blender/intern/cycles/bvh/bvh_unaligned.cpp
Kévin Dietrich 31a620b942 Cycles API: encapsulate Node socket members
This encapsulates Node socket members behind a set of specific methods;
as such it is no longer possible to directly access Node class members
from exporters and parts of Cycles.

The methods are defined via the NODE_SOCKET_API macros in `graph/
node.h`, and are for getting or setting a specific socket's value, as
well as querying or modifying the state of its update flag.

The setters will check whether the value has changed and tag the socket
as modified appropriately. This will let us know how a Node has changed
and what to update, which is the first concrete step toward a more
granular scene update system.

Since the setters will tag the Node sockets as modified when passed
different data, this patch also removes the various modified methods
on Nodes in favor of Node::is_modified which checks the sockets'
update flags status.

Reviewed By: brecht

Maniphest Tasks: T79174

Differential Revision: https://developer.blender.org/D8544
2020-11-04 13:03:33 +01:00

166 lines
5.7 KiB
C++

/*
* Copyright 2011-2016 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 "bvh/bvh_unaligned.h"
#include "render/hair.h"
#include "render/object.h"
#include "bvh/bvh_binning.h"
#include "bvh_params.h"
#include "util/util_boundbox.h"
#include "util/util_transform.h"
CCL_NAMESPACE_BEGIN
BVHUnaligned::BVHUnaligned(const vector<Object *> &objects) : objects_(objects)
{
}
Transform BVHUnaligned::compute_aligned_space(const BVHObjectBinning &range,
const BVHReference *references) const
{
for (int i = range.start(); i < range.end(); ++i) {
const BVHReference &ref = references[i];
Transform aligned_space;
/* Use first primitive which defines correct direction to define
* the orientation space.
*/
if (compute_aligned_space(ref, &aligned_space)) {
return aligned_space;
}
}
return transform_identity();
}
Transform BVHUnaligned::compute_aligned_space(const BVHRange &range,
const BVHReference *references) const
{
for (int i = range.start(); i < range.end(); ++i) {
const BVHReference &ref = references[i];
Transform aligned_space;
/* Use first primitive which defines correct direction to define
* the orientation space.
*/
if (compute_aligned_space(ref, &aligned_space)) {
return aligned_space;
}
}
return transform_identity();
}
bool BVHUnaligned::compute_aligned_space(const BVHReference &ref, Transform *aligned_space) const
{
const Object *object = objects_[ref.prim_object()];
const int packed_type = ref.prim_type();
const int type = (packed_type & PRIMITIVE_ALL);
/* No motion blur curves here, we can't fit them to aligned boxes well. */
if (type & (PRIMITIVE_CURVE_RIBBON | PRIMITIVE_CURVE_THICK)) {
const int curve_index = ref.prim_index();
const int segment = PRIMITIVE_UNPACK_SEGMENT(packed_type);
const Hair *hair = static_cast<const Hair *>(object->get_geometry());
const Hair::Curve &curve = hair->get_curve(curve_index);
const int key = curve.first_key + segment;
const float3 v1 = hair->get_curve_keys()[key], v2 = hair->get_curve_keys()[key + 1];
float length;
const float3 axis = normalize_len(v2 - v1, &length);
if (length > 1e-6f) {
*aligned_space = make_transform_frame(axis);
return true;
}
}
*aligned_space = transform_identity();
return false;
}
BoundBox BVHUnaligned::compute_aligned_prim_boundbox(const BVHReference &prim,
const Transform &aligned_space) const
{
BoundBox bounds = BoundBox::empty;
const Object *object = objects_[prim.prim_object()];
const int packed_type = prim.prim_type();
const int type = (packed_type & PRIMITIVE_ALL);
/* No motion blur curves here, we can't fit them to aligned boxes well. */
if (type & (PRIMITIVE_CURVE_RIBBON | PRIMITIVE_CURVE_THICK)) {
const int curve_index = prim.prim_index();
const int segment = PRIMITIVE_UNPACK_SEGMENT(packed_type);
const Hair *hair = static_cast<const Hair *>(object->get_geometry());
const Hair::Curve &curve = hair->get_curve(curve_index);
curve.bounds_grow(
segment, &hair->get_curve_keys()[0], &hair->get_curve_radius()[0], aligned_space, bounds);
}
else {
bounds = prim.bounds().transformed(&aligned_space);
}
return bounds;
}
BoundBox BVHUnaligned::compute_aligned_boundbox(const BVHObjectBinning &range,
const BVHReference *references,
const Transform &aligned_space,
BoundBox *cent_bounds) const
{
BoundBox bounds = BoundBox::empty;
if (cent_bounds != NULL) {
*cent_bounds = BoundBox::empty;
}
for (int i = range.start(); i < range.end(); ++i) {
const BVHReference &ref = references[i];
BoundBox ref_bounds = compute_aligned_prim_boundbox(ref, aligned_space);
bounds.grow(ref_bounds);
if (cent_bounds != NULL) {
cent_bounds->grow(ref_bounds.center2());
}
}
return bounds;
}
BoundBox BVHUnaligned::compute_aligned_boundbox(const BVHRange &range,
const BVHReference *references,
const Transform &aligned_space,
BoundBox *cent_bounds) const
{
BoundBox bounds = BoundBox::empty;
if (cent_bounds != NULL) {
*cent_bounds = BoundBox::empty;
}
for (int i = range.start(); i < range.end(); ++i) {
const BVHReference &ref = references[i];
BoundBox ref_bounds = compute_aligned_prim_boundbox(ref, aligned_space);
bounds.grow(ref_bounds);
if (cent_bounds != NULL) {
cent_bounds->grow(ref_bounds.center2());
}
}
return bounds;
}
Transform BVHUnaligned::compute_node_transform(const BoundBox &bounds,
const Transform &aligned_space)
{
Transform space = aligned_space;
space.x.w -= bounds.min.x;
space.y.w -= bounds.min.y;
space.z.w -= bounds.min.z;
float3 dim = bounds.max - bounds.min;
return transform_scale(
1.0f / max(1e-18f, dim.x), 1.0f / max(1e-18f, dim.y), 1.0f / max(1e-18f, dim.z)) *
space;
}
CCL_NAMESPACE_END