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
750 lines
23 KiB
C++
750 lines
23 KiB
C++
/* SPDX-License-Identifier: Apache-2.0
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* Copyright 2011-2022 Blender Foundation */
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#include "blender/object_cull.h"
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#include "blender/sync.h"
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#include "blender/util.h"
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#include "scene/alembic.h"
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#include "scene/camera.h"
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#include "scene/integrator.h"
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#include "scene/light.h"
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#include "scene/mesh.h"
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#include "scene/object.h"
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#include "scene/particles.h"
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#include "scene/scene.h"
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#include "scene/shader.h"
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#include "scene/shader_graph.h"
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#include "scene/shader_nodes.h"
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#include "scene/volume.h"
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#include "util/foreach.h"
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#include "util/hash.h"
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#include "util/log.h"
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#include "util/task.h"
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#include "BKE_duplilist.h"
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CCL_NAMESPACE_BEGIN
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/* Utilities */
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bool BlenderSync::BKE_object_is_modified(BL::Object &b_ob)
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{
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/* test if we can instance or if the object is modified */
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if (b_ob.type() == BL::Object::type_META) {
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/* multi-user and dupli metaballs are fused, can't instance */
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return true;
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}
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else if (ccl::BKE_object_is_modified(b_ob, b_scene, preview)) {
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/* modifiers */
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return true;
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}
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else {
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/* object level material links */
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for (BL::MaterialSlot &b_slot : b_ob.material_slots) {
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if (b_slot.link() == BL::MaterialSlot::link_OBJECT) {
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return true;
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}
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}
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}
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return false;
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}
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bool BlenderSync::object_is_geometry(BObjectInfo &b_ob_info)
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{
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BL::ID b_ob_data = b_ob_info.object_data;
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if (!b_ob_data) {
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return false;
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}
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BL::Object::type_enum type = b_ob_info.iter_object.type();
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if (type == BL::Object::type_VOLUME || type == BL::Object::type_CURVES ||
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type == BL::Object::type_POINTCLOUD) {
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/* Will be exported attached to mesh. */
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return true;
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}
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return b_ob_data.is_a(&RNA_Mesh);
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}
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bool BlenderSync::object_can_have_geometry(BL::Object &b_ob)
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{
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BL::Object::type_enum type = b_ob.type();
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switch (type) {
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case BL::Object::type_MESH:
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case BL::Object::type_CURVE:
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case BL::Object::type_SURFACE:
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case BL::Object::type_META:
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case BL::Object::type_FONT:
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case BL::Object::type_CURVES:
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case BL::Object::type_POINTCLOUD:
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case BL::Object::type_VOLUME:
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return true;
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default:
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return false;
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}
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}
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bool BlenderSync::object_is_light(BL::Object &b_ob)
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{
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BL::ID b_ob_data = b_ob.data();
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return (b_ob_data && b_ob_data.is_a(&RNA_Light));
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}
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bool BlenderSync::object_is_camera(BL::Object &b_ob)
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{
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BL::ID b_ob_data = b_ob.data();
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return (b_ob_data && b_ob_data.is_a(&RNA_Camera));
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}
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void BlenderSync::sync_object_motion_init(BL::Object &b_parent, BL::Object &b_ob, Object *object)
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{
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/* Initialize motion blur for object, detecting if it's enabled and creating motion
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* steps array if so. */
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array<Transform> motion;
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object->set_motion(motion);
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Geometry *geom = object->get_geometry();
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if (!geom) {
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return;
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}
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int motion_steps = 0;
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bool use_motion_blur = false;
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Scene::MotionType need_motion = scene->need_motion();
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if (need_motion == Scene::MOTION_BLUR) {
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motion_steps = object_motion_steps(b_parent, b_ob, Object::MAX_MOTION_STEPS);
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if (motion_steps && object_use_deform_motion(b_parent, b_ob)) {
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use_motion_blur = true;
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}
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}
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else if (need_motion != Scene::MOTION_NONE) {
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motion_steps = 3;
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}
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geom->set_use_motion_blur(use_motion_blur);
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geom->set_motion_steps(motion_steps);
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motion.resize(motion_steps, transform_empty());
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if (motion_steps) {
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motion[motion_steps / 2] = object->get_tfm();
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/* update motion socket before trying to access object->motion_time */
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object->set_motion(motion);
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for (size_t step = 0; step < motion_steps; step++) {
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motion_times.insert(object->motion_time(step));
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}
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}
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}
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Object *BlenderSync::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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{
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const bool is_instance = b_instance.is_instance();
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BL::Object b_ob = b_instance.object();
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BL::Object b_parent = is_instance ? b_instance.parent() : b_instance.object();
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BObjectInfo b_ob_info{b_ob, is_instance ? b_instance.instance_object() : b_ob, b_ob.data()};
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const bool motion = motion_time != 0.0f;
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/*const*/ Transform tfm = get_transform(b_ob.matrix_world());
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int *persistent_id = NULL;
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BL::Array<int, OBJECT_PERSISTENT_ID_SIZE> persistent_id_array;
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if (is_instance) {
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persistent_id_array = b_instance.persistent_id();
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persistent_id = persistent_id_array.data;
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if (!b_ob_info.is_real_object_data()) {
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/* Remember which object data the geometry is coming from, so that we can sync it when the
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* object has changed. */
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instance_geometries_by_object[b_ob_info.real_object.ptr.data].insert(b_ob_info.object_data);
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}
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}
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/* light is handled separately */
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if (!motion && object_is_light(b_ob)) {
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if (!show_lights) {
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return NULL;
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}
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/* TODO: don't use lights for excluded layers used as mask layer,
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* when dynamic overrides are back. */
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#if 0
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if (!((layer_flag & view_layer.holdout_layer) && (layer_flag & view_layer.exclude_layer)))
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#endif
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{
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sync_light(b_parent,
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persistent_id,
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b_ob_info,
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is_instance ? b_instance.random_id() : 0,
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tfm,
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use_portal);
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}
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return NULL;
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}
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/* only interested in object that we can create geometry from */
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if (!object_is_geometry(b_ob_info)) {
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return NULL;
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}
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/* Perform object culling. */
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if (culling.test(scene, b_ob, tfm)) {
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return NULL;
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}
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/* Visibility flags for both parent and child. */
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PointerRNA cobject = RNA_pointer_get(&b_ob.ptr, "cycles");
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bool use_holdout = b_parent.holdout_get(PointerRNA_NULL, b_view_layer);
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uint visibility = object_ray_visibility(b_ob) & PATH_RAY_ALL_VISIBILITY;
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if (b_parent.ptr.data != b_ob.ptr.data) {
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visibility &= object_ray_visibility(b_parent);
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}
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/* TODO: make holdout objects on excluded layer invisible for non-camera rays. */
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#if 0
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if (use_holdout && (layer_flag & view_layer.exclude_layer)) {
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visibility &= ~(PATH_RAY_ALL_VISIBILITY - PATH_RAY_CAMERA);
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}
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#endif
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/* Clear camera visibility for indirect only objects. */
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bool use_indirect_only = !use_holdout &&
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b_parent.indirect_only_get(PointerRNA_NULL, b_view_layer);
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if (use_indirect_only) {
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visibility &= ~PATH_RAY_CAMERA;
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}
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/* Don't export completely invisible objects. */
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if (visibility == 0) {
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return NULL;
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}
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/* Use task pool only for non-instances, since sync_dupli_particle accesses
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* geometry. This restriction should be removed for better performance. */
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TaskPool *object_geom_task_pool = (is_instance) ? NULL : geom_task_pool;
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/* key to lookup object */
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ObjectKey key(b_parent, persistent_id, b_ob_info.real_object, use_particle_hair);
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Object *object;
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/* motion vector case */
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if (motion) {
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object = object_map.find(key);
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if (object && object->use_motion()) {
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/* Set transform at matching motion time step. */
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int time_index = object->motion_step(motion_time);
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if (time_index >= 0) {
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array<Transform> motion = object->get_motion();
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motion[time_index] = tfm;
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object->set_motion(motion);
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}
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/* mesh deformation */
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if (object->get_geometry())
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sync_geometry_motion(
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b_depsgraph, b_ob_info, object, motion_time, use_particle_hair, object_geom_task_pool);
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}
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return object;
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}
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/* test if we need to sync */
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bool object_updated = object_map.add_or_update(&object, b_ob, b_parent, key) ||
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(tfm != object->get_tfm());
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/* mesh sync */
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Geometry *geometry = sync_geometry(
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b_depsgraph, b_ob_info, object_updated, use_particle_hair, object_geom_task_pool);
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object->set_geometry(geometry);
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/* special case not tracked by object update flags */
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if (sync_object_attributes(b_instance, object)) {
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object_updated = true;
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}
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/* holdout */
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object->set_use_holdout(use_holdout);
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object->set_visibility(visibility);
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object->set_is_shadow_catcher(b_ob.is_shadow_catcher() || b_parent.is_shadow_catcher());
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float shadow_terminator_shading_offset = get_float(cobject, "shadow_terminator_offset");
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object->set_shadow_terminator_shading_offset(shadow_terminator_shading_offset);
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float shadow_terminator_geometry_offset = get_float(cobject,
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"shadow_terminator_geometry_offset");
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object->set_shadow_terminator_geometry_offset(shadow_terminator_geometry_offset);
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float ao_distance = get_float(cobject, "ao_distance");
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if (ao_distance == 0.0f && b_parent.ptr.data != b_ob.ptr.data) {
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PointerRNA cparent = RNA_pointer_get(&b_parent.ptr, "cycles");
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ao_distance = get_float(cparent, "ao_distance");
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}
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object->set_ao_distance(ao_distance);
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bool is_caustics_caster = get_boolean(cobject, "is_caustics_caster");
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object->set_is_caustics_caster(is_caustics_caster);
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bool is_caustics_receiver = get_boolean(cobject, "is_caustics_receiver");
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object->set_is_caustics_receiver(is_caustics_receiver);
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/* sync the asset name for Cryptomatte */
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BL::Object parent = b_ob.parent();
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ustring parent_name;
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if (parent) {
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while (parent.parent()) {
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parent = parent.parent();
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}
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parent_name = parent.name();
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}
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else {
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parent_name = b_ob.name();
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}
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object->set_asset_name(parent_name);
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/* object sync
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* transform comparison should not be needed, but duplis don't work perfect
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* in the depsgraph and may not signal changes, so this is a workaround */
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if (object->is_modified() || object_updated ||
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(object->get_geometry() && object->get_geometry()->is_modified())) {
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object->name = b_ob.name().c_str();
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object->set_pass_id(b_ob.pass_index());
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const BL::Array<float, 4> object_color = b_ob.color();
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object->set_color(get_float3(object_color));
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object->set_alpha(object_color[3]);
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object->set_tfm(tfm);
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/* dupli texture coordinates and random_id */
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if (is_instance) {
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object->set_dupli_generated(0.5f * get_float3(b_instance.orco()) -
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make_float3(0.5f, 0.5f, 0.5f));
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object->set_dupli_uv(get_float2(b_instance.uv()));
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object->set_random_id(b_instance.random_id());
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}
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else {
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object->set_dupli_generated(zero_float3());
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object->set_dupli_uv(zero_float2());
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object->set_random_id(hash_uint2(hash_string(object->name.c_str()), 0));
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}
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/* lightgroup */
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object->set_lightgroup(ustring(b_ob.lightgroup()));
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object->tag_update(scene);
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}
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sync_object_motion_init(b_parent, b_ob, object);
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if (is_instance) {
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/* Sync possible particle data. */
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sync_dupli_particle(b_parent, b_instance, object);
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}
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return object;
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}
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extern "C" DupliObject *rna_hack_DepsgraphObjectInstance_dupli_object_get(PointerRNA *ptr);
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static float4 lookup_instance_property(BL::DepsgraphObjectInstance &b_instance,
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const string &name,
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bool use_instancer)
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{
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::Object *ob = (::Object *)b_instance.object().ptr.data;
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::DupliObject *dupli = nullptr;
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::Object *dupli_parent = nullptr;
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/* If requesting instance data, check the parent particle system and object. */
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if (use_instancer && b_instance.is_instance()) {
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dupli = rna_hack_DepsgraphObjectInstance_dupli_object_get(&b_instance.ptr);
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dupli_parent = (::Object *)b_instance.parent().ptr.data;
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}
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float4 value;
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BKE_object_dupli_find_rgba_attribute(ob, dupli, dupli_parent, name.c_str(), &value.x);
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return value;
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}
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bool BlenderSync::sync_object_attributes(BL::DepsgraphObjectInstance &b_instance, Object *object)
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{
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/* Find which attributes are needed. */
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AttributeRequestSet requests = object->get_geometry()->needed_attributes();
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/* Delete attributes that became unnecessary. */
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vector<ParamValue> &attributes = object->attributes;
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bool changed = false;
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for (int i = attributes.size() - 1; i >= 0; i--) {
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if (!requests.find(attributes[i].name())) {
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attributes.erase(attributes.begin() + i);
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changed = true;
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}
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}
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/* Update attribute values. */
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foreach (AttributeRequest &req, requests.requests) {
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ustring name = req.name;
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std::string real_name;
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BlenderAttributeType type = blender_attribute_name_split_type(name, &real_name);
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if (type == BL::ShaderNodeAttribute::attribute_type_OBJECT ||
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type == BL::ShaderNodeAttribute::attribute_type_INSTANCER) {
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bool use_instancer = (type == BL::ShaderNodeAttribute::attribute_type_INSTANCER);
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float4 value = lookup_instance_property(b_instance, real_name, use_instancer);
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/* Try finding the existing attribute value. */
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ParamValue *param = NULL;
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for (size_t i = 0; i < attributes.size(); i++) {
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if (attributes[i].name() == name) {
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param = &attributes[i];
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break;
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}
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}
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/* Replace or add the value. */
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ParamValue new_param(name, TypeDesc::TypeFloat4, 1, &value);
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assert(new_param.datasize() == sizeof(value));
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if (!param) {
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changed = true;
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attributes.push_back(new_param);
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}
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else if (memcmp(param->data(), &value, sizeof(value)) != 0) {
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changed = true;
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*param = new_param;
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}
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}
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}
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return changed;
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}
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/* Object Loop */
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void BlenderSync::sync_procedural(BL::Object &b_ob,
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BL::MeshSequenceCacheModifier &b_mesh_cache,
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bool has_subdivision_modifier)
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{
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#ifdef WITH_ALEMBIC
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BL::CacheFile cache_file = b_mesh_cache.cache_file();
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void *cache_file_key = cache_file.ptr.data;
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AlembicProcedural *procedural = static_cast<AlembicProcedural *>(
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procedural_map.find(cache_file_key));
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if (procedural == nullptr) {
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procedural = scene->create_node<AlembicProcedural>();
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procedural_map.add(cache_file_key, procedural);
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}
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else {
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procedural_map.used(procedural);
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}
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float current_frame = static_cast<float>(b_scene.frame_current());
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if (cache_file.override_frame()) {
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current_frame = cache_file.frame();
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}
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if (!cache_file.override_frame()) {
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procedural->set_start_frame(static_cast<float>(b_scene.frame_start()));
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procedural->set_end_frame(static_cast<float>(b_scene.frame_end()));
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}
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procedural->set_frame(current_frame);
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procedural->set_frame_rate(b_scene.render().fps() / b_scene.render().fps_base());
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procedural->set_frame_offset(cache_file.frame_offset());
|
|
|
|
string absolute_path = blender_absolute_path(b_data, b_ob, b_mesh_cache.cache_file().filepath());
|
|
procedural->set_filepath(ustring(absolute_path));
|
|
|
|
array<ustring> layers;
|
|
for (BL::CacheFileLayer &layer : cache_file.layers) {
|
|
if (layer.hide_layer()) {
|
|
continue;
|
|
}
|
|
|
|
absolute_path = blender_absolute_path(b_data, b_ob, layer.filepath());
|
|
layers.push_back_slow(ustring(absolute_path));
|
|
}
|
|
procedural->set_layers(layers);
|
|
|
|
procedural->set_scale(cache_file.scale());
|
|
|
|
procedural->set_use_prefetch(cache_file.use_prefetch());
|
|
procedural->set_prefetch_cache_size(cache_file.prefetch_cache_size());
|
|
|
|
/* create or update existing AlembicObjects */
|
|
ustring object_path = ustring(b_mesh_cache.object_path());
|
|
|
|
AlembicObject *abc_object = procedural->get_or_create_object(object_path);
|
|
|
|
array<Node *> used_shaders = find_used_shaders(b_ob);
|
|
abc_object->set_used_shaders(used_shaders);
|
|
|
|
PointerRNA cobj = RNA_pointer_get(&b_ob.ptr, "cycles");
|
|
const float subd_dicing_rate = max(0.1f, RNA_float_get(&cobj, "dicing_rate") * dicing_rate);
|
|
abc_object->set_subd_dicing_rate(subd_dicing_rate);
|
|
abc_object->set_subd_max_level(max_subdivisions);
|
|
|
|
abc_object->set_ignore_subdivision(!has_subdivision_modifier);
|
|
|
|
if (abc_object->is_modified() || procedural->is_modified()) {
|
|
procedural->tag_update(scene);
|
|
}
|
|
#else
|
|
(void)b_ob;
|
|
(void)b_mesh_cache;
|
|
(void)has_subdivision_modifier;
|
|
#endif
|
|
}
|
|
|
|
void BlenderSync::sync_objects(BL::Depsgraph &b_depsgraph,
|
|
BL::SpaceView3D &b_v3d,
|
|
float motion_time)
|
|
{
|
|
/* Task pool for multithreaded geometry sync. */
|
|
TaskPool geom_task_pool;
|
|
|
|
/* layer data */
|
|
bool motion = motion_time != 0.0f;
|
|
|
|
if (!motion) {
|
|
/* prepare for sync */
|
|
light_map.pre_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();
|
|
}
|
|
instance_geometries_by_object.clear();
|
|
|
|
/* initialize culling */
|
|
BlenderObjectCulling culling(scene, b_scene);
|
|
|
|
/* object loop */
|
|
bool cancel = false;
|
|
bool use_portal = 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()) {
|
|
#ifdef WITH_ALEMBIC
|
|
bool use_procedural = false;
|
|
bool has_subdivision_modifier = false;
|
|
BL::MeshSequenceCacheModifier b_mesh_cache(PointerRNA_NULL);
|
|
|
|
/* Experimental as Blender does not have good support for procedurals at the moment. */
|
|
if (experimental) {
|
|
b_mesh_cache = object_mesh_cache_find(b_ob, &has_subdivision_modifier);
|
|
use_procedural = b_mesh_cache && b_mesh_cache.cache_file().use_render_procedural();
|
|
}
|
|
|
|
if (use_procedural) {
|
|
/* Skip in the motion case, as generating motion blur data will be handled in the
|
|
* procedural. */
|
|
if (!motion) {
|
|
sync_procedural(b_ob, b_mesh_cache, has_subdivision_modifier);
|
|
}
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
sync_object(b_depsgraph,
|
|
b_view_layer,
|
|
b_instance,
|
|
motion_time,
|
|
false,
|
|
show_lights,
|
|
culling,
|
|
&use_portal,
|
|
sync_hair ? NULL : &geom_task_pool);
|
|
}
|
|
}
|
|
|
|
/* Particle hair as separate object. */
|
|
if (sync_hair) {
|
|
sync_object(b_depsgraph,
|
|
b_view_layer,
|
|
b_instance,
|
|
motion_time,
|
|
true,
|
|
show_lights,
|
|
culling,
|
|
&use_portal,
|
|
&geom_task_pool);
|
|
}
|
|
|
|
cancel = progress.get_cancel();
|
|
}
|
|
|
|
geom_task_pool.wait_work();
|
|
|
|
progress.set_sync_status("");
|
|
|
|
if (!cancel && !motion) {
|
|
sync_background_light(b_v3d, use_portal);
|
|
|
|
/* 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. */
|
|
light_map.post_sync();
|
|
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::Object &b_override,
|
|
int width,
|
|
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 = b_scene.camera();
|
|
if (b_override)
|
|
b_cam = b_override;
|
|
|
|
int frame_center = b_scene.frame_current();
|
|
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) {
|
|
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;
|
|
}
|
|
|
|
float time = frame_center + subframe_center + frame_center_delta;
|
|
int frame = (int)floorf(time);
|
|
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) {
|
|
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 */
|
|
foreach (float relative_time, motion_times) {
|
|
/* center time is already handled. */
|
|
if (relative_time == 0.0f) {
|
|
continue;
|
|
}
|
|
|
|
VLOG_WORK << "Synchronizing motion for the relative time " << relative_time << ".";
|
|
|
|
/* fixed shutter time to get previous and next frame for motion pass */
|
|
float shuttertime = scene->motion_shutter_time();
|
|
|
|
/* compute frame and subframe time */
|
|
float time = frame_center + subframe_center + frame_center_delta +
|
|
relative_time * shuttertime * 0.5f;
|
|
int frame = (int)floorf(time);
|
|
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
|