blender/intern/cycles/render/object.h
Stefan Werner c7280ce65b Cycles: Added shadow terminator offset parameter.
A new user parameter can be used to shift the shadow terminator
towards the light source. With it, one can hide some of the
artifacts that appear on coarse meshes with smooth shading.

Note that this technique is not engery conserving.

This is based on the work by the Appleseed renderer team.

Differential Revision: https://developer.blender.org/D7634
2020-06-02 07:27:14 +02:00

152 lines
4.0 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 "graph/node.h"
#include "render/scene.h"
#include "util/util_array.h"
#include "util/util_boundbox.h"
#include "util/util_param.h"
#include "util/util_thread.h"
#include "util/util_transform.h"
#include "util/util_types.h"
#include "util/util_vector.h"
CCL_NAMESPACE_BEGIN
class Device;
class DeviceScene;
class Geometry;
class ParticleSystem;
class Progress;
class Scene;
struct Transform;
struct UpdateObjectTransformState;
class ObjectManager;
/* Object */
class Object : public Node {
public:
NODE_DECLARE
Geometry *geometry;
Transform tfm;
BoundBox bounds;
uint random_id;
int pass_id;
float3 color;
ustring asset_name;
vector<ParamValue> attributes;
uint visibility;
array<Transform> motion;
bool hide_on_missing_motion;
bool use_holdout;
bool is_shadow_catcher;
float shadow_terminator_offset;
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);
/* Convert between normalized -1..1 motion time and index
* in the motion array. */
bool use_motion() const;
float motion_time(int step) const;
int motion_step(float time) const;
void update_motion();
/* Maximum number of motion steps supported (due to Embree). */
static const uint MAX_MOTION_STEPS = 129;
/* Check whether object is traceable and it worth adding it to
* kernel scene.
*/
bool is_traceable() const;
/* Combine object's visibility with all possible internal run-time
* determined flags which denotes trace-time visibility.
*/
uint visibility_for_tracing() const;
/* Returns the index that is used in the kernel for this object. */
int get_device_index() const;
/* Compute step size from attributes, shaders, transforms. */
float compute_volume_step_size() const;
protected:
/* Specifies the position of the object in scene->objects and
* in the device vectors. Gets set in device_update. */
int index;
friend class ObjectManager;
};
/* 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(DeviceScene *dscene, Scene *scene, Progress &progress);
void device_update_flags(Device *device,
DeviceScene *dscene,
Scene *scene,
Progress &progress,
bool bounds_valid = true);
void device_update_mesh_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, Progress &progress);
string get_cryptomatte_objects(Scene *scene);
string get_cryptomatte_assets(Scene *scene);
protected:
void device_update_object_transform(UpdateObjectTransformState *state, Object *ob);
void device_update_object_transform_task(UpdateObjectTransformState *state);
bool device_update_object_transform_pop_work(UpdateObjectTransformState *state,
int *start_index,
int *num_objects);
};
CCL_NAMESPACE_END
#endif /* __OBJECT_H__ */