This adds support for rendering motion blur for volumes, using their velocity field. This works for fluid simulations and imported VDB volumes. For the latter, the name of the velocity field can be set per volume object, with automatic detection of velocity fields that are split into 3 scalar grids. A new parameter is also added to scale velocity for more artistic control. Like for Alembic and USD caches, a parameter to set the unit of time in which the velocity vectors are expressed is also added. For Blender gas simulations, the velocity unit should always be in seconds, so this is only exposed for volume objects which may come from external OpenVDB files. These parameters are available under the `Render` panels for the fluid domain and the volume object data properties respectively. Credits: kernel advection code from Tangent Animation's Blackbird based on earlier work by Geraldine Chua Differential Revision: https://developer.blender.org/D14629
270 lines
7.5 KiB
C++
270 lines
7.5 KiB
C++
/* SPDX-License-Identifier: Apache-2.0
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* Copyright 2011-2022 Blender Foundation */
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#ifndef __GEOMETRY_H__
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#define __GEOMETRY_H__
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#include "graph/node.h"
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#include "bvh/params.h"
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#include "scene/attribute.h"
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#include "util/boundbox.h"
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#include "util/set.h"
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#include "util/transform.h"
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#include "util/types.h"
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#include "util/vector.h"
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CCL_NAMESPACE_BEGIN
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class BVH;
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class Device;
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class DeviceScene;
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class Mesh;
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class Progress;
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class RenderStats;
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class Scene;
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class SceneParams;
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class Shader;
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class Volume;
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struct PackedBVH;
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/* Geometry
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*
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* Base class for geometric types like Mesh and Hair. */
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class Geometry : public Node {
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public:
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NODE_ABSTRACT_DECLARE
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enum Type {
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MESH,
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HAIR,
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VOLUME,
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POINTCLOUD,
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};
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Type geometry_type;
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/* Attributes */
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AttributeSet attributes;
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/* Shaders */
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NODE_SOCKET_API_ARRAY(array<Node *>, used_shaders)
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/* Transform */
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BoundBox bounds;
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bool transform_applied;
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bool transform_negative_scaled;
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Transform transform_normal;
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/* Motion Blur */
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NODE_SOCKET_API(uint, motion_steps)
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NODE_SOCKET_API(bool, use_motion_blur)
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/* Maximum number of motion steps supported (due to Embree). */
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static const uint MAX_MOTION_STEPS = 129;
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/* BVH */
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BVH *bvh;
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size_t attr_map_offset;
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size_t prim_offset;
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/* Shader Properties */
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bool has_volume; /* Set in the device_update_flags(). */
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bool has_surface_bssrdf; /* Set in the device_update_flags(). */
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/* Update Flags */
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bool need_update_rebuild;
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bool need_update_bvh_for_offset;
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/* Index into scene->geometry (only valid during update) */
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size_t index;
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/* Constructor/Destructor */
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explicit Geometry(const NodeType *node_type, const Type type);
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virtual ~Geometry();
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/* Geometry */
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virtual void clear(bool preserve_shaders = false);
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virtual void compute_bounds() = 0;
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virtual void apply_transform(const Transform &tfm, const bool apply_to_motion) = 0;
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/* Attribute Requests */
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bool need_attribute(Scene *scene, AttributeStandard std);
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bool need_attribute(Scene *scene, ustring name);
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AttributeRequestSet needed_attributes();
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/* UDIM */
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virtual void get_uv_tiles(ustring map, unordered_set<int> &tiles) = 0;
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/* Convert between normalized -1..1 motion time and index in the
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* VERTEX_MOTION attribute. */
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float motion_time(int step) const;
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int motion_step(float time) const;
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/* BVH */
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void compute_bvh(Device *device,
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DeviceScene *dscene,
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SceneParams *params,
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Progress *progress,
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size_t n,
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size_t total);
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virtual PrimitiveType primitive_type() const = 0;
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/* Check whether the geometry should have own BVH built separately. Briefly,
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* own BVH is needed for geometry, if:
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*
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* - It is instanced multiple times, so each instance object should share the
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* same BVH tree.
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* - Special ray intersection is needed, for example to limit subsurface rays
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* to only the geometry itself.
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* - The BVH layout requires the top level to only contain instances.
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*/
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bool need_build_bvh(BVHLayout layout) const;
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/* Test if the geometry should be treated as instanced. */
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bool is_instanced() const;
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bool has_true_displacement() const;
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bool has_motion_blur() const;
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bool has_voxel_attributes() const;
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bool is_mesh() const
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{
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return geometry_type == MESH;
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}
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bool is_hair() const
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{
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return geometry_type == HAIR;
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}
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bool is_pointcloud() const
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{
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return geometry_type == POINTCLOUD;
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}
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bool is_volume() const
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{
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return geometry_type == VOLUME;
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}
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/* Updates */
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void tag_update(Scene *scene, bool rebuild);
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void tag_bvh_update(bool rebuild);
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};
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/* Geometry Manager */
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class GeometryManager {
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uint32_t update_flags;
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public:
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enum : uint32_t {
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UV_PASS_NEEDED = (1 << 0),
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MOTION_PASS_NEEDED = (1 << 1),
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GEOMETRY_MODIFIED = (1 << 2),
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OBJECT_MANAGER = (1 << 3),
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MESH_ADDED = (1 << 4),
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MESH_REMOVED = (1 << 5),
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HAIR_ADDED = (1 << 6),
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HAIR_REMOVED = (1 << 7),
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POINT_ADDED = (1 << 12),
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POINT_REMOVED = (1 << 13),
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SHADER_ATTRIBUTE_MODIFIED = (1 << 8),
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SHADER_DISPLACEMENT_MODIFIED = (1 << 9),
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GEOMETRY_ADDED = MESH_ADDED | HAIR_ADDED | POINT_ADDED,
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GEOMETRY_REMOVED = MESH_REMOVED | HAIR_REMOVED | POINT_REMOVED,
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TRANSFORM_MODIFIED = (1 << 10),
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VISIBILITY_MODIFIED = (1 << 11),
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/* tag everything in the manager for an update */
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UPDATE_ALL = ~0u,
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UPDATE_NONE = 0u,
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};
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/* Update Flags */
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bool need_flags_update;
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/* Constructor/Destructor */
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GeometryManager();
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~GeometryManager();
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/* Device Updates */
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void device_update_preprocess(Device *device, Scene *scene, Progress &progress);
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void device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress &progress);
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void device_free(Device *device, DeviceScene *dscene, bool force_free);
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/* Updates */
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void tag_update(Scene *scene, uint32_t flag);
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bool need_update() const;
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/* Statistics */
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void collect_statistics(const Scene *scene, RenderStats *stats);
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protected:
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bool displace(Device *device, Scene *scene, Mesh *mesh, Progress &progress);
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void create_volume_mesh(const Scene *scene, Volume *volume, Progress &progress);
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/* Attributes */
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void update_osl_attributes(Device *device,
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Scene *scene,
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vector<AttributeRequestSet> &geom_attributes);
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void update_svm_attributes(Device *device,
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DeviceScene *dscene,
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Scene *scene,
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vector<AttributeRequestSet> &geom_attributes,
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vector<AttributeRequestSet> &object_attributes);
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/* Compute verts/triangles/curves offsets in global arrays. */
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void geom_calc_offset(Scene *scene, BVHLayout bvh_layout);
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void device_update_object(Device *device, DeviceScene *dscene, Scene *scene, Progress &progress);
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void device_update_mesh(Device *device, DeviceScene *dscene, Scene *scene, Progress &progress);
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void device_update_attributes(Device *device,
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DeviceScene *dscene,
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Scene *scene,
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Progress &progress);
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void device_update_bvh(Device *device, DeviceScene *dscene, Scene *scene, Progress &progress);
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void device_update_displacement_images(Device *device, Scene *scene, Progress &progress);
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void device_update_volume_images(Device *device, Scene *scene, Progress &progress);
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private:
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static void update_attribute_element_offset(Geometry *geom,
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device_vector<float> &attr_float,
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size_t &attr_float_offset,
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device_vector<float2> &attr_float2,
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size_t &attr_float2_offset,
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device_vector<packed_float3> &attr_float3,
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size_t &attr_float3_offset,
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device_vector<float4> &attr_float4,
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size_t &attr_float4_offset,
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device_vector<uchar4> &attr_uchar4,
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size_t &attr_uchar4_offset,
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Attribute *mattr,
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AttributePrimitive prim,
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TypeDesc &type,
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AttributeDescriptor &desc);
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};
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CCL_NAMESPACE_END
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#endif /* __GEOMETRY_H__ */
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