forked from bartvdbraak/blender
299ff91ea1
also stop numpy from being found in /usr/include with cmake.
380 lines
9.4 KiB
C++
380 lines
9.4 KiB
C++
/*
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* Copyright 2011, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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#include "camera.h"
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#include "graph.h"
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#include "light.h"
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#include "mesh.h"
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#include "object.h"
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#include "scene.h"
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#include "nodes.h"
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#include "shader.h"
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#include "blender_sync.h"
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#include "blender_util.h"
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#include "util_foreach.h"
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CCL_NAMESPACE_BEGIN
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/* Utilities */
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bool BlenderSync::BKE_object_is_modified(BL::Object b_ob)
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{
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/* test if we can instance or if the object is modified */
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if(ccl::BKE_object_is_modified(b_ob, b_scene, preview)) {
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/* modifiers */
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return true;
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}
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else {
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/* object level material links */
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BL::Object::material_slots_iterator slot;
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for(b_ob.material_slots.begin(slot); slot != b_ob.material_slots.end(); ++slot)
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if(slot->link() == BL::MaterialSlot::link_OBJECT)
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return true;
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}
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return false;
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}
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bool BlenderSync::object_is_mesh(BL::Object b_ob)
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{
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BL::ID b_ob_data = b_ob.data();
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return (b_ob_data && (b_ob_data.is_a(&RNA_Mesh) ||
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b_ob_data.is_a(&RNA_Curve) || b_ob_data.is_a(&RNA_MetaBall)));
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}
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bool BlenderSync::object_is_light(BL::Object b_ob)
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{
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BL::ID b_ob_data = b_ob.data();
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return (b_ob_data && b_ob_data.is_a(&RNA_Lamp));
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}
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static uint object_ray_visibility(BL::Object b_ob)
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{
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PointerRNA cvisibility = RNA_pointer_get(&b_ob.ptr, "cycles_visibility");
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uint flag = 0;
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flag |= get_boolean(cvisibility, "camera")? PATH_RAY_CAMERA: 0;
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flag |= get_boolean(cvisibility, "diffuse")? PATH_RAY_DIFFUSE: 0;
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flag |= get_boolean(cvisibility, "glossy")? PATH_RAY_GLOSSY: 0;
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flag |= get_boolean(cvisibility, "transmission")? PATH_RAY_TRANSMIT: 0;
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flag |= get_boolean(cvisibility, "shadow")? PATH_RAY_SHADOW: 0;
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return flag;
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}
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/* Light */
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void BlenderSync::sync_light(BL::Object b_parent, int b_index, BL::Object b_ob, Transform& tfm)
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{
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/* test if we need to sync */
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Light *light;
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ObjectKey key(b_parent, b_index, b_ob);
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if(!light_map.sync(&light, b_ob, b_parent, key))
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return;
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BL::Lamp b_lamp(b_ob.data());
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/* type */
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switch(b_lamp.type()) {
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case BL::Lamp::type_POINT: {
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BL::PointLamp b_point_lamp(b_lamp);
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light->size = b_point_lamp.shadow_soft_size();
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light->type = LIGHT_POINT;
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break;
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}
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case BL::Lamp::type_SPOT: {
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BL::SpotLamp b_spot_lamp(b_lamp);
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light->size = b_spot_lamp.shadow_soft_size();
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light->type = LIGHT_POINT;
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break;
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}
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case BL::Lamp::type_HEMI: {
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light->type = LIGHT_DISTANT;
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light->size = 0.0f;
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break;
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}
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case BL::Lamp::type_SUN: {
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BL::SunLamp b_sun_lamp(b_lamp);
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light->size = b_sun_lamp.shadow_soft_size();
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light->type = LIGHT_DISTANT;
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break;
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}
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case BL::Lamp::type_AREA: {
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BL::AreaLamp b_area_lamp(b_lamp);
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light->size = 1.0f;
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light->axisu = make_float3(tfm.x.x, tfm.y.x, tfm.z.x);
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light->axisv = make_float3(tfm.x.y, tfm.y.y, tfm.z.y);
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light->sizeu = b_area_lamp.size();
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if(b_area_lamp.shape() == BL::AreaLamp::shape_RECTANGLE)
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light->sizev = b_area_lamp.size_y();
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else
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light->sizev = light->sizeu;
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light->type = LIGHT_AREA;
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break;
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}
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}
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/* location and (inverted!) direction */
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light->co = make_float3(tfm.x.w, tfm.y.w, tfm.z.w);
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light->dir = -make_float3(tfm.x.z, tfm.y.z, tfm.z.z);
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/* shader */
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vector<uint> used_shaders;
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find_shader(b_lamp, used_shaders, scene->default_light);
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if(used_shaders.size() == 0)
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used_shaders.push_back(scene->default_light);
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light->shader = used_shaders[0];
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/* shadow */
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PointerRNA clamp = RNA_pointer_get(&b_lamp.ptr, "cycles");
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light->cast_shadow = get_boolean(clamp, "cast_shadow");
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/* tag */
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light->tag_update(scene);
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}
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void BlenderSync::sync_background_light()
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{
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BL::World b_world = b_scene.world();
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if(b_world) {
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PointerRNA cworld = RNA_pointer_get(&b_world.ptr, "cycles");
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bool sample_as_light = get_boolean(cworld, "sample_as_light");
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if(sample_as_light) {
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/* test if we need to sync */
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Light *light;
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ObjectKey key(b_world, 0, b_world);
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if(light_map.sync(&light, b_world, b_world, key) ||
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world_recalc ||
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b_world.ptr.data != world_map)
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{
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light->type = LIGHT_BACKGROUND;
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light->map_resolution = get_int(cworld, "sample_map_resolution");
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light->shader = scene->default_background;
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light->tag_update(scene);
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light_map.set_recalc(b_world);
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}
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}
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}
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world_map = b_world.ptr.data;
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world_recalc = false;
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}
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/* Object */
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void BlenderSync::sync_object(BL::Object b_parent, int b_index, BL::Object b_ob, Transform& tfm, uint layer_flag, int motion)
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{
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/* light is handled separately */
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if(object_is_light(b_ob)) {
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if(!motion)
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sync_light(b_parent, b_index, b_ob, tfm);
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return;
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}
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/* only interested in object that we can create meshes from */
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if(!object_is_mesh(b_ob))
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return;
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/* key to lookup object */
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ObjectKey key(b_parent, b_index, b_ob);
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Object *object;
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/* motion vector case */
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if(motion) {
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object = object_map.find(key);
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if(object) {
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if(tfm != object->tfm) {
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if(motion == -1)
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object->motion.pre = tfm;
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else
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object->motion.post = tfm;
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object->use_motion = true;
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}
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sync_mesh_motion(b_ob, object->mesh, motion);
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}
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return;
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}
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/* test if we need to sync */
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bool object_updated = false;
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if(object_map.sync(&object, b_ob, b_parent, key))
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object_updated = true;
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bool use_holdout = (layer_flag & render_layer.holdout_layer) != 0;
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/* mesh sync */
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object->mesh = sync_mesh(b_ob, object_updated);
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if(use_holdout != object->use_holdout) {
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object->use_holdout = use_holdout;
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scene->object_manager->tag_update(scene);
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}
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/* object sync */
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if(object_updated || (object->mesh && object->mesh->need_update)) {
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object->name = b_ob.name().c_str();
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object->pass_id = b_ob.pass_index();
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object->tfm = tfm;
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object->motion.pre = tfm;
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object->motion.post = tfm;
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object->use_motion = false;
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/* visibility flags for both parent */
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object->visibility = object_ray_visibility(b_ob) & PATH_RAY_ALL;
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if(b_parent.ptr.data != b_ob.ptr.data)
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object->visibility &= object_ray_visibility(b_parent);
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/* camera flag is not actually used, instead is tested
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against render layer flags */
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if(object->visibility & PATH_RAY_CAMERA) {
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object->visibility |= layer_flag << PATH_RAY_LAYER_SHIFT;
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object->visibility &= ~PATH_RAY_CAMERA;
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}
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object->tag_update(scene);
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}
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}
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/* Object Loop */
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void BlenderSync::sync_objects(BL::SpaceView3D b_v3d, int motion)
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{
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/* layer data */
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uint scene_layer = render_layer.scene_layer;
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if(!motion) {
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/* prepare for sync */
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light_map.pre_sync();
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mesh_map.pre_sync();
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object_map.pre_sync();
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mesh_synced.clear();
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}
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/* object loop */
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BL::Scene::objects_iterator b_ob;
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for(b_scene.objects.begin(b_ob); b_ob != b_scene.objects.end(); ++b_ob) {
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bool hide = (render_layer.use_viewport_visibility)? b_ob->hide(): b_ob->hide_render();
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uint ob_layer = get_layer(b_ob->layers());
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if(!hide && (ob_layer & scene_layer)) {
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if(b_ob->is_duplicator()) {
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/* dupli objects */
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object_create_duplilist(*b_ob, b_scene);
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BL::Object::dupli_list_iterator b_dup;
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int b_index = 0;
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for(b_ob->dupli_list.begin(b_dup); b_dup != b_ob->dupli_list.end(); ++b_dup) {
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Transform tfm = get_transform(b_dup->matrix());
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BL::Object b_dup_ob = b_dup->object();
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bool dup_hide = (b_v3d)? b_dup_ob.hide(): b_dup_ob.hide_render();
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if(!(b_dup->hide() || dup_hide))
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sync_object(*b_ob, b_index, b_dup_ob, tfm, ob_layer, motion);
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b_index++;
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}
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object_free_duplilist(*b_ob);
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hide = true;
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}
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/* check if we should render or hide particle emitter */
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BL::Object::particle_systems_iterator b_psys;
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bool render_emitter = false;
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for(b_ob->particle_systems.begin(b_psys); b_psys != b_ob->particle_systems.end(); ++b_psys) {
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if(b_psys->settings().use_render_emitter()) {
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hide = false;
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render_emitter = true;
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}
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else if(!render_emitter)
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hide = true;
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}
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if(!hide) {
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/* object itself */
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Transform tfm = get_transform(b_ob->matrix_world());
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sync_object(*b_ob, 0, *b_ob, tfm, ob_layer, motion);
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}
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}
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}
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if(!motion) {
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sync_background_light();
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/* handle removed data and modified pointers */
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if(light_map.post_sync())
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scene->light_manager->tag_update(scene);
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if(mesh_map.post_sync())
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scene->mesh_manager->tag_update(scene);
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if(object_map.post_sync())
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scene->object_manager->tag_update(scene);
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mesh_synced.clear();
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}
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}
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void BlenderSync::sync_motion(BL::SpaceView3D b_v3d, BL::Object b_override)
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{
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if(scene->need_motion() == Scene::MOTION_NONE)
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return;
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/* get camera object here to deal with camera switch */
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BL::Object b_cam = b_scene.camera();
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if(b_override)
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b_cam = b_override;
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/* go back and forth one frame */
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int frame = b_scene.frame_current();
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for(int motion = -1; motion <= 1; motion += 2) {
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scene_frame_set(b_scene, frame + motion);
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/* camera object */
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if(b_cam)
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sync_camera_motion(b_cam, motion);
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/* mesh objects */
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sync_objects(b_v3d, motion);
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}
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scene_frame_set(b_scene, frame);
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}
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CCL_NAMESPACE_END
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