1136 lines
34 KiB
C++
1136 lines
34 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 "bvh/bvh.h"
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#include "device/device.h"
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#include "scene/attribute.h"
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#include "scene/camera.h"
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#include "scene/geometry.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/osl.h"
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#include "scene/pointcloud.h"
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#include "scene/scene.h"
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#include "scene/shader.h"
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#include "scene/shader_nodes.h"
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#include "scene/stats.h"
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#include "scene/volume.h"
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#include "subd/patch_table.h"
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#include "subd/split.h"
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#ifdef WITH_OSL
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# include "kernel/osl/globals.h"
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#endif
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#include "util/log.h"
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#include "util/progress.h"
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#include "util/task.h"
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CCL_NAMESPACE_BEGIN
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/* Geometry */
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NODE_ABSTRACT_DEFINE(Geometry)
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{
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NodeType *type = NodeType::add("geometry_base", nullptr);
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SOCKET_UINT(motion_steps, "Motion Steps", 3);
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SOCKET_BOOLEAN(use_motion_blur, "Use Motion Blur", false);
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SOCKET_NODE_ARRAY(used_shaders, "Shaders", Shader::get_node_type());
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return type;
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}
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Geometry::Geometry(const NodeType *node_type, const Type type)
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: Node(node_type), geometry_type(type), attributes(this, ATTR_PRIM_GEOMETRY)
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{
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need_update_rebuild = false;
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need_update_bvh_for_offset = false;
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transform_applied = false;
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transform_negative_scaled = false;
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transform_normal = transform_identity();
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bounds = BoundBox::empty;
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has_volume = false;
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has_surface_bssrdf = false;
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bvh = nullptr;
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attr_map_offset = 0;
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prim_offset = 0;
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}
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Geometry::~Geometry()
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{
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dereference_all_used_nodes();
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delete bvh;
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}
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void Geometry::clear(bool preserve_shaders)
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{
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if (!preserve_shaders) {
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used_shaders.clear();
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}
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transform_applied = false;
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transform_negative_scaled = false;
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transform_normal = transform_identity();
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tag_modified();
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}
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float Geometry::motion_time(int step) const
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{
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return (motion_steps > 1) ? 2.0f * step / (motion_steps - 1) - 1.0f : 0.0f;
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}
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int Geometry::motion_step(float time) const
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{
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if (motion_steps > 1) {
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int attr_step = 0;
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for (int step = 0; step < motion_steps; step++) {
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float step_time = motion_time(step);
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if (step_time == time) {
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return attr_step;
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}
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/* Center step is stored in a separate attribute. */
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if (step != motion_steps / 2) {
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attr_step++;
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}
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}
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}
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return -1;
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}
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bool Geometry::need_build_bvh(BVHLayout layout) const
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{
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return is_instanced() || layout == BVH_LAYOUT_OPTIX || layout == BVH_LAYOUT_MULTI_OPTIX ||
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layout == BVH_LAYOUT_METAL || layout == BVH_LAYOUT_MULTI_OPTIX_EMBREE ||
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layout == BVH_LAYOUT_MULTI_METAL || layout == BVH_LAYOUT_MULTI_METAL_EMBREE ||
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layout == BVH_LAYOUT_HIPRT || layout == BVH_LAYOUT_MULTI_HIPRT ||
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layout == BVH_LAYOUT_MULTI_HIPRT_EMBREE || layout == BVH_LAYOUT_EMBREEGPU ||
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layout == BVH_LAYOUT_MULTI_EMBREEGPU || layout == BVH_LAYOUT_MULTI_EMBREEGPU_EMBREE;
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}
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bool Geometry::is_instanced() const
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{
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/* Currently we treat subsurface objects as instanced.
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*
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* While it might be not very optimal for ray traversal, it avoids having
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* duplicated BVH in the memory, saving quite some space.
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*/
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return !transform_applied || has_surface_bssrdf;
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}
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bool Geometry::has_true_displacement() const
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{
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for (Node *node : used_shaders) {
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Shader *shader = static_cast<Shader *>(node);
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if (shader->has_displacement && shader->get_displacement_method() != DISPLACE_BUMP) {
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return true;
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}
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}
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return false;
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}
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bool Geometry::has_motion_blur() const
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{
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return (use_motion_blur && attributes.find(ATTR_STD_MOTION_VERTEX_POSITION));
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}
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void Geometry::tag_update(Scene *scene, bool rebuild)
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{
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if (rebuild) {
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need_update_rebuild = true;
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scene->light_manager->tag_update(scene, LightManager::MESH_NEED_REBUILD);
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}
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else {
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for (Node *node : used_shaders) {
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Shader *shader = static_cast<Shader *>(node);
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if (shader->emission_sampling != EMISSION_SAMPLING_NONE) {
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scene->light_manager->tag_update(scene, LightManager::EMISSIVE_MESH_MODIFIED);
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break;
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}
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}
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}
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scene->geometry_manager->tag_update(scene, GeometryManager::GEOMETRY_MODIFIED);
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}
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void Geometry::tag_bvh_update(bool rebuild)
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{
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tag_modified();
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if (rebuild) {
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need_update_rebuild = true;
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}
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}
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/* Geometry Manager */
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GeometryManager::GeometryManager()
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{
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update_flags = UPDATE_ALL;
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need_flags_update = true;
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}
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GeometryManager::~GeometryManager() = default;
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void GeometryManager::update_osl_globals(Device *device, Scene *scene)
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{
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#ifdef WITH_OSL
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OSLGlobals *og = (OSLGlobals *)device->get_cpu_osl_memory();
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if (og == nullptr) {
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/* Can happen when rendering with multiple GPUs, but no CPU (in which case the name maps filled
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* below are not used anyway) */
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return;
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}
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og->object_name_map.clear();
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og->object_names.clear();
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for (size_t i = 0; i < scene->objects.size(); i++) {
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/* set object name to object index map */
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Object *object = scene->objects[i];
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og->object_name_map[object->name] = i;
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og->object_names.push_back(object->name);
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}
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#else
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(void)device;
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(void)scene;
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#endif
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}
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static void update_device_flags_attribute(uint32_t &device_update_flags,
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const AttributeSet &attributes)
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{
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for (const Attribute &attr : attributes.attributes) {
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if (!attr.modified) {
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continue;
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}
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AttrKernelDataType kernel_type = Attribute::kernel_type(attr);
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switch (kernel_type) {
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case AttrKernelDataType::FLOAT: {
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device_update_flags |= ATTR_FLOAT_MODIFIED;
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break;
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}
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case AttrKernelDataType::FLOAT2: {
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device_update_flags |= ATTR_FLOAT2_MODIFIED;
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break;
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}
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case AttrKernelDataType::FLOAT3: {
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device_update_flags |= ATTR_FLOAT3_MODIFIED;
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break;
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}
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case AttrKernelDataType::FLOAT4: {
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device_update_flags |= ATTR_FLOAT4_MODIFIED;
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break;
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}
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case AttrKernelDataType::UCHAR4: {
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device_update_flags |= ATTR_UCHAR4_MODIFIED;
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break;
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}
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case AttrKernelDataType::NUM: {
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break;
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}
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}
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}
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}
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static void update_attribute_realloc_flags(uint32_t &device_update_flags,
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const AttributeSet &attributes)
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{
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if (attributes.modified(AttrKernelDataType::FLOAT)) {
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device_update_flags |= ATTR_FLOAT_NEEDS_REALLOC;
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}
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if (attributes.modified(AttrKernelDataType::FLOAT2)) {
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device_update_flags |= ATTR_FLOAT2_NEEDS_REALLOC;
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}
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if (attributes.modified(AttrKernelDataType::FLOAT3)) {
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device_update_flags |= ATTR_FLOAT3_NEEDS_REALLOC;
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}
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if (attributes.modified(AttrKernelDataType::FLOAT4)) {
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device_update_flags |= ATTR_FLOAT4_NEEDS_REALLOC;
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}
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if (attributes.modified(AttrKernelDataType::UCHAR4)) {
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device_update_flags |= ATTR_UCHAR4_NEEDS_REALLOC;
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}
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}
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void GeometryManager::geom_calc_offset(Scene *scene, BVHLayout bvh_layout)
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{
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size_t vert_size = 0;
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size_t tri_size = 0;
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size_t curve_size = 0;
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size_t curve_key_size = 0;
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size_t curve_segment_size = 0;
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size_t point_size = 0;
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size_t patch_size = 0;
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size_t face_size = 0;
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size_t corner_size = 0;
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for (Geometry *geom : scene->geometry) {
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bool prim_offset_changed = false;
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if (geom->is_mesh() || geom->is_volume()) {
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Mesh *mesh = static_cast<Mesh *>(geom);
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prim_offset_changed = (mesh->prim_offset != tri_size);
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mesh->vert_offset = vert_size;
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mesh->prim_offset = tri_size;
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mesh->patch_offset = patch_size;
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mesh->face_offset = face_size;
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mesh->corner_offset = corner_size;
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vert_size += mesh->verts.size();
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tri_size += mesh->num_triangles();
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if (mesh->get_num_subd_faces()) {
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Mesh::SubdFace last = mesh->get_subd_face(mesh->get_num_subd_faces() - 1);
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patch_size += (last.ptex_offset + last.num_ptex_faces()) * 8;
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/* patch tables are stored in same array so include them in patch_size */
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if (mesh->patch_table) {
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mesh->patch_table_offset = patch_size;
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patch_size += mesh->patch_table->total_size();
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}
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}
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face_size += mesh->get_num_subd_faces();
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corner_size += mesh->subd_face_corners.size();
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}
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else if (geom->is_hair()) {
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Hair *hair = static_cast<Hair *>(geom);
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prim_offset_changed = (hair->curve_segment_offset != curve_segment_size);
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hair->curve_key_offset = curve_key_size;
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hair->curve_segment_offset = curve_segment_size;
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hair->prim_offset = curve_size;
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curve_size += hair->num_curves();
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curve_key_size += hair->get_curve_keys().size();
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curve_segment_size += hair->num_segments();
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}
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else if (geom->is_pointcloud()) {
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PointCloud *pointcloud = static_cast<PointCloud *>(geom);
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prim_offset_changed = (pointcloud->prim_offset != point_size);
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pointcloud->prim_offset = point_size;
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point_size += pointcloud->num_points();
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}
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if (prim_offset_changed) {
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/* Need to rebuild BVH in OptiX, since refit only allows modified mesh data there */
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const bool has_optix_bvh = bvh_layout == BVH_LAYOUT_OPTIX ||
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bvh_layout == BVH_LAYOUT_MULTI_OPTIX ||
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bvh_layout == BVH_LAYOUT_MULTI_OPTIX_EMBREE;
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geom->need_update_rebuild |= has_optix_bvh;
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geom->need_update_bvh_for_offset = true;
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}
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}
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}
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void GeometryManager::device_update_preprocess(Device *device, Scene *scene, Progress &progress)
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{
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if (!need_update() && !need_flags_update) {
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return;
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}
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uint32_t device_update_flags = 0;
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scoped_callback_timer timer([scene](double time) {
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if (scene->update_stats) {
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scene->update_stats->geometry.times.add_entry({"device_update_preprocess", time});
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}
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});
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progress.set_status("Updating Meshes Flags");
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/* Update flags. */
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bool volume_images_updated = false;
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for (Geometry *geom : scene->geometry) {
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geom->has_volume = false;
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update_attribute_realloc_flags(device_update_flags, geom->attributes);
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if (geom->is_mesh()) {
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Mesh *mesh = static_cast<Mesh *>(geom);
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update_attribute_realloc_flags(device_update_flags, mesh->subd_attributes);
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}
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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->has_volume) {
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geom->has_volume = true;
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}
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if (shader->has_surface_bssrdf) {
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geom->has_surface_bssrdf = true;
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}
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if (shader->need_update_uvs) {
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device_update_flags |= ATTR_FLOAT2_NEEDS_REALLOC;
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/* Attributes might need to be tessellated if added. */
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if (geom->is_mesh()) {
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Mesh *mesh = static_cast<Mesh *>(geom);
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if (mesh->need_tesselation()) {
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mesh->tag_modified();
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}
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}
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}
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if (shader->need_update_attribute) {
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device_update_flags |= ATTRS_NEED_REALLOC;
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/* Attributes might need to be tessellated if added. */
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if (geom->is_mesh()) {
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Mesh *mesh = static_cast<Mesh *>(geom);
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if (mesh->need_tesselation()) {
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mesh->tag_modified();
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}
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}
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}
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if (shader->need_update_displacement) {
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/* tag displacement related sockets as modified */
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if (geom->is_mesh()) {
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Mesh *mesh = static_cast<Mesh *>(geom);
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mesh->tag_verts_modified();
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mesh->tag_subd_dicing_rate_modified();
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mesh->tag_subd_max_level_modified();
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mesh->tag_subd_objecttoworld_modified();
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device_update_flags |= ATTRS_NEED_REALLOC;
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}
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}
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}
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/* only check for modified attributes if we do not need to reallocate them already */
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if ((device_update_flags & ATTRS_NEED_REALLOC) == 0) {
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update_device_flags_attribute(device_update_flags, geom->attributes);
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/* don't check for subd_attributes, as if they were modified, we would need to reallocate
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* anyway */
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}
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/* Re-create volume mesh if we will rebuild or refit the BVH. Note we
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* should only do it in that case, otherwise the BVH and mesh can go
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* out of sync. */
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if (geom->is_modified() && geom->is_volume()) {
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/* Create volume meshes if there is voxel data. */
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if (!volume_images_updated) {
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progress.set_status("Updating Meshes Volume Bounds");
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device_update_volume_images(device, scene, progress);
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volume_images_updated = true;
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}
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Volume *volume = static_cast<Volume *>(geom);
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create_volume_mesh(scene, volume, progress);
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/* always reallocate when we have a volume, as we need to rebuild the BVH */
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device_update_flags |= DEVICE_MESH_DATA_NEEDS_REALLOC;
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}
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if (geom->is_hair()) {
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/* Set curve shape, still a global scene setting for now. */
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Hair *hair = static_cast<Hair *>(geom);
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hair->curve_shape = scene->params.hair_shape;
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if (hair->need_update_rebuild) {
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device_update_flags |= DEVICE_CURVE_DATA_NEEDS_REALLOC;
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}
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else if (hair->is_modified()) {
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device_update_flags |= DEVICE_CURVE_DATA_MODIFIED;
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}
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}
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if (geom->is_mesh()) {
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Mesh *mesh = static_cast<Mesh *>(geom);
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if (mesh->need_update_rebuild) {
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device_update_flags |= DEVICE_MESH_DATA_NEEDS_REALLOC;
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}
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else if (mesh->is_modified()) {
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device_update_flags |= DEVICE_MESH_DATA_MODIFIED;
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}
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}
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if (geom->is_pointcloud()) {
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PointCloud *pointcloud = static_cast<PointCloud *>(geom);
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if (pointcloud->need_update_rebuild) {
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device_update_flags |= DEVICE_POINT_DATA_NEEDS_REALLOC;
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}
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else if (pointcloud->is_modified()) {
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device_update_flags |= DEVICE_POINT_DATA_MODIFIED;
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}
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}
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}
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if (update_flags & (MESH_ADDED | MESH_REMOVED)) {
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device_update_flags |= DEVICE_MESH_DATA_NEEDS_REALLOC;
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}
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if (update_flags & (HAIR_ADDED | HAIR_REMOVED)) {
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device_update_flags |= DEVICE_CURVE_DATA_NEEDS_REALLOC;
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}
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if (update_flags & (POINT_ADDED | POINT_REMOVED)) {
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device_update_flags |= DEVICE_POINT_DATA_NEEDS_REALLOC;
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}
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/* tag the device arrays for reallocation or modification */
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DeviceScene *dscene = &scene->dscene;
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if (device_update_flags & (DEVICE_MESH_DATA_NEEDS_REALLOC | DEVICE_CURVE_DATA_NEEDS_REALLOC |
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DEVICE_POINT_DATA_NEEDS_REALLOC))
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{
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delete scene->bvh;
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scene->bvh = nullptr;
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dscene->bvh_nodes.tag_realloc();
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dscene->bvh_leaf_nodes.tag_realloc();
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dscene->object_node.tag_realloc();
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dscene->prim_type.tag_realloc();
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dscene->prim_visibility.tag_realloc();
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dscene->prim_index.tag_realloc();
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dscene->prim_object.tag_realloc();
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dscene->prim_time.tag_realloc();
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if (device_update_flags & DEVICE_MESH_DATA_NEEDS_REALLOC) {
|
|
dscene->tri_verts.tag_realloc();
|
|
dscene->tri_vnormal.tag_realloc();
|
|
dscene->tri_vindex.tag_realloc();
|
|
dscene->tri_patch.tag_realloc();
|
|
dscene->tri_patch_uv.tag_realloc();
|
|
dscene->tri_shader.tag_realloc();
|
|
dscene->patches.tag_realloc();
|
|
}
|
|
|
|
if (device_update_flags & DEVICE_CURVE_DATA_NEEDS_REALLOC) {
|
|
dscene->curves.tag_realloc();
|
|
dscene->curve_keys.tag_realloc();
|
|
dscene->curve_segments.tag_realloc();
|
|
}
|
|
|
|
if (device_update_flags & DEVICE_POINT_DATA_NEEDS_REALLOC) {
|
|
dscene->points.tag_realloc();
|
|
dscene->points_shader.tag_realloc();
|
|
}
|
|
}
|
|
|
|
if ((update_flags & VISIBILITY_MODIFIED) != 0) {
|
|
dscene->prim_visibility.tag_modified();
|
|
}
|
|
|
|
if (device_update_flags & ATTR_FLOAT_NEEDS_REALLOC) {
|
|
dscene->attributes_map.tag_realloc();
|
|
dscene->attributes_float.tag_realloc();
|
|
}
|
|
else if (device_update_flags & ATTR_FLOAT_MODIFIED) {
|
|
dscene->attributes_float.tag_modified();
|
|
}
|
|
|
|
if (device_update_flags & ATTR_FLOAT2_NEEDS_REALLOC) {
|
|
dscene->attributes_map.tag_realloc();
|
|
dscene->attributes_float2.tag_realloc();
|
|
}
|
|
else if (device_update_flags & ATTR_FLOAT2_MODIFIED) {
|
|
dscene->attributes_float2.tag_modified();
|
|
}
|
|
|
|
if (device_update_flags & ATTR_FLOAT3_NEEDS_REALLOC) {
|
|
dscene->attributes_map.tag_realloc();
|
|
dscene->attributes_float3.tag_realloc();
|
|
}
|
|
else if (device_update_flags & ATTR_FLOAT3_MODIFIED) {
|
|
dscene->attributes_float3.tag_modified();
|
|
}
|
|
|
|
if (device_update_flags & ATTR_FLOAT4_NEEDS_REALLOC) {
|
|
dscene->attributes_map.tag_realloc();
|
|
dscene->attributes_float4.tag_realloc();
|
|
}
|
|
else if (device_update_flags & ATTR_FLOAT4_MODIFIED) {
|
|
dscene->attributes_float4.tag_modified();
|
|
}
|
|
|
|
if (device_update_flags & ATTR_UCHAR4_NEEDS_REALLOC) {
|
|
dscene->attributes_map.tag_realloc();
|
|
dscene->attributes_uchar4.tag_realloc();
|
|
}
|
|
else if (device_update_flags & ATTR_UCHAR4_MODIFIED) {
|
|
dscene->attributes_uchar4.tag_modified();
|
|
}
|
|
|
|
if (device_update_flags & DEVICE_MESH_DATA_MODIFIED) {
|
|
/* if anything else than vertices or shaders are modified, we would need to reallocate, so
|
|
* these are the only arrays that can be updated */
|
|
dscene->tri_verts.tag_modified();
|
|
dscene->tri_vnormal.tag_modified();
|
|
dscene->tri_shader.tag_modified();
|
|
}
|
|
|
|
if (device_update_flags & DEVICE_CURVE_DATA_MODIFIED) {
|
|
dscene->curve_keys.tag_modified();
|
|
dscene->curves.tag_modified();
|
|
dscene->curve_segments.tag_modified();
|
|
}
|
|
|
|
if (device_update_flags & DEVICE_POINT_DATA_MODIFIED) {
|
|
dscene->points.tag_modified();
|
|
dscene->points_shader.tag_modified();
|
|
}
|
|
|
|
need_flags_update = false;
|
|
}
|
|
|
|
void GeometryManager::device_update_displacement_images(Device *device,
|
|
Scene *scene,
|
|
Progress &progress)
|
|
{
|
|
progress.set_status("Updating Displacement Images");
|
|
TaskPool pool;
|
|
ImageManager *image_manager = scene->image_manager;
|
|
set<int> bump_images;
|
|
#ifdef WITH_OSL
|
|
bool has_osl_node = false;
|
|
#endif
|
|
for (Geometry *geom : scene->geometry) {
|
|
if (geom->is_modified()) {
|
|
/* Geometry-level check for hair shadow transparency.
|
|
* This matches the logic in the `Hair::update_shadow_transparency()`, avoiding access to
|
|
* possible non-loaded images. */
|
|
bool need_shadow_transparency = false;
|
|
if (geom->is_hair()) {
|
|
Hair *hair = static_cast<Hair *>(geom);
|
|
need_shadow_transparency = hair->need_shadow_transparency();
|
|
}
|
|
|
|
for (Node *node : geom->get_used_shaders()) {
|
|
Shader *shader = static_cast<Shader *>(node);
|
|
const bool is_true_displacement = (shader->has_displacement &&
|
|
shader->get_displacement_method() != DISPLACE_BUMP);
|
|
if (!is_true_displacement && !need_shadow_transparency) {
|
|
continue;
|
|
}
|
|
for (ShaderNode *node : shader->graph->nodes) {
|
|
#ifdef WITH_OSL
|
|
if (node->special_type == SHADER_SPECIAL_TYPE_OSL) {
|
|
has_osl_node = true;
|
|
}
|
|
#endif
|
|
if (node->special_type != SHADER_SPECIAL_TYPE_IMAGE_SLOT) {
|
|
continue;
|
|
}
|
|
|
|
ImageSlotTextureNode *image_node = static_cast<ImageSlotTextureNode *>(node);
|
|
for (int i = 0; i < image_node->handle.num_tiles(); i++) {
|
|
const int slot = image_node->handle.svm_slot(i);
|
|
if (slot != -1) {
|
|
bump_images.insert(slot);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
#ifdef WITH_OSL
|
|
/* If any OSL node is used for displacement, it may reference a texture. But it's
|
|
* unknown which ones, so have to load them all. */
|
|
if (has_osl_node) {
|
|
OSLShaderManager::osl_image_slots(device, image_manager, bump_images);
|
|
}
|
|
#endif
|
|
|
|
for (int slot : bump_images) {
|
|
pool.push([image_manager, device, scene, slot, &progress] {
|
|
image_manager->device_update_slot(device, scene, slot, progress);
|
|
});
|
|
}
|
|
pool.wait_work();
|
|
}
|
|
|
|
void GeometryManager::device_update_volume_images(Device *device, Scene *scene, Progress &progress)
|
|
{
|
|
progress.set_status("Updating Volume Images");
|
|
TaskPool pool;
|
|
ImageManager *image_manager = scene->image_manager;
|
|
set<int> volume_images;
|
|
|
|
for (Geometry *geom : scene->geometry) {
|
|
if (!geom->is_modified()) {
|
|
continue;
|
|
}
|
|
|
|
for (Attribute &attr : geom->attributes.attributes) {
|
|
if (attr.element != ATTR_ELEMENT_VOXEL) {
|
|
continue;
|
|
}
|
|
|
|
ImageHandle &handle = attr.data_voxel();
|
|
/* We can build directly from OpenVDB data structures, no need to
|
|
* load such images early. */
|
|
if (!handle.vdb_loader()) {
|
|
const int slot = handle.svm_slot();
|
|
if (slot != -1) {
|
|
volume_images.insert(slot);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
for (int slot : volume_images) {
|
|
pool.push([image_manager, device, scene, slot, &progress] {
|
|
image_manager->device_update_slot(device, scene, slot, progress);
|
|
});
|
|
}
|
|
pool.wait_work();
|
|
}
|
|
|
|
void GeometryManager::device_update(Device *device,
|
|
DeviceScene *dscene,
|
|
Scene *scene,
|
|
Progress &progress)
|
|
{
|
|
if (!need_update()) {
|
|
return;
|
|
}
|
|
|
|
VLOG_INFO << "Total " << scene->geometry.size() << " meshes.";
|
|
|
|
bool true_displacement_used = false;
|
|
bool curve_shadow_transparency_used = false;
|
|
size_t total_tess_needed = 0;
|
|
|
|
{
|
|
scoped_callback_timer timer([scene](double time) {
|
|
if (scene->update_stats) {
|
|
scene->update_stats->geometry.times.add_entry({"device_update (normals)", time});
|
|
}
|
|
});
|
|
|
|
for (Geometry *geom : scene->geometry) {
|
|
if (geom->is_modified()) {
|
|
if (geom->is_mesh() || geom->is_volume()) {
|
|
Mesh *mesh = static_cast<Mesh *>(geom);
|
|
|
|
if (mesh->need_attribute(scene, ATTR_STD_POSITION_UNDISPLACED)) {
|
|
mesh->add_undisplaced();
|
|
}
|
|
|
|
/* Test if we need tessellation and setup normals if required. */
|
|
if (mesh->need_tesselation()) {
|
|
total_tess_needed++;
|
|
/* OPENSUBDIV Catmull-Clark does not make use of input normals and will overwrite them.
|
|
*/
|
|
#ifdef WITH_OPENSUBDIV
|
|
if (mesh->get_subdivision_type() != Mesh::SUBDIVISION_CATMULL_CLARK)
|
|
#endif
|
|
{
|
|
mesh->add_face_normals();
|
|
mesh->add_vertex_normals();
|
|
}
|
|
}
|
|
else {
|
|
mesh->add_face_normals();
|
|
mesh->add_vertex_normals();
|
|
}
|
|
|
|
/* Test if we need displacement. */
|
|
if (mesh->has_true_displacement()) {
|
|
true_displacement_used = true;
|
|
}
|
|
}
|
|
else if (geom->is_hair()) {
|
|
Hair *hair = static_cast<Hair *>(geom);
|
|
if (hair->need_shadow_transparency()) {
|
|
curve_shadow_transparency_used = true;
|
|
}
|
|
}
|
|
|
|
if (progress.get_cancel()) {
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (progress.get_cancel()) {
|
|
return;
|
|
}
|
|
|
|
/* Tessellate meshes that are using subdivision */
|
|
if (total_tess_needed) {
|
|
scoped_callback_timer timer([scene](double time) {
|
|
if (scene->update_stats) {
|
|
scene->update_stats->geometry.times.add_entry(
|
|
{"device_update (adaptive subdivision)", time});
|
|
}
|
|
});
|
|
|
|
Camera *dicing_camera = scene->dicing_camera;
|
|
dicing_camera->set_screen_size(dicing_camera->get_full_width(),
|
|
dicing_camera->get_full_height());
|
|
dicing_camera->update(scene);
|
|
|
|
size_t i = 0;
|
|
for (Geometry *geom : scene->geometry) {
|
|
if (!(geom->is_modified() && geom->is_mesh())) {
|
|
continue;
|
|
}
|
|
|
|
Mesh *mesh = static_cast<Mesh *>(geom);
|
|
if (mesh->need_tesselation()) {
|
|
string msg = "Tessellating ";
|
|
if (mesh->name.empty()) {
|
|
msg += string_printf("%u/%u", (uint)(i + 1), (uint)total_tess_needed);
|
|
}
|
|
else {
|
|
msg += string_printf(
|
|
"%s %u/%u", mesh->name.c_str(), (uint)(i + 1), (uint)total_tess_needed);
|
|
}
|
|
|
|
progress.set_status("Updating Mesh", msg);
|
|
|
|
mesh->subd_params->camera = dicing_camera;
|
|
DiagSplit dsplit(*mesh->subd_params);
|
|
mesh->tessellate(&dsplit);
|
|
|
|
i++;
|
|
|
|
if (progress.get_cancel()) {
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (progress.get_cancel()) {
|
|
return;
|
|
}
|
|
}
|
|
|
|
/* Update images needed for true displacement. */
|
|
if (true_displacement_used || curve_shadow_transparency_used) {
|
|
scoped_callback_timer timer([scene](double time) {
|
|
if (scene->update_stats) {
|
|
scene->update_stats->geometry.times.add_entry(
|
|
{"device_update (displacement: load images)", time});
|
|
}
|
|
});
|
|
device_update_displacement_images(device, scene, progress);
|
|
scene->object_manager->device_update_flags(device, dscene, scene, progress, false);
|
|
}
|
|
|
|
/* Device update. */
|
|
device_free(device, dscene, false);
|
|
|
|
const BVHLayout bvh_layout = BVHParams::best_bvh_layout(
|
|
scene->params.bvh_layout, device->get_bvh_layout_mask(dscene->data.kernel_features));
|
|
geom_calc_offset(scene, bvh_layout);
|
|
if (true_displacement_used || curve_shadow_transparency_used) {
|
|
scoped_callback_timer timer([scene](double time) {
|
|
if (scene->update_stats) {
|
|
scene->update_stats->geometry.times.add_entry(
|
|
{"device_update (displacement: copy meshes to device)", time});
|
|
}
|
|
});
|
|
device_update_mesh(device, dscene, scene, progress);
|
|
}
|
|
if (progress.get_cancel()) {
|
|
return;
|
|
}
|
|
|
|
{
|
|
scoped_callback_timer timer([scene](double time) {
|
|
if (scene->update_stats) {
|
|
scene->update_stats->geometry.times.add_entry({"device_update (attributes)", time});
|
|
}
|
|
});
|
|
device_update_attributes(device, dscene, scene, progress);
|
|
if (progress.get_cancel()) {
|
|
return;
|
|
}
|
|
}
|
|
|
|
/* Update displacement and hair shadow transparency. */
|
|
bool displacement_done = false;
|
|
bool curve_shadow_transparency_done = false;
|
|
size_t num_bvh = 0;
|
|
|
|
{
|
|
/* Copy constant data needed by shader evaluation. */
|
|
device->const_copy_to("data", &dscene->data, sizeof(dscene->data));
|
|
|
|
scoped_callback_timer timer([scene](double time) {
|
|
if (scene->update_stats) {
|
|
scene->update_stats->geometry.times.add_entry({"device_update (displacement)", time});
|
|
}
|
|
});
|
|
|
|
for (Geometry *geom : scene->geometry) {
|
|
if (geom->is_modified()) {
|
|
if (geom->is_mesh()) {
|
|
Mesh *mesh = static_cast<Mesh *>(geom);
|
|
if (displace(device, scene, mesh, progress)) {
|
|
displacement_done = true;
|
|
}
|
|
}
|
|
else if (geom->is_hair()) {
|
|
Hair *hair = static_cast<Hair *>(geom);
|
|
if (hair->update_shadow_transparency(device, scene, progress)) {
|
|
curve_shadow_transparency_done = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (geom->is_modified() || geom->need_update_bvh_for_offset) {
|
|
if (geom->need_build_bvh(bvh_layout)) {
|
|
num_bvh++;
|
|
}
|
|
}
|
|
|
|
if (progress.get_cancel()) {
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (progress.get_cancel()) {
|
|
return;
|
|
}
|
|
|
|
/* Device re-update after displacement. */
|
|
if (displacement_done || curve_shadow_transparency_done) {
|
|
scoped_callback_timer timer([scene](double time) {
|
|
if (scene->update_stats) {
|
|
scene->update_stats->geometry.times.add_entry(
|
|
{"device_update (displacement: attributes)", time});
|
|
}
|
|
});
|
|
device_free(device, dscene, false);
|
|
|
|
device_update_attributes(device, dscene, scene, progress);
|
|
if (progress.get_cancel()) {
|
|
return;
|
|
}
|
|
}
|
|
|
|
/* Update the BVH even when there is no geometry so the kernel's BVH data is still valid,
|
|
* especially when removing all of the objects during interactive renders.
|
|
* Also update the BVH if the transformations change, we cannot rely on tagging the Geometry
|
|
* as modified in this case, as we may accumulate displacement if the vertices do not also
|
|
* change. */
|
|
bool need_update_scene_bvh = (scene->bvh == nullptr ||
|
|
(update_flags & (TRANSFORM_MODIFIED | VISIBILITY_MODIFIED)) != 0);
|
|
{
|
|
scoped_callback_timer timer([scene](double time) {
|
|
if (scene->update_stats) {
|
|
scene->update_stats->geometry.times.add_entry({"device_update (build object BVHs)", time});
|
|
}
|
|
});
|
|
TaskPool pool;
|
|
|
|
size_t i = 0;
|
|
for (Geometry *geom : scene->geometry) {
|
|
if (geom->is_modified() || geom->need_update_bvh_for_offset) {
|
|
need_update_scene_bvh = true;
|
|
pool.push([geom, device, dscene, scene, &progress, i, num_bvh] {
|
|
geom->compute_bvh(device, dscene, &scene->params, &progress, i, num_bvh);
|
|
});
|
|
if (geom->need_build_bvh(bvh_layout)) {
|
|
i++;
|
|
}
|
|
}
|
|
}
|
|
|
|
TaskPool::Summary summary;
|
|
pool.wait_work(&summary);
|
|
VLOG_WORK << "Objects BVH build pool statistics:\n" << summary.full_report();
|
|
}
|
|
|
|
for (Shader *shader : scene->shaders) {
|
|
shader->need_update_uvs = false;
|
|
shader->need_update_attribute = false;
|
|
shader->need_update_displacement = false;
|
|
}
|
|
|
|
Scene::MotionType need_motion = scene->need_motion();
|
|
bool motion_blur = need_motion == Scene::MOTION_BLUR;
|
|
|
|
/* Update objects. */
|
|
{
|
|
scoped_callback_timer timer([scene](double time) {
|
|
if (scene->update_stats) {
|
|
scene->update_stats->geometry.times.add_entry({"device_update (compute bounds)", time});
|
|
}
|
|
});
|
|
for (Object *object : scene->objects) {
|
|
object->compute_bounds(motion_blur);
|
|
}
|
|
}
|
|
|
|
if (progress.get_cancel()) {
|
|
return;
|
|
}
|
|
|
|
if (need_update_scene_bvh) {
|
|
scoped_callback_timer timer([scene](double time) {
|
|
if (scene->update_stats) {
|
|
scene->update_stats->geometry.times.add_entry({"device_update (build scene BVH)", time});
|
|
}
|
|
});
|
|
device_update_bvh(device, dscene, scene, progress);
|
|
if (progress.get_cancel()) {
|
|
return;
|
|
}
|
|
}
|
|
|
|
/* Always set BVH layout again after displacement where it was set to none,
|
|
* to avoid ray-tracing at that stage. */
|
|
dscene->data.bvh.bvh_layout = BVHParams::best_bvh_layout(
|
|
scene->params.bvh_layout, device->get_bvh_layout_mask(dscene->data.kernel_features));
|
|
|
|
{
|
|
scoped_callback_timer timer([scene](double time) {
|
|
if (scene->update_stats) {
|
|
scene->update_stats->geometry.times.add_entry(
|
|
{"device_update (copy meshes to device)", time});
|
|
}
|
|
});
|
|
device_update_mesh(device, dscene, scene, progress);
|
|
if (progress.get_cancel()) {
|
|
return;
|
|
}
|
|
}
|
|
|
|
/* unset flags */
|
|
|
|
for (Geometry *geom : scene->geometry) {
|
|
geom->clear_modified();
|
|
geom->attributes.clear_modified();
|
|
|
|
if (geom->is_mesh()) {
|
|
Mesh *mesh = static_cast<Mesh *>(geom);
|
|
mesh->subd_attributes.clear_modified();
|
|
}
|
|
}
|
|
|
|
update_flags = UPDATE_NONE;
|
|
|
|
dscene->bvh_nodes.clear_modified();
|
|
dscene->bvh_leaf_nodes.clear_modified();
|
|
dscene->object_node.clear_modified();
|
|
dscene->prim_type.clear_modified();
|
|
dscene->prim_visibility.clear_modified();
|
|
dscene->prim_index.clear_modified();
|
|
dscene->prim_object.clear_modified();
|
|
dscene->prim_time.clear_modified();
|
|
dscene->tri_verts.clear_modified();
|
|
dscene->tri_shader.clear_modified();
|
|
dscene->tri_vindex.clear_modified();
|
|
dscene->tri_patch.clear_modified();
|
|
dscene->tri_vnormal.clear_modified();
|
|
dscene->tri_patch_uv.clear_modified();
|
|
dscene->curves.clear_modified();
|
|
dscene->curve_keys.clear_modified();
|
|
dscene->curve_segments.clear_modified();
|
|
dscene->points.clear_modified();
|
|
dscene->points_shader.clear_modified();
|
|
dscene->patches.clear_modified();
|
|
dscene->attributes_map.clear_modified();
|
|
dscene->attributes_float.clear_modified();
|
|
dscene->attributes_float2.clear_modified();
|
|
dscene->attributes_float3.clear_modified();
|
|
dscene->attributes_float4.clear_modified();
|
|
dscene->attributes_uchar4.clear_modified();
|
|
}
|
|
|
|
void GeometryManager::device_free(Device *device, DeviceScene *dscene, bool force_free)
|
|
{
|
|
dscene->bvh_nodes.free_if_need_realloc(force_free);
|
|
dscene->bvh_leaf_nodes.free_if_need_realloc(force_free);
|
|
dscene->object_node.free_if_need_realloc(force_free);
|
|
dscene->prim_type.free_if_need_realloc(force_free);
|
|
dscene->prim_visibility.free_if_need_realloc(force_free);
|
|
dscene->prim_index.free_if_need_realloc(force_free);
|
|
dscene->prim_object.free_if_need_realloc(force_free);
|
|
dscene->prim_time.free_if_need_realloc(force_free);
|
|
dscene->tri_verts.free_if_need_realloc(force_free);
|
|
dscene->tri_shader.free_if_need_realloc(force_free);
|
|
dscene->tri_vnormal.free_if_need_realloc(force_free);
|
|
dscene->tri_vindex.free_if_need_realloc(force_free);
|
|
dscene->tri_patch.free_if_need_realloc(force_free);
|
|
dscene->tri_patch_uv.free_if_need_realloc(force_free);
|
|
dscene->curves.free_if_need_realloc(force_free);
|
|
dscene->curve_keys.free_if_need_realloc(force_free);
|
|
dscene->curve_segments.free_if_need_realloc(force_free);
|
|
dscene->points.free_if_need_realloc(force_free);
|
|
dscene->points_shader.free_if_need_realloc(force_free);
|
|
dscene->patches.free_if_need_realloc(force_free);
|
|
dscene->attributes_map.free_if_need_realloc(force_free);
|
|
dscene->attributes_float.free_if_need_realloc(force_free);
|
|
dscene->attributes_float2.free_if_need_realloc(force_free);
|
|
dscene->attributes_float3.free_if_need_realloc(force_free);
|
|
dscene->attributes_float4.free_if_need_realloc(force_free);
|
|
dscene->attributes_uchar4.free_if_need_realloc(force_free);
|
|
|
|
/* Signal for shaders like displacement not to do ray tracing. */
|
|
dscene->data.bvh.bvh_layout = BVH_LAYOUT_NONE;
|
|
|
|
#ifdef WITH_OSL
|
|
OSLGlobals *og = (OSLGlobals *)device->get_cpu_osl_memory();
|
|
|
|
if (og) {
|
|
og->object_name_map.clear();
|
|
og->object_names.clear();
|
|
}
|
|
#else
|
|
(void)device;
|
|
#endif
|
|
}
|
|
|
|
void GeometryManager::tag_update(Scene *scene, uint32_t flag)
|
|
{
|
|
update_flags |= flag;
|
|
|
|
/* do not tag the object manager for an update if it is the one who tagged us */
|
|
if ((flag & OBJECT_MANAGER) == 0) {
|
|
scene->object_manager->tag_update(scene, ObjectManager::GEOMETRY_MANAGER);
|
|
}
|
|
}
|
|
|
|
bool GeometryManager::need_update() const
|
|
{
|
|
return update_flags != UPDATE_NONE;
|
|
}
|
|
|
|
void GeometryManager::collect_statistics(const Scene *scene, RenderStats *stats)
|
|
{
|
|
for (Geometry *geometry : scene->geometry) {
|
|
stats->mesh.geometry.add_entry(
|
|
NamedSizeEntry(string(geometry->name.c_str()), geometry->get_total_size_in_bytes()));
|
|
}
|
|
}
|
|
|
|
CCL_NAMESPACE_END
|