the values into account. This means however that materials that use this feature have to be re-synced upon any changes to scene, world or camera. The Eevee version uses a new uniform buffer containing a sorted array mapping name hashes to values, with binary search lookup. The array is limited to 512 entries, which is effectively limitless even considering it is shared by all materials in the scene; it is also just 16KB of memory so no point trying to optimize further. The buffer has to be rebuilt when new attributes are detected in a material, so the draw engine keeps a table of recently seen attribute names to minimize the chance of extra rebuilds mid-draw. Differential Revision: https://developer.blender.org/D15941
283 lines
9.4 KiB
C++
283 lines
9.4 KiB
C++
/* SPDX-License-Identifier: Apache-2.0
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* Copyright 2011-2022 Blender Foundation */
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#ifndef __BLENDER_SYNC_H__
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#define __BLENDER_SYNC_H__
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#include "MEM_guardedalloc.h"
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#include "RNA_access.h"
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#include "RNA_blender_cpp.h"
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#include "RNA_path.h"
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#include "RNA_types.h"
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#include "blender/id_map.h"
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#include "blender/util.h"
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#include "blender/viewport.h"
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#include "scene/scene.h"
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#include "session/session.h"
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#include "util/map.h"
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#include "util/set.h"
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#include "util/transform.h"
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#include "util/vector.h"
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CCL_NAMESPACE_BEGIN
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class Background;
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class BlenderObjectCulling;
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class BlenderViewportParameters;
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class Camera;
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class Film;
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class Hair;
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class Light;
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class Mesh;
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class Object;
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class ParticleSystem;
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class Scene;
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class ViewLayer;
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class Shader;
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class ShaderGraph;
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class ShaderNode;
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class TaskPool;
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class BlenderSync {
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public:
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BlenderSync(BL::RenderEngine &b_engine,
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BL::BlendData &b_data,
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BL::Scene &b_scene,
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Scene *scene,
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bool preview,
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bool use_developer_ui,
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Progress &progress);
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~BlenderSync();
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void reset(BL::BlendData &b_data, BL::Scene &b_scene);
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void tag_update();
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/* sync */
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void sync_recalc(BL::Depsgraph &b_depsgraph, BL::SpaceView3D &b_v3d);
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void sync_data(BL::RenderSettings &b_render,
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BL::Depsgraph &b_depsgraph,
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BL::SpaceView3D &b_v3d,
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BL::Object &b_override,
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int width,
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int height,
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void **python_thread_state);
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void sync_view_layer(BL::ViewLayer &b_view_layer);
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void sync_render_passes(BL::RenderLayer &b_render_layer, BL::ViewLayer &b_view_layer);
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void sync_integrator(BL::ViewLayer &b_view_layer, bool background);
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void sync_camera(BL::RenderSettings &b_render,
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BL::Object &b_override,
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int width,
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int height,
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const char *viewname);
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void sync_view(BL::SpaceView3D &b_v3d, BL::RegionView3D &b_rv3d, int width, int height);
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inline int get_layer_samples()
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{
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return view_layer.samples;
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}
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inline int get_layer_bound_samples()
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{
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return view_layer.bound_samples;
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}
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/* get parameters */
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static SceneParams get_scene_params(BL::Scene &b_scene,
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const bool background,
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const bool use_developer_ui);
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static SessionParams get_session_params(BL::RenderEngine &b_engine,
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BL::Preferences &b_userpref,
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BL::Scene &b_scene,
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bool background);
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static bool get_session_pause(BL::Scene &b_scene, bool background);
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static BufferParams get_buffer_params(
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BL::SpaceView3D &b_v3d, BL::RegionView3D &b_rv3d, Camera *cam, int width, int height);
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static DenoiseParams get_denoise_params(BL::Scene &b_scene,
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BL::ViewLayer &b_view_layer,
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bool background);
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private:
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/* sync */
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void sync_lights(BL::Depsgraph &b_depsgraph, bool update_all);
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void sync_materials(BL::Depsgraph &b_depsgraph, bool update_all);
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void sync_objects(BL::Depsgraph &b_depsgraph, BL::SpaceView3D &b_v3d, float motion_time = 0.0f);
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void sync_motion(BL::RenderSettings &b_render,
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BL::Depsgraph &b_depsgraph,
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BL::SpaceView3D &b_v3d,
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BL::Object &b_override,
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int width,
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int height,
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void **python_thread_state);
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void sync_film(BL::ViewLayer &b_view_layer, BL::SpaceView3D &b_v3d);
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void sync_view();
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/* Shader */
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array<Node *> find_used_shaders(BL::Object &b_ob);
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void sync_world(BL::Depsgraph &b_depsgraph, BL::SpaceView3D &b_v3d, bool update_all);
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void sync_shaders(BL::Depsgraph &b_depsgraph, BL::SpaceView3D &b_v3d, bool update_all);
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void sync_nodes(Shader *shader, BL::ShaderNodeTree &b_ntree);
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bool scene_attr_needs_recalc(Shader *shader, BL::Depsgraph &b_depsgraph);
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void resolve_view_layer_attributes(Shader *shader,
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ShaderGraph *graph,
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BL::Depsgraph &b_depsgraph);
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/* Object */
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Object *sync_object(BL::Depsgraph &b_depsgraph,
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BL::ViewLayer &b_view_layer,
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BL::DepsgraphObjectInstance &b_instance,
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float motion_time,
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bool use_particle_hair,
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bool show_lights,
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BlenderObjectCulling &culling,
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bool *use_portal,
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TaskPool *geom_task_pool);
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void sync_object_motion_init(BL::Object &b_parent, BL::Object &b_ob, Object *object);
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void sync_procedural(BL::Object &b_ob,
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BL::MeshSequenceCacheModifier &b_mesh_cache,
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bool has_subdivision);
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bool sync_object_attributes(BL::DepsgraphObjectInstance &b_instance, Object *object);
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/* Volume */
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void sync_volume(BObjectInfo &b_ob_info, Volume *volume);
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/* Mesh */
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void sync_mesh(BL::Depsgraph b_depsgraph, BObjectInfo &b_ob_info, Mesh *mesh);
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void sync_mesh_motion(BL::Depsgraph b_depsgraph,
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BObjectInfo &b_ob_info,
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Mesh *mesh,
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int motion_step);
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/* Hair */
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void sync_hair(BL::Depsgraph b_depsgraph, BObjectInfo &b_ob_info, Hair *hair);
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void sync_hair_motion(BL::Depsgraph b_depsgraph,
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BObjectInfo &b_ob_info,
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Hair *hair,
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int motion_step);
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void sync_hair(Hair *hair, BObjectInfo &b_ob_info, bool motion, int motion_step = 0);
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void sync_particle_hair(
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Hair *hair, BL::Mesh &b_mesh, BObjectInfo &b_ob_info, bool motion, int motion_step = 0);
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bool object_has_particle_hair(BL::Object b_ob);
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/* Point Cloud */
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void sync_pointcloud(PointCloud *pointcloud, BObjectInfo &b_ob_info);
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void sync_pointcloud_motion(PointCloud *pointcloud, BObjectInfo &b_ob_info, int motion_step = 0);
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/* Camera */
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void sync_camera_motion(
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BL::RenderSettings &b_render, BL::Object &b_ob, int width, int height, float motion_time);
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/* Geometry */
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Geometry *sync_geometry(BL::Depsgraph &b_depsgraph,
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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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void sync_geometry_motion(BL::Depsgraph &b_depsgraph,
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BObjectInfo &b_ob_info,
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Object *object,
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float motion_time,
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bool use_particle_hair,
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TaskPool *task_pool);
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/* Light */
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void sync_light(BL::Object &b_parent,
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int persistent_id[OBJECT_PERSISTENT_ID_SIZE],
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BObjectInfo &b_ob_info,
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int random_id,
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Transform &tfm,
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bool *use_portal);
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void sync_background_light(BL::SpaceView3D &b_v3d, bool use_portal);
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/* Particles */
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bool sync_dupli_particle(BL::Object &b_ob,
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BL::DepsgraphObjectInstance &b_instance,
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Object *object);
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/* Images. */
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void sync_images();
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/* Early data free. */
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void free_data_after_sync(BL::Depsgraph &b_depsgraph);
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/* util */
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void find_shader(BL::ID &id, array<Node *> &used_shaders, Shader *default_shader);
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bool BKE_object_is_modified(BL::Object &b_ob);
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bool object_is_geometry(BObjectInfo &b_ob_info);
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bool object_can_have_geometry(BL::Object &b_ob);
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bool object_is_light(BL::Object &b_ob);
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bool object_is_camera(BL::Object &b_ob);
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/* variables */
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BL::RenderEngine b_engine;
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BL::BlendData b_data;
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BL::Scene b_scene;
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enum ShaderFlags { SHADER_WITH_LAYER_ATTRS };
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id_map<void *, Shader, ShaderFlags> shader_map;
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id_map<ObjectKey, Object> object_map;
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id_map<void *, Procedural> procedural_map;
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id_map<GeometryKey, Geometry> geometry_map;
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id_map<ObjectKey, Light> light_map;
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id_map<ParticleSystemKey, ParticleSystem> particle_system_map;
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set<Geometry *> geometry_synced;
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set<Geometry *> geometry_motion_synced;
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set<Geometry *> geometry_motion_attribute_synced;
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/** Remember which geometries come from which objects to be able to sync them after changes. */
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map<void *, set<BL::ID>> instance_geometries_by_object;
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set<float> motion_times;
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void *world_map;
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bool world_recalc;
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BlenderViewportParameters viewport_parameters;
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Scene *scene;
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bool preview;
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bool experimental;
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bool use_developer_ui;
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float dicing_rate;
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int max_subdivisions;
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struct RenderLayerInfo {
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RenderLayerInfo()
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: material_override(PointerRNA_NULL),
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use_background_shader(true),
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use_surfaces(true),
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use_hair(true),
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use_volumes(true),
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use_motion_blur(true),
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samples(0),
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bound_samples(false)
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{
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}
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string name;
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BL::Material material_override;
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bool use_background_shader;
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bool use_surfaces;
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bool use_hair;
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bool use_volumes;
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bool use_motion_blur;
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int samples;
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bool bound_samples;
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} view_layer;
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Progress &progress;
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/* Indicates that `sync_recalc()` detected changes in the scene.
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* If this flag is false then the data is considered to be up-to-date and will not be
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* synchronized at all. */
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bool has_updates_ = true;
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};
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CCL_NAMESPACE_END
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#endif /* __BLENDER_SYNC_H__ */
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