The attribute node already allows accessing attributes associated with objects and meshes, which allows changing the behavior of the same material between different objects or instances. The same idea can be extended to an even more global level of layers and scenes. Currently view layers provide an option to replace all materials with a different one. However, since the same material will be applied to all objects in the layer, varying the behavior between layers while preserving distinct materials requires duplicating objects. Providing access to properties of layers and scenes via the attribute node enables making materials with built-in switches or settings that can be controlled globally at the view layer level. This is probably most useful for complex NPR shading and compositing. Like with objects, the node can also access built-in scene properties, like render resolution or FOV of the active camera. Lookup is also attempted in World, similar to how the Object mode checks the Mesh datablock. In Cycles this mode is implemented by replacing the attribute node with the attribute value during sync, allowing constant folding to take the values into account. This means however that materials that use this feature have to be re-synced upon any changes to scene, world or camera. The Eevee version uses a new uniform buffer containing a sorted array mapping name hashes to values, with binary search lookup. The array is limited to 512 entries, which is effectively limitless even considering it is shared by all materials in the scene; it is also just 16KB of memory so no point trying to optimize further. The buffer has to be rebuilt when new attributes are detected in a material, so the draw engine keeps a table of recently seen attribute names to minimize the chance of extra rebuilds mid-draw. Differential Revision: https://developer.blender.org/D15941
313 lines
6.3 KiB
C++
313 lines
6.3 KiB
C++
/* SPDX-License-Identifier: Apache-2.0
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* Copyright 2011-2022 Blender Foundation */
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#ifndef __BLENDER_ID_MAP_H__
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#define __BLENDER_ID_MAP_H__
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#include <string.h>
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#include "scene/geometry.h"
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#include "scene/scene.h"
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#include "util/map.h"
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#include "util/set.h"
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#include "util/vector.h"
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CCL_NAMESPACE_BEGIN
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/* ID Map
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*
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* Utility class to map between Blender datablocks and Cycles data structures,
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* and keep track of recalc tags from the dependency graph. */
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template<typename K, typename T, typename Flags = uint> class id_map {
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public:
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id_map(Scene *scene_) : scene(scene_)
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{
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}
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~id_map()
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{
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set<T *> nodes;
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typename map<K, T *>::iterator jt;
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for (jt = b_map.begin(); jt != b_map.end(); jt++) {
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nodes.insert(jt->second);
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}
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scene->delete_nodes(nodes);
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}
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T *find(const BL::ID &id)
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{
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return find(id.ptr.owner_id);
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}
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T *find(const K &key)
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{
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if (b_map.find(key) != b_map.end()) {
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T *data = b_map[key];
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return data;
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}
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return NULL;
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}
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void set_recalc(const BL::ID &id)
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{
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b_recalc.insert(id.ptr.data);
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}
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void set_recalc(void *id_ptr)
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{
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b_recalc.insert(id_ptr);
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}
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bool check_recalc(const BL::ID &id)
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{
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return id.ptr.data && b_recalc.find(id.ptr.data) != b_recalc.end();
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}
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bool has_recalc()
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{
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return !(b_recalc.empty());
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}
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void pre_sync()
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{
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used_set.clear();
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}
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/* Add new data. */
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void add(const K &key, T *data)
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{
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assert(find(key) == NULL);
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b_map[key] = data;
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used(data);
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}
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/* Update existing data. */
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bool update(T *data, const BL::ID &id)
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{
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return update(data, id, id);
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}
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bool update(T *data, const BL::ID &id, const BL::ID &parent)
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{
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bool recalc = (b_recalc.find(id.ptr.data) != b_recalc.end());
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if (parent.ptr.data && parent.ptr.data != id.ptr.data) {
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recalc = recalc || (b_recalc.find(parent.ptr.data) != b_recalc.end());
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}
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used(data);
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return recalc;
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}
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/* Combined add and update as needed. */
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bool add_or_update(T **r_data, const BL::ID &id)
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{
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return add_or_update(r_data, id, id, id.ptr.owner_id);
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}
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bool add_or_update(T **r_data, const BL::ID &id, const K &key)
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{
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return add_or_update(r_data, id, id, key);
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}
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bool add_or_update(T **r_data, const BL::ID &id, const BL::ID &parent, const K &key)
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{
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T *data = find(key);
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bool recalc;
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if (!data) {
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/* Add data if it didn't exist yet. */
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data = scene->create_node<T>();
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add(key, data);
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recalc = true;
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}
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else {
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/* check if updated needed. */
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recalc = update(data, id, parent);
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}
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*r_data = data;
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return recalc;
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}
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/* Combined add or update for convenience. */
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bool is_used(const K &key)
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{
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T *data = find(key);
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return (data) ? used_set.find(data) != used_set.end() : false;
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}
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void used(T *data)
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{
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/* tag data as still in use */
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used_set.insert(data);
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}
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void set_default(T *data)
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{
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b_map[NULL] = data;
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}
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void post_sync(bool do_delete = true)
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{
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map<K, T *> new_map;
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typedef pair<const K, T *> TMapPair;
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typename map<K, T *>::iterator jt;
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for (jt = b_map.begin(); jt != b_map.end(); jt++) {
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TMapPair &pair = *jt;
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if (do_delete && used_set.find(pair.second) == used_set.end()) {
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flags.erase(pair.second);
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scene->delete_node(pair.second);
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}
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else {
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new_map[pair.first] = pair.second;
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}
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}
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used_set.clear();
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b_recalc.clear();
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b_map = new_map;
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}
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const map<K, T *> &key_to_scene_data()
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{
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return b_map;
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}
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bool test_flag(T *data, Flags val)
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{
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typename map<T *, uint>::iterator it = flags.find(data);
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return it != flags.end() && (it->second & (1 << val)) != 0;
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}
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void set_flag(T *data, Flags val)
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{
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flags[data] |= (1 << val);
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}
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void clear_flag(T *data, Flags val)
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{
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typename map<T *, uint>::iterator it = flags.find(data);
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if (it != flags.end()) {
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it->second &= ~(1 << val);
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if (it->second == 0) {
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flags.erase(it);
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}
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}
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}
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protected:
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map<K, T *> b_map;
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set<T *> used_set;
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map<T *, uint> flags;
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set<void *> b_recalc;
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Scene *scene;
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};
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/* Object Key
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*
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* To uniquely identify instances, we use the parent, object and persistent instance ID.
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* We also export separate object for a mesh and its particle hair. */
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enum { OBJECT_PERSISTENT_ID_SIZE = 8 /* MAX_DUPLI_RECUR in Blender. */ };
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struct ObjectKey {
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void *parent;
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int id[OBJECT_PERSISTENT_ID_SIZE];
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void *ob;
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bool use_particle_hair;
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ObjectKey(void *parent_, int id_[OBJECT_PERSISTENT_ID_SIZE], void *ob_, bool use_particle_hair_)
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: parent(parent_), ob(ob_), use_particle_hair(use_particle_hair_)
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{
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if (id_)
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memcpy(id, id_, sizeof(id));
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else
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memset(id, 0, sizeof(id));
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}
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bool operator<(const ObjectKey &k) const
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{
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if (ob < k.ob) {
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return true;
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}
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else if (ob == k.ob) {
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if (parent < k.parent) {
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return true;
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}
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else if (parent == k.parent) {
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if (use_particle_hair < k.use_particle_hair) {
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return true;
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}
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else if (use_particle_hair == k.use_particle_hair) {
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return memcmp(id, k.id, sizeof(id)) < 0;
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}
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}
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}
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return false;
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}
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};
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/* Geometry Key
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*
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* We export separate geometry for a mesh and its particle hair, so key needs to
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* distinguish between them. */
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struct GeometryKey {
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void *id;
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Geometry::Type geometry_type;
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GeometryKey(void *id, Geometry::Type geometry_type) : id(id), geometry_type(geometry_type)
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{
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}
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bool operator<(const GeometryKey &k) const
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{
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if (id < k.id) {
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return true;
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}
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else if (id == k.id) {
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if (geometry_type < k.geometry_type) {
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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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};
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/* Particle System Key */
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struct ParticleSystemKey {
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void *ob;
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int id[OBJECT_PERSISTENT_ID_SIZE];
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ParticleSystemKey(void *ob_, int id_[OBJECT_PERSISTENT_ID_SIZE]) : ob(ob_)
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{
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if (id_)
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memcpy(id, id_, sizeof(id));
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else
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memset(id, 0, sizeof(id));
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}
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bool operator<(const ParticleSystemKey &k) const
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{
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/* first id is particle index, we don't compare that */
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if (ob < k.ob)
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return true;
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else if (ob == k.ob)
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return memcmp(id + 1, k.id + 1, sizeof(int) * (OBJECT_PERSISTENT_ID_SIZE - 1)) < 0;
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return false;
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}
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};
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CCL_NAMESPACE_END
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#endif /* __BLENDER_ID_MAP_H__ */
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