tornavis/intern/cycles/scene/object.h

199 lines
5.7 KiB
C++

/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
*
* SPDX-License-Identifier: Apache-2.0 */
#ifndef __OBJECT_H__
#define __OBJECT_H__
#include "graph/node.h"
/* included as Object::set_particle_system defined through NODE_SOCKET_API does
* not select the right Node::set overload as it does not know that ParticleSystem
* is a Node */
#include "scene/geometry.h"
#include "scene/particles.h"
#include "scene/scene.h"
#include "util/array.h"
#include "util/boundbox.h"
#include "util/param.h"
#include "util/thread.h"
#include "util/transform.h"
#include "util/types.h"
#include "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
NODE_SOCKET_API(Geometry *, geometry)
NODE_SOCKET_API(Transform, tfm)
BoundBox bounds;
NODE_SOCKET_API(uint, random_id)
NODE_SOCKET_API(int, pass_id)
NODE_SOCKET_API(float3, color)
NODE_SOCKET_API(float, alpha)
NODE_SOCKET_API(ustring, asset_name)
vector<ParamValue> attributes;
NODE_SOCKET_API(uint, visibility)
NODE_SOCKET_API_ARRAY(array<Transform>, motion)
NODE_SOCKET_API(bool, hide_on_missing_motion)
NODE_SOCKET_API(bool, use_holdout)
NODE_SOCKET_API(bool, is_shadow_catcher)
NODE_SOCKET_API(float, shadow_terminator_shading_offset)
NODE_SOCKET_API(float, shadow_terminator_geometry_offset)
NODE_SOCKET_API(bool, is_caustics_caster)
NODE_SOCKET_API(bool, is_caustics_receiver)
NODE_SOCKET_API(float3, dupli_generated)
NODE_SOCKET_API(float2, dupli_uv)
NODE_SOCKET_API(ParticleSystem *, particle_system);
NODE_SOCKET_API(int, particle_index);
NODE_SOCKET_API(float, ao_distance)
NODE_SOCKET_API(ustring, lightgroup)
NODE_SOCKET_API(uint, receiver_light_set)
NODE_SOCKET_API(uint64_t, light_set_membership)
NODE_SOCKET_API(uint, blocker_shadow_set)
NODE_SOCKET_API(uint64_t, shadow_set_membership)
/* Set during device update. */
bool intersects_volume;
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;
/* Check whether this object can be used as light-emissive. */
bool usable_as_light() const;
/* Check whether the object participates in light or shadow linking, either as a receiver/blocker
* or emitter. */
bool has_light_linking() const;
bool has_shadow_linking() const;
protected:
/* Specifies the position of the object in scene->objects and
* in the device vectors. Gets set in device_update. */
int index;
/* Reference to the attribute map with object attributes,
* or 0 if none. Set in update_svm_attributes. */
size_t attr_map_offset;
friend class ObjectManager;
friend class GeometryManager;
};
/* Object Manager */
class ObjectManager {
uint32_t update_flags;
public:
enum : uint32_t {
PARTICLE_MODIFIED = (1 << 0),
GEOMETRY_MANAGER = (1 << 1),
MOTION_BLUR_MODIFIED = (1 << 2),
OBJECT_ADDED = (1 << 3),
OBJECT_REMOVED = (1 << 4),
OBJECT_MODIFIED = (1 << 5),
HOLDOUT_MODIFIED = (1 << 6),
TRANSFORM_MODIFIED = (1 << 7),
VISIBILITY_MODIFIED = (1 << 8),
/* tag everything in the manager for an update */
UPDATE_ALL = ~0u,
UPDATE_NONE = 0u,
};
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_prim_offsets(Device *device, DeviceScene *dscene, Scene *scene);
void device_update_flags(Device *device,
DeviceScene *dscene,
Scene *scene,
Progress &progress,
bool bounds_valid = true);
void device_update_geom_offsets(Device *device, DeviceScene *dscene, Scene *scene);
void device_free(Device *device, DeviceScene *dscene, bool force_free);
void tag_update(Scene *scene, uint32_t flag);
bool need_update() const;
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,
bool update_all,
const Scene *scene);
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__ */