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/*
* Copyright 2011-2013 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include "render/camera.h"
#include "render/integrator.h"
#include "render/graph.h"
#include "render/light.h"
#include "render/mesh.h"
#include "render/object.h"
#include "render/scene.h"
#include "render/nodes.h"
#include "render/particles.h"
#include "render/shader.h"
#include "blender/blender_object_cull.h"
#include "blender/blender_sync.h"
#include "blender/blender_util.h"
#include "util/util_foreach.h"
#include "util/util_hash.h"
#include "util/util_logging.h"
CCL_NAMESPACE_BEGIN
/* Utilities */
bool BlenderSync::BKE_object_is_modified(BL::Object& b_ob)
{
/* test if we can instance or if the object is modified */
if(b_ob.type() == BL::Object::type_META) {
/* multi-user and dupli metaballs are fused, can't instance */
return true;
}
else if(ccl::BKE_object_is_modified(b_ob, b_scene, preview)) {
/* modifiers */
return true;
}
else {
/* object level material links */
BL::Object::material_slots_iterator slot;
for(b_ob.material_slots.begin(slot); slot != b_ob.material_slots.end(); ++slot)
if(slot->link() == BL::MaterialSlot::link_OBJECT)
return true;
}
return false;
}
bool BlenderSync::object_is_mesh(BL::Object& b_ob)
{
BL::ID b_ob_data = b_ob.data();
if(!b_ob_data) {
return false;
}
if(b_ob.type() == BL::Object::type_CURVE) {
/* Skip exporting curves without faces, overhead can be
* significant if there are many for path animation. */
BL::Curve b_curve(b_ob.data());
return (b_curve.bevel_object() ||
b_curve.extrude() != 0.0f ||
b_curve.bevel_depth() != 0.0f ||
b_curve.dimensions() == BL::Curve::dimensions_2D ||
b_ob.modifiers.length());
}
else {
return (b_ob_data.is_a(&RNA_Mesh) ||
b_ob_data.is_a(&RNA_Curve) ||
b_ob_data.is_a(&RNA_MetaBall));
}
}
bool BlenderSync::object_is_light(BL::Object& b_ob)
{
BL::ID b_ob_data = b_ob.data();
return (b_ob_data && b_ob_data.is_a(&RNA_Lamp));
}
static uint object_ray_visibility(BL::Object& b_ob)
{
PointerRNA cvisibility = RNA_pointer_get(&b_ob.ptr, "cycles_visibility");
uint flag = 0;
flag |= get_boolean(cvisibility, "camera")? PATH_RAY_CAMERA: 0;
flag |= get_boolean(cvisibility, "diffuse")? PATH_RAY_DIFFUSE: 0;
flag |= get_boolean(cvisibility, "glossy")? PATH_RAY_GLOSSY: 0;
flag |= get_boolean(cvisibility, "transmission")? PATH_RAY_TRANSMIT: 0;
flag |= get_boolean(cvisibility, "shadow")? PATH_RAY_SHADOW: 0;
flag |= get_boolean(cvisibility, "scatter")? PATH_RAY_VOLUME_SCATTER: 0;
return flag;
}
/* Light */
void BlenderSync::sync_light(BL::Object& b_parent,
int persistent_id[OBJECT_PERSISTENT_ID_SIZE],
BL::Object& b_ob,
BL::DupliObject& b_dupli_ob,
Transform& tfm,
bool *use_portal)
{
/* test if we need to sync */
Light *light;
ObjectKey key(b_parent, persistent_id, b_ob);
if(!light_map.sync(&light, b_ob, b_parent, key)) {
if(light->is_portal)
*use_portal = true;
return;
}
BL::Lamp b_lamp(b_ob.data());
/* type */
switch(b_lamp.type()) {
case BL::Lamp::type_POINT: {
BL::PointLamp b_point_lamp(b_lamp);
light->size = b_point_lamp.shadow_soft_size();
light->type = LIGHT_POINT;
break;
}
case BL::Lamp::type_SPOT: {
BL::SpotLamp b_spot_lamp(b_lamp);
light->size = b_spot_lamp.shadow_soft_size();
light->type = LIGHT_SPOT;
light->spot_angle = b_spot_lamp.spot_size();
light->spot_smooth = b_spot_lamp.spot_blend();
break;
}
case BL::Lamp::type_HEMI: {
light->type = LIGHT_DISTANT;
light->size = 0.0f;
break;
}
case BL::Lamp::type_SUN: {
BL::SunLamp b_sun_lamp(b_lamp);
light->size = b_sun_lamp.shadow_soft_size();
light->type = LIGHT_DISTANT;
break;
}
case BL::Lamp::type_AREA: {
BL::AreaLamp b_area_lamp(b_lamp);
light->size = 1.0f;
light->axisu = transform_get_column(&tfm, 0);
light->axisv = transform_get_column(&tfm, 1);
light->sizeu = b_area_lamp.size();
if(b_area_lamp.shape() == BL::AreaLamp::shape_RECTANGLE)
light->sizev = b_area_lamp.size_y();
else
light->sizev = light->sizeu;
light->type = LIGHT_AREA;
break;
}
}
/* location and (inverted!) direction */
light->co = transform_get_column(&tfm, 3);
light->dir = -transform_get_column(&tfm, 2);
light->tfm = tfm;
/* shader */
vector<Shader*> used_shaders;
find_shader(b_lamp, used_shaders, scene->default_light);
light->shader = used_shaders[0];
/* shadow */
PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
PointerRNA clamp = RNA_pointer_get(&b_lamp.ptr, "cycles");
light->cast_shadow = get_boolean(clamp, "cast_shadow");
light->use_mis = get_boolean(clamp, "use_multiple_importance_sampling");
int samples = get_int(clamp, "samples");
if(get_boolean(cscene, "use_square_samples"))
light->samples = samples * samples;
else
light->samples = samples;
light->max_bounces = get_int(clamp, "max_bounces");
if(b_dupli_ob) {
light->random_id = b_dupli_ob.random_id();
}
else {
light->random_id = hash_int_2d(hash_string(b_ob.name().c_str()), 0);
}
if(light->type == LIGHT_AREA)
light->is_portal = get_boolean(clamp, "is_portal");
else
light->is_portal = false;
if(light->is_portal)
*use_portal = true;
/* visibility */
uint visibility = object_ray_visibility(b_ob);
light->use_diffuse = (visibility & PATH_RAY_DIFFUSE) != 0;
light->use_glossy = (visibility & PATH_RAY_GLOSSY) != 0;
light->use_transmission = (visibility & PATH_RAY_TRANSMIT) != 0;
light->use_scatter = (visibility & PATH_RAY_VOLUME_SCATTER) != 0;
/* tag */
light->tag_update(scene);
}
void BlenderSync::sync_background_light(bool use_portal)
{
BL::World b_world = b_scene.world();
if(b_world) {
PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
PointerRNA cworld = RNA_pointer_get(&b_world.ptr, "cycles");
bool sample_as_light = get_boolean(cworld, "sample_as_light");
if(sample_as_light || use_portal) {
/* test if we need to sync */
Light *light;
ObjectKey key(b_world, 0, b_world);
if(light_map.sync(&light, b_world, b_world, key) ||
world_recalc ||
b_world.ptr.data != world_map)
{
light->type = LIGHT_BACKGROUND;
light->map_resolution = get_int(cworld, "sample_map_resolution");
light->shader = scene->default_background;
light->use_mis = sample_as_light;
light->max_bounces = get_int(cworld, "max_bounces");
int samples = get_int(cworld, "samples");
if(get_boolean(cscene, "use_square_samples"))
light->samples = samples * samples;
else
light->samples = samples;
light->tag_update(scene);
light_map.set_recalc(b_world);
}
}
}
world_map = b_world.ptr.data;
world_recalc = false;
}
/* Object */
Object *BlenderSync::sync_object(BL::Object& b_parent,
int persistent_id[OBJECT_PERSISTENT_ID_SIZE],
BL::DupliObject& b_dupli_ob,
Transform& tfm,
uint layer_flag,
float motion_time,
bool hide_tris,
BlenderObjectCulling& culling,
bool *use_portal)
{
BL::Object b_ob = (b_dupli_ob ? b_dupli_ob.object() : b_parent);
bool motion = motion_time != 0.0f;
/* light is handled separately */
if(object_is_light(b_ob)) {
/* don't use lamps for excluded layers used as mask layer */
if(!motion && !((layer_flag & render_layer.holdout_layer) && (layer_flag & render_layer.exclude_layer)))
sync_light(b_parent, persistent_id, b_ob, b_dupli_ob, tfm, use_portal);
return NULL;
}
/* only interested in object that we can create meshes from */
if(!object_is_mesh(b_ob)) {
return NULL;
}
/* Perform object culling. */
if(culling.test(scene, b_ob, tfm)) {
return NULL;
}
/* Visibility flags for both parent and child. */
PointerRNA cobject = RNA_pointer_get(&b_ob.ptr, "cycles");
bool use_holdout = (layer_flag & render_layer.holdout_layer) != 0 ||
get_boolean(cobject, "is_holdout");
uint visibility = object_ray_visibility(b_ob) & PATH_RAY_ALL_VISIBILITY;
if(b_parent.ptr.data != b_ob.ptr.data) {
visibility &= object_ray_visibility(b_parent);
}
/* Make holdout objects on excluded layer invisible for non-camera rays. */
if(use_holdout && (layer_flag & render_layer.exclude_layer)) {
visibility &= ~(PATH_RAY_ALL_VISIBILITY - PATH_RAY_CAMERA);
}
/* Hide objects not on render layer from camera rays. */
if(!(layer_flag & render_layer.layer)) {
visibility &= ~PATH_RAY_CAMERA;
}
/* Don't export completely invisible objects. */
if(visibility == 0) {
return NULL;
}
/* key to lookup object */
ObjectKey key(b_parent, persistent_id, b_ob);
Object *object;
/* motion vector case */
if(motion) {
object = object_map.find(key);
if(object && object->use_motion()) {
/* Set transform at matching motion time step. */
int time_index = object->motion_step(motion_time);
if(time_index >= 0) {
object->motion[time_index] = tfm;
}
/* mesh deformation */
if(object->mesh)
sync_mesh_motion(b_ob, object, motion_time);
}
return object;
}
/* test if we need to sync */
bool object_updated = false;
if(object_map.sync(&object, b_ob, b_parent, key))
object_updated = true;
/* mesh sync */
object->mesh = sync_mesh(b_ob, object_updated, hide_tris);
/* special case not tracked by object update flags */
/* holdout */
if(use_holdout != object->use_holdout) {
object->use_holdout = use_holdout;
scene->object_manager->tag_update(scene);
object_updated = true;
}
if(visibility != object->visibility) {
object->visibility = visibility;
object_updated = true;
}
bool is_shadow_catcher = get_boolean(cobject, "is_shadow_catcher");
if(is_shadow_catcher != object->is_shadow_catcher) {
object->is_shadow_catcher = is_shadow_catcher;
object_updated = true;
}
/* object sync
* transform comparison should not be needed, but duplis don't work perfect
* in the depsgraph and may not signal changes, so this is a workaround */
if(object_updated || (object->mesh && object->mesh->need_update) || tfm != object->tfm) {
object->name = b_ob.name().c_str();
object->pass_id = b_ob.pass_index();
object->tfm = tfm;
object->motion.clear();
/* motion blur */
Scene::MotionType need_motion = scene->need_motion();
if(need_motion != Scene::MOTION_NONE && object->mesh) {
Mesh *mesh = object->mesh;
mesh->use_motion_blur = false;
mesh->motion_steps = 0;
uint motion_steps;
if(scene->need_motion() == Scene::MOTION_BLUR) {
motion_steps = object_motion_steps(b_parent, b_ob);
if(motion_steps && object_use_deform_motion(b_parent, b_ob)) {
mesh->motion_steps = motion_steps;
mesh->use_motion_blur = true;
}
}
else {
motion_steps = 3;
mesh->motion_steps = motion_steps;
}
object->motion.resize(motion_steps, transform_empty());
if(motion_steps) {
object->motion[motion_steps/2] = tfm;
for(size_t step = 0; step < motion_steps; step++) {
motion_times.insert(object->motion_time(step));
}
}
}
/* dupli texture coordinates and random_id */
if(b_dupli_ob) {
object->dupli_generated = 0.5f*get_float3(b_dupli_ob.orco()) - make_float3(0.5f, 0.5f, 0.5f);
object->dupli_uv = get_float2(b_dupli_ob.uv());
object->random_id = b_dupli_ob.random_id();
}
else {
object->dupli_generated = make_float3(0.0f, 0.0f, 0.0f);
object->dupli_uv = make_float2(0.0f, 0.0f);
object->random_id = hash_int_2d(hash_string(object->name.c_str()), 0);
}
object->tag_update(scene);
}
return object;
}
static bool object_render_hide_original(BL::Object::type_enum ob_type,
BL::Object::dupli_type_enum dupli_type)
{
/* metaball exception, they duplicate self */
if(ob_type == BL::Object::type_META)
return false;
return (dupli_type == BL::Object::dupli_type_VERTS ||
dupli_type == BL::Object::dupli_type_FACES ||
dupli_type == BL::Object::dupli_type_FRAMES);
}
static bool object_render_hide(BL::Object& b_ob,
bool top_level,
bool parent_hide,
bool& hide_triangles)
{
/* check if we should render or hide particle emitter */
BL::Object::particle_systems_iterator b_psys;
bool hair_present = false;
bool show_emitter = false;
bool hide_emitter = false;
bool hide_as_dupli_parent = false;
bool hide_as_dupli_child_original = false;
for(b_ob.particle_systems.begin(b_psys); b_psys != b_ob.particle_systems.end(); ++b_psys) {
if((b_psys->settings().render_type() == BL::ParticleSettings::render_type_PATH) &&
(b_psys->settings().type()==BL::ParticleSettings::type_HAIR))
hair_present = true;
if(b_psys->settings().use_render_emitter())
show_emitter = true;
else
hide_emitter = true;
}
if(show_emitter)
hide_emitter = false;
/* duplicators hidden by default, except dupliframes which duplicate self */
if(b_ob.is_duplicator())
if(top_level || b_ob.dupli_type() != BL::Object::dupli_type_FRAMES)
hide_as_dupli_parent = true;
/* hide original object for duplis */
BL::Object parent = b_ob.parent();
while(parent) {
if(object_render_hide_original(b_ob.type(),
parent.dupli_type()))
{
if(parent_hide) {
hide_as_dupli_child_original = true;
break;
}
}
parent = parent.parent();
}
hide_triangles = hide_emitter;
if(show_emitter) {
return false;
}
else if(hair_present) {
return hide_as_dupli_child_original;
}
else {
return (hide_as_dupli_parent || hide_as_dupli_child_original);
}
}
static bool object_render_hide_duplis(BL::Object& b_ob)
{
BL::Object parent = b_ob.parent();
return (parent && object_render_hide_original(b_ob.type(), parent.dupli_type()));
}
/* Object Loop */
void BlenderSync::sync_objects(float motion_time)
{
/* layer data */
uint scene_layer = render_layer.scene_layer;
bool motion = motion_time != 0.0f;
if(!motion) {
/* prepare for sync */
light_map.pre_sync();
mesh_map.pre_sync();
object_map.pre_sync();
particle_system_map.pre_sync();
motion_times.clear();
}
else {
mesh_motion_synced.clear();
}
/* initialize culling */
BlenderObjectCulling culling(scene, b_scene);
/* object loop */
BL::Scene::object_bases_iterator b_base;
BL::Scene b_sce = b_scene;
/* modifier result type (not exposed as enum in C++ API)
* 1 : DAG_EVAL_PREVIEW
* 2 : DAG_EVAL_RENDER
*/
int dupli_settings = (render_layer.use_viewport_visibility) ? 1 : 2;
bool cancel = false;
bool use_portal = false;
uint layer_override = get_layer(b_engine.layer_override());
for(; b_sce && !cancel; b_sce = b_sce.background_set()) {
/* Render layer's scene_layer is affected by local view already,
* which is not a desired behavior here.
*/
uint scene_layers = layer_override ? layer_override : get_layer(b_scene.layers());
for(b_sce.object_bases.begin(b_base); b_base != b_sce.object_bases.end() && !cancel; ++b_base) {
BL::Object b_ob = b_base->object();
bool hide = (render_layer.use_viewport_visibility)? b_ob.hide(): b_ob.hide_render();
uint ob_layer = get_layer(b_base->layers(),
b_base->layers_local_view(),
object_is_light(b_ob),
scene_layers);
hide = hide || !(ob_layer & scene_layer);
if(!hide) {
progress.set_sync_status("Synchronizing object", b_ob.name());
/* load per-object culling data */
culling.init_object(scene, b_ob);
if(b_ob.is_duplicator() && !object_render_hide_duplis(b_ob)) {
/* dupli objects */
b_ob.dupli_list_create(b_scene, dupli_settings);
BL::Object::dupli_list_iterator b_dup;
for(b_ob.dupli_list.begin(b_dup); b_dup != b_ob.dupli_list.end(); ++b_dup) {
Transform tfm = get_transform(b_dup->matrix());
BL::Object b_dup_ob = b_dup->object();
bool dup_hide = (render_layer.use_viewport_visibility)? b_dup_ob.hide(): b_dup_ob.hide_render();
bool in_dupli_group = (b_dup->type() == BL::DupliObject::type_GROUP);
bool hide_tris;
if(!(b_dup->hide() || dup_hide || object_render_hide(b_dup_ob, false, in_dupli_group, hide_tris))) {
/* the persistent_id allows us to match dupli objects
* between frames and updates */
BL::Array<int, OBJECT_PERSISTENT_ID_SIZE> persistent_id = b_dup->persistent_id();
/* sync object and mesh or light data */
Object *object = sync_object(b_ob,
persistent_id.data,
*b_dup,
tfm,
ob_layer,
motion_time,
hide_tris,
culling,
&use_portal);
/* sync possible particle data, note particle_id
* starts counting at 1, first is dummy particle */
if(!motion && object) {
sync_dupli_particle(b_ob, *b_dup, object);
}
}
}
b_ob.dupli_list_clear();
}
/* test if object needs to be hidden */
bool hide_tris;
if(!object_render_hide(b_ob, true, true, hide_tris)) {
/* object itself */
Transform tfm = get_transform(b_ob.matrix_world());
BL::DupliObject b_empty_dupli_ob(PointerRNA_NULL);
sync_object(b_ob,
NULL,
b_empty_dupli_ob,
tfm,
ob_layer,
motion_time,
hide_tris,
culling,
&use_portal);
}
}
cancel = progress.get_cancel();
}
}
progress.set_sync_status("");
if(!cancel && !motion) {
sync_background_light(use_portal);
/* handle removed data and modified pointers */
if(light_map.post_sync())
scene->light_manager->tag_update(scene);
if(mesh_map.post_sync())
scene->mesh_manager->tag_update(scene);
if(object_map.post_sync())
scene->object_manager->tag_update(scene);
if(particle_system_map.post_sync())
scene->particle_system_manager->tag_update(scene);
}
if(motion)
mesh_motion_synced.clear();
}
void BlenderSync::sync_motion(BL::RenderSettings& b_render,
BL::Object& b_override,
int width, int height,
void **python_thread_state)
{
if(scene->need_motion() == Scene::MOTION_NONE)
return;
/* get camera object here to deal with camera switch */
BL::Object b_cam = b_scene.camera();
if(b_override)
b_cam = b_override;
Camera prevcam = *(scene->camera);
int frame_center = b_scene.frame_current();
float subframe_center = b_scene.frame_subframe();
float frame_center_delta = 0.0f;
if(scene->need_motion() != Scene::MOTION_PASS &&
scene->camera->motion_position != Camera::MOTION_POSITION_CENTER)
{
float shuttertime = scene->camera->shuttertime;
if(scene->camera->motion_position == Camera::MOTION_POSITION_END) {
frame_center_delta = -shuttertime * 0.5f;
}
else {
assert(scene->camera->motion_position == Camera::MOTION_POSITION_START);
frame_center_delta = shuttertime * 0.5f;
}
float time = frame_center + subframe_center + frame_center_delta;
int frame = (int)floorf(time);
float subframe = time - frame;
python_thread_state_restore(python_thread_state);
b_engine.frame_set(frame, subframe);
python_thread_state_save(python_thread_state);
sync_camera_motion(b_render, b_cam, width, height, 0.0f);
sync_objects(0.0f);
}
/* always sample these times for camera motion */
motion_times.insert(-1.0f);
motion_times.insert(1.0f);
/* note iteration over motion_times set happens in sorted order */
foreach(float relative_time, motion_times) {
/* center time is already handled. */
if(relative_time == 0.0f) {
continue;
}
VLOG(1) << "Synchronizing motion for the relative time "
<< relative_time << ".";
/* fixed shutter time to get previous and next frame for motion pass */
float shuttertime = scene->motion_shutter_time();
/* compute frame and subframe time */
float time = frame_center + subframe_center + frame_center_delta + relative_time * shuttertime * 0.5f;
int frame = (int)floorf(time);
float subframe = time - frame;
/* change frame */
python_thread_state_restore(python_thread_state);
b_engine.frame_set(frame, subframe);
python_thread_state_save(python_thread_state);
/* sync camera, only supports two times at the moment */
if(relative_time == -1.0f || relative_time == 1.0f) {
sync_camera_motion(b_render,
b_cam,
width, height,
relative_time);
}
/* sync object */
sync_objects(relative_time);
}
/* we need to set the python thread state again because this
* function assumes it is being executed from python and will
* try to save the thread state */
python_thread_state_restore(python_thread_state);
b_engine.frame_set(frame_center, subframe_center);
python_thread_state_save(python_thread_state);
/* tag camera for motion update */
if(scene->camera->motion_modified(prevcam))
scene->camera->tag_update();
}
CCL_NAMESPACE_END