d2cb0f955b
Mainly makes logging less verbose when doing progressive sampling in viewport. Such kind of verbosity is not really possible to be filtered out with `grep` so let's reshuffle few lines of code.
657 lines
18 KiB
C++
657 lines
18 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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CCL_NAMESPACE_BEGIN
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/* Object */
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Object::Object()
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{
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name = "";
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mesh = NULL;
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tfm = transform_identity();
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visibility = ~0;
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random_id = 0;
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pass_id = 0;
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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_identity();
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motion.mid = transform_identity();
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motion.post = transform_identity();
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use_motion = false;
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use_holdout = false;
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dupli_generated = make_float3(0.0f, 0.0f, 0.0f);
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dupli_uv = make_float2(0.0f, 0.0f);
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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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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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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, float4_to_float3(mesh->curve_keys[i]));
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float radius = mesh->curve_keys[i].w * scalar;
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/* scale for curve radius is only correct for uniform scale */
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mesh->curve_keys[i] = float3_to_float4(co);
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mesh->curve_keys[i].w = 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(uint sindex, mesh->used_shaders) {
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Shader *shader = scene->shaders[sindex];
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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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/* 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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foreach(Mesh::Triangle& t, mesh->triangles) {
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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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foreach(Mesh::Triangle& t, mesh->triangles) {
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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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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->curves.size()) {
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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();
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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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device->tex_alloc("__objects", dscene->objects);
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if(state.need_motion == Scene::MOTION_PASS) {
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device->tex_alloc("__objects_vector", dscene->objects_vector);
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}
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dscene->data.bvh.have_motion = state.have_motion;
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dscene->data.bvh.have_curves = state.have_curves;
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dscene->data.bvh.have_instancing = true;
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}
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void ObjectManager::device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress)
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{
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if(!need_update)
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return;
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VLOG(1) << "Total " << scene->objects.size() << " objects.";
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device_free(device, dscene);
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if(scene->objects.size() == 0)
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return;
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/* object info flag */
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uint *object_flag = dscene->object_flag.resize(scene->objects.size());
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/* set object transform matrices, before applying static transforms */
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progress.set_status("Updating Objects", "Copying Transformations to device");
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device_update_transforms(device, dscene, scene, object_flag, progress);
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if(progress.get_cancel()) return;
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/* prepare for static BVH building */
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/* todo: do before to support getting object level coords? */
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if(scene->params.bvh_type == SceneParams::BVH_STATIC) {
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progress.set_status("Updating Objects", "Applying Static Transformations");
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apply_static_transforms(dscene, scene, object_flag, progress);
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}
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}
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void ObjectManager::device_update_flags(Device *device,
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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_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->displacement_method == Mesh::DISPLACE_BUMP)
|
|
{
|
|
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
|
|
|