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/object.h"
18 #include "device/device.h"
19 #include "render/camera.h"
20 #include "render/curves.h"
21 #include "render/hair.h"
22 #include "render/integrator.h"
23 #include "render/light.h"
24 #include "render/mesh.h"
25 #include "render/particles.h"
26 #include "render/scene.h"
27 #include "render/stats.h"
28 #include "render/volume.h"
29 
30 #include "util/util_foreach.h"
31 #include "util/util_logging.h"
32 #include "util/util_map.h"
33 #include "util/util_murmurhash.h"
34 #include "util/util_progress.h"
35 #include "util/util_set.h"
36 #include "util/util_task.h"
37 #include "util/util_vector.h"
38 
39 #include "subd/subd_patch_table.h"
40 
41 CCL_NAMESPACE_BEGIN
42 
43 /* Global state of object transform update. */
44 
45 struct UpdateObjectTransformState {
46   /* Global state used by device_update_object_transform().
47    * Common for both threaded and non-threaded update.
48    */
49 
50   /* Type of the motion required by the scene settings. */
51   Scene::MotionType need_motion;
52 
53   /* Mapping from particle system to a index in packed particle array.
54    * Only used for read.
55    */
56   map<ParticleSystem *, int> particle_offset;
57 
58   /* Mesh area.
59    * Used to avoid calculation of mesh area multiple times. Used for both
60    * read and write. Acquire surface_area_lock to keep it all thread safe.
61    */
62   map<Mesh *, float> surface_area_map;
63 
64   /* Motion offsets for each object. */
65   array<uint> motion_offset;
66 
67   /* Packed object arrays. Those will be filled in. */
68   uint *object_flag;
69   KernelObject *objects;
70   Transform *object_motion_pass;
71   DecomposedTransform *object_motion;
72   float *object_volume_step;
73 
74   /* Flags which will be synchronized to Integrator. */
75   bool have_motion;
76   bool have_curves;
77 
78   /* ** Scheduling queue. ** */
79 
80   Scene *scene;
81 
82   /* Some locks to keep everything thread-safe. */
83   thread_spin_lock surface_area_lock;
84 
85   /* First unused object index in the queue. */
86   int queue_start_object;
87 };
88 
89 /* Object */
90 
NODE_DEFINE(Object)91 NODE_DEFINE(Object)
92 {
93   NodeType *type = NodeType::add("object", create);
94 
95   SOCKET_NODE(geometry, "Geometry", &Geometry::node_base_type);
96   SOCKET_TRANSFORM(tfm, "Transform", transform_identity());
97   SOCKET_UINT(visibility, "Visibility", ~0);
98   SOCKET_COLOR(color, "Color", make_float3(0.0f, 0.0f, 0.0f));
99   SOCKET_UINT(random_id, "Random ID", 0);
100   SOCKET_INT(pass_id, "Pass ID", 0);
101   SOCKET_BOOLEAN(use_holdout, "Use Holdout", false);
102   SOCKET_BOOLEAN(hide_on_missing_motion, "Hide on Missing Motion", false);
103   SOCKET_POINT(dupli_generated, "Dupli Generated", make_float3(0.0f, 0.0f, 0.0f));
104   SOCKET_POINT2(dupli_uv, "Dupli UV", make_float2(0.0f, 0.0f));
105   SOCKET_TRANSFORM_ARRAY(motion, "Motion", array<Transform>());
106   SOCKET_FLOAT(shadow_terminator_offset, "Terminator Offset", 0.0f);
107 
108   SOCKET_BOOLEAN(is_shadow_catcher, "Shadow Catcher", false);
109 
110   return type;
111 }
112 
Object()113 Object::Object() : Node(node_type)
114 {
115   particle_system = NULL;
116   particle_index = 0;
117   bounds = BoundBox::empty;
118 }
119 
~Object()120 Object::~Object()
121 {
122 }
123 
update_motion()124 void Object::update_motion()
125 {
126   if (!use_motion()) {
127     return;
128   }
129 
130   bool have_motion = false;
131 
132   for (size_t i = 0; i < motion.size(); i++) {
133     if (motion[i] == transform_empty()) {
134       if (hide_on_missing_motion) {
135         /* Hide objects that have no valid previous or next
136          * transform, for example particle that stop existing. It
137          * would be better to handle this in the kernel and make
138          * objects invisible outside certain motion steps. */
139         tfm = transform_empty();
140         motion.clear();
141         return;
142       }
143       else {
144         /* Otherwise just copy center motion. */
145         motion[i] = tfm;
146       }
147     }
148 
149     /* Test if any of the transforms are actually different. */
150     have_motion = have_motion || motion[i] != tfm;
151   }
152 
153   /* Clear motion array if there is no actual motion. */
154   if (!have_motion) {
155     motion.clear();
156   }
157 }
158 
compute_bounds(bool motion_blur)159 void Object::compute_bounds(bool motion_blur)
160 {
161   BoundBox mbounds = geometry->bounds;
162 
163   if (motion_blur && use_motion()) {
164     array<DecomposedTransform> decomp(motion.size());
165     transform_motion_decompose(decomp.data(), motion.data(), motion.size());
166 
167     bounds = BoundBox::empty;
168 
169     /* todo: this is really terrible. according to pbrt there is a better
170      * way to find this iteratively, but did not find implementation yet
171      * or try to implement myself */
172     for (float t = 0.0f; t < 1.0f; t += (1.0f / 128.0f)) {
173       Transform ttfm;
174 
175       transform_motion_array_interpolate(&ttfm, decomp.data(), motion.size(), t);
176       bounds.grow(mbounds.transformed(&ttfm));
177     }
178   }
179   else {
180     /* No motion blur case. */
181     if (geometry->transform_applied) {
182       bounds = mbounds;
183     }
184     else {
185       bounds = mbounds.transformed(&tfm);
186     }
187   }
188 }
189 
apply_transform(bool apply_to_motion)190 void Object::apply_transform(bool apply_to_motion)
191 {
192   if (!geometry || tfm == transform_identity())
193     return;
194 
195   geometry->apply_transform(tfm, apply_to_motion);
196 
197   /* we keep normals pointing in same direction on negative scale, notify
198    * geometry about this in it (re)calculates normals */
199   if (transform_negative_scale(tfm))
200     geometry->transform_negative_scaled = true;
201 
202   if (bounds.valid()) {
203     geometry->compute_bounds();
204     compute_bounds(false);
205   }
206 
207   /* tfm is not reset to identity, all code that uses it needs to check the
208    * transform_applied boolean */
209 }
210 
tag_update(Scene * scene)211 void Object::tag_update(Scene *scene)
212 {
213   if (geometry) {
214     if (geometry->transform_applied)
215       geometry->need_update = true;
216 
217     foreach (Shader *shader, geometry->used_shaders) {
218       if (shader->use_mis && shader->has_surface_emission)
219         scene->light_manager->need_update = true;
220     }
221   }
222 
223   scene->camera->need_flags_update = true;
224   scene->geometry_manager->need_update = true;
225   scene->object_manager->need_update = true;
226 }
227 
use_motion() const228 bool Object::use_motion() const
229 {
230   return (motion.size() > 1);
231 }
232 
motion_time(int step) const233 float Object::motion_time(int step) const
234 {
235   return (use_motion()) ? 2.0f * step / (motion.size() - 1) - 1.0f : 0.0f;
236 }
237 
motion_step(float time) const238 int Object::motion_step(float time) const
239 {
240   if (use_motion()) {
241     for (size_t step = 0; step < motion.size(); step++) {
242       if (time == motion_time(step)) {
243         return step;
244       }
245     }
246   }
247 
248   return -1;
249 }
250 
is_traceable() const251 bool Object::is_traceable() const
252 {
253   /* Mesh itself can be empty,can skip all such objects. */
254   if (!bounds.valid() || bounds.size() == make_float3(0.0f, 0.0f, 0.0f)) {
255     return false;
256   }
257   /* TODO(sergey): Check for mesh vertices/curves. visibility flags. */
258   return true;
259 }
260 
visibility_for_tracing() const261 uint Object::visibility_for_tracing() const
262 {
263   uint trace_visibility = visibility;
264   if (is_shadow_catcher) {
265     trace_visibility &= ~PATH_RAY_SHADOW_NON_CATCHER;
266   }
267   else {
268     trace_visibility &= ~PATH_RAY_SHADOW_CATCHER;
269   }
270   return trace_visibility;
271 }
272 
compute_volume_step_size() const273 float Object::compute_volume_step_size() const
274 {
275   if (geometry->type != Geometry::MESH && geometry->type != Geometry::VOLUME) {
276     return FLT_MAX;
277   }
278 
279   Mesh *mesh = static_cast<Mesh *>(geometry);
280 
281   if (!mesh->has_volume) {
282     return FLT_MAX;
283   }
284 
285   /* Compute step rate from shaders. */
286   float step_rate = FLT_MAX;
287 
288   foreach (Shader *shader, mesh->used_shaders) {
289     if (shader->has_volume) {
290       if ((shader->heterogeneous_volume && shader->has_volume_spatial_varying) ||
291           (shader->has_volume_attribute_dependency)) {
292         step_rate = fminf(shader->volume_step_rate, step_rate);
293       }
294     }
295   }
296 
297   if (step_rate == FLT_MAX) {
298     return FLT_MAX;
299   }
300 
301   /* Compute step size from voxel grids. */
302   float step_size = FLT_MAX;
303 
304   if (geometry->type == Geometry::VOLUME) {
305     Volume *volume = static_cast<Volume *>(geometry);
306 
307     foreach (Attribute &attr, volume->attributes.attributes) {
308       if (attr.element == ATTR_ELEMENT_VOXEL) {
309         ImageHandle &handle = attr.data_voxel();
310         const ImageMetaData &metadata = handle.metadata();
311         if (metadata.width == 0 || metadata.height == 0 || metadata.depth == 0) {
312           continue;
313         }
314 
315         /* User specified step size. */
316         float voxel_step_size = volume->step_size;
317 
318         if (voxel_step_size == 0.0f) {
319           /* Auto detect step size. */
320           float3 size = make_float3(
321               1.0f / metadata.width, 1.0f / metadata.height, 1.0f / metadata.depth);
322 
323           /* Step size is transformed from voxel to world space. */
324           Transform voxel_tfm = tfm;
325           if (metadata.use_transform_3d) {
326             voxel_tfm = tfm * transform_inverse(metadata.transform_3d);
327           }
328           voxel_step_size = min3(fabs(transform_direction(&voxel_tfm, size)));
329         }
330         else if (volume->object_space) {
331           /* User specified step size in object space. */
332           float3 size = make_float3(voxel_step_size, voxel_step_size, voxel_step_size);
333           voxel_step_size = min3(fabs(transform_direction(&tfm, size)));
334         }
335 
336         if (voxel_step_size > 0.0f) {
337           step_size = fminf(voxel_step_size, step_size);
338         }
339       }
340     }
341   }
342 
343   if (step_size == FLT_MAX) {
344     /* Fall back to 1/10th of bounds for procedural volumes. */
345     step_size = 0.1f * average(bounds.size());
346   }
347 
348   step_size *= step_rate;
349 
350   return step_size;
351 }
352 
get_device_index() const353 int Object::get_device_index() const
354 {
355   return index;
356 }
357 
358 /* Object Manager */
359 
ObjectManager()360 ObjectManager::ObjectManager()
361 {
362   need_update = true;
363   need_flags_update = true;
364 }
365 
~ObjectManager()366 ObjectManager::~ObjectManager()
367 {
368 }
369 
object_surface_area(UpdateObjectTransformState * state,const Transform & tfm,Geometry * geom)370 static float object_surface_area(UpdateObjectTransformState *state,
371                                  const Transform &tfm,
372                                  Geometry *geom)
373 {
374   if (geom->type != Geometry::MESH && geom->type != Geometry::VOLUME) {
375     return 0.0f;
376   }
377 
378   Mesh *mesh = static_cast<Mesh *>(geom);
379   if (mesh->has_volume || geom->type == Geometry::VOLUME) {
380     /* Volume density automatically adjust to object scale. */
381     if (geom->type == Geometry::VOLUME && static_cast<Volume *>(geom)->object_space) {
382       const float3 unit = normalize(make_float3(1.0f, 1.0f, 1.0f));
383       return 1.0f / len(transform_direction(&tfm, unit));
384     }
385     else {
386       return 1.0f;
387     }
388   }
389 
390   /* Compute surface area. for uniform scale we can do avoid the many
391    * transform calls and share computation for instances.
392    *
393    * TODO(brecht): Correct for displacement, and move to a better place.
394    */
395   float surface_area = 0.0f;
396   float uniform_scale;
397   if (transform_uniform_scale(tfm, uniform_scale)) {
398     map<Mesh *, float>::iterator it;
399 
400     /* NOTE: This isn't fully optimal and could in theory lead to multiple
401      * threads calculating area of the same mesh in parallel. However, this
402      * also prevents suspending all the threads when some mesh's area is
403      * not yet known.
404      */
405     state->surface_area_lock.lock();
406     it = state->surface_area_map.find(mesh);
407     state->surface_area_lock.unlock();
408 
409     if (it == state->surface_area_map.end()) {
410       size_t num_triangles = mesh->num_triangles();
411       for (size_t j = 0; j < num_triangles; j++) {
412         Mesh::Triangle t = mesh->get_triangle(j);
413         float3 p1 = mesh->verts[t.v[0]];
414         float3 p2 = mesh->verts[t.v[1]];
415         float3 p3 = mesh->verts[t.v[2]];
416 
417         surface_area += triangle_area(p1, p2, p3);
418       }
419 
420       state->surface_area_lock.lock();
421       state->surface_area_map[mesh] = surface_area;
422       state->surface_area_lock.unlock();
423     }
424     else {
425       surface_area = it->second;
426     }
427 
428     surface_area *= uniform_scale;
429   }
430   else {
431     size_t num_triangles = mesh->num_triangles();
432     for (size_t j = 0; j < num_triangles; j++) {
433       Mesh::Triangle t = mesh->get_triangle(j);
434       float3 p1 = transform_point(&tfm, mesh->verts[t.v[0]]);
435       float3 p2 = transform_point(&tfm, mesh->verts[t.v[1]]);
436       float3 p3 = transform_point(&tfm, mesh->verts[t.v[2]]);
437 
438       surface_area += triangle_area(p1, p2, p3);
439     }
440   }
441 
442   return surface_area;
443 }
444 
device_update_object_transform(UpdateObjectTransformState * state,Object * ob)445 void ObjectManager::device_update_object_transform(UpdateObjectTransformState *state, Object *ob)
446 {
447   KernelObject &kobject = state->objects[ob->index];
448   Transform *object_motion_pass = state->object_motion_pass;
449 
450   Geometry *geom = ob->geometry;
451   uint flag = 0;
452 
453   /* Compute transformations. */
454   Transform tfm = ob->tfm;
455   Transform itfm = transform_inverse(tfm);
456 
457   float3 color = ob->color;
458   float pass_id = ob->pass_id;
459   float random_number = (float)ob->random_id * (1.0f / (float)0xFFFFFFFF);
460   int particle_index = (ob->particle_system) ?
461                            ob->particle_index + state->particle_offset[ob->particle_system] :
462                            0;
463 
464   kobject.tfm = tfm;
465   kobject.itfm = itfm;
466   kobject.surface_area = object_surface_area(state, tfm, geom);
467   kobject.color[0] = color.x;
468   kobject.color[1] = color.y;
469   kobject.color[2] = color.z;
470   kobject.pass_id = pass_id;
471   kobject.random_number = random_number;
472   kobject.particle_index = particle_index;
473   kobject.motion_offset = 0;
474 
475   if (geom->use_motion_blur) {
476     state->have_motion = true;
477   }
478 
479   if (geom->type == Geometry::MESH) {
480     /* TODO: why only mesh? */
481     Mesh *mesh = static_cast<Mesh *>(geom);
482     if (mesh->attributes.find(ATTR_STD_MOTION_VERTEX_POSITION)) {
483       flag |= SD_OBJECT_HAS_VERTEX_MOTION;
484     }
485   }
486 
487   if (state->need_motion == Scene::MOTION_PASS) {
488     /* Clear motion array if there is no actual motion. */
489     ob->update_motion();
490 
491     /* Compute motion transforms. */
492     Transform tfm_pre, tfm_post;
493     if (ob->use_motion()) {
494       tfm_pre = ob->motion[0];
495       tfm_post = ob->motion[ob->motion.size() - 1];
496     }
497     else {
498       tfm_pre = tfm;
499       tfm_post = tfm;
500     }
501 
502     /* Motion transformations, is world/object space depending if mesh
503      * comes with deformed position in object space, or if we transform
504      * the shading point in world space. */
505     if (!(flag & SD_OBJECT_HAS_VERTEX_MOTION)) {
506       tfm_pre = tfm_pre * itfm;
507       tfm_post = tfm_post * itfm;
508     }
509 
510     int motion_pass_offset = ob->index * OBJECT_MOTION_PASS_SIZE;
511     object_motion_pass[motion_pass_offset + 0] = tfm_pre;
512     object_motion_pass[motion_pass_offset + 1] = tfm_post;
513   }
514   else if (state->need_motion == Scene::MOTION_BLUR) {
515     if (ob->use_motion()) {
516       kobject.motion_offset = state->motion_offset[ob->index];
517 
518       /* Decompose transforms for interpolation. */
519       DecomposedTransform *decomp = state->object_motion + kobject.motion_offset;
520       transform_motion_decompose(decomp, ob->motion.data(), ob->motion.size());
521       flag |= SD_OBJECT_MOTION;
522       state->have_motion = true;
523     }
524   }
525 
526   /* Dupli object coords and motion info. */
527   kobject.dupli_generated[0] = ob->dupli_generated[0];
528   kobject.dupli_generated[1] = ob->dupli_generated[1];
529   kobject.dupli_generated[2] = ob->dupli_generated[2];
530   kobject.numkeys = (geom->type == Geometry::HAIR) ? static_cast<Hair *>(geom)->curve_keys.size() :
531                                                      0;
532   kobject.dupli_uv[0] = ob->dupli_uv[0];
533   kobject.dupli_uv[1] = ob->dupli_uv[1];
534   int totalsteps = geom->motion_steps;
535   kobject.numsteps = (totalsteps - 1) / 2;
536   kobject.numverts = (geom->type == Geometry::MESH || geom->type == Geometry::VOLUME) ?
537                          static_cast<Mesh *>(geom)->verts.size() :
538                          0;
539   kobject.patch_map_offset = 0;
540   kobject.attribute_map_offset = 0;
541   uint32_t hash_name = util_murmur_hash3(ob->name.c_str(), ob->name.length(), 0);
542   uint32_t hash_asset = util_murmur_hash3(ob->asset_name.c_str(), ob->asset_name.length(), 0);
543   kobject.cryptomatte_object = util_hash_to_float(hash_name);
544   kobject.cryptomatte_asset = util_hash_to_float(hash_asset);
545   kobject.shadow_terminator_offset = 1.0f / (1.0f - 0.5f * ob->shadow_terminator_offset);
546 
547   /* Object flag. */
548   if (ob->use_holdout) {
549     flag |= SD_OBJECT_HOLDOUT_MASK;
550   }
551   state->object_flag[ob->index] = flag;
552   state->object_volume_step[ob->index] = FLT_MAX;
553 
554   /* Have curves. */
555   if (geom->type == Geometry::HAIR) {
556     state->have_curves = true;
557   }
558 }
559 
device_update_transforms(DeviceScene * dscene,Scene * scene,Progress & progress)560 void ObjectManager::device_update_transforms(DeviceScene *dscene, Scene *scene, Progress &progress)
561 {
562   UpdateObjectTransformState state;
563   state.need_motion = scene->need_motion();
564   state.have_motion = false;
565   state.have_curves = false;
566   state.scene = scene;
567   state.queue_start_object = 0;
568 
569   state.objects = dscene->objects.alloc(scene->objects.size());
570   state.object_flag = dscene->object_flag.alloc(scene->objects.size());
571   state.object_volume_step = dscene->object_volume_step.alloc(scene->objects.size());
572   state.object_motion = NULL;
573   state.object_motion_pass = NULL;
574 
575   if (state.need_motion == Scene::MOTION_PASS) {
576     state.object_motion_pass = dscene->object_motion_pass.alloc(OBJECT_MOTION_PASS_SIZE *
577                                                                 scene->objects.size());
578   }
579   else if (state.need_motion == Scene::MOTION_BLUR) {
580     /* Set object offsets into global object motion array. */
581     uint *motion_offsets = state.motion_offset.resize(scene->objects.size());
582     uint motion_offset = 0;
583 
584     foreach (Object *ob, scene->objects) {
585       *motion_offsets = motion_offset;
586       motion_offsets++;
587 
588       /* Clear motion array if there is no actual motion. */
589       ob->update_motion();
590       motion_offset += ob->motion.size();
591     }
592 
593     state.object_motion = dscene->object_motion.alloc(motion_offset);
594   }
595 
596   /* Particle system device offsets
597    * 0 is dummy particle, index starts at 1.
598    */
599   int numparticles = 1;
600   foreach (ParticleSystem *psys, scene->particle_systems) {
601     state.particle_offset[psys] = numparticles;
602     numparticles += psys->particles.size();
603   }
604 
605   /* Parallel object update, with grain size to avoid too much threading overhead
606    * for individual objects. */
607   static const int OBJECTS_PER_TASK = 32;
608   parallel_for(blocked_range<size_t>(0, scene->objects.size(), OBJECTS_PER_TASK),
609                [&](const blocked_range<size_t> &r) {
610                  for (size_t i = r.begin(); i != r.end(); i++) {
611                    Object *ob = state.scene->objects[i];
612                    device_update_object_transform(&state, ob);
613                  }
614                });
615 
616   if (progress.get_cancel()) {
617     return;
618   }
619 
620   dscene->objects.copy_to_device();
621   if (state.need_motion == Scene::MOTION_PASS) {
622     dscene->object_motion_pass.copy_to_device();
623   }
624   else if (state.need_motion == Scene::MOTION_BLUR) {
625     dscene->object_motion.copy_to_device();
626   }
627 
628   dscene->data.bvh.have_motion = state.have_motion;
629   dscene->data.bvh.have_curves = state.have_curves;
630 }
631 
device_update(Device * device,DeviceScene * dscene,Scene * scene,Progress & progress)632 void ObjectManager::device_update(Device *device,
633                                   DeviceScene *dscene,
634                                   Scene *scene,
635                                   Progress &progress)
636 {
637   if (!need_update)
638     return;
639 
640   VLOG(1) << "Total " << scene->objects.size() << " objects.";
641 
642   device_free(device, dscene);
643 
644   if (scene->objects.size() == 0)
645     return;
646 
647   {
648     /* Assign object IDs. */
649     scoped_callback_timer timer([scene](double time) {
650       if (scene->update_stats) {
651         scene->update_stats->object.times.add_entry({"device_update (assign index)", time});
652       }
653     });
654 
655     int index = 0;
656     foreach (Object *object, scene->objects) {
657       object->index = index++;
658     }
659   }
660 
661   {
662     /* set object transform matrices, before applying static transforms */
663     scoped_callback_timer timer([scene](double time) {
664       if (scene->update_stats) {
665         scene->update_stats->object.times.add_entry(
666             {"device_update (copy objects to device)", time});
667       }
668     });
669 
670     progress.set_status("Updating Objects", "Copying Transformations to device");
671     device_update_transforms(dscene, scene, progress);
672   }
673 
674   if (progress.get_cancel())
675     return;
676 
677   /* prepare for static BVH building */
678   /* todo: do before to support getting object level coords? */
679   if (scene->params.bvh_type == SceneParams::BVH_STATIC) {
680     scoped_callback_timer timer([scene](double time) {
681       if (scene->update_stats) {
682         scene->update_stats->object.times.add_entry(
683             {"device_update (apply static transforms)", time});
684       }
685     });
686 
687     progress.set_status("Updating Objects", "Applying Static Transformations");
688     apply_static_transforms(dscene, scene, progress);
689   }
690 }
691 
device_update_flags(Device *,DeviceScene * dscene,Scene * scene,Progress &,bool bounds_valid)692 void ObjectManager::device_update_flags(
693     Device *, DeviceScene *dscene, Scene *scene, Progress & /*progress*/, bool bounds_valid)
694 {
695   if (!need_update && !need_flags_update)
696     return;
697 
698   scoped_callback_timer timer([scene](double time) {
699     if (scene->update_stats) {
700       scene->update_stats->object.times.add_entry({"device_update_flags", time});
701     }
702   });
703 
704   need_update = false;
705   need_flags_update = false;
706 
707   if (scene->objects.size() == 0)
708     return;
709 
710   /* Object info flag. */
711   uint *object_flag = dscene->object_flag.data();
712   float *object_volume_step = dscene->object_volume_step.data();
713 
714   /* Object volume intersection. */
715   vector<Object *> volume_objects;
716   bool has_volume_objects = false;
717   foreach (Object *object, scene->objects) {
718     if (object->geometry->has_volume) {
719       if (bounds_valid) {
720         volume_objects.push_back(object);
721       }
722       has_volume_objects = true;
723       object_volume_step[object->index] = object->compute_volume_step_size();
724     }
725     else {
726       object_volume_step[object->index] = FLT_MAX;
727     }
728   }
729 
730   foreach (Object *object, scene->objects) {
731     if (object->geometry->has_volume) {
732       object_flag[object->index] |= SD_OBJECT_HAS_VOLUME;
733       object_flag[object->index] &= ~SD_OBJECT_HAS_VOLUME_ATTRIBUTES;
734 
735       foreach (Attribute &attr, object->geometry->attributes.attributes) {
736         if (attr.element == ATTR_ELEMENT_VOXEL) {
737           object_flag[object->index] |= SD_OBJECT_HAS_VOLUME_ATTRIBUTES;
738         }
739       }
740     }
741     else {
742       object_flag[object->index] &= ~(SD_OBJECT_HAS_VOLUME | SD_OBJECT_HAS_VOLUME_ATTRIBUTES);
743     }
744 
745     if (object->is_shadow_catcher) {
746       object_flag[object->index] |= SD_OBJECT_SHADOW_CATCHER;
747     }
748     else {
749       object_flag[object->index] &= ~SD_OBJECT_SHADOW_CATCHER;
750     }
751 
752     if (bounds_valid) {
753       foreach (Object *volume_object, volume_objects) {
754         if (object == volume_object) {
755           continue;
756         }
757         if (object->bounds.intersects(volume_object->bounds)) {
758           object_flag[object->index] |= SD_OBJECT_INTERSECTS_VOLUME;
759           break;
760         }
761       }
762     }
763     else if (has_volume_objects) {
764       /* Not really valid, but can't make more reliable in the case
765        * of bounds not being up to date.
766        */
767       object_flag[object->index] |= SD_OBJECT_INTERSECTS_VOLUME;
768     }
769   }
770 
771   /* Copy object flag. */
772   dscene->object_flag.copy_to_device();
773   dscene->object_volume_step.copy_to_device();
774 }
775 
device_update_mesh_offsets(Device *,DeviceScene * dscene,Scene * scene)776 void ObjectManager::device_update_mesh_offsets(Device *, DeviceScene *dscene, Scene *scene)
777 {
778   if (dscene->objects.size() == 0) {
779     return;
780   }
781 
782   KernelObject *kobjects = dscene->objects.data();
783 
784   bool update = false;
785 
786   foreach (Object *object, scene->objects) {
787     Geometry *geom = object->geometry;
788 
789     if (geom->type == Geometry::MESH) {
790       Mesh *mesh = static_cast<Mesh *>(geom);
791       if (mesh->patch_table) {
792         uint patch_map_offset = 2 * (mesh->patch_table_offset + mesh->patch_table->total_size() -
793                                      mesh->patch_table->num_nodes * PATCH_NODE_SIZE) -
794                                 mesh->patch_offset;
795 
796         if (kobjects[object->index].patch_map_offset != patch_map_offset) {
797           kobjects[object->index].patch_map_offset = patch_map_offset;
798           update = true;
799         }
800       }
801     }
802 
803     if (kobjects[object->index].attribute_map_offset != geom->attr_map_offset) {
804       kobjects[object->index].attribute_map_offset = geom->attr_map_offset;
805       update = true;
806     }
807   }
808 
809   if (update) {
810     dscene->objects.copy_to_device();
811   }
812 }
813 
device_free(Device *,DeviceScene * dscene)814 void ObjectManager::device_free(Device *, DeviceScene *dscene)
815 {
816   dscene->objects.free();
817   dscene->object_motion_pass.free();
818   dscene->object_motion.free();
819   dscene->object_flag.free();
820   dscene->object_volume_step.free();
821 }
822 
apply_static_transforms(DeviceScene * dscene,Scene * scene,Progress & progress)823 void ObjectManager::apply_static_transforms(DeviceScene *dscene, Scene *scene, Progress &progress)
824 {
825   /* todo: normals and displacement should be done before applying transform! */
826   /* todo: create objects/geometry in right order! */
827 
828   /* counter geometry users */
829   map<Geometry *, int> geometry_users;
830   Scene::MotionType need_motion = scene->need_motion();
831   bool motion_blur = need_motion == Scene::MOTION_BLUR;
832   bool apply_to_motion = need_motion != Scene::MOTION_PASS;
833   int i = 0;
834 
835   foreach (Object *object, scene->objects) {
836     map<Geometry *, int>::iterator it = geometry_users.find(object->geometry);
837 
838     if (it == geometry_users.end())
839       geometry_users[object->geometry] = 1;
840     else
841       it->second++;
842   }
843 
844   if (progress.get_cancel())
845     return;
846 
847   uint *object_flag = dscene->object_flag.data();
848 
849   /* apply transforms for objects with single user geometry */
850   foreach (Object *object, scene->objects) {
851     /* Annoying feedback loop here: we can't use is_instanced() because
852      * it'll use uninitialized transform_applied flag.
853      *
854      * Could be solved by moving reference counter to Geometry.
855      */
856     Geometry *geom = object->geometry;
857     bool apply = (geometry_users[geom] == 1) && !geom->has_surface_bssrdf &&
858                  !geom->has_true_displacement();
859 
860     if (geom->type == Geometry::MESH || geom->type == Geometry::VOLUME) {
861       Mesh *mesh = static_cast<Mesh *>(geom);
862       apply = apply && mesh->subdivision_type == Mesh::SUBDIVISION_NONE;
863     }
864     else if (geom->type == Geometry::HAIR) {
865       /* Can't apply non-uniform scale to curves, this can't be represented by
866        * control points and radius alone. */
867       float scale;
868       apply = apply && transform_uniform_scale(object->tfm, scale);
869     }
870 
871     if (apply) {
872       if (!(motion_blur && object->use_motion())) {
873         if (!geom->transform_applied) {
874           object->apply_transform(apply_to_motion);
875           geom->transform_applied = true;
876 
877           if (progress.get_cancel())
878             return;
879         }
880 
881         object_flag[i] |= SD_OBJECT_TRANSFORM_APPLIED;
882         if (geom->transform_negative_scaled)
883           object_flag[i] |= SD_OBJECT_NEGATIVE_SCALE_APPLIED;
884       }
885     }
886 
887     i++;
888   }
889 }
890 
tag_update(Scene * scene)891 void ObjectManager::tag_update(Scene *scene)
892 {
893   need_update = true;
894   scene->geometry_manager->need_update = true;
895   scene->light_manager->need_update = true;
896 }
897 
get_cryptomatte_objects(Scene * scene)898 string ObjectManager::get_cryptomatte_objects(Scene *scene)
899 {
900   string manifest = "{";
901 
902   unordered_set<ustring, ustringHash> objects;
903   foreach (Object *object, scene->objects) {
904     if (objects.count(object->name)) {
905       continue;
906     }
907     objects.insert(object->name);
908     uint32_t hash_name = util_murmur_hash3(object->name.c_str(), object->name.length(), 0);
909     manifest += string_printf("\"%s\":\"%08x\",", object->name.c_str(), hash_name);
910   }
911   manifest[manifest.size() - 1] = '}';
912   return manifest;
913 }
914 
get_cryptomatte_assets(Scene * scene)915 string ObjectManager::get_cryptomatte_assets(Scene *scene)
916 {
917   string manifest = "{";
918   unordered_set<ustring, ustringHash> assets;
919   foreach (Object *ob, scene->objects) {
920     if (assets.count(ob->asset_name)) {
921       continue;
922     }
923     assets.insert(ob->asset_name);
924     uint32_t hash_asset = util_murmur_hash3(ob->asset_name.c_str(), ob->asset_name.length(), 0);
925     manifest += string_printf("\"%s\":\"%08x\",", ob->asset_name.c_str(), hash_asset);
926   }
927   manifest[manifest.size() - 1] = '}';
928   return manifest;
929 }
930 
931 CCL_NAMESPACE_END
932