blender/intern/cycles/render/object.cpp
Kévin Dietrich 349c17cf54 Fix T85462: crash in render mode while removing instances
This crash is caused by accessing object data in the kernel at an out of bound index from a deleted instance.

Cycles represents instances as Object nodes sharing the same Geometry node, so we need to tag the GeometryManager for an update if some objects are added or removed as no geometry might have been added or removed in order to properly update the BVH and its associated data arrays.

Regression caused by rBbbe6d4492823.
2021-02-11 12:03:26 +01:00

971 lines
29 KiB
C++

/*
* Copyright 2011-2013 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 "render/object.h"
#include "device/device.h"
#include "render/camera.h"
#include "render/curves.h"
#include "render/hair.h"
#include "render/integrator.h"
#include "render/light.h"
#include "render/mesh.h"
#include "render/particles.h"
#include "render/scene.h"
#include "render/stats.h"
#include "render/volume.h"
#include "util/util_foreach.h"
#include "util/util_logging.h"
#include "util/util_map.h"
#include "util/util_murmurhash.h"
#include "util/util_progress.h"
#include "util/util_set.h"
#include "util/util_task.h"
#include "util/util_vector.h"
#include "subd/subd_patch_table.h"
CCL_NAMESPACE_BEGIN
/* Global state of object transform update. */
struct UpdateObjectTransformState {
/* Global state used by device_update_object_transform().
* Common for both threaded and non-threaded update.
*/
/* Type of the motion required by the scene settings. */
Scene::MotionType need_motion;
/* Mapping from particle system to a index in packed particle array.
* Only used for read.
*/
map<ParticleSystem *, int> particle_offset;
/* Motion offsets for each object. */
array<uint> motion_offset;
/* Packed object arrays. Those will be filled in. */
uint *object_flag;
KernelObject *objects;
Transform *object_motion_pass;
DecomposedTransform *object_motion;
float *object_volume_step;
/* Flags which will be synchronized to Integrator. */
bool have_motion;
bool have_curves;
/* ** Scheduling queue. ** */
Scene *scene;
/* First unused object index in the queue. */
int queue_start_object;
};
/* Object */
NODE_DEFINE(Object)
{
NodeType *type = NodeType::add("object", create);
SOCKET_NODE(geometry, "Geometry", &Geometry::node_base_type);
SOCKET_TRANSFORM(tfm, "Transform", transform_identity());
SOCKET_UINT(visibility, "Visibility", ~0);
SOCKET_COLOR(color, "Color", make_float3(0.0f, 0.0f, 0.0f));
SOCKET_UINT(random_id, "Random ID", 0);
SOCKET_INT(pass_id, "Pass ID", 0);
SOCKET_BOOLEAN(use_holdout, "Use Holdout", false);
SOCKET_BOOLEAN(hide_on_missing_motion, "Hide on Missing Motion", false);
SOCKET_POINT(dupli_generated, "Dupli Generated", make_float3(0.0f, 0.0f, 0.0f));
SOCKET_POINT2(dupli_uv, "Dupli UV", make_float2(0.0f, 0.0f));
SOCKET_TRANSFORM_ARRAY(motion, "Motion", array<Transform>());
SOCKET_FLOAT(shadow_terminator_offset, "Terminator Offset", 0.0f);
SOCKET_STRING(asset_name, "Asset Name", ustring());
SOCKET_BOOLEAN(is_shadow_catcher, "Shadow Catcher", false);
SOCKET_NODE(particle_system, "Particle System", &ParticleSystem::node_type);
SOCKET_INT(particle_index, "Particle Index", 0);
return type;
}
Object::Object() : Node(node_type)
{
particle_system = NULL;
particle_index = 0;
attr_map_offset = 0;
bounds = BoundBox::empty;
}
Object::~Object()
{
}
void Object::update_motion()
{
if (!use_motion()) {
return;
}
bool have_motion = false;
for (size_t i = 0; i < motion.size(); i++) {
if (motion[i] == transform_empty()) {
if (hide_on_missing_motion) {
/* Hide objects that have no valid previous or next
* transform, for example particle that stop existing. It
* would be better to handle this in the kernel and make
* objects invisible outside certain motion steps. */
tfm = transform_empty();
motion.clear();
return;
}
else {
/* Otherwise just copy center motion. */
motion[i] = tfm;
}
}
/* Test if any of the transforms are actually different. */
have_motion = have_motion || motion[i] != tfm;
}
/* Clear motion array if there is no actual motion. */
if (!have_motion) {
motion.clear();
}
}
void Object::compute_bounds(bool motion_blur)
{
if (!is_modified() && !geometry->is_modified()) {
return;
}
BoundBox mbounds = geometry->bounds;
if (motion_blur && use_motion()) {
array<DecomposedTransform> decomp(motion.size());
transform_motion_decompose(decomp.data(), motion.data(), motion.size());
bounds = BoundBox::empty;
/* TODO: this is really terrible. according to PBRT there is a better
* way to find this iteratively, but did not find implementation yet
* or try to implement myself */
for (float t = 0.0f; t < 1.0f; t += (1.0f / 128.0f)) {
Transform ttfm;
transform_motion_array_interpolate(&ttfm, decomp.data(), motion.size(), t);
bounds.grow(mbounds.transformed(&ttfm));
}
}
else {
/* No motion blur case. */
if (geometry->transform_applied) {
bounds = mbounds;
}
else {
bounds = mbounds.transformed(&tfm);
}
}
}
void Object::apply_transform(bool apply_to_motion)
{
if (!geometry || tfm == transform_identity())
return;
geometry->apply_transform(tfm, apply_to_motion);
/* we keep normals pointing in same direction on negative scale, notify
* geometry about this in it (re)calculates normals */
if (transform_negative_scale(tfm))
geometry->transform_negative_scaled = true;
if (bounds.valid()) {
geometry->compute_bounds();
compute_bounds(false);
}
/* tfm is not reset to identity, all code that uses it needs to check the
* transform_applied boolean */
}
void Object::tag_update(Scene *scene)
{
uint32_t flag = ObjectManager::UPDATE_NONE;
if (is_modified()) {
flag |= ObjectManager::OBJECT_MODIFIED;
if (use_holdout_is_modified()) {
flag |= ObjectManager::HOLDOUT_MODIFIED;
}
}
if (geometry) {
if (tfm_is_modified()) {
/* tag the geometry as modified so the BVH is updated, but do not tag everything as modified
*/
if (geometry->is_mesh() || geometry->is_volume()) {
Mesh *mesh = static_cast<Mesh *>(geometry);
mesh->tag_verts_modified();
}
else if (geometry->is_hair()) {
Hair *hair = static_cast<Hair *>(geometry);
hair->tag_curve_keys_modified();
}
}
foreach (Node *node, geometry->get_used_shaders()) {
Shader *shader = static_cast<Shader *>(node);
if (shader->get_use_mis() && shader->has_surface_emission)
scene->light_manager->tag_update(scene, LightManager::EMISSIVE_MESH_MODIFIED);
}
}
scene->camera->need_flags_update = true;
scene->object_manager->tag_update(scene, flag);
}
bool Object::use_motion() const
{
return (motion.size() > 1);
}
float Object::motion_time(int step) const
{
return (use_motion()) ? 2.0f * step / (motion.size() - 1) - 1.0f : 0.0f;
}
int Object::motion_step(float time) const
{
if (use_motion()) {
for (size_t step = 0; step < motion.size(); step++) {
if (time == motion_time(step)) {
return step;
}
}
}
return -1;
}
bool Object::is_traceable() const
{
/* Mesh itself can be empty,can skip all such objects. */
if (!bounds.valid() || bounds.size() == make_float3(0.0f, 0.0f, 0.0f)) {
return false;
}
/* TODO(sergey): Check for mesh vertices/curves. visibility flags. */
return true;
}
uint Object::visibility_for_tracing() const
{
uint trace_visibility = visibility;
if (is_shadow_catcher) {
trace_visibility &= ~PATH_RAY_SHADOW_NON_CATCHER;
}
else {
trace_visibility &= ~PATH_RAY_SHADOW_CATCHER;
}
return trace_visibility;
}
float Object::compute_volume_step_size() const
{
if (geometry->geometry_type != Geometry::MESH && geometry->geometry_type != Geometry::VOLUME) {
return FLT_MAX;
}
Mesh *mesh = static_cast<Mesh *>(geometry);
if (!mesh->has_volume) {
return FLT_MAX;
}
/* Compute step rate from shaders. */
float step_rate = FLT_MAX;
foreach (Node *node, mesh->get_used_shaders()) {
Shader *shader = static_cast<Shader *>(node);
if (shader->has_volume) {
if ((shader->get_heterogeneous_volume() && shader->has_volume_spatial_varying) ||
(shader->has_volume_attribute_dependency)) {
step_rate = fminf(shader->get_volume_step_rate(), step_rate);
}
}
}
if (step_rate == FLT_MAX) {
return FLT_MAX;
}
/* Compute step size from voxel grids. */
float step_size = FLT_MAX;
if (geometry->geometry_type == Geometry::VOLUME) {
Volume *volume = static_cast<Volume *>(geometry);
foreach (Attribute &attr, volume->attributes.attributes) {
if (attr.element == ATTR_ELEMENT_VOXEL) {
ImageHandle &handle = attr.data_voxel();
const ImageMetaData &metadata = handle.metadata();
if (metadata.width == 0 || metadata.height == 0 || metadata.depth == 0) {
continue;
}
/* User specified step size. */
float voxel_step_size = volume->get_step_size();
if (voxel_step_size == 0.0f) {
/* Auto detect step size. */
float3 size = make_float3(1.0f, 1.0f, 1.0f);
#ifdef WITH_NANOVDB
/* Dimensions were not applied to image transform with NanOVDB (see image_vdb.cpp) */
if (metadata.type != IMAGE_DATA_TYPE_NANOVDB_FLOAT &&
metadata.type != IMAGE_DATA_TYPE_NANOVDB_FLOAT3)
#endif
size /= make_float3(metadata.width, metadata.height, metadata.depth);
/* Step size is transformed from voxel to world space. */
Transform voxel_tfm = tfm;
if (metadata.use_transform_3d) {
voxel_tfm = tfm * transform_inverse(metadata.transform_3d);
}
voxel_step_size = min3(fabs(transform_direction(&voxel_tfm, size)));
}
else if (volume->get_object_space()) {
/* User specified step size in object space. */
float3 size = make_float3(voxel_step_size, voxel_step_size, voxel_step_size);
voxel_step_size = min3(fabs(transform_direction(&tfm, size)));
}
if (voxel_step_size > 0.0f) {
step_size = fminf(voxel_step_size, step_size);
}
}
}
}
if (step_size == FLT_MAX) {
/* Fall back to 1/10th of bounds for procedural volumes. */
step_size = 0.1f * average(bounds.size());
}
step_size *= step_rate;
return step_size;
}
int Object::get_device_index() const
{
return index;
}
/* Object Manager */
ObjectManager::ObjectManager()
{
update_flags = UPDATE_ALL;
need_flags_update = true;
}
ObjectManager::~ObjectManager()
{
}
static float object_volume_density(const Transform &tfm, Geometry *geom)
{
if (geom->geometry_type == Geometry::VOLUME) {
/* Volume density automatically adjust to object scale. */
if (static_cast<Volume *>(geom)->get_object_space()) {
const float3 unit = normalize(make_float3(1.0f, 1.0f, 1.0f));
return 1.0f / len(transform_direction(&tfm, unit));
}
}
return 1.0f;
}
void ObjectManager::device_update_object_transform(UpdateObjectTransformState *state,
Object *ob,
bool update_all)
{
KernelObject &kobject = state->objects[ob->index];
Transform *object_motion_pass = state->object_motion_pass;
Geometry *geom = ob->geometry;
uint flag = 0;
/* Compute transformations. */
Transform tfm = ob->tfm;
Transform itfm = transform_inverse(tfm);
float3 color = ob->color;
float pass_id = ob->pass_id;
float random_number = (float)ob->random_id * (1.0f / (float)0xFFFFFFFF);
int particle_index = (ob->particle_system) ?
ob->particle_index + state->particle_offset[ob->particle_system] :
0;
kobject.tfm = tfm;
kobject.itfm = itfm;
kobject.volume_density = object_volume_density(tfm, geom);
kobject.color[0] = color.x;
kobject.color[1] = color.y;
kobject.color[2] = color.z;
kobject.pass_id = pass_id;
kobject.random_number = random_number;
kobject.particle_index = particle_index;
kobject.motion_offset = 0;
if (geom->get_use_motion_blur()) {
state->have_motion = true;
}
if (geom->geometry_type == Geometry::MESH) {
/* TODO: why only mesh? */
Mesh *mesh = static_cast<Mesh *>(geom);
if (mesh->attributes.find(ATTR_STD_MOTION_VERTEX_POSITION)) {
flag |= SD_OBJECT_HAS_VERTEX_MOTION;
}
}
if (state->need_motion == Scene::MOTION_PASS) {
/* Clear motion array if there is no actual motion. */
ob->update_motion();
/* Compute motion transforms. */
Transform tfm_pre, tfm_post;
if (ob->use_motion()) {
tfm_pre = ob->motion[0];
tfm_post = ob->motion[ob->motion.size() - 1];
}
else {
tfm_pre = tfm;
tfm_post = tfm;
}
/* Motion transformations, is world/object space depending if mesh
* comes with deformed position in object space, or if we transform
* the shading point in world space. */
if (!(flag & SD_OBJECT_HAS_VERTEX_MOTION)) {
tfm_pre = tfm_pre * itfm;
tfm_post = tfm_post * itfm;
}
int motion_pass_offset = ob->index * OBJECT_MOTION_PASS_SIZE;
object_motion_pass[motion_pass_offset + 0] = tfm_pre;
object_motion_pass[motion_pass_offset + 1] = tfm_post;
}
else if (state->need_motion == Scene::MOTION_BLUR) {
if (ob->use_motion()) {
kobject.motion_offset = state->motion_offset[ob->index];
/* Decompose transforms for interpolation. */
if (ob->tfm_is_modified() || update_all) {
DecomposedTransform *decomp = state->object_motion + kobject.motion_offset;
transform_motion_decompose(decomp, ob->motion.data(), ob->motion.size());
}
flag |= SD_OBJECT_MOTION;
state->have_motion = true;
}
}
/* Dupli object coords and motion info. */
kobject.dupli_generated[0] = ob->dupli_generated[0];
kobject.dupli_generated[1] = ob->dupli_generated[1];
kobject.dupli_generated[2] = ob->dupli_generated[2];
kobject.numkeys = (geom->geometry_type == Geometry::HAIR) ?
static_cast<Hair *>(geom)->get_curve_keys().size() :
0;
kobject.dupli_uv[0] = ob->dupli_uv[0];
kobject.dupli_uv[1] = ob->dupli_uv[1];
int totalsteps = geom->get_motion_steps();
kobject.numsteps = (totalsteps - 1) / 2;
kobject.numverts = (geom->geometry_type == Geometry::MESH ||
geom->geometry_type == Geometry::VOLUME) ?
static_cast<Mesh *>(geom)->get_verts().size() :
0;
kobject.patch_map_offset = 0;
kobject.attribute_map_offset = 0;
if (ob->asset_name_is_modified() || update_all) {
uint32_t hash_name = util_murmur_hash3(ob->name.c_str(), ob->name.length(), 0);
uint32_t hash_asset = util_murmur_hash3(ob->asset_name.c_str(), ob->asset_name.length(), 0);
kobject.cryptomatte_object = util_hash_to_float(hash_name);
kobject.cryptomatte_asset = util_hash_to_float(hash_asset);
}
kobject.shadow_terminator_offset = 1.0f / (1.0f - 0.5f * ob->shadow_terminator_offset);
/* Object flag. */
if (ob->use_holdout) {
flag |= SD_OBJECT_HOLDOUT_MASK;
}
state->object_flag[ob->index] = flag;
state->object_volume_step[ob->index] = FLT_MAX;
/* Have curves. */
if (geom->geometry_type == Geometry::HAIR) {
state->have_curves = true;
}
}
void ObjectManager::device_update_transforms(DeviceScene *dscene, Scene *scene, Progress &progress)
{
UpdateObjectTransformState state;
state.need_motion = scene->need_motion();
state.have_motion = false;
state.have_curves = false;
state.scene = scene;
state.queue_start_object = 0;
state.objects = dscene->objects.alloc(scene->objects.size());
state.object_flag = dscene->object_flag.alloc(scene->objects.size());
state.object_volume_step = dscene->object_volume_step.alloc(scene->objects.size());
state.object_motion = NULL;
state.object_motion_pass = NULL;
if (state.need_motion == Scene::MOTION_PASS) {
state.object_motion_pass = dscene->object_motion_pass.alloc(OBJECT_MOTION_PASS_SIZE *
scene->objects.size());
}
else if (state.need_motion == Scene::MOTION_BLUR) {
/* Set object offsets into global object motion array. */
uint *motion_offsets = state.motion_offset.resize(scene->objects.size());
uint motion_offset = 0;
foreach (Object *ob, scene->objects) {
*motion_offsets = motion_offset;
motion_offsets++;
/* Clear motion array if there is no actual motion. */
ob->update_motion();
motion_offset += ob->motion.size();
}
state.object_motion = dscene->object_motion.alloc(motion_offset);
}
/* Particle system device offsets
* 0 is dummy particle, index starts at 1.
*/
int numparticles = 1;
foreach (ParticleSystem *psys, scene->particle_systems) {
state.particle_offset[psys] = numparticles;
numparticles += psys->particles.size();
}
/* as all the arrays are the same size, checking only dscene.objects is sufficient */
const bool update_all = dscene->objects.need_realloc();
/* Parallel object update, with grain size to avoid too much threading overhead
* for individual objects. */
static const int OBJECTS_PER_TASK = 32;
parallel_for(blocked_range<size_t>(0, scene->objects.size(), OBJECTS_PER_TASK),
[&](const blocked_range<size_t> &r) {
for (size_t i = r.begin(); i != r.end(); i++) {
Object *ob = state.scene->objects[i];
device_update_object_transform(&state, ob, update_all);
}
});
if (progress.get_cancel()) {
return;
}
dscene->objects.copy_to_device_if_modified();
if (state.need_motion == Scene::MOTION_PASS) {
dscene->object_motion_pass.copy_to_device();
}
else if (state.need_motion == Scene::MOTION_BLUR) {
dscene->object_motion.copy_to_device();
}
dscene->data.bvh.have_motion = state.have_motion;
dscene->data.bvh.have_curves = state.have_curves;
dscene->objects.clear_modified();
dscene->object_motion_pass.clear_modified();
dscene->object_motion.clear_modified();
}
void ObjectManager::device_update(Device *device,
DeviceScene *dscene,
Scene *scene,
Progress &progress)
{
if (!need_update())
return;
if (update_flags & (OBJECT_ADDED | OBJECT_REMOVED)) {
dscene->objects.tag_realloc();
dscene->object_motion_pass.tag_realloc();
dscene->object_motion.tag_realloc();
dscene->object_flag.tag_realloc();
dscene->object_volume_step.tag_realloc();
}
if (update_flags & HOLDOUT_MODIFIED) {
dscene->object_flag.tag_modified();
}
if (update_flags & PARTICLE_MODIFIED) {
dscene->objects.tag_modified();
}
VLOG(1) << "Total " << scene->objects.size() << " objects.";
device_free(device, dscene, false);
if (scene->objects.size() == 0)
return;
{
/* Assign object IDs. */
scoped_callback_timer timer([scene](double time) {
if (scene->update_stats) {
scene->update_stats->object.times.add_entry({"device_update (assign index)", time});
}
});
int index = 0;
foreach (Object *object, scene->objects) {
object->index = index++;
/* this is a bit too broad, however a bigger refactor might be needed to properly separate
* update each type of data (transform, flags, etc.) */
if (object->is_modified()) {
dscene->objects.tag_modified();
dscene->object_motion_pass.tag_modified();
dscene->object_motion.tag_modified();
dscene->object_flag.tag_modified();
dscene->object_volume_step.tag_modified();
}
}
}
{
/* set object transform matrices, before applying static transforms */
scoped_callback_timer timer([scene](double time) {
if (scene->update_stats) {
scene->update_stats->object.times.add_entry(
{"device_update (copy objects to device)", time});
}
});
progress.set_status("Updating Objects", "Copying Transformations to device");
device_update_transforms(dscene, scene, 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) {
scoped_callback_timer timer([scene](double time) {
if (scene->update_stats) {
scene->update_stats->object.times.add_entry(
{"device_update (apply static transforms)", time});
}
});
progress.set_status("Updating Objects", "Applying Static Transformations");
apply_static_transforms(dscene, scene, progress);
}
foreach (Object *object, scene->objects) {
object->clear_modified();
}
}
void ObjectManager::device_update_flags(
Device *, DeviceScene *dscene, Scene *scene, Progress & /*progress*/, bool bounds_valid)
{
if (!need_update() && !need_flags_update)
return;
scoped_callback_timer timer([scene](double time) {
if (scene->update_stats) {
scene->update_stats->object.times.add_entry({"device_update_flags", time});
}
});
update_flags = UPDATE_NONE;
need_flags_update = false;
if (scene->objects.size() == 0)
return;
/* Object info flag. */
uint *object_flag = dscene->object_flag.data();
float *object_volume_step = dscene->object_volume_step.data();
/* Object volume intersection. */
vector<Object *> volume_objects;
bool has_volume_objects = false;
foreach (Object *object, scene->objects) {
if (object->geometry->has_volume) {
if (bounds_valid) {
volume_objects.push_back(object);
}
has_volume_objects = true;
object_volume_step[object->index] = object->compute_volume_step_size();
}
else {
object_volume_step[object->index] = FLT_MAX;
}
}
foreach (Object *object, scene->objects) {
if (object->geometry->has_volume) {
object_flag[object->index] |= SD_OBJECT_HAS_VOLUME;
object_flag[object->index] &= ~SD_OBJECT_HAS_VOLUME_ATTRIBUTES;
foreach (Attribute &attr, object->geometry->attributes.attributes) {
if (attr.element == ATTR_ELEMENT_VOXEL) {
object_flag[object->index] |= SD_OBJECT_HAS_VOLUME_ATTRIBUTES;
}
}
}
else {
object_flag[object->index] &= ~(SD_OBJECT_HAS_VOLUME | SD_OBJECT_HAS_VOLUME_ATTRIBUTES);
}
if (object->is_shadow_catcher) {
object_flag[object->index] |= SD_OBJECT_SHADOW_CATCHER;
}
else {
object_flag[object->index] &= ~SD_OBJECT_SHADOW_CATCHER;
}
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;
}
}
/* Copy object flag. */
dscene->object_flag.copy_to_device();
dscene->object_volume_step.copy_to_device();
dscene->object_flag.clear_modified();
dscene->object_volume_step.clear_modified();
}
void ObjectManager::device_update_mesh_offsets(Device *, DeviceScene *dscene, Scene *scene)
{
if (dscene->objects.size() == 0) {
return;
}
KernelObject *kobjects = dscene->objects.data();
bool update = false;
foreach (Object *object, scene->objects) {
Geometry *geom = object->geometry;
if (geom->geometry_type == Geometry::MESH) {
Mesh *mesh = static_cast<Mesh *>(geom);
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 (kobjects[object->index].patch_map_offset != patch_map_offset) {
kobjects[object->index].patch_map_offset = patch_map_offset;
update = true;
}
}
}
size_t attr_map_offset = object->attr_map_offset;
/* An object attribute map cannot have a zero offset because mesh maps come first. */
if (attr_map_offset == 0) {
attr_map_offset = geom->attr_map_offset;
}
if (kobjects[object->index].attribute_map_offset != attr_map_offset) {
kobjects[object->index].attribute_map_offset = attr_map_offset;
update = true;
}
}
if (update) {
dscene->objects.copy_to_device();
}
}
void ObjectManager::device_free(Device *, DeviceScene *dscene, bool force_free)
{
dscene->objects.free_if_need_realloc(force_free);
dscene->object_motion_pass.free_if_need_realloc(force_free);
dscene->object_motion.free_if_need_realloc(force_free);
dscene->object_flag.free_if_need_realloc(force_free);
dscene->object_volume_step.free_if_need_realloc(force_free);
}
void ObjectManager::apply_static_transforms(DeviceScene *dscene, Scene *scene, Progress &progress)
{
/* todo: normals and displacement should be done before applying transform! */
/* todo: create objects/geometry in right order! */
/* counter geometry users */
map<Geometry *, int> geometry_users;
Scene::MotionType need_motion = scene->need_motion();
bool motion_blur = need_motion == Scene::MOTION_BLUR;
bool apply_to_motion = need_motion != Scene::MOTION_PASS;
int i = 0;
foreach (Object *object, scene->objects) {
map<Geometry *, int>::iterator it = geometry_users.find(object->geometry);
if (it == geometry_users.end())
geometry_users[object->geometry] = 1;
else
it->second++;
}
if (progress.get_cancel())
return;
uint *object_flag = dscene->object_flag.data();
/* apply transforms for objects with single user geometry */
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 Geometry.
*/
Geometry *geom = object->geometry;
bool apply = (geometry_users[geom] == 1) && !geom->has_surface_bssrdf &&
!geom->has_true_displacement();
if (geom->geometry_type == Geometry::MESH) {
Mesh *mesh = static_cast<Mesh *>(geom);
apply = apply && mesh->get_subdivision_type() == Mesh::SUBDIVISION_NONE;
}
else if (geom->geometry_type == Geometry::HAIR) {
/* Can't apply non-uniform scale to curves, this can't be represented by
* control points and radius alone. */
float scale;
apply = apply && transform_uniform_scale(object->tfm, scale);
}
if (apply) {
if (!(motion_blur && object->use_motion())) {
if (!geom->transform_applied) {
object->apply_transform(apply_to_motion);
geom->transform_applied = true;
if (progress.get_cancel())
return;
}
object_flag[i] |= SD_OBJECT_TRANSFORM_APPLIED;
if (geom->transform_negative_scaled)
object_flag[i] |= SD_OBJECT_NEGATIVE_SCALE_APPLIED;
}
}
i++;
}
}
void ObjectManager::tag_update(Scene *scene, uint32_t flag)
{
update_flags |= flag;
/* avoid infinite loops if the geometry manager tagged us for an update */
if ((flag & GEOMETRY_MANAGER) == 0) {
uint32_t geometry_flag = GeometryManager::OBJECT_MANAGER;
/* Also notify in case added or removed objects were instances, as no Geometry might have been
* added or removed, but the BVH still needs to updated. */
if ((flag & (OBJECT_ADDED | OBJECT_REMOVED)) != 0) {
geometry_flag |= (GeometryManager::GEOMETRY_ADDED | GeometryManager::GEOMETRY_REMOVED);
}
scene->geometry_manager->tag_update(scene, geometry_flag);
}
scene->light_manager->tag_update(scene, LightManager::OBJECT_MANAGER);
}
bool ObjectManager::need_update() const
{
return update_flags != UPDATE_NONE;
}
string ObjectManager::get_cryptomatte_objects(Scene *scene)
{
string manifest = "{";
unordered_set<ustring, ustringHash> objects;
foreach (Object *object, scene->objects) {
if (objects.count(object->name)) {
continue;
}
objects.insert(object->name);
uint32_t hash_name = util_murmur_hash3(object->name.c_str(), object->name.length(), 0);
manifest += string_printf("\"%s\":\"%08x\",", object->name.c_str(), hash_name);
}
manifest[manifest.size() - 1] = '}';
return manifest;
}
string ObjectManager::get_cryptomatte_assets(Scene *scene)
{
string manifest = "{";
unordered_set<ustring, ustringHash> assets;
foreach (Object *ob, scene->objects) {
if (assets.count(ob->asset_name)) {
continue;
}
assets.insert(ob->asset_name);
uint32_t hash_asset = util_murmur_hash3(ob->asset_name.c_str(), ob->asset_name.length(), 0);
manifest += string_printf("\"%s\":\"%08x\",", ob->asset_name.c_str(), hash_asset);
}
manifest[manifest.size() - 1] = '}';
return manifest;
}
CCL_NAMESPACE_END