Files
test2/intern/cycles/scene/object.h
Weizhen Huang 2b0a1cae06 Cycles: Add an option to use ray marching for volume rendering
Null Scattering currently has performance and noise issues, and it will
take time to address them. For now add the previous Ray Marching back as
an option.

Co-authored-by: Brecht Van Lommel <brecht@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/146317
2025-09-26 12:14:45 +02:00

197 lines
5.7 KiB
C++

/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
*
* SPDX-License-Identifier: Apache-2.0 */
#pragma once
#include "graph/node.h"
/* included as Object::set_particle_system defined through NODE_SOCKET_API does
* not select the right Node::set overload as it does not know that ParticleSystem
* is a Node */
#include "scene/geometry.h"
#include "scene/particles.h"
#include "scene/scene.h"
#include "util/array.h"
#include "util/boundbox.h"
#include "util/param.h"
#include "util/transform.h"
#include "util/types.h"
#include "util/vector.h"
CCL_NAMESPACE_BEGIN
class Device;
class DeviceScene;
class Geometry;
class ParticleSystem;
class Progress;
class Scene;
struct Transform;
struct UpdateObjectTransformState;
class ObjectManager;
/* Object */
class Object : public Node {
public:
NODE_DECLARE
NODE_SOCKET_API(Geometry *, geometry)
NODE_SOCKET_API(Transform, tfm)
BoundBox bounds;
NODE_SOCKET_API(uint, random_id)
NODE_SOCKET_API(int, pass_id)
NODE_SOCKET_API(float3, color)
NODE_SOCKET_API(float, alpha)
NODE_SOCKET_API(ustring, asset_name)
vector<ParamValue> attributes;
NODE_SOCKET_API(uint, visibility)
NODE_SOCKET_API_ARRAY(array<Transform>, motion)
NODE_SOCKET_API(bool, hide_on_missing_motion)
NODE_SOCKET_API(bool, use_holdout)
NODE_SOCKET_API(bool, is_shadow_catcher)
NODE_SOCKET_API(float, shadow_terminator_shading_offset)
NODE_SOCKET_API(float, shadow_terminator_geometry_offset)
NODE_SOCKET_API(bool, is_caustics_caster)
NODE_SOCKET_API(bool, is_caustics_receiver)
NODE_SOCKET_API(bool, is_bake_target)
NODE_SOCKET_API(float3, dupli_generated)
NODE_SOCKET_API(float2, dupli_uv)
NODE_SOCKET_API(ParticleSystem *, particle_system);
NODE_SOCKET_API(int, particle_index);
NODE_SOCKET_API(float, ao_distance)
NODE_SOCKET_API(ustring, lightgroup)
NODE_SOCKET_API(uint, receiver_light_set)
NODE_SOCKET_API(uint64_t, light_set_membership)
NODE_SOCKET_API(uint, blocker_shadow_set)
NODE_SOCKET_API(uint64_t, shadow_set_membership)
/* Set during device update. */
bool intersects_volume;
/* Specifies the position of the object in scene->objects and
* in the device vectors. Gets set in device_update. */
int index;
Object();
~Object() override;
void tag_update(Scene *scene);
void compute_bounds(bool motion_blur);
void apply_transform(bool apply_to_motion);
/* Convert between normalized -1..1 motion time and index
* in the motion array. */
bool use_motion() const;
float motion_time(const int step) const;
int motion_step(const float time) const;
void update_motion();
/* Maximum number of motion steps supported (due to Embree). */
static const uint MAX_MOTION_STEPS = 129;
/* Check whether object is traceable and it worth adding it to
* kernel scene.
*/
bool is_traceable() const;
/* Combine object's visibility with all possible internal run-time
* determined flags which denotes trace-time visibility.
*/
uint visibility_for_tracing() const;
/* Returns the index that is used in the kernel for this object. */
int get_device_index() const;
/* Compute step size from attributes, shaders, transforms. */
float compute_volume_step_size() const;
/* Check whether this object can be used as light-emissive. */
bool usable_as_light() const;
/* Check whether the object participates in light or shadow linking, either as a receiver/blocker
* or emitter. */
bool has_light_linking() const;
bool has_shadow_linking() const;
protected:
/* Reference to the attribute map with object attributes,
* or 0 if none. Set in update_svm_attributes. */
size_t attr_map_offset;
friend class ObjectManager;
friend class GeometryManager;
};
/* Object Manager */
class ObjectManager {
uint32_t update_flags;
public:
enum : uint32_t {
PARTICLE_MODIFIED = (1 << 0),
GEOMETRY_MANAGER = (1 << 1),
MOTION_BLUR_MODIFIED = (1 << 2),
OBJECT_ADDED = (1 << 3),
OBJECT_REMOVED = (1 << 4),
OBJECT_MODIFIED = (1 << 5),
HOLDOUT_MODIFIED = (1 << 6),
TRANSFORM_MODIFIED = (1 << 7),
VISIBILITY_MODIFIED = (1 << 8),
/* tag everything in the manager for an update */
UPDATE_ALL = ~0u,
UPDATE_NONE = 0u,
};
bool need_flags_update;
ObjectManager();
~ObjectManager();
void device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress &progress);
void device_update_transforms(DeviceScene *dscene, Scene *scene, Progress &progress);
void device_update_prim_offsets(Device *device, DeviceScene *dscene, Scene *scene);
void device_update_flags(Device *device,
DeviceScene *dscene,
Scene *scene,
Progress &progress,
bool bounds_valid = true);
void device_update_geom_offsets(Device *device, DeviceScene *dscene, Scene *scene);
void device_free(Device *device, DeviceScene *dscene, bool force_free);
void tag_update(Scene *scene, const uint32_t flag);
bool need_update() const;
void apply_static_transforms(DeviceScene *dscene, Scene *scene, Progress &progress);
string get_cryptomatte_objects(Scene *scene);
string get_cryptomatte_assets(Scene *scene);
protected:
void device_update_object_transform(UpdateObjectTransformState *state,
Object *ob,
bool update_all,
const Scene *scene);
void device_update_object_transform_task(UpdateObjectTransformState *state);
bool device_update_object_transform_pop_work(UpdateObjectTransformState *state,
int *start_index,
int *num_objects);
};
CCL_NAMESPACE_END