Object *BlenderSync::sync_object(BL::Depsgraph &b_depsgraph, BL::ViewLayer &b_view_layer, BL::DepsgraphObjectInstance &b_instance, float motion_time, bool show_self, bool show_particles, BlenderObjectCulling &culling, bool *use_portal) { const bool is_instance = b_instance.is_instance(); BL::Object b_ob = b_instance.object(); BL::Object b_parent = is_instance ? b_instance.parent() : b_instance.object(); BL::Object b_ob_instance = is_instance ? b_instance.instance_object() : b_ob; const bool motion = motion_time != 0.0f; /*const*/ Transform tfm = get_transform(b_ob.matrix_world()); int *persistent_id = NULL; BL::Array<int, OBJECT_PERSISTENT_ID_SIZE> persistent_id_array; if (is_instance) { persistent_id_array = b_instance.persistent_id(); persistent_id = persistent_id_array.data; } /* light is handled separately */ if (!motion && object_is_light(b_ob)) { /* TODO: don't use lights for excluded layers used as mask layer, * when dynamic overrides are back. */ #if 0 if (!((layer_flag & view_layer.holdout_layer) && (layer_flag & view_layer.exclude_layer))) #endif { sync_light(b_parent, persistent_id, b_ob, b_ob_instance, is_instance ? b_instance.random_id() : 0, 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 = get_boolean(cobject, "is_holdout") || b_parent.holdout_get(PointerRNA_NULL, b_view_layer); 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); } /* TODO: make holdout objects on excluded layer invisible for non-camera rays. */ #if 0 if (use_holdout && (layer_flag & view_layer.exclude_layer)) { visibility &= ~(PATH_RAY_ALL_VISIBILITY - PATH_RAY_CAMERA); } #endif /* Clear camera visibility for indirect only objects. */ bool use_indirect_only = b_parent.indirect_only_get(PointerRNA_NULL, b_view_layer); if (use_indirect_only) { 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_instance); 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_depsgraph, 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_depsgraph, b_ob, b_ob_instance, object_updated, show_self, show_particles); /* 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; } /* sync the asset name for Cryptomatte */ BL::Object parent = b_ob.parent(); ustring parent_name; if (parent) { while (parent.parent()) { parent = parent.parent(); } parent_name = parent.name(); } else { parent_name = b_ob.name(); } if (object->asset_name != parent_name) { object->asset_name = parent_name; 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 (need_motion == Scene::MOTION_BLUR) { motion_steps = object_motion_steps(b_parent, b_ob); mesh->motion_steps = motion_steps; if (motion_steps && object_use_deform_motion(b_parent, b_ob)) { mesh->use_motion_blur = true; } } else { motion_steps = 3; mesh->motion_steps = motion_steps; } object->motion.clear(); 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 (is_instance) { object->dupli_generated = 0.5f * get_float3(b_instance.orco()) - make_float3(0.5f, 0.5f, 0.5f); object->dupli_uv = get_float2(b_instance.uv()); object->random_id = b_instance.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); } if (is_instance) { /* Sync possible particle data. */ sync_dupli_particle(b_parent, b_instance, object); } return object; }
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); }
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, int motion, bool hide_tris) { BL::Object b_ob = (b_dupli_ob ? b_dupli_ob.object() : b_parent); /* 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, tfm); return NULL; } /* only interested in object that we can create meshes from */ if(!object_is_mesh(b_ob)) 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) { if(tfm != object->tfm) { if(motion == -1) object->motion.pre = tfm; else object->motion.post = tfm; object->use_motion = true; } /* mesh deformation blur not supported yet */ if(!scene->integrator->motion_blur) sync_mesh_motion(b_ob, object->mesh, motion); } 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; bool use_holdout = (layer_flag & render_layer.holdout_layer) != 0; /* 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; } /* visibility flags for both parent and child */ 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); object->random_id ^= hash_int(hash_string(b_parent.name().c_str())); } /* 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); /* camera flag is not actually used, instead is tested against render layer * flags */ if(visibility & PATH_RAY_CAMERA) { visibility |= layer_flag << PATH_RAY_LAYER_SHIFT; visibility &= ~PATH_RAY_CAMERA; } if(visibility != object->visibility) { object->visibility = visibility; 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.pre = tfm; object->motion.post = tfm; object->use_motion = false; /* random number */ object->random_id = hash_string(object->name.c_str()); if(persistent_id) { for(int i = 0; i < OBJECT_PERSISTENT_ID_SIZE; i++) object->random_id = hash_int_2d(object->random_id, persistent_id[i]); } else object->random_id = hash_int_2d(object->random_id, 0); if(b_parent.ptr.data != b_ob.ptr.data) object->random_id ^= hash_int(hash_string(b_parent.name().c_str())); /* dupli texture coordinates */ 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()); } else { object->dupli_generated = make_float3(0.0f, 0.0f, 0.0f); object->dupli_uv = make_float2(0.0f, 0.0f); } object->tag_update(scene); } return object; }