a5261e06a3
Meshes with Cycles subdivision were being transformed to world space leading to normals to sometimes be calculated in that space, while they should be in object space. Also caused dicing to happen at the wrong rate for scaled meshes.
731 lines
20 KiB
C++
731 lines
20 KiB
C++
/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include "camera.h"
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#include "device.h"
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#include "light.h"
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#include "mesh.h"
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#include "curves.h"
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#include "object.h"
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#include "particles.h"
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#include "scene.h"
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#include "util_foreach.h"
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#include "util_logging.h"
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#include "util_map.h"
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#include "util_progress.h"
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#include "util_vector.h"
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#include "subd_patch_table.h"
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CCL_NAMESPACE_BEGIN
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/* Object */
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NODE_DEFINE(Object)
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{
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NodeType* type = NodeType::add("object", create);
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SOCKET_NODE(mesh, "Mesh", &Mesh::node_type);
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SOCKET_TRANSFORM(tfm, "Transform", transform_identity());
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SOCKET_UINT(visibility, "Visibility", ~0);
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SOCKET_UINT(random_id, "Random ID", 0);
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SOCKET_INT(pass_id, "Pass ID", 0);
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SOCKET_BOOLEAN(use_holdout, "Use Holdout", false);
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SOCKET_POINT(dupli_generated, "Dupli Generated", make_float3(0.0f, 0.0f, 0.0f));
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SOCKET_POINT2(dupli_uv, "Dupli UV", make_float2(0.0f, 0.0f));
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return type;
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}
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Object::Object()
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: Node(node_type)
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{
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particle_system = NULL;
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particle_index = 0;
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bounds = BoundBox::empty;
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motion.pre = transform_empty();
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motion.mid = transform_empty();
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motion.post = transform_empty();
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use_motion = false;
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}
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Object::~Object()
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{
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}
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void Object::compute_bounds(bool motion_blur)
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{
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BoundBox mbounds = mesh->bounds;
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if(motion_blur && use_motion) {
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if(motion.pre == transform_empty() ||
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motion.post == transform_empty()) {
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/* Hide objects that have no valid previous or next transform, for
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* example particle that stop existing. TODO: add support for this
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* case in the kernel so we don't get render artifacts. */
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bounds = BoundBox::empty;
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}
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else {
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DecompMotionTransform decomp;
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transform_motion_decompose(&decomp, &motion, &tfm);
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bounds = BoundBox::empty;
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/* todo: this is really terrible. according to pbrt there is a better
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* way to find this iteratively, but did not find implementation yet
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* or try to implement myself */
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for(float t = 0.0f; t < 1.0f; t += (1.0f/128.0f)) {
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Transform ttfm;
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transform_motion_interpolate(&ttfm, &decomp, t);
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bounds.grow(mbounds.transformed(&ttfm));
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}
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}
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}
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else {
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if(mesh->transform_applied) {
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bounds = mbounds;
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}
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else {
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bounds = mbounds.transformed(&tfm);
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}
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}
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}
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void Object::apply_transform(bool apply_to_motion)
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{
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if(!mesh || tfm == transform_identity())
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return;
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/* triangles */
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if(mesh->verts.size()) {
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/* store matrix to transform later. when accessing these as attributes we
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* do not want the transform to be applied for consistency between static
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* and dynamic BVH, so we do it on packing. */
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mesh->transform_normal = transform_transpose(transform_inverse(tfm));
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/* apply to mesh vertices */
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for(size_t i = 0; i < mesh->verts.size(); i++)
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mesh->verts[i] = transform_point(&tfm, mesh->verts[i]);
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if(apply_to_motion) {
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Attribute *attr = mesh->attributes.find(ATTR_STD_MOTION_VERTEX_POSITION);
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if(attr) {
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size_t steps_size = mesh->verts.size() * (mesh->motion_steps - 1);
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float3 *vert_steps = attr->data_float3();
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for(size_t i = 0; i < steps_size; i++)
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vert_steps[i] = transform_point(&tfm, vert_steps[i]);
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}
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Attribute *attr_N = mesh->attributes.find(ATTR_STD_MOTION_VERTEX_NORMAL);
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if(attr_N) {
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Transform ntfm = mesh->transform_normal;
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size_t steps_size = mesh->verts.size() * (mesh->motion_steps - 1);
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float3 *normal_steps = attr_N->data_float3();
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for(size_t i = 0; i < steps_size; i++)
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normal_steps[i] = normalize(transform_direction(&ntfm, normal_steps[i]));
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}
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}
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}
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/* curves */
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if(mesh->curve_keys.size()) {
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/* compute uniform scale */
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float3 c0 = transform_get_column(&tfm, 0);
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float3 c1 = transform_get_column(&tfm, 1);
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float3 c2 = transform_get_column(&tfm, 2);
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float scalar = pow(fabsf(dot(cross(c0, c1), c2)), 1.0f/3.0f);
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/* apply transform to curve keys */
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for(size_t i = 0; i < mesh->curve_keys.size(); i++) {
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float3 co = transform_point(&tfm, mesh->curve_keys[i]);
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float radius = mesh->curve_radius[i] * scalar;
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/* scale for curve radius is only correct for uniform scale */
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mesh->curve_keys[i] = co;
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mesh->curve_radius[i] = radius;
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}
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if(apply_to_motion) {
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Attribute *curve_attr = mesh->curve_attributes.find(ATTR_STD_MOTION_VERTEX_POSITION);
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if(curve_attr) {
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/* apply transform to motion curve keys */
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size_t steps_size = mesh->curve_keys.size() * (mesh->motion_steps - 1);
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float4 *key_steps = curve_attr->data_float4();
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for(size_t i = 0; i < steps_size; i++) {
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float3 co = transform_point(&tfm, float4_to_float3(key_steps[i]));
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float radius = key_steps[i].w * scalar;
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/* scale for curve radius is only correct for uniform scale */
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key_steps[i] = float3_to_float4(co);
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key_steps[i].w = radius;
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}
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}
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}
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}
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/* we keep normals pointing in same direction on negative scale, notify
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* mesh about this in it (re)calculates normals */
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if(transform_negative_scale(tfm))
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mesh->transform_negative_scaled = true;
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if(bounds.valid()) {
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mesh->compute_bounds();
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compute_bounds(false);
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}
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/* tfm is not reset to identity, all code that uses it needs to check the
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* transform_applied boolean */
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}
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void Object::tag_update(Scene *scene)
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{
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if(mesh) {
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if(mesh->transform_applied)
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mesh->need_update = true;
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foreach(Shader *shader, mesh->used_shaders) {
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if(shader->use_mis && shader->has_surface_emission)
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scene->light_manager->need_update = true;
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}
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}
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scene->camera->need_flags_update = true;
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scene->curve_system_manager->need_update = true;
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scene->mesh_manager->need_update = true;
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scene->object_manager->need_update = true;
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}
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vector<float> Object::motion_times()
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{
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/* compute times at which we sample motion for this object */
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vector<float> times;
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if(!mesh || mesh->motion_steps == 1)
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return times;
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int motion_steps = mesh->motion_steps;
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for(int step = 0; step < motion_steps; step++) {
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if(step != motion_steps / 2) {
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float time = 2.0f * step / (motion_steps - 1) - 1.0f;
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times.push_back(time);
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}
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}
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return times;
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}
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bool Object::is_traceable()
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{
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/* Mesh itself can be empty,can skip all such objects. */
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if (!bounds.valid() || bounds.size() == make_float3(0.0f, 0.0f, 0.0f)) {
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return false;
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}
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/* TODO(sergey): Check for mesh vertices/curves. visibility flags. */
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return true;
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}
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/* Object Manager */
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ObjectManager::ObjectManager()
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{
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need_update = true;
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need_flags_update = true;
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}
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ObjectManager::~ObjectManager()
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{
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}
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void ObjectManager::device_update_object_transform(UpdateObejctTransformState *state,
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Object *ob,
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int object_index)
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{
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float4 *objects = state->objects;
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float4 *objects_vector = state->objects_vector;
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Mesh *mesh = ob->mesh;
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uint flag = 0;
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/* Compute transformations. */
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Transform tfm = ob->tfm;
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Transform itfm = transform_inverse(tfm);
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/* Compute surface area. for uniform scale we can do avoid the many
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* transform calls and share computation for instances.
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*
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* TODO(brecht): Correct for displacement, and move to a better place.
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*/
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float uniform_scale;
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float surface_area = 0.0f;
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float pass_id = ob->pass_id;
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float random_number = (float)ob->random_id * (1.0f/(float)0xFFFFFFFF);
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int particle_index = (ob->particle_system)
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? ob->particle_index + state->particle_offset[ob->particle_system]
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: 0;
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if(transform_uniform_scale(tfm, uniform_scale)) {
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map<Mesh*, float>::iterator it;
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/* NOTE: This isn't fully optimal and could in theory lead to multiple
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* threads calculating area of the same mesh in parallel. However, this
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* also prevents suspending all the threads when some mesh's area is
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* not yet known.
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*/
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state->surface_area_lock.lock();
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it = state->surface_area_map.find(mesh);
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state->surface_area_lock.unlock();
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if(it == state->surface_area_map.end()) {
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size_t num_triangles = mesh->num_triangles();
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for(size_t j = 0; j < num_triangles; j++) {
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Mesh::Triangle t = mesh->get_triangle(j);
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float3 p1 = mesh->verts[t.v[0]];
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float3 p2 = mesh->verts[t.v[1]];
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float3 p3 = mesh->verts[t.v[2]];
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surface_area += triangle_area(p1, p2, p3);
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}
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state->surface_area_lock.lock();
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state->surface_area_map[mesh] = surface_area;
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state->surface_area_lock.unlock();
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}
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else {
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surface_area = it->second;
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}
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surface_area *= uniform_scale;
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}
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else {
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size_t num_triangles = mesh->num_triangles();
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for(size_t j = 0; j < num_triangles; j++) {
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Mesh::Triangle t = mesh->get_triangle(j);
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float3 p1 = transform_point(&tfm, mesh->verts[t.v[0]]);
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float3 p2 = transform_point(&tfm, mesh->verts[t.v[1]]);
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float3 p3 = transform_point(&tfm, mesh->verts[t.v[2]]);
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surface_area += triangle_area(p1, p2, p3);
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}
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}
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/* Pack in texture. */
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int offset = object_index*OBJECT_SIZE;
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/* OBJECT_TRANSFORM */
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memcpy(&objects[offset], &tfm, sizeof(float4)*3);
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/* OBJECT_INVERSE_TRANSFORM */
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memcpy(&objects[offset+4], &itfm, sizeof(float4)*3);
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/* OBJECT_PROPERTIES */
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objects[offset+8] = make_float4(surface_area, pass_id, random_number, __int_as_float(particle_index));
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if(state->need_motion == Scene::MOTION_PASS) {
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/* Motion transformations, is world/object space depending if mesh
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* comes with deformed position in object space, or if we transform
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* the shading point in world space.
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*/
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Transform mtfm_pre = ob->motion.pre;
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Transform mtfm_post = ob->motion.post;
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/* In case of missing motion information for previous/next frame,
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* assume there is no motion. */
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if(!ob->use_motion || mtfm_pre == transform_empty()) {
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mtfm_pre = ob->tfm;
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}
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if(!ob->use_motion || mtfm_post == transform_empty()) {
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mtfm_post = ob->tfm;
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}
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if(!mesh->attributes.find(ATTR_STD_MOTION_VERTEX_POSITION)) {
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mtfm_pre = mtfm_pre * itfm;
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mtfm_post = mtfm_post * itfm;
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}
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else {
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flag |= SD_OBJECT_HAS_VERTEX_MOTION;
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}
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memcpy(&objects_vector[object_index*OBJECT_VECTOR_SIZE+0], &mtfm_pre, sizeof(float4)*3);
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memcpy(&objects_vector[object_index*OBJECT_VECTOR_SIZE+3], &mtfm_post, sizeof(float4)*3);
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}
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#ifdef __OBJECT_MOTION__
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else if(state->need_motion == Scene::MOTION_BLUR) {
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if(ob->use_motion) {
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/* decompose transformations for interpolation. */
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DecompMotionTransform decomp;
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transform_motion_decompose(&decomp, &ob->motion, &ob->tfm);
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memcpy(&objects[offset], &decomp, sizeof(float4)*8);
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flag |= SD_OBJECT_MOTION;
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state->have_motion = true;
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}
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}
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#endif
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if(mesh->use_motion_blur) {
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state->have_motion = true;
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}
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/* Dupli object coords and motion info. */
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int totalsteps = mesh->motion_steps;
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int numsteps = (totalsteps - 1)/2;
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int numverts = mesh->verts.size();
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int numkeys = mesh->curve_keys.size();
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objects[offset+9] = make_float4(ob->dupli_generated[0], ob->dupli_generated[1], ob->dupli_generated[2], __int_as_float(numkeys));
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objects[offset+10] = make_float4(ob->dupli_uv[0], ob->dupli_uv[1], __int_as_float(numsteps), __int_as_float(numverts));
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/* Object flag. */
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if(ob->use_holdout) {
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flag |= SD_HOLDOUT_MASK;
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}
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state->object_flag[object_index] = flag;
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/* Have curves. */
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if(mesh->num_curves()) {
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state->have_curves = true;
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}
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}
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bool ObjectManager::device_update_object_transform_pop_work(
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UpdateObejctTransformState *state,
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int *start_index,
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int *num_objects)
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{
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/* Tweakable parameter, number of objects per chunk.
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* Too small value will cause some extra overhead due to spin lock,
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* too big value might not use all threads nicely.
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*/
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static const int OBJECTS_PER_TASK = 32;
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bool have_work = false;
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state->queue_lock.lock();
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int num_scene_objects = state->scene->objects.size();
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if(state->queue_start_object < num_scene_objects) {
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int count = min(OBJECTS_PER_TASK,
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num_scene_objects - state->queue_start_object);
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*start_index = state->queue_start_object;
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*num_objects = count;
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state->queue_start_object += count;
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have_work = true;
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}
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state->queue_lock.unlock();
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return have_work;
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}
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void ObjectManager::device_update_object_transform_task(
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UpdateObejctTransformState *state)
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{
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int start_index, num_objects;
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while(device_update_object_transform_pop_work(state,
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&start_index,
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&num_objects))
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{
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for(int i = 0; i < num_objects; ++i) {
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const int object_index = start_index + i;
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Object *ob = state->scene->objects[object_index];
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device_update_object_transform(state, ob, object_index);
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}
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}
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}
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void ObjectManager::device_update_transforms(Device *device,
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DeviceScene *dscene,
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Scene *scene,
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uint *object_flag,
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Progress& progress)
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{
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UpdateObejctTransformState state;
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state.need_motion = scene->need_motion(device->info.advanced_shading);
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state.have_motion = false;
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state.have_curves = false;
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state.scene = scene;
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state.queue_start_object = 0;
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state.object_flag = object_flag;
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state.objects = dscene->objects.resize(OBJECT_SIZE*scene->objects.size());
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if(state.need_motion == Scene::MOTION_PASS) {
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state.objects_vector = dscene->objects_vector.resize(OBJECT_VECTOR_SIZE*scene->objects.size());
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}
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else {
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state.objects_vector = NULL;
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}
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/* Particle system device offsets
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* 0 is dummy particle, index starts at 1.
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*/
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int numparticles = 1;
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foreach(ParticleSystem *psys, scene->particle_systems) {
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state.particle_offset[psys] = numparticles;
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numparticles += psys->particles.size();
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}
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/* NOTE: If it's just a handful of objects we deal with them in a single
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* thread to avoid threading overhead. However, this threshold is might
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* need some tweaks to make mid-complex scenes optimal.
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*/
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if(scene->objects.size() < 64) {
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int object_index = 0;
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foreach(Object *ob, scene->objects) {
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device_update_object_transform(&state, ob, object_index);
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object_index++;
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if(progress.get_cancel()) {
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return;
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}
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}
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}
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else {
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const int num_threads = TaskScheduler::num_threads();
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TaskPool pool;
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for(int i = 0; i < num_threads; ++i) {
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pool.push(function_bind(
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&ObjectManager::device_update_object_transform_task,
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this,
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&state));
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}
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pool.wait_work();
|
|
if(progress.get_cancel()) {
|
|
return;
|
|
}
|
|
}
|
|
|
|
device->tex_alloc("__objects", dscene->objects);
|
|
if(state.need_motion == Scene::MOTION_PASS) {
|
|
device->tex_alloc("__objects_vector", dscene->objects_vector);
|
|
}
|
|
|
|
dscene->data.bvh.have_motion = state.have_motion;
|
|
dscene->data.bvh.have_curves = state.have_curves;
|
|
dscene->data.bvh.have_instancing = true;
|
|
}
|
|
|
|
void ObjectManager::device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress)
|
|
{
|
|
if(!need_update)
|
|
return;
|
|
|
|
VLOG(1) << "Total " << scene->objects.size() << " objects.";
|
|
|
|
device_free(device, dscene);
|
|
|
|
if(scene->objects.size() == 0)
|
|
return;
|
|
|
|
/* object info flag */
|
|
uint *object_flag = dscene->object_flag.resize(scene->objects.size());
|
|
|
|
/* set object transform matrices, before applying static transforms */
|
|
progress.set_status("Updating Objects", "Copying Transformations to device");
|
|
device_update_transforms(device, dscene, scene, object_flag, progress);
|
|
|
|
if(progress.get_cancel()) return;
|
|
|
|
/* prepare for static BVH building */
|
|
/* todo: do before to support getting object level coords? */
|
|
if(scene->params.bvh_type == SceneParams::BVH_STATIC) {
|
|
progress.set_status("Updating Objects", "Applying Static Transformations");
|
|
apply_static_transforms(dscene, scene, object_flag, progress);
|
|
}
|
|
}
|
|
|
|
void ObjectManager::device_update_flags(Device *device,
|
|
DeviceScene *dscene,
|
|
Scene *scene,
|
|
Progress& /*progress*/,
|
|
bool bounds_valid)
|
|
{
|
|
if(!need_update && !need_flags_update)
|
|
return;
|
|
|
|
need_update = false;
|
|
need_flags_update = false;
|
|
|
|
if(scene->objects.size() == 0)
|
|
return;
|
|
|
|
/* object info flag */
|
|
uint *object_flag = dscene->object_flag.get_data();
|
|
|
|
vector<Object *> volume_objects;
|
|
bool has_volume_objects = false;
|
|
foreach(Object *object, scene->objects) {
|
|
if(object->mesh->has_volume) {
|
|
if(bounds_valid) {
|
|
volume_objects.push_back(object);
|
|
}
|
|
has_volume_objects = true;
|
|
}
|
|
}
|
|
|
|
int object_index = 0;
|
|
foreach(Object *object, scene->objects) {
|
|
if(object->mesh->has_volume) {
|
|
object_flag[object_index] |= SD_OBJECT_HAS_VOLUME;
|
|
}
|
|
else {
|
|
object_flag[object_index] &= ~SD_OBJECT_HAS_VOLUME;
|
|
}
|
|
|
|
if(bounds_valid) {
|
|
foreach(Object *volume_object, volume_objects) {
|
|
if(object == volume_object) {
|
|
continue;
|
|
}
|
|
if(object->bounds.intersects(volume_object->bounds)) {
|
|
object_flag[object_index] |= SD_OBJECT_INTERSECTS_VOLUME;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else if(has_volume_objects) {
|
|
/* Not really valid, but can't make more reliable in the case
|
|
* of bounds not being up to date.
|
|
*/
|
|
object_flag[object_index] |= SD_OBJECT_INTERSECTS_VOLUME;
|
|
}
|
|
++object_index;
|
|
}
|
|
|
|
/* allocate object flag */
|
|
device->tex_alloc("__object_flag", dscene->object_flag);
|
|
}
|
|
|
|
void ObjectManager::device_update_patch_map_offsets(Device *device, DeviceScene *dscene, Scene *scene)
|
|
{
|
|
if (scene->objects.size() == 0)
|
|
return;
|
|
|
|
uint4* objects = (uint4*)dscene->objects.get_data();
|
|
|
|
bool update = false;
|
|
|
|
int object_index = 0;
|
|
foreach(Object *object, scene->objects) {
|
|
int offset = object_index*OBJECT_SIZE + 11;
|
|
|
|
Mesh* mesh = object->mesh;
|
|
|
|
if(mesh->patch_table) {
|
|
uint patch_map_offset = 2*(mesh->patch_table_offset + mesh->patch_table->total_size() -
|
|
mesh->patch_table->num_nodes * PATCH_NODE_SIZE) - mesh->patch_offset;
|
|
|
|
if(objects[offset].x != patch_map_offset) {
|
|
objects[offset].x = patch_map_offset;
|
|
update = true;
|
|
}
|
|
}
|
|
|
|
object_index++;
|
|
}
|
|
|
|
if(update) {
|
|
device->tex_free(dscene->objects);
|
|
device->tex_alloc("__objects", dscene->objects);
|
|
}
|
|
}
|
|
|
|
void ObjectManager::device_free(Device *device, DeviceScene *dscene)
|
|
{
|
|
device->tex_free(dscene->objects);
|
|
dscene->objects.clear();
|
|
|
|
device->tex_free(dscene->objects_vector);
|
|
dscene->objects_vector.clear();
|
|
|
|
device->tex_free(dscene->object_flag);
|
|
dscene->object_flag.clear();
|
|
}
|
|
|
|
void ObjectManager::apply_static_transforms(DeviceScene *dscene, Scene *scene, uint *object_flag, Progress& progress)
|
|
{
|
|
/* todo: normals and displacement should be done before applying transform! */
|
|
/* todo: create objects/meshes in right order! */
|
|
|
|
/* counter mesh users */
|
|
map<Mesh*, int> mesh_users;
|
|
#ifdef __OBJECT_MOTION__
|
|
Scene::MotionType need_motion = scene->need_motion();
|
|
bool motion_blur = need_motion == Scene::MOTION_BLUR;
|
|
bool apply_to_motion = need_motion != Scene::MOTION_PASS;
|
|
#else
|
|
bool motion_blur = false;
|
|
bool apply_to_motion = false;
|
|
#endif
|
|
int i = 0;
|
|
bool have_instancing = false;
|
|
|
|
foreach(Object *object, scene->objects) {
|
|
map<Mesh*, int>::iterator it = mesh_users.find(object->mesh);
|
|
|
|
if(it == mesh_users.end())
|
|
mesh_users[object->mesh] = 1;
|
|
else
|
|
it->second++;
|
|
}
|
|
|
|
if(progress.get_cancel()) return;
|
|
|
|
/* apply transforms for objects with single user meshes */
|
|
foreach(Object *object, scene->objects) {
|
|
/* Annoying feedback loop here: we can't use is_instanced() because
|
|
* it'll use uninitialized transform_applied flag.
|
|
*
|
|
* Could be solved by moving reference counter to Mesh.
|
|
*/
|
|
if((mesh_users[object->mesh] == 1 && !object->mesh->has_surface_bssrdf) &&
|
|
!object->mesh->has_true_displacement() && object->mesh->subdivision_type == Mesh::SUBDIVISION_NONE)
|
|
{
|
|
if(!(motion_blur && object->use_motion)) {
|
|
if(!object->mesh->transform_applied) {
|
|
object->apply_transform(apply_to_motion);
|
|
object->mesh->transform_applied = true;
|
|
|
|
if(progress.get_cancel()) return;
|
|
}
|
|
|
|
object_flag[i] |= SD_TRANSFORM_APPLIED;
|
|
if(object->mesh->transform_negative_scaled)
|
|
object_flag[i] |= SD_NEGATIVE_SCALE_APPLIED;
|
|
}
|
|
else
|
|
have_instancing = true;
|
|
}
|
|
else
|
|
have_instancing = true;
|
|
|
|
i++;
|
|
}
|
|
|
|
dscene->data.bvh.have_instancing = have_instancing;
|
|
}
|
|
|
|
void ObjectManager::tag_update(Scene *scene)
|
|
{
|
|
need_update = true;
|
|
scene->curve_system_manager->need_update = true;
|
|
scene->mesh_manager->need_update = true;
|
|
scene->light_manager->need_update = true;
|
|
}
|
|
|
|
CCL_NAMESPACE_END
|
|
|