Use the mesh wrapper mechanism from GPU subdivision to get the base mesh. This can significantly reduce memory usage and render setup time if the level was not manually set to zero. Pull Request: https://projects.blender.org/blender/blender/pulls/135895
292 lines
8.7 KiB
C++
292 lines
8.7 KiB
C++
/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
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*
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* SPDX-License-Identifier: Apache-2.0 */
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#include "scene/curves.h"
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#include "scene/hair.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/pointcloud.h"
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#include "scene/volume.h"
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#include "blender/sync.h"
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#include "blender/util.h"
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#include "util/task.h"
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CCL_NAMESPACE_BEGIN
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static Geometry::Type determine_geom_type(BObjectInfo &b_ob_info, bool use_particle_hair)
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{
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if (b_ob_info.object_data.is_a(&RNA_Light)) {
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return Geometry::LIGHT;
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}
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if (b_ob_info.object_data.is_a(&RNA_Curves) || use_particle_hair) {
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return Geometry::HAIR;
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}
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if (b_ob_info.object_data.is_a(&RNA_PointCloud)) {
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return Geometry::POINTCLOUD;
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}
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if (b_ob_info.object_data.is_a(&RNA_Volume) ||
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(b_ob_info.object_data ==
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object_get_data(b_ob_info.real_object, b_ob_info.use_adaptive_subdivision) &&
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object_fluid_gas_domain_find(b_ob_info.real_object)))
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{
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return Geometry::VOLUME;
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}
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return Geometry::MESH;
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}
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array<Node *> BlenderSync::find_used_shaders(BL::Object &b_ob)
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{
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array<Node *> used_shaders;
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if (b_ob.type() == BL::Object::type_LIGHT) {
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find_shader(b_ob.data(), used_shaders, scene->default_light);
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return used_shaders;
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}
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BL::Material material_override = view_layer.material_override;
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Shader *default_shader = (b_ob.type() == BL::Object::type_VOLUME) ? scene->default_volume :
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scene->default_surface;
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for (BL::MaterialSlot &b_slot : b_ob.material_slots) {
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if (material_override) {
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find_shader(material_override, used_shaders, default_shader);
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}
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else {
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BL::ID b_material(b_slot.material());
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find_shader(b_material, used_shaders, default_shader);
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}
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}
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if (used_shaders.size() == 0) {
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if (material_override) {
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find_shader(material_override, used_shaders, default_shader);
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}
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else {
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used_shaders.push_back_slow(default_shader);
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}
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}
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return used_shaders;
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}
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Geometry *BlenderSync::sync_geometry(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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{
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/* Test if we can instance or if the object is modified. */
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const Geometry::Type geom_type = determine_geom_type(b_ob_info, use_particle_hair);
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BL::ID const b_key_id = (b_ob_info.is_real_object_data() &&
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BKE_object_is_modified(b_ob_info.real_object)) ?
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b_ob_info.real_object :
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b_ob_info.object_data;
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const GeometryKey key(b_key_id.ptr.data, geom_type);
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/* Find shader indices. */
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array<Node *> used_shaders = find_used_shaders(b_ob_info.iter_object);
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/* Ensure we only sync instanced geometry once. */
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Geometry *geom = geometry_map.find(key);
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if (geom) {
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if (geometry_synced.find(geom) != geometry_synced.end()) {
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return geom;
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}
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}
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/* Test if we need to sync. */
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bool sync = true;
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if (geom == nullptr) {
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/* Add new geometry if it did not exist yet. */
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if (geom_type == Geometry::LIGHT) {
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geom = scene->create_node<Light>();
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}
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else if (geom_type == Geometry::HAIR) {
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geom = scene->create_node<Hair>();
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}
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else if (geom_type == Geometry::VOLUME) {
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geom = scene->create_node<Volume>();
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}
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else if (geom_type == Geometry::POINTCLOUD) {
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geom = scene->create_node<PointCloud>();
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}
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else {
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geom = scene->create_node<Mesh>();
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}
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geometry_map.add(key, geom);
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}
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else {
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/* Test if we need to update existing geometry. */
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sync = geometry_map.update(geom, b_key_id);
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}
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if (!sync) {
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/* Need to determine this every sync. */
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if (geom->is_light() && static_cast<const Light *>(geom)->get_is_portal()) {
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world_use_portal = true;
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}
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/* If transform was applied to geometry, need full update. */
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if (object_updated && geom->transform_applied) {
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;
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}
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/* Test if shaders changed, these can be object level so geometry
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* does not get tagged for recalc. */
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else if (geom->get_used_shaders() != used_shaders) {
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;
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}
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else {
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/* Even if not tagged for recalc, we may need to sync anyway
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* because the shader needs different geometry attributes. */
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bool attribute_recalc = false;
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for (Node *node : geom->get_used_shaders()) {
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Shader *shader = static_cast<Shader *>(node);
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if (shader->need_update_geometry()) {
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attribute_recalc = true;
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}
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}
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if (!attribute_recalc) {
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return geom;
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}
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}
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}
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geometry_synced.insert(geom);
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geom->name = ustring(b_ob_info.object_data.name().c_str());
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/* Store the shaders immediately for the object attribute code. */
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geom->set_used_shaders(used_shaders);
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auto sync_func = [this, geom_type, b_ob_info, geom]() mutable {
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if (progress.get_cancel()) {
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return;
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}
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progress.set_sync_status("Synchronizing object", b_ob_info.real_object.name());
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if (geom_type == Geometry::LIGHT) {
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Light *light = static_cast<Light *>(geom);
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sync_light(b_ob_info, light);
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}
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else if (geom_type == Geometry::HAIR) {
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Hair *hair = static_cast<Hair *>(geom);
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sync_hair(b_ob_info, hair);
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}
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else if (geom_type == Geometry::VOLUME) {
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Volume *volume = static_cast<Volume *>(geom);
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sync_volume(b_ob_info, volume);
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}
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else if (geom_type == Geometry::POINTCLOUD) {
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PointCloud *pointcloud = static_cast<PointCloud *>(geom);
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sync_pointcloud(pointcloud, b_ob_info);
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}
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else {
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Mesh *mesh = static_cast<Mesh *>(geom);
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sync_mesh(b_ob_info, mesh);
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}
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};
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/* Defer the actual geometry sync to the task_pool for multithreading */
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if (task_pool) {
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task_pool->push(sync_func);
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}
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else {
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sync_func();
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}
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return geom;
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}
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void BlenderSync::sync_geometry_motion(BObjectInfo &b_ob_info,
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Object *object,
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const float motion_time,
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bool use_particle_hair,
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TaskPool *task_pool)
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{
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/* Ensure we only sync instanced geometry once. */
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Geometry *geom = object->get_geometry();
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if (geometry_motion_synced.find(geom) != geometry_motion_synced.end() ||
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geometry_motion_attribute_synced.find(geom) != geometry_motion_attribute_synced.end())
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{
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return;
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}
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geometry_motion_synced.insert(geom);
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/* Ensure we only motion sync geometry that also had geometry synced, to avoid
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* unnecessary work and to ensure that its attributes were clear. */
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if (geometry_synced.find(geom) == geometry_synced.end()) {
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return;
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}
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/* Nothing to do for lights. */
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if (geom->is_light()) {
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return;
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}
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/* If the geometry already has motion blur from a velocity attribute, don't
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* set the geometry motion steps again.
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*
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* Otherwise, setting geometry motion steps is done here to avoid concurrency issues.
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* - It can't be done earlier in sync_object_motion_init because sync_geometry
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* runs in parallel, and has_motion_blur would check attributes while
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* sync_geometry is potentially creating the attribute from velocity.
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* - It needs to happen before the parallel motion sync that happens right after
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* this, because that can create the attribute from neighboring frames.
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* Copying the motion steps from the object here solves this. */
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if (!geom->has_motion_blur()) {
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geom->set_motion_steps(object->get_motion().size());
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}
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/* Find time matching motion step required by geometry. */
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const int motion_step = geom->motion_step(motion_time);
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if (motion_step < 0) {
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return;
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}
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auto sync_func = [this, b_ob_info, use_particle_hair, motion_step, geom]() mutable {
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if (progress.get_cancel()) {
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return;
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}
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if (b_ob_info.object_data.is_a(&RNA_Curves) || use_particle_hair) {
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Hair *hair = static_cast<Hair *>(geom);
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sync_hair_motion(b_ob_info, hair, motion_step);
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}
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else if (b_ob_info.object_data.is_a(&RNA_Volume) ||
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object_fluid_gas_domain_find(b_ob_info.real_object))
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{
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/* No volume motion blur support yet. */
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}
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else if (b_ob_info.object_data.is_a(&RNA_PointCloud)) {
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PointCloud *pointcloud = static_cast<PointCloud *>(geom);
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sync_pointcloud_motion(pointcloud, b_ob_info, motion_step);
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}
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else {
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Mesh *mesh = static_cast<Mesh *>(geom);
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sync_mesh_motion(b_ob_info, mesh, motion_step);
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}
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};
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/* Defer the actual geometry sync to the task_pool for multithreading */
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if (task_pool) {
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task_pool->push(sync_func);
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}
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else {
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sync_func();
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}
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}
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CCL_NAMESPACE_END
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