1 /*
2  * Copyright 2011-2013 Blender Foundation
3  *
4  * Licensed under the Apache License, Version 2.0 (the "License");
5  * you may not use this file except in compliance with the License.
6  * You may obtain a copy of the License at
7  *
8  * http://www.apache.org/licenses/LICENSE-2.0
9  *
10  * Unless required by applicable law or agreed to in writing, software
11  * distributed under the License is distributed on an "AS IS" BASIS,
12  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13  * See the License for the specific language governing permissions and
14  * limitations under the License.
15  */
16 
17 #include "render/camera.h"
18 #include "render/graph.h"
19 #include "render/integrator.h"
20 #include "render/light.h"
21 #include "render/mesh.h"
22 #include "render/nodes.h"
23 #include "render/object.h"
24 #include "render/particles.h"
25 #include "render/scene.h"
26 #include "render/shader.h"
27 
28 #include "blender/blender_object_cull.h"
29 #include "blender/blender_sync.h"
30 #include "blender/blender_util.h"
31 
32 #include "util/util_foreach.h"
33 #include "util/util_hash.h"
34 #include "util/util_logging.h"
35 
36 CCL_NAMESPACE_BEGIN
37 
38 /* Utilities */
39 
BKE_object_is_modified(BL::Object & b_ob)40 bool BlenderSync::BKE_object_is_modified(BL::Object &b_ob)
41 {
42   /* test if we can instance or if the object is modified */
43   if (b_ob.type() == BL::Object::type_META) {
44     /* multi-user and dupli metaballs are fused, can't instance */
45     return true;
46   }
47   else if (ccl::BKE_object_is_modified(b_ob, b_scene, preview)) {
48     /* modifiers */
49     return true;
50   }
51   else {
52     /* object level material links */
53     BL::Object::material_slots_iterator slot;
54     for (b_ob.material_slots.begin(slot); slot != b_ob.material_slots.end(); ++slot)
55       if (slot->link() == BL::MaterialSlot::link_OBJECT)
56         return true;
57   }
58 
59   return false;
60 }
61 
object_is_geometry(BL::Object & b_ob)62 bool BlenderSync::object_is_geometry(BL::Object &b_ob)
63 {
64   BL::ID b_ob_data = b_ob.data();
65 
66   if (!b_ob_data) {
67     return false;
68   }
69 
70   BL::Object::type_enum type = b_ob.type();
71 
72   if (type == BL::Object::type_VOLUME || type == BL::Object::type_HAIR) {
73     /* Will be exported attached to mesh. */
74     return true;
75   }
76   else if (type == BL::Object::type_CURVE) {
77     /* Skip exporting curves without faces, overhead can be
78      * significant if there are many for path animation. */
79     BL::Curve b_curve(b_ob_data);
80 
81     return (b_curve.bevel_object() || b_curve.extrude() != 0.0f || b_curve.bevel_depth() != 0.0f ||
82             b_curve.dimensions() == BL::Curve::dimensions_2D || b_ob.modifiers.length());
83   }
84   else {
85     return (b_ob_data.is_a(&RNA_Mesh) || b_ob_data.is_a(&RNA_Curve) ||
86             b_ob_data.is_a(&RNA_MetaBall));
87   }
88 }
89 
object_is_light(BL::Object & b_ob)90 bool BlenderSync::object_is_light(BL::Object &b_ob)
91 {
92   BL::ID b_ob_data = b_ob.data();
93 
94   return (b_ob_data && b_ob_data.is_a(&RNA_Light));
95 }
96 
97 /* Object */
98 
sync_object(BL::Depsgraph & b_depsgraph,BL::ViewLayer & b_view_layer,BL::DepsgraphObjectInstance & b_instance,float motion_time,bool use_particle_hair,bool show_lights,BlenderObjectCulling & culling,bool * use_portal)99 Object *BlenderSync::sync_object(BL::Depsgraph &b_depsgraph,
100                                  BL::ViewLayer &b_view_layer,
101                                  BL::DepsgraphObjectInstance &b_instance,
102                                  float motion_time,
103                                  bool use_particle_hair,
104                                  bool show_lights,
105                                  BlenderObjectCulling &culling,
106                                  bool *use_portal)
107 {
108   const bool is_instance = b_instance.is_instance();
109   BL::Object b_ob = b_instance.object();
110   BL::Object b_parent = is_instance ? b_instance.parent() : b_instance.object();
111   BL::Object b_ob_instance = is_instance ? b_instance.instance_object() : b_ob;
112   const bool motion = motion_time != 0.0f;
113   /*const*/ Transform tfm = get_transform(b_ob.matrix_world());
114   int *persistent_id = NULL;
115   BL::Array<int, OBJECT_PERSISTENT_ID_SIZE> persistent_id_array;
116   if (is_instance) {
117     persistent_id_array = b_instance.persistent_id();
118     persistent_id = persistent_id_array.data;
119   }
120 
121   /* light is handled separately */
122   if (!motion && object_is_light(b_ob)) {
123     if (!show_lights) {
124       return NULL;
125     }
126 
127     /* TODO: don't use lights for excluded layers used as mask layer,
128      * when dynamic overrides are back. */
129 #if 0
130     if (!((layer_flag & view_layer.holdout_layer) && (layer_flag & view_layer.exclude_layer)))
131 #endif
132     {
133       sync_light(b_parent,
134                  persistent_id,
135                  b_ob,
136                  b_ob_instance,
137                  is_instance ? b_instance.random_id() : 0,
138                  tfm,
139                  use_portal);
140     }
141 
142     return NULL;
143   }
144 
145   /* only interested in object that we can create meshes from */
146   if (!object_is_geometry(b_ob)) {
147     return NULL;
148   }
149 
150   /* Perform object culling. */
151   if (culling.test(scene, b_ob, tfm)) {
152     return NULL;
153   }
154 
155   /* Visibility flags for both parent and child. */
156   PointerRNA cobject = RNA_pointer_get(&b_ob.ptr, "cycles");
157   bool use_holdout = get_boolean(cobject, "is_holdout") ||
158                      b_parent.holdout_get(PointerRNA_NULL, b_view_layer);
159   uint visibility = object_ray_visibility(b_ob) & PATH_RAY_ALL_VISIBILITY;
160 
161   if (b_parent.ptr.data != b_ob.ptr.data) {
162     visibility &= object_ray_visibility(b_parent);
163   }
164 
165   /* TODO: make holdout objects on excluded layer invisible for non-camera rays. */
166 #if 0
167   if (use_holdout && (layer_flag & view_layer.exclude_layer)) {
168     visibility &= ~(PATH_RAY_ALL_VISIBILITY - PATH_RAY_CAMERA);
169   }
170 #endif
171 
172   /* Clear camera visibility for indirect only objects. */
173   bool use_indirect_only = !use_holdout &&
174                            b_parent.indirect_only_get(PointerRNA_NULL, b_view_layer);
175   if (use_indirect_only) {
176     visibility &= ~PATH_RAY_CAMERA;
177   }
178 
179   /* Don't export completely invisible objects. */
180   if (visibility == 0) {
181     return NULL;
182   }
183 
184   /* key to lookup object */
185   ObjectKey key(b_parent, persistent_id, b_ob_instance, use_particle_hair);
186   Object *object;
187 
188   /* motion vector case */
189   if (motion) {
190     object = object_map.find(key);
191 
192     if (object && object->use_motion()) {
193       /* Set transform at matching motion time step. */
194       int time_index = object->motion_step(motion_time);
195       if (time_index >= 0) {
196         object->motion[time_index] = tfm;
197       }
198 
199       /* mesh deformation */
200       if (object->geometry)
201         sync_geometry_motion(b_depsgraph, b_ob, object, motion_time, use_particle_hair);
202     }
203 
204     return object;
205   }
206 
207   /* test if we need to sync */
208   bool object_updated = false;
209 
210   if (object_map.add_or_update(&object, b_ob, b_parent, key))
211     object_updated = true;
212 
213   /* mesh sync */
214   object->geometry = sync_geometry(
215       b_depsgraph, b_ob, b_ob_instance, object_updated, use_particle_hair);
216 
217   /* special case not tracked by object update flags */
218 
219   /* holdout */
220   if (use_holdout != object->use_holdout) {
221     object->use_holdout = use_holdout;
222     scene->object_manager->tag_update(scene);
223     object_updated = true;
224   }
225 
226   if (visibility != object->visibility) {
227     object->visibility = visibility;
228     object_updated = true;
229   }
230 
231   bool is_shadow_catcher = get_boolean(cobject, "is_shadow_catcher");
232   if (is_shadow_catcher != object->is_shadow_catcher) {
233     object->is_shadow_catcher = is_shadow_catcher;
234     object_updated = true;
235   }
236 
237   float shadow_terminator_offset = get_float(cobject, "shadow_terminator_offset");
238   if (shadow_terminator_offset != object->shadow_terminator_offset) {
239     object->shadow_terminator_offset = shadow_terminator_offset;
240     object_updated = true;
241   }
242 
243   /* sync the asset name for Cryptomatte */
244   BL::Object parent = b_ob.parent();
245   ustring parent_name;
246   if (parent) {
247     while (parent.parent()) {
248       parent = parent.parent();
249     }
250     parent_name = parent.name();
251   }
252   else {
253     parent_name = b_ob.name();
254   }
255   if (object->asset_name != parent_name) {
256     object->asset_name = parent_name;
257     object_updated = true;
258   }
259 
260   /* object sync
261    * transform comparison should not be needed, but duplis don't work perfect
262    * in the depsgraph and may not signal changes, so this is a workaround */
263   if (object_updated || (object->geometry && object->geometry->need_update) ||
264       tfm != object->tfm) {
265     object->name = b_ob.name().c_str();
266     object->pass_id = b_ob.pass_index();
267     object->color = get_float3(b_ob.color());
268     object->tfm = tfm;
269     object->motion.clear();
270 
271     /* motion blur */
272     Scene::MotionType need_motion = scene->need_motion();
273     if (need_motion != Scene::MOTION_NONE && object->geometry) {
274       Geometry *geom = object->geometry;
275       geom->use_motion_blur = false;
276       geom->motion_steps = 0;
277 
278       uint motion_steps;
279 
280       if (need_motion == Scene::MOTION_BLUR) {
281         motion_steps = object_motion_steps(b_parent, b_ob, Object::MAX_MOTION_STEPS);
282         geom->motion_steps = motion_steps;
283         if (motion_steps && object_use_deform_motion(b_parent, b_ob)) {
284           geom->use_motion_blur = true;
285         }
286       }
287       else {
288         motion_steps = 3;
289         geom->motion_steps = motion_steps;
290       }
291 
292       object->motion.clear();
293       object->motion.resize(motion_steps, transform_empty());
294 
295       if (motion_steps) {
296         object->motion[motion_steps / 2] = tfm;
297 
298         for (size_t step = 0; step < motion_steps; step++) {
299           motion_times.insert(object->motion_time(step));
300         }
301       }
302     }
303 
304     /* dupli texture coordinates and random_id */
305     if (is_instance) {
306       object->dupli_generated = 0.5f * get_float3(b_instance.orco()) -
307                                 make_float3(0.5f, 0.5f, 0.5f);
308       object->dupli_uv = get_float2(b_instance.uv());
309       object->random_id = b_instance.random_id();
310     }
311     else {
312       object->dupli_generated = make_float3(0.0f, 0.0f, 0.0f);
313       object->dupli_uv = make_float2(0.0f, 0.0f);
314       object->random_id = hash_uint2(hash_string(object->name.c_str()), 0);
315     }
316 
317     object->tag_update(scene);
318   }
319 
320   if (is_instance) {
321     /* Sync possible particle data. */
322     sync_dupli_particle(b_parent, b_instance, object);
323   }
324 
325   return object;
326 }
327 
328 /* Object Loop */
329 
sync_objects(BL::Depsgraph & b_depsgraph,BL::SpaceView3D & b_v3d,float motion_time)330 void BlenderSync::sync_objects(BL::Depsgraph &b_depsgraph,
331                                BL::SpaceView3D &b_v3d,
332                                float motion_time)
333 {
334   /* layer data */
335   bool motion = motion_time != 0.0f;
336 
337   if (!motion) {
338     /* prepare for sync */
339     light_map.pre_sync();
340     geometry_map.pre_sync();
341     object_map.pre_sync();
342     particle_system_map.pre_sync();
343     motion_times.clear();
344   }
345   else {
346     geometry_motion_synced.clear();
347   }
348 
349   /* initialize culling */
350   BlenderObjectCulling culling(scene, b_scene);
351 
352   /* object loop */
353   bool cancel = false;
354   bool use_portal = false;
355   const bool show_lights = BlenderViewportParameters(b_v3d).use_scene_lights;
356 
357   BL::ViewLayer b_view_layer = b_depsgraph.view_layer_eval();
358 
359   BL::Depsgraph::object_instances_iterator b_instance_iter;
360   for (b_depsgraph.object_instances.begin(b_instance_iter);
361        b_instance_iter != b_depsgraph.object_instances.end() && !cancel;
362        ++b_instance_iter) {
363     BL::DepsgraphObjectInstance b_instance = *b_instance_iter;
364     BL::Object b_ob = b_instance.object();
365 
366     /* Viewport visibility. */
367     const bool show_in_viewport = !b_v3d || b_ob.visible_in_viewport_get(b_v3d);
368     if (show_in_viewport == false) {
369       continue;
370     }
371 
372     /* Load per-object culling data. */
373     culling.init_object(scene, b_ob);
374 
375     /* Object itself. */
376     if (b_instance.show_self()) {
377       sync_object(b_depsgraph,
378                   b_view_layer,
379                   b_instance,
380                   motion_time,
381                   false,
382                   show_lights,
383                   culling,
384                   &use_portal);
385     }
386 
387     /* Particle hair as separate object. */
388     if (b_instance.show_particles() && object_has_particle_hair(b_ob)) {
389       sync_object(b_depsgraph,
390                   b_view_layer,
391                   b_instance,
392                   motion_time,
393                   true,
394                   show_lights,
395                   culling,
396                   &use_portal);
397     }
398 
399     cancel = progress.get_cancel();
400   }
401 
402   progress.set_sync_status("");
403 
404   if (!cancel && !motion) {
405     sync_background_light(b_v3d, use_portal);
406 
407     /* handle removed data and modified pointers */
408     light_map.post_sync();
409     geometry_map.post_sync();
410     object_map.post_sync();
411     particle_system_map.post_sync();
412   }
413 
414   if (motion)
415     geometry_motion_synced.clear();
416 }
417 
sync_motion(BL::RenderSettings & b_render,BL::Depsgraph & b_depsgraph,BL::SpaceView3D & b_v3d,BL::Object & b_override,int width,int height,void ** python_thread_state)418 void BlenderSync::sync_motion(BL::RenderSettings &b_render,
419                               BL::Depsgraph &b_depsgraph,
420                               BL::SpaceView3D &b_v3d,
421                               BL::Object &b_override,
422                               int width,
423                               int height,
424                               void **python_thread_state)
425 {
426   if (scene->need_motion() == Scene::MOTION_NONE)
427     return;
428 
429   /* get camera object here to deal with camera switch */
430   BL::Object b_cam = b_scene.camera();
431   if (b_override)
432     b_cam = b_override;
433 
434   Camera prevcam = *(scene->camera);
435 
436   int frame_center = b_scene.frame_current();
437   float subframe_center = b_scene.frame_subframe();
438   float frame_center_delta = 0.0f;
439 
440   if (scene->need_motion() != Scene::MOTION_PASS &&
441       scene->camera->motion_position != Camera::MOTION_POSITION_CENTER) {
442     float shuttertime = scene->camera->shuttertime;
443     if (scene->camera->motion_position == Camera::MOTION_POSITION_END) {
444       frame_center_delta = -shuttertime * 0.5f;
445     }
446     else {
447       assert(scene->camera->motion_position == Camera::MOTION_POSITION_START);
448       frame_center_delta = shuttertime * 0.5f;
449     }
450 
451     float time = frame_center + subframe_center + frame_center_delta;
452     int frame = (int)floorf(time);
453     float subframe = time - frame;
454     python_thread_state_restore(python_thread_state);
455     b_engine.frame_set(frame, subframe);
456     python_thread_state_save(python_thread_state);
457     if (b_cam) {
458       sync_camera_motion(b_render, b_cam, width, height, 0.0f);
459     }
460     sync_objects(b_depsgraph, b_v3d, 0.0f);
461   }
462 
463   /* Insert motion times from camera. Motion times from other objects
464    * have already been added in a sync_objects call. */
465   if (b_cam) {
466     uint camera_motion_steps = object_motion_steps(b_cam, b_cam);
467     for (size_t step = 0; step < camera_motion_steps; step++) {
468       motion_times.insert(scene->camera->motion_time(step));
469     }
470   }
471 
472   /* note iteration over motion_times set happens in sorted order */
473   foreach (float relative_time, motion_times) {
474     /* center time is already handled. */
475     if (relative_time == 0.0f) {
476       continue;
477     }
478 
479     VLOG(1) << "Synchronizing motion for the relative time " << relative_time << ".";
480 
481     /* fixed shutter time to get previous and next frame for motion pass */
482     float shuttertime = scene->motion_shutter_time();
483 
484     /* compute frame and subframe time */
485     float time = frame_center + subframe_center + frame_center_delta +
486                  relative_time * shuttertime * 0.5f;
487     int frame = (int)floorf(time);
488     float subframe = time - frame;
489 
490     /* change frame */
491     python_thread_state_restore(python_thread_state);
492     b_engine.frame_set(frame, subframe);
493     python_thread_state_save(python_thread_state);
494 
495     /* Syncs camera motion if relative_time is one of the camera's motion times. */
496     sync_camera_motion(b_render, b_cam, width, height, relative_time);
497 
498     /* sync object */
499     sync_objects(b_depsgraph, b_v3d, relative_time);
500   }
501 
502   /* we need to set the python thread state again because this
503    * function assumes it is being executed from python and will
504    * try to save the thread state */
505   python_thread_state_restore(python_thread_state);
506   b_engine.frame_set(frame_center, subframe_center);
507   python_thread_state_save(python_thread_state);
508 
509   /* tag camera for motion update */
510   if (scene->camera->motion_modified(prevcam))
511     scene->camera->tag_update();
512 }
513 
514 CCL_NAMESPACE_END
515