This allows users to implement arbitrary camera models using OSL by writing shaders that take an image position as input and compute ray origin and direction. The obvious applications for this are e.g. panorama modes, lens distortion models and realistic lens simulation, but the possibilities are endless. Currently, this is only supported on devices with OSL support, so CPU and OptiX. However, it is independent from the shading model used, so custom cameras can be used without getting the performance hit of OSL shading. A few samples are provided as Text Editor templates. One notable current limitation (in addition to the limited device support) is that inverse mapping is not supported, so Window texture coordinates and the Vector pass will not work with custom cameras. Pull Request: https://projects.blender.org/blender/blender/pulls/129495
1059 lines
30 KiB
C++
1059 lines
30 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 <cstdlib>
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#include "bvh/bvh.h"
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#include "device/device.h"
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#include "scene/alembic.h"
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#include "scene/background.h"
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#include "scene/bake.h"
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#include "scene/camera.h"
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#include "scene/curves.h"
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#include "scene/devicescene.h"
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#include "scene/film.h"
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#include "scene/hair.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/osl.h"
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#include "scene/particles.h"
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#include "scene/pointcloud.h"
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#include "scene/procedural.h"
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#include "scene/scene.h"
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#include "scene/shader.h"
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#include "scene/svm.h"
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#include "scene/tables.h"
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#include "scene/volume.h"
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#include "session/session.h"
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#include "util/guarded_allocator.h"
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#include "util/log.h"
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#include "util/progress.h"
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CCL_NAMESPACE_BEGIN
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Scene ::Scene(const SceneParams ¶ms_, Device *device)
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: name("Scene"),
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default_surface(nullptr),
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default_volume(nullptr),
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default_light(nullptr),
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default_background(nullptr),
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default_empty(nullptr),
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device(device),
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dscene(device),
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params(params_),
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update_stats(nullptr),
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kernels_loaded(false),
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/* TODO(sergey): Check if it's indeed optimal value for the split kernel.
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*/
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max_closure_global(1)
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{
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memset((void *)&dscene.data, 0, sizeof(dscene.data));
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osl_manager = make_unique<OSLManager>(device);
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shader_manager = ShaderManager::create(device->info.has_osl ? params.shadingsystem :
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SHADINGSYSTEM_SVM);
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light_manager = make_unique<LightManager>();
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geometry_manager = make_unique<GeometryManager>();
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object_manager = make_unique<ObjectManager>();
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image_manager = make_unique<ImageManager>(device->info);
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particle_system_manager = make_unique<ParticleSystemManager>();
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bake_manager = make_unique<BakeManager>();
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procedural_manager = make_unique<ProceduralManager>();
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/* Create nodes after managers, since create_node() can tag the managers. */
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camera = create_node<Camera>();
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dicing_camera = create_node<Camera>();
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lookup_tables = make_unique<LookupTables>();
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film = create_node<Film>();
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background = create_node<Background>();
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integrator = create_node<Integrator>();
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ccl::Film::add_default(this);
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ccl::ShaderManager::add_default(this);
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}
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Scene::~Scene()
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{
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free_memory(true);
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}
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void Scene::free_memory(bool final)
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{
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bvh.reset();
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/* The order of deletion is important to make sure data is freed based on
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* possible dependencies as the Nodes' reference counts are decremented in the
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* destructors:
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*
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* - Procedurals can create and hold pointers to any other types.
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* - Objects can hold pointers to Geometries and ParticleSystems
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* - Lights and Geometries can hold pointers to Shaders.
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*
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* Similarly, we first delete all nodes and their associated device data, and
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* then the managers and their associated device data.
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*/
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procedurals.clear();
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objects.clear();
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geometry.clear();
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particle_systems.clear();
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passes.clear();
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if (device) {
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camera->device_free(device, &dscene, this);
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film->device_free(device, &dscene, this);
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background->device_free(device, &dscene);
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integrator->device_free(device, &dscene, true);
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}
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if (final) {
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cameras.clear();
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integrators.clear();
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films.clear();
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backgrounds.clear();
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camera = nullptr;
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dicing_camera = nullptr;
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integrator = nullptr;
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film = nullptr;
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background = nullptr;
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}
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/* Delete Shaders after every other nodes to ensure that we do not try to
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* decrement the reference count on some dangling pointer. */
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shaders.clear();
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/* Now that all nodes have been deleted, we can safely delete managers and
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* device data. */
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if (device) {
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object_manager->device_free(device, &dscene, true);
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geometry_manager->device_free(device, &dscene, true);
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shader_manager->device_free(device, &dscene, this);
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osl_manager->device_free(device, &dscene, this);
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light_manager->device_free(device, &dscene);
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particle_system_manager->device_free(device, &dscene);
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bake_manager->device_free(device, &dscene);
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if (final) {
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image_manager->device_free(device);
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}
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else {
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image_manager->device_free_builtin(device);
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}
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lookup_tables->device_free(device, &dscene);
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}
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if (final) {
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lookup_tables.reset();
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object_manager.reset();
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geometry_manager.reset();
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shader_manager.reset();
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osl_manager.reset();
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light_manager.reset();
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particle_system_manager.reset();
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image_manager.reset();
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bake_manager.reset();
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update_stats.reset();
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procedural_manager.reset();
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}
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}
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void Scene::device_update(Device *device_, Progress &progress)
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{
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if (!device) {
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device = device_;
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}
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const bool print_stats = need_data_update();
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if (update_stats) {
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update_stats->clear();
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}
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const scoped_callback_timer timer([this, print_stats](double time) {
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if (update_stats) {
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update_stats->scene.times.add_entry({"device_update", time});
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if (print_stats) {
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printf("Update statistics:\n%s\n", update_stats->full_report().c_str());
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}
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}
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});
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/* The order of updates is important, because there's dependencies between
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* the different managers, using data computed by previous managers. */
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if (film->update_lightgroups(this)) {
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light_manager->tag_update(this, ccl::LightManager::LIGHT_MODIFIED);
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object_manager->tag_update(this, ccl::ObjectManager::OBJECT_MODIFIED);
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background->tag_modified();
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}
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if (film->exposure_is_modified()) {
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integrator->tag_modified();
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}
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/* Compile shaders and get information about features they used. */
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progress.set_status("Updating Shaders");
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osl_manager->device_update_pre(device, this);
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shader_manager->device_update_pre(device, &dscene, this, progress);
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if (progress.get_cancel() || device->have_error()) {
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return;
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}
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/* Passes. After shader manager as this depends on the shaders. */
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film->update_passes(this);
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/* Update kernel features. After shaders and passes since those affect features. */
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update_kernel_features();
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/* Load render kernels, before uploading most data to the GPU, and before displacement and
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* background light need to run kernels.
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*
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* Do it outside of the scene mutex since the heavy part of the loading (i.e. kernel
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* compilation) does not depend on the scene and some other functionality (like display
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* driver) might be waiting on the scene mutex to synchronize display pass. */
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mutex.unlock();
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const bool kernels_reloaded = load_kernels(progress);
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mutex.lock();
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if (progress.get_cancel() || device->have_error()) {
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return;
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}
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/* Upload shaders to GPU and compile OSL kernels, after kernels have been loaded. */
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shader_manager->device_update_post(device, &dscene, this, progress);
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osl_manager->device_update_post(device, this, progress, kernels_reloaded);
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if (progress.get_cancel() || device->have_error()) {
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return;
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}
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procedural_manager->update(this, progress);
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if (progress.get_cancel()) {
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return;
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}
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progress.set_status("Updating Background");
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background->device_update(device, &dscene, this);
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if (progress.get_cancel() || device->have_error()) {
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return;
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}
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/* Camera will be used by adaptive subdivision, so do early. */
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progress.set_status("Updating Camera");
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camera->device_update(device, &dscene, this);
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if (progress.get_cancel() || device->have_error()) {
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return;
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}
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geometry_manager->device_update_preprocess(device, this, progress);
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if (progress.get_cancel() || device->have_error()) {
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return;
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}
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/* Update objects after geometry preprocessing. */
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progress.set_status("Updating Objects");
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object_manager->device_update(device, &dscene, this, progress);
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if (progress.get_cancel() || device->have_error()) {
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return;
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}
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progress.set_status("Updating Particle Systems");
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particle_system_manager->device_update(device, &dscene, this, progress);
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if (progress.get_cancel() || device->have_error()) {
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return;
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}
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/* Camera and shaders must be ready here for adaptive subdivision and displacement. */
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progress.set_status("Updating Meshes");
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geometry_manager->device_update(device, &dscene, this, progress);
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if (progress.get_cancel() || device->have_error()) {
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return;
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}
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/* Update object flags with final geometry. */
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progress.set_status("Updating Objects Flags");
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object_manager->device_update_flags(device, &dscene, this, progress);
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if (progress.get_cancel() || device->have_error()) {
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return;
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}
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/* Update BVH primitive objects with final geometry. */
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progress.set_status("Updating Primitive Offsets");
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object_manager->device_update_prim_offsets(device, &dscene, this);
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if (progress.get_cancel() || device->have_error()) {
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return;
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}
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/* Images last, as they should be more likely to use host memory fallback than geometry.
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* Some images may have been uploaded early for displacement already at this point. */
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progress.set_status("Updating Images");
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image_manager->device_update(device, this, progress);
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if (progress.get_cancel() || device->have_error()) {
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return;
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}
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progress.set_status("Updating Camera Volume");
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camera->device_update_volume(device, &dscene, this);
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if (progress.get_cancel() || device->have_error()) {
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return;
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}
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progress.set_status("Updating Lookup Tables");
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lookup_tables->device_update(device, &dscene, this);
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if (progress.get_cancel() || device->have_error()) {
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return;
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}
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/* Light manager needs shaders and final meshes for triangles in light tree. */
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progress.set_status("Updating Lights");
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light_manager->device_update(device, &dscene, this, progress);
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if (progress.get_cancel() || device->have_error()) {
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return;
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}
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progress.set_status("Updating Integrator");
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integrator->device_update(device, &dscene, this);
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if (progress.get_cancel() || device->have_error()) {
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return;
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}
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progress.set_status("Updating Film");
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film->device_update(device, &dscene, this);
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if (progress.get_cancel() || device->have_error()) {
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return;
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}
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/* Update lookup tables a second time for film tables. */
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progress.set_status("Updating Lookup Tables");
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lookup_tables->device_update(device, &dscene, this);
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if (progress.get_cancel() || device->have_error()) {
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return;
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}
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progress.set_status("Updating Baking");
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bake_manager->device_update(device, &dscene, this, progress);
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if (progress.get_cancel() || device->have_error()) {
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return;
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}
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if (device->have_error() == false) {
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dscene.data.volume_stack_size = get_volume_stack_size();
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progress.set_status("Updating Device", "Writing constant memory");
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device->const_copy_to("data", &dscene.data, sizeof(dscene.data));
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}
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device->optimize_for_scene(this);
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if (print_stats) {
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const size_t mem_used = util_guarded_get_mem_used();
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const size_t mem_peak = util_guarded_get_mem_peak();
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VLOG_INFO << "System memory statistics after full device sync:\n"
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<< " Usage: " << string_human_readable_number(mem_used) << " ("
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<< string_human_readable_size(mem_used) << ")\n"
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<< " Peak: " << string_human_readable_number(mem_peak) << " ("
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<< string_human_readable_size(mem_peak) << ")";
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}
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}
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Scene::MotionType Scene::need_motion() const
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{
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if (integrator->get_motion_blur()) {
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return MOTION_BLUR;
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}
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if (Pass::contains(passes, PASS_MOTION)) {
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return MOTION_PASS;
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}
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return MOTION_NONE;
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}
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float Scene::motion_shutter_time()
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{
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if (need_motion() == Scene::MOTION_PASS) {
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return 2.0f;
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}
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return camera->get_shuttertime();
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}
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bool Scene::need_global_attribute(AttributeStandard std)
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{
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if (std == ATTR_STD_UV) {
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return Pass::contains(passes, PASS_UV);
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}
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if (std == ATTR_STD_MOTION_VERTEX_POSITION) {
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return need_motion() != MOTION_NONE;
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}
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if (std == ATTR_STD_MOTION_VERTEX_NORMAL) {
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return need_motion() == MOTION_BLUR;
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}
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if (std == ATTR_STD_VOLUME_VELOCITY || std == ATTR_STD_VOLUME_VELOCITY_X ||
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std == ATTR_STD_VOLUME_VELOCITY_Y || std == ATTR_STD_VOLUME_VELOCITY_Z)
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{
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return need_motion() != MOTION_NONE;
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}
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return false;
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}
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void Scene::need_global_attributes(AttributeRequestSet &attributes)
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{
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for (int std = ATTR_STD_NONE; std < ATTR_STD_NUM; std++) {
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if (need_global_attribute((AttributeStandard)std)) {
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attributes.add((AttributeStandard)std);
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}
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}
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}
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bool Scene::need_update()
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{
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return (need_reset() || film->is_modified());
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}
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bool Scene::need_data_update()
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{
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return (background->is_modified() || image_manager->need_update() ||
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object_manager->need_update() || geometry_manager->need_update() ||
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light_manager->need_update() || lookup_tables->need_update() ||
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integrator->is_modified() || shader_manager->need_update() ||
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particle_system_manager->need_update() || bake_manager->need_update() ||
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film->is_modified() || procedural_manager->need_update());
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}
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bool Scene::need_reset(const bool check_camera)
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{
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return need_data_update() || (check_camera && camera->is_modified());
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}
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void Scene::reset()
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{
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osl_manager->reset(this);
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ShaderManager::add_default(this);
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/* ensure all objects are updated */
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camera->tag_modified();
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dicing_camera->tag_modified();
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film->tag_modified();
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background->tag_modified();
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background->tag_update(this);
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integrator->tag_update(this, Integrator::UPDATE_ALL);
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object_manager->tag_update(this, ObjectManager::UPDATE_ALL);
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geometry_manager->tag_update(this, GeometryManager::UPDATE_ALL);
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light_manager->tag_update(this, LightManager::UPDATE_ALL);
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particle_system_manager->tag_update(this);
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procedural_manager->tag_update();
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}
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void Scene::device_free()
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{
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free_memory(false);
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}
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void Scene::collect_statistics(RenderStats *stats)
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{
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geometry_manager->collect_statistics(this, stats);
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image_manager->collect_statistics(stats);
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}
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void Scene::enable_update_stats()
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{
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if (!update_stats) {
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update_stats = make_unique<SceneUpdateStats>();
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}
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}
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void Scene::update_kernel_features()
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{
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if (!need_update()) {
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return;
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}
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/* These features are not being tweaked as often as shaders,
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* so could be done selective magic for the viewport as well. */
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uint kernel_features = shader_manager->get_kernel_features(this);
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const bool use_motion = need_motion() == Scene::MotionType::MOTION_BLUR;
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kernel_features |= KERNEL_FEATURE_PATH_TRACING;
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if (params.hair_shape == CURVE_THICK) {
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kernel_features |= KERNEL_FEATURE_HAIR_THICK;
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}
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/* Figure out whether the scene will use shader ray-trace we need at least
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* one caustic light, one caustic caster and one caustic receiver to use
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* and enable the MNEE code path. */
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bool has_caustics_receiver = false;
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bool has_caustics_caster = false;
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bool has_caustics_light = false;
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for (Object *object : objects) {
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if (object->get_is_caustics_caster()) {
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has_caustics_caster = true;
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}
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else if (object->get_is_caustics_receiver()) {
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has_caustics_receiver = true;
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}
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Geometry *geom = object->get_geometry();
|
|
if (use_motion) {
|
|
if (object->use_motion() || geom->get_use_motion_blur()) {
|
|
kernel_features |= KERNEL_FEATURE_OBJECT_MOTION;
|
|
}
|
|
}
|
|
if (object->get_is_shadow_catcher() && !geom->is_light()) {
|
|
kernel_features |= KERNEL_FEATURE_SHADOW_CATCHER;
|
|
}
|
|
if (geom->is_hair()) {
|
|
kernel_features |= KERNEL_FEATURE_HAIR;
|
|
}
|
|
else if (geom->is_pointcloud()) {
|
|
kernel_features |= KERNEL_FEATURE_POINTCLOUD;
|
|
}
|
|
else if (geom->is_light()) {
|
|
const Light *light = static_cast<const Light *>(object->get_geometry());
|
|
if (light->get_use_caustics()) {
|
|
has_caustics_light = true;
|
|
}
|
|
}
|
|
if (object->has_light_linking()) {
|
|
kernel_features |= KERNEL_FEATURE_LIGHT_LINKING;
|
|
}
|
|
if (object->has_shadow_linking()) {
|
|
kernel_features |= KERNEL_FEATURE_SHADOW_LINKING;
|
|
}
|
|
}
|
|
|
|
dscene.data.integrator.use_caustics = false;
|
|
if (device->info.has_mnee && has_caustics_caster && has_caustics_receiver && has_caustics_light)
|
|
{
|
|
dscene.data.integrator.use_caustics = true;
|
|
kernel_features |= KERNEL_FEATURE_MNEE;
|
|
}
|
|
|
|
if (integrator->get_guiding_params(device).use) {
|
|
kernel_features |= KERNEL_FEATURE_PATH_GUIDING;
|
|
}
|
|
|
|
if (bake_manager->get_baking()) {
|
|
kernel_features |= KERNEL_FEATURE_BAKING;
|
|
}
|
|
|
|
kernel_features |= film->get_kernel_features(this);
|
|
kernel_features |= integrator->get_kernel_features();
|
|
kernel_features |= camera->get_kernel_features();
|
|
|
|
dscene.data.kernel_features = kernel_features;
|
|
|
|
/* Currently viewport render is faster with higher max_closures, needs
|
|
* investigating. */
|
|
const uint max_closures = (params.background) ? get_max_closure_count() : MAX_CLOSURE;
|
|
dscene.data.max_closures = max_closures;
|
|
dscene.data.max_shaders = shaders.size();
|
|
}
|
|
|
|
bool Scene::update(Progress &progress)
|
|
{
|
|
if (!need_update()) {
|
|
return false;
|
|
}
|
|
|
|
/* Upload scene data to the GPU. */
|
|
progress.set_status("Updating Scene");
|
|
MEM_GUARDED_CALL(&progress, device_update, device, progress);
|
|
|
|
return true;
|
|
}
|
|
|
|
bool Scene::update_camera_resolution(Progress &progress, int width, int height)
|
|
{
|
|
if (!camera->set_screen_size(width, height)) {
|
|
return false;
|
|
}
|
|
|
|
camera->device_update(device, &dscene, this);
|
|
|
|
progress.set_status("Updating Device", "Writing constant memory");
|
|
device->const_copy_to("data", &dscene.data, sizeof(dscene.data));
|
|
return true;
|
|
}
|
|
|
|
static void log_kernel_features(const uint features)
|
|
{
|
|
VLOG_INFO << "Requested features:\n";
|
|
VLOG_INFO << "Use BSDF " << string_from_bool(features & KERNEL_FEATURE_NODE_BSDF) << "\n";
|
|
VLOG_INFO << "Use Emission " << string_from_bool(features & KERNEL_FEATURE_NODE_EMISSION)
|
|
<< "\n";
|
|
VLOG_INFO << "Use Volume " << string_from_bool(features & KERNEL_FEATURE_NODE_VOLUME) << "\n";
|
|
VLOG_INFO << "Use Bump " << string_from_bool(features & KERNEL_FEATURE_NODE_BUMP) << "\n";
|
|
VLOG_INFO << "Use Voronoi " << string_from_bool(features & KERNEL_FEATURE_NODE_VORONOI_EXTRA)
|
|
<< "\n";
|
|
VLOG_INFO << "Use Shader Raytrace " << string_from_bool(features & KERNEL_FEATURE_NODE_RAYTRACE)
|
|
<< "\n";
|
|
VLOG_INFO << "Use MNEE " << string_from_bool(features & KERNEL_FEATURE_MNEE) << "\n";
|
|
VLOG_INFO << "Use Transparent " << string_from_bool(features & KERNEL_FEATURE_TRANSPARENT)
|
|
<< "\n";
|
|
VLOG_INFO << "Use Denoising " << string_from_bool(features & KERNEL_FEATURE_DENOISING) << "\n";
|
|
VLOG_INFO << "Use Path Tracing " << string_from_bool(features & KERNEL_FEATURE_PATH_TRACING)
|
|
<< "\n";
|
|
VLOG_INFO << "Use Hair " << string_from_bool(features & KERNEL_FEATURE_HAIR) << "\n";
|
|
VLOG_INFO << "Use Pointclouds " << string_from_bool(features & KERNEL_FEATURE_POINTCLOUD)
|
|
<< "\n";
|
|
VLOG_INFO << "Use Object Motion " << string_from_bool(features & KERNEL_FEATURE_OBJECT_MOTION)
|
|
<< "\n";
|
|
VLOG_INFO << "Use Baking " << string_from_bool(features & KERNEL_FEATURE_BAKING) << "\n";
|
|
VLOG_INFO << "Use Subsurface " << string_from_bool(features & KERNEL_FEATURE_SUBSURFACE) << "\n";
|
|
VLOG_INFO << "Use Volume " << string_from_bool(features & KERNEL_FEATURE_VOLUME) << "\n";
|
|
VLOG_INFO << "Use Shadow Catcher " << string_from_bool(features & KERNEL_FEATURE_SHADOW_CATCHER)
|
|
<< "\n";
|
|
}
|
|
|
|
bool Scene::load_kernels(Progress &progress)
|
|
{
|
|
const uint kernel_features = dscene.data.kernel_features;
|
|
|
|
if (!kernels_loaded || loaded_kernel_features != kernel_features) {
|
|
progress.set_status("Loading render kernels (may take a few minutes the first time)");
|
|
|
|
const scoped_timer timer;
|
|
|
|
log_kernel_features(kernel_features);
|
|
if (!device->load_kernels(kernel_features)) {
|
|
string message = device->error_message();
|
|
if (message.empty()) {
|
|
message = "Failed loading render kernel, see console for errors";
|
|
}
|
|
|
|
progress.set_error(message);
|
|
progress.set_status(message);
|
|
progress.set_update();
|
|
return false;
|
|
}
|
|
|
|
kernels_loaded = true;
|
|
loaded_kernel_features = kernel_features;
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
int Scene::get_max_closure_count()
|
|
{
|
|
if (shader_manager->use_osl()) {
|
|
/* OSL always needs the maximum as we can't predict the
|
|
* number of closures a shader might generate. */
|
|
return MAX_CLOSURE;
|
|
}
|
|
|
|
int max_closures = 0;
|
|
for (int i = 0; i < shaders.size(); i++) {
|
|
Shader *shader = shaders[i];
|
|
if (shader->reference_count()) {
|
|
const int num_closures = shader->graph->get_num_closures();
|
|
max_closures = max(max_closures, num_closures);
|
|
}
|
|
}
|
|
max_closure_global = max(max_closure_global, max_closures);
|
|
|
|
if (max_closure_global > MAX_CLOSURE) {
|
|
/* This is usually harmless as more complex shader tend to get many
|
|
* closures discarded due to mixing or low weights. We need to limit
|
|
* to MAX_CLOSURE as this is hardcoded in CPU/mega kernels, and it
|
|
* avoids excessive memory usage for split kernels. */
|
|
VLOG_WARNING << "Maximum number of closures exceeded: " << max_closure_global << " > "
|
|
<< MAX_CLOSURE;
|
|
|
|
max_closure_global = MAX_CLOSURE;
|
|
}
|
|
|
|
return max_closure_global;
|
|
}
|
|
|
|
int Scene::get_volume_stack_size() const
|
|
{
|
|
int volume_stack_size = 0;
|
|
|
|
/* Space for background volume and terminator.
|
|
* Don't do optional here because camera ray initialization expects that there
|
|
* is space for at least those elements (avoiding extra condition to check if
|
|
* there is actual volume or not).
|
|
*/
|
|
volume_stack_size += 2;
|
|
|
|
/* Quick non-expensive check. Can over-estimate maximum possible nested level,
|
|
* but does not require expensive calculation during pre-processing. */
|
|
bool has_volume_object = false;
|
|
for (const Object *object : objects) {
|
|
if (!object->get_geometry()->has_volume) {
|
|
continue;
|
|
}
|
|
|
|
if (object->intersects_volume) {
|
|
/* Object intersects another volume, assume it's possible to go deeper in
|
|
* the stack. */
|
|
/* TODO(sergey): This might count nesting twice (A intersects B and B
|
|
* intersects A), but can't think of a computationally cheap algorithm.
|
|
* Dividing my 2 doesn't work because of Venn diagram example with 3
|
|
* circles. */
|
|
++volume_stack_size;
|
|
}
|
|
else if (!has_volume_object) {
|
|
/* Allocate space for at least one volume object. */
|
|
++volume_stack_size;
|
|
}
|
|
|
|
has_volume_object = true;
|
|
|
|
if (volume_stack_size == MAX_VOLUME_STACK_SIZE) {
|
|
break;
|
|
}
|
|
}
|
|
|
|
volume_stack_size = min(volume_stack_size, MAX_VOLUME_STACK_SIZE);
|
|
|
|
VLOG_WORK << "Detected required volume stack size " << volume_stack_size;
|
|
|
|
return volume_stack_size;
|
|
}
|
|
|
|
bool Scene::has_shadow_catcher()
|
|
{
|
|
if (shadow_catcher_modified_) {
|
|
has_shadow_catcher_ = false;
|
|
for (Object *object : objects) {
|
|
/* Shadow catcher flags on lights only controls effect on other objects, it's
|
|
* not catching shadows itself. This is on by default, so ignore to avoid
|
|
* performance impact when there is no actual shadow catcher. */
|
|
if (object->get_is_shadow_catcher() && !object->get_geometry()->is_light()) {
|
|
has_shadow_catcher_ = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
shadow_catcher_modified_ = false;
|
|
}
|
|
|
|
return has_shadow_catcher_;
|
|
}
|
|
|
|
void Scene::tag_shadow_catcher_modified()
|
|
{
|
|
shadow_catcher_modified_ = true;
|
|
}
|
|
|
|
template<> Light *Scene::create_node<Light>()
|
|
{
|
|
unique_ptr<Light> node = make_unique<Light>();
|
|
Light *node_ptr = node.get();
|
|
node->set_owner(this);
|
|
geometry.push_back(std::move(node));
|
|
light_manager->tag_update(this, LightManager::LIGHT_ADDED);
|
|
return node_ptr;
|
|
}
|
|
|
|
template<> Mesh *Scene::create_node<Mesh>()
|
|
{
|
|
unique_ptr<Mesh> node = make_unique<Mesh>();
|
|
Mesh *node_ptr = node.get();
|
|
node->set_owner(this);
|
|
geometry.push_back(std::move(node));
|
|
geometry_manager->tag_update(this, GeometryManager::MESH_ADDED);
|
|
return node_ptr;
|
|
}
|
|
|
|
template<> Hair *Scene::create_node<Hair>()
|
|
{
|
|
unique_ptr<Hair> node = make_unique<Hair>();
|
|
Hair *node_ptr = node.get();
|
|
node->set_owner(this);
|
|
geometry.push_back(std::move(node));
|
|
geometry_manager->tag_update(this, GeometryManager::HAIR_ADDED);
|
|
return node_ptr;
|
|
}
|
|
|
|
template<> Volume *Scene::create_node<Volume>()
|
|
{
|
|
unique_ptr<Volume> node = make_unique<Volume>();
|
|
Volume *node_ptr = node.get();
|
|
node->set_owner(this);
|
|
geometry.push_back(std::move(node));
|
|
geometry_manager->tag_update(this, GeometryManager::MESH_ADDED);
|
|
return node_ptr;
|
|
}
|
|
|
|
template<> PointCloud *Scene::create_node<PointCloud>()
|
|
{
|
|
unique_ptr<PointCloud> node = make_unique<PointCloud>();
|
|
PointCloud *node_ptr = node.get();
|
|
node->set_owner(this);
|
|
geometry.push_back(std::move(node));
|
|
geometry_manager->tag_update(this, GeometryManager::POINT_ADDED);
|
|
return node_ptr;
|
|
}
|
|
|
|
template<> Object *Scene::create_node<Object>()
|
|
{
|
|
unique_ptr<Object> node = make_unique<Object>();
|
|
Object *node_ptr = node.get();
|
|
node->set_owner(this);
|
|
objects.push_back(std::move(node));
|
|
object_manager->tag_update(this, ObjectManager::OBJECT_ADDED);
|
|
return node_ptr;
|
|
}
|
|
|
|
template<> ParticleSystem *Scene::create_node<ParticleSystem>()
|
|
{
|
|
unique_ptr<ParticleSystem> node = make_unique<ParticleSystem>();
|
|
ParticleSystem *node_ptr = node.get();
|
|
node->set_owner(this);
|
|
particle_systems.push_back(std::move(node));
|
|
particle_system_manager->tag_update(this);
|
|
return node_ptr;
|
|
}
|
|
|
|
template<> Shader *Scene::create_node<Shader>()
|
|
{
|
|
unique_ptr<Shader> node = make_unique<Shader>();
|
|
Shader *node_ptr = node.get();
|
|
node->set_owner(this);
|
|
shaders.push_back(std::move(node));
|
|
shader_manager->tag_update(this, ShaderManager::SHADER_ADDED);
|
|
return node_ptr;
|
|
}
|
|
|
|
template<> AlembicProcedural *Scene::create_node<AlembicProcedural>()
|
|
{
|
|
#ifdef WITH_ALEMBIC
|
|
unique_ptr<AlembicProcedural> node = make_unique<AlembicProcedural>();
|
|
AlembicProcedural *node_ptr = node.get();
|
|
node->set_owner(this);
|
|
procedurals.push_back(std::move(node));
|
|
procedural_manager->tag_update();
|
|
return node_ptr;
|
|
#else
|
|
return nullptr;
|
|
#endif
|
|
}
|
|
|
|
template<> Pass *Scene::create_node<Pass>()
|
|
{
|
|
unique_ptr<Pass> node = make_unique<Pass>();
|
|
Pass *node_ptr = node.get();
|
|
node->set_owner(this);
|
|
passes.push_back(std::move(node));
|
|
film->tag_modified();
|
|
return node_ptr;
|
|
}
|
|
|
|
template<> Camera *Scene::create_node<Camera>()
|
|
{
|
|
unique_ptr<Camera> node = make_unique<Camera>();
|
|
Camera *node_ptr = node.get();
|
|
node->set_owner(this);
|
|
cameras.push_back(std::move(node));
|
|
return node_ptr;
|
|
}
|
|
|
|
template<> Integrator *Scene::create_node<Integrator>()
|
|
{
|
|
unique_ptr<Integrator> node = make_unique<Integrator>();
|
|
Integrator *node_ptr = node.get();
|
|
node->set_owner(this);
|
|
integrators.push_back(std::move(node));
|
|
return node_ptr;
|
|
}
|
|
|
|
template<> Background *Scene::create_node<Background>()
|
|
{
|
|
unique_ptr<Background> node = make_unique<Background>();
|
|
Background *node_ptr = node.get();
|
|
node->set_owner(this);
|
|
backgrounds.push_back(std::move(node));
|
|
return node_ptr;
|
|
}
|
|
|
|
template<> Film *Scene::create_node<Film>()
|
|
{
|
|
unique_ptr<Film> node = make_unique<Film>();
|
|
Film *node_ptr = node.get();
|
|
node->set_owner(this);
|
|
films.push_back(std::move(node));
|
|
return node_ptr;
|
|
}
|
|
|
|
template<> void Scene::delete_node(Light *node)
|
|
{
|
|
assert(node->get_owner() == this);
|
|
geometry.erase_by_swap(node);
|
|
light_manager->tag_update(this, LightManager::LIGHT_REMOVED);
|
|
}
|
|
|
|
template<> void Scene::delete_node(Mesh *node)
|
|
{
|
|
assert(node->get_owner() == this);
|
|
geometry.erase_by_swap(node);
|
|
geometry_manager->tag_update(this, GeometryManager::MESH_REMOVED);
|
|
}
|
|
|
|
template<> void Scene::delete_node(Hair *node)
|
|
{
|
|
assert(node->get_owner() == this);
|
|
geometry.erase_by_swap(node);
|
|
geometry_manager->tag_update(this, GeometryManager::HAIR_REMOVED);
|
|
}
|
|
|
|
template<> void Scene::delete_node(Volume *node)
|
|
{
|
|
assert(node->get_owner() == this);
|
|
geometry.erase_by_swap(node);
|
|
geometry_manager->tag_update(this, GeometryManager::MESH_REMOVED);
|
|
}
|
|
|
|
template<> void Scene::delete_node(PointCloud *node)
|
|
{
|
|
assert(node->get_owner() == this);
|
|
geometry.erase_by_swap(node);
|
|
geometry_manager->tag_update(this, GeometryManager::POINT_REMOVED);
|
|
}
|
|
|
|
template<> void Scene::delete_node(Geometry *node)
|
|
{
|
|
assert(node->get_owner() == this);
|
|
|
|
uint flag;
|
|
if (node->is_hair()) {
|
|
flag = GeometryManager::HAIR_REMOVED;
|
|
}
|
|
else {
|
|
flag = GeometryManager::MESH_REMOVED;
|
|
}
|
|
|
|
geometry.erase_by_swap(node);
|
|
geometry_manager->tag_update(this, flag);
|
|
}
|
|
|
|
template<> void Scene::delete_node(Object *node)
|
|
{
|
|
assert(node->get_owner() == this);
|
|
objects.erase_by_swap(node);
|
|
object_manager->tag_update(this, ObjectManager::OBJECT_REMOVED);
|
|
}
|
|
|
|
template<> void Scene::delete_node(ParticleSystem *node)
|
|
{
|
|
assert(node->get_owner() == this);
|
|
particle_systems.erase_by_swap(node);
|
|
particle_system_manager->tag_update(this);
|
|
}
|
|
|
|
template<> void Scene::delete_node(Shader *node)
|
|
{
|
|
assert(node->get_owner() == this);
|
|
/* don't delete unused shaders, not supported */
|
|
node->clear_reference_count();
|
|
}
|
|
|
|
template<> void Scene::delete_node(Procedural *node)
|
|
{
|
|
assert(node->get_owner() == this);
|
|
procedurals.erase_by_swap(node);
|
|
procedural_manager->tag_update();
|
|
}
|
|
|
|
template<> void Scene::delete_node(AlembicProcedural *node)
|
|
{
|
|
#ifdef WITH_ALEMBIC
|
|
delete_node(static_cast<Procedural *>(node));
|
|
#else
|
|
(void)node;
|
|
#endif
|
|
}
|
|
|
|
template<> void Scene::delete_node(Pass *node)
|
|
{
|
|
assert(node->get_owner() == this);
|
|
passes.erase_by_swap(node);
|
|
film->tag_modified();
|
|
}
|
|
|
|
template<typename T> static void assert_same_owner(const set<T *> &nodes, const NodeOwner *owner)
|
|
{
|
|
#ifdef NDEBUG
|
|
(void)nodes;
|
|
(void)owner;
|
|
#else
|
|
for (const T *node : nodes) {
|
|
assert(node->get_owner() == owner);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
template<> void Scene::delete_nodes(const set<Geometry *> &nodes, const NodeOwner *owner)
|
|
{
|
|
assert_same_owner(nodes, owner);
|
|
geometry.erase_in_set(nodes);
|
|
geometry_manager->tag_update(this, GeometryManager::GEOMETRY_REMOVED);
|
|
light_manager->tag_update(this, LightManager::LIGHT_REMOVED);
|
|
}
|
|
|
|
template<> void Scene::delete_nodes(const set<Object *> &nodes, const NodeOwner *owner)
|
|
{
|
|
assert_same_owner(nodes, owner);
|
|
objects.erase_in_set(nodes);
|
|
object_manager->tag_update(this, ObjectManager::OBJECT_REMOVED);
|
|
}
|
|
|
|
template<> void Scene::delete_nodes(const set<ParticleSystem *> &nodes, const NodeOwner *owner)
|
|
{
|
|
assert_same_owner(nodes, owner);
|
|
particle_systems.erase_in_set(nodes);
|
|
particle_system_manager->tag_update(this);
|
|
}
|
|
|
|
template<> void Scene::delete_nodes(const set<Shader *> &nodes, const NodeOwner * /*owner*/)
|
|
{
|
|
/* don't delete unused shaders, not supported */
|
|
for (Shader *shader : nodes) {
|
|
shader->clear_reference_count();
|
|
}
|
|
}
|
|
|
|
template<> void Scene::delete_nodes(const set<Procedural *> &nodes, const NodeOwner *owner)
|
|
{
|
|
assert_same_owner(nodes, owner);
|
|
procedurals.erase_in_set(nodes);
|
|
procedural_manager->tag_update();
|
|
}
|
|
|
|
template<> void Scene::delete_nodes(const set<Pass *> &nodes, const NodeOwner *owner)
|
|
{
|
|
assert_same_owner(nodes, owner);
|
|
passes.erase_in_set(nodes);
|
|
film->tag_modified();
|
|
}
|
|
|
|
CCL_NAMESPACE_END
|