blender/intern/cycles/render/object.h
Sergey Sharybin d14e39622a Cycles: First implementation of shadow catcher
It uses an idea of accumulating all possible light reachable across the
light path (without taking shadow blocked into account) and accumulating
total shaded light across the path. Dividing second figure by first one
seems to be giving good estimate of the shadow.

In fact, to my knowledge, it's something really similar to what is
happening in the denoising branch, so we are aligned here which is good.

The workflow is following:

- Create an object which matches real-life object on which shadow is
  to be catched.

- Create approximate similar material on that object.

  This is needed to make indirect light properly affecting CG objects
  in the scene.

- Mark object as Shadow Catcher in the Object properties.

Ideally, after doing that it will be possible to render the image and
simply alpha-over it on top of real footage.
2017-03-27 10:46:03 +02:00

165 lines
4.1 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.
*/
#ifndef __OBJECT_H__
#define __OBJECT_H__
#include "node.h"
#include "scene.h"
#include "util_boundbox.h"
#include "util_param.h"
#include "util_transform.h"
#include "util_thread.h"
#include "util_types.h"
CCL_NAMESPACE_BEGIN
class Device;
class DeviceScene;
class Mesh;
class ParticleSystem;
class Progress;
class Scene;
struct Transform;
/* Object */
class Object : public Node {
public:
NODE_DECLARE
Mesh *mesh;
Transform tfm;
BoundBox bounds;
uint random_id;
int pass_id;
vector<ParamValue> attributes;
uint visibility;
MotionTransform motion;
bool use_motion;
bool hide_on_missing_motion;
bool use_holdout;
bool is_shadow_catcher;
float3 dupli_generated;
float2 dupli_uv;
ParticleSystem *particle_system;
int particle_index;
Object();
~Object();
void tag_update(Scene *scene);
void compute_bounds(bool motion_blur);
void apply_transform(bool apply_to_motion);
vector<float> motion_times();
/* Check whether object is traceable and it worth adding it to
* kernel scene.
*/
bool is_traceable();
};
/* Object Manager */
class ObjectManager {
public:
bool need_update;
bool need_flags_update;
ObjectManager();
~ObjectManager();
void device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress);
void device_update_transforms(Device *device,
DeviceScene *dscene,
Scene *scene,
uint *object_flag,
Progress& progress);
void device_update_flags(Device *device,
DeviceScene *dscene,
Scene *scene,
Progress& progress,
bool bounds_valid = true);
void device_update_patch_map_offsets(Device *device, DeviceScene *dscene, Scene *scene);
void device_free(Device *device, DeviceScene *dscene);
void tag_update(Scene *scene);
void apply_static_transforms(DeviceScene *dscene, Scene *scene, uint *object_flag, Progress& progress);
protected:
/* Global state of object transform update. */
struct UpdateObejctTransformState {
/* 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;
/* Mesh area.
* Used to avoid calculation of mesh area multiple times. Used for both
* read and write. Acquire surface_area_lock to keep it all thread safe.
*/
map<Mesh*, float> surface_area_map;
/* Packed object arrays. Those will be filled in. */
uint *object_flag;
float4 *objects;
float4 *objects_vector;
/* Flags which will be synchronized to Integrator. */
bool have_motion;
bool have_curves;
/* ** Scheduling queue. ** */
Scene *scene;
/* Some locks to keep everything thread-safe. */
thread_spin_lock queue_lock;
thread_spin_lock surface_area_lock;
/* First unused object index in the queue. */
int queue_start_object;
};
void device_update_object_transform(UpdateObejctTransformState *state,
Object *ob,
const int object_index);
void device_update_object_transform_task(UpdateObejctTransformState *state);
bool device_update_object_transform_pop_work(
UpdateObejctTransformState *state,
int *start_index,
int *num_objects);
};
CCL_NAMESPACE_END
#endif /* __OBJECT_H__ */