Files
test2/intern/cycles/scene/geometry.h
Brecht Van Lommel e813e46327 Cycles: Refactor lights to be objects
This is an intermediate steps towards making lights actual geometry.
Light is now a subclass of Geometry, which simplifies some code.

The geometry is not added to the BVH yet, which would be the next
step and improve light intersection performance with many lights.

This makes object attributes work on lights.

Co-authored-by: Lukas Stockner <lukas@lukasstockner.de>
Pull Request: https://projects.blender.org/blender/blender/pulls/134846
2025-02-24 23:44:14 +01:00

286 lines
7.6 KiB
C++

/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
*
* SPDX-License-Identifier: Apache-2.0 */
#pragma once
#include "graph/node.h"
#include "bvh/params.h"
#include "scene/attribute.h"
#include "util/boundbox.h"
#include "util/set.h"
#include "util/transform.h"
#include "util/types.h"
#include "util/vector.h"
CCL_NAMESPACE_BEGIN
class BVH;
class Device;
class DeviceScene;
class Mesh;
class Progress;
class RenderStats;
class Scene;
class SceneParams;
class Shader;
class Volume;
struct PackedBVH;
/* Set of flags used to help determining what data has been modified or needs reallocation, so we
* can decide which device data to free or update. */
enum {
DEVICE_CURVE_DATA_MODIFIED = (1 << 0),
DEVICE_MESH_DATA_MODIFIED = (1 << 1),
DEVICE_POINT_DATA_MODIFIED = (1 << 2),
ATTR_FLOAT_MODIFIED = (1 << 3),
ATTR_FLOAT2_MODIFIED = (1 << 4),
ATTR_FLOAT3_MODIFIED = (1 << 5),
ATTR_FLOAT4_MODIFIED = (1 << 6),
ATTR_UCHAR4_MODIFIED = (1 << 7),
CURVE_DATA_NEED_REALLOC = (1 << 8),
MESH_DATA_NEED_REALLOC = (1 << 9),
POINT_DATA_NEED_REALLOC = (1 << 10),
ATTR_FLOAT_NEEDS_REALLOC = (1 << 11),
ATTR_FLOAT2_NEEDS_REALLOC = (1 << 12),
ATTR_FLOAT3_NEEDS_REALLOC = (1 << 13),
ATTR_FLOAT4_NEEDS_REALLOC = (1 << 14),
ATTR_UCHAR4_NEEDS_REALLOC = (1 << 15),
ATTRS_NEED_REALLOC = (ATTR_FLOAT_NEEDS_REALLOC | ATTR_FLOAT2_NEEDS_REALLOC |
ATTR_FLOAT3_NEEDS_REALLOC | ATTR_FLOAT4_NEEDS_REALLOC |
ATTR_UCHAR4_NEEDS_REALLOC),
DEVICE_MESH_DATA_NEEDS_REALLOC = (MESH_DATA_NEED_REALLOC | ATTRS_NEED_REALLOC),
DEVICE_POINT_DATA_NEEDS_REALLOC = (POINT_DATA_NEED_REALLOC | ATTRS_NEED_REALLOC),
DEVICE_CURVE_DATA_NEEDS_REALLOC = (CURVE_DATA_NEED_REALLOC | ATTRS_NEED_REALLOC),
};
/* Geometry
*
* Base class for geometric types like Mesh and Hair. */
class Geometry : public Node {
public:
NODE_ABSTRACT_DECLARE
enum Type {
MESH,
HAIR,
VOLUME,
POINTCLOUD,
LIGHT,
};
Type geometry_type;
/* Attributes */
AttributeSet attributes;
/* Shaders */
NODE_SOCKET_API_ARRAY(array<Node *>, used_shaders)
/* Transform */
BoundBox bounds;
bool transform_applied;
bool transform_negative_scaled;
Transform transform_normal;
/* Motion Blur */
NODE_SOCKET_API(uint, motion_steps)
NODE_SOCKET_API(bool, use_motion_blur)
/* Maximum number of motion steps supported (due to Embree). */
static const uint MAX_MOTION_STEPS = 129;
/* BVH */
unique_ptr<BVH> bvh;
size_t attr_map_offset;
size_t prim_offset;
/* Shader Properties */
bool has_volume; /* Set in the device_update_flags(). */
bool has_surface_bssrdf; /* Set in the device_update_flags(). */
/* Update Flags */
bool need_update_rebuild;
bool need_update_bvh_for_offset;
/* Index into scene->geometry (only valid during update) */
size_t index;
/* Constructor/Destructor */
explicit Geometry(const NodeType *node_type, const Type type);
~Geometry() override;
/* Geometry */
virtual void clear(bool preserve_shaders = false);
virtual void compute_bounds() = 0;
virtual void apply_transform(const Transform &tfm, const bool apply_to_motion) = 0;
/* Attribute Requests */
bool need_attribute(Scene *scene, AttributeStandard std);
bool need_attribute(Scene *scene, ustring name);
AttributeRequestSet needed_attributes();
/* UDIM */
virtual void get_uv_tiles(ustring map, unordered_set<int> &tiles) = 0;
/* Convert between normalized -1..1 motion time and index in the
* VERTEX_MOTION attribute. */
float motion_time(const int step) const;
int motion_step(const float time) const;
/* BVH */
void compute_bvh(Device *device,
DeviceScene *dscene,
SceneParams *params,
Progress *progress,
const size_t n,
size_t total);
virtual PrimitiveType primitive_type() const = 0;
/* Check whether the geometry should have own BVH built separately. Briefly,
* own BVH is needed for geometry, if:
*
* - It is instanced multiple times, so each instance object should share the
* same BVH tree.
* - Special ray intersection is needed, for example to limit subsurface rays
* to only the geometry itself.
* - The BVH layout requires the top level to only contain instances.
*/
bool need_build_bvh(BVHLayout layout) const;
/* Test if the geometry should be treated as instanced. */
bool is_instanced() const;
bool has_true_displacement() const;
bool has_motion_blur() const;
bool has_voxel_attributes() const;
bool is_mesh() const
{
return geometry_type == MESH;
}
bool is_hair() const
{
return geometry_type == HAIR;
}
bool is_pointcloud() const
{
return geometry_type == POINTCLOUD;
}
bool is_volume() const
{
return geometry_type == VOLUME;
}
bool is_light() const
{
return geometry_type == LIGHT;
}
/* Updates */
void tag_update(Scene *scene, bool rebuild);
};
/* Geometry Manager */
class GeometryManager {
uint32_t update_flags;
public:
enum : uint32_t {
UV_PASS_NEEDED = (1 << 0),
MOTION_PASS_NEEDED = (1 << 1),
GEOMETRY_MODIFIED = (1 << 2),
OBJECT_MANAGER = (1 << 3),
MESH_ADDED = (1 << 4),
MESH_REMOVED = (1 << 5),
HAIR_ADDED = (1 << 6),
HAIR_REMOVED = (1 << 7),
POINT_ADDED = (1 << 12),
POINT_REMOVED = (1 << 13),
SHADER_ATTRIBUTE_MODIFIED = (1 << 8),
SHADER_DISPLACEMENT_MODIFIED = (1 << 9),
GEOMETRY_ADDED = MESH_ADDED | HAIR_ADDED | POINT_ADDED,
GEOMETRY_REMOVED = MESH_REMOVED | HAIR_REMOVED | POINT_REMOVED,
TRANSFORM_MODIFIED = (1 << 10),
VISIBILITY_MODIFIED = (1 << 11),
/* tag everything in the manager for an update */
UPDATE_ALL = ~0u,
UPDATE_NONE = 0u,
};
/* Update Flags */
bool need_flags_update;
bool first_bvh_build = true;
/* Constructor/Destructor */
GeometryManager();
~GeometryManager();
/* Device Updates */
void device_update_preprocess(Device *device, Scene *scene, Progress &progress);
void device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress &progress);
void device_free(Device *device, DeviceScene *dscene, bool force_free);
/* Updates */
void tag_update(Scene *scene, const uint32_t flag);
bool need_update() const;
/* Statistics */
void collect_statistics(const Scene *scene, RenderStats *stats);
protected:
bool displace(Device *device, Scene *scene, Mesh *mesh, Progress &progress);
void create_volume_mesh(const Scene *scene, Volume *volume, Progress &progress);
/* Attributes */
void update_osl_globals(Device *device, Scene *scene);
void update_svm_attributes(Device *device,
DeviceScene *dscene,
Scene *scene,
vector<AttributeRequestSet> &geom_attributes,
vector<AttributeRequestSet> &object_attributes);
/* Compute verts/triangles/curves offsets in global arrays. */
void geom_calc_offset(Scene *scene, BVHLayout bvh_layout);
void device_update_object(Device *device, DeviceScene *dscene, Scene *scene, Progress &progress);
void device_update_mesh(Device *device, DeviceScene *dscene, Scene *scene, Progress &progress);
void device_update_attributes(Device *device,
DeviceScene *dscene,
Scene *scene,
Progress &progress);
void device_update_bvh(Device *device, DeviceScene *dscene, Scene *scene, Progress &progress);
void device_update_displacement_images(Device *device, Scene *scene, Progress &progress);
void device_update_volume_images(Device *device, Scene *scene, Progress &progress);
};
CCL_NAMESPACE_END