Files
test/intern/cycles/scene/geometry_bvh.cpp
William Leeson 475f9a3e23 Cycles: Break up geometry.cpp and scene.cpp file into smaller pieces
Scene.cpp  and Geometry.cpp are large file it can be broken up into smaller easier to handle files. This change has been broken out from #105403 to make understanding the changes easier.

geometry.cpp is broken up into:
1. geometry.cpp
2. geometry_attributes.cpp
3. geometry_bvh.cpp
4. geometry_mesh.cpp

scene.h & scene.cpp is broken into:
1. scene.h
2. scene.cpp
3. devicescene.h
4. devicescene.cpp

Pull Request: https://projects.blender.org/blender/blender/pulls/107079
2023-04-20 12:26:02 +02:00

197 lines
6.3 KiB
C++

/* SPDX-License-Identifier: Apache-2.0
* Copyright 2011-2022 Blender Foundation */
#include "bvh/bvh.h"
#include "bvh/bvh2.h"
#include "device/device.h"
#include "scene/attribute.h"
#include "scene/camera.h"
#include "scene/geometry.h"
#include "scene/hair.h"
#include "scene/light.h"
#include "scene/mesh.h"
#include "scene/object.h"
#include "scene/pointcloud.h"
#include "scene/scene.h"
#include "scene/shader.h"
#include "scene/shader_nodes.h"
#include "scene/stats.h"
#include "scene/volume.h"
#include "subd/patch_table.h"
#include "subd/split.h"
#include "kernel/osl/globals.h"
#include "util/foreach.h"
#include "util/log.h"
#include "util/progress.h"
#include "util/task.h"
CCL_NAMESPACE_BEGIN
void Geometry::compute_bvh(Device *device,
DeviceScene *dscene,
SceneParams *params,
Progress *progress,
size_t n,
size_t total)
{
if (progress->get_cancel())
return;
compute_bounds();
const BVHLayout bvh_layout = BVHParams::best_bvh_layout(
params->bvh_layout, device->get_bvh_layout_mask(dscene->data.kernel_features));
if (need_build_bvh(bvh_layout)) {
string msg = "Updating Geometry BVH ";
if (name.empty())
msg += string_printf("%u/%u", (uint)(n + 1), (uint)total);
else
msg += string_printf("%s %u/%u", name.c_str(), (uint)(n + 1), (uint)total);
Object object;
/* Ensure all visibility bits are set at the geometry level BVH. In
* the object level BVH is where actual visibility is tested. */
object.set_is_shadow_catcher(true);
object.set_visibility(~0);
object.set_geometry(this);
vector<Geometry *> geometry;
geometry.push_back(this);
vector<Object *> objects;
objects.push_back(&object);
if (bvh && !need_update_rebuild) {
progress->set_status(msg, "Refitting BVH");
bvh->replace_geometry(geometry, objects);
device->build_bvh(bvh, *progress, true);
}
else {
progress->set_status(msg, "Building BVH");
BVHParams bparams;
bparams.use_spatial_split = params->use_bvh_spatial_split;
bparams.use_compact_structure = params->use_bvh_compact_structure;
bparams.bvh_layout = bvh_layout;
bparams.use_unaligned_nodes = dscene->data.bvh.have_curves &&
params->use_bvh_unaligned_nodes;
bparams.num_motion_triangle_steps = params->num_bvh_time_steps;
bparams.num_motion_curve_steps = params->num_bvh_time_steps;
bparams.num_motion_point_steps = params->num_bvh_time_steps;
bparams.bvh_type = params->bvh_type;
bparams.curve_subdivisions = params->curve_subdivisions();
delete bvh;
bvh = BVH::create(bparams, geometry, objects, device);
MEM_GUARDED_CALL(progress, device->build_bvh, bvh, *progress, false);
}
}
need_update_rebuild = false;
need_update_bvh_for_offset = false;
}
void GeometryManager::device_update_bvh(Device *device,
DeviceScene *dscene,
Scene *scene,
Progress &progress)
{
/* bvh build */
progress.set_status("Updating Scene BVH", "Building");
BVHParams bparams;
bparams.top_level = true;
bparams.bvh_layout = BVHParams::best_bvh_layout(
scene->params.bvh_layout, device->get_bvh_layout_mask(dscene->data.kernel_features));
bparams.use_spatial_split = scene->params.use_bvh_spatial_split;
bparams.use_unaligned_nodes = dscene->data.bvh.have_curves &&
scene->params.use_bvh_unaligned_nodes;
bparams.num_motion_triangle_steps = scene->params.num_bvh_time_steps;
bparams.num_motion_curve_steps = scene->params.num_bvh_time_steps;
bparams.num_motion_point_steps = scene->params.num_bvh_time_steps;
bparams.bvh_type = scene->params.bvh_type;
bparams.curve_subdivisions = scene->params.curve_subdivisions();
VLOG_INFO << "Using " << bvh_layout_name(bparams.bvh_layout) << " layout.";
const bool can_refit = scene->bvh != nullptr &&
(bparams.bvh_layout == BVHLayout::BVH_LAYOUT_OPTIX ||
bparams.bvh_layout == BVHLayout::BVH_LAYOUT_METAL);
BVH *bvh = scene->bvh;
if (!scene->bvh) {
bvh = scene->bvh = BVH::create(bparams, scene->geometry, scene->objects, device);
}
device->build_bvh(bvh, progress, can_refit);
if (progress.get_cancel()) {
return;
}
const bool has_bvh2_layout = (bparams.bvh_layout == BVH_LAYOUT_BVH2);
PackedBVH pack;
if (has_bvh2_layout) {
pack = std::move(static_cast<BVH2 *>(bvh)->pack);
}
else {
pack.root_index = -1;
}
/* copy to device */
progress.set_status("Updating Scene BVH", "Copying BVH to device");
/* When using BVH2, we always have to copy/update the data as its layout is dependent on the
* BVH's leaf nodes which may be different when the objects or vertices move. */
if (pack.nodes.size()) {
dscene->bvh_nodes.steal_data(pack.nodes);
dscene->bvh_nodes.copy_to_device();
}
if (pack.leaf_nodes.size()) {
dscene->bvh_leaf_nodes.steal_data(pack.leaf_nodes);
dscene->bvh_leaf_nodes.copy_to_device();
}
if (pack.object_node.size()) {
dscene->object_node.steal_data(pack.object_node);
dscene->object_node.copy_to_device();
}
if (pack.prim_type.size()) {
dscene->prim_type.steal_data(pack.prim_type);
dscene->prim_type.copy_to_device();
}
if (pack.prim_visibility.size()) {
dscene->prim_visibility.steal_data(pack.prim_visibility);
dscene->prim_visibility.copy_to_device();
}
if (pack.prim_index.size()) {
dscene->prim_index.steal_data(pack.prim_index);
dscene->prim_index.copy_to_device();
}
if (pack.prim_object.size()) {
dscene->prim_object.steal_data(pack.prim_object);
dscene->prim_object.copy_to_device();
}
if (pack.prim_time.size()) {
dscene->prim_time.steal_data(pack.prim_time);
dscene->prim_time.copy_to_device();
}
dscene->data.bvh.root = pack.root_index;
dscene->data.bvh.use_bvh_steps = (scene->params.num_bvh_time_steps != 0);
dscene->data.bvh.curve_subdivisions = scene->params.curve_subdivisions();
/* The scene handle is set in 'CPUDevice::const_copy_to' and 'OptiXDevice::const_copy_to' */
dscene->data.device_bvh = 0;
}
CCL_NAMESPACE_END