Add Chromium-only Blender WebEngine parity work
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144
blender-5.2.0/intern/cycles/blender/object_cull.cpp
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144
blender-5.2.0/intern/cycles/blender/object_cull.cpp
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/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
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*
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* SPDX-License-Identifier: Apache-2.0 */
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#include <cstdlib>
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#include "scene/camera.h"
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#include "BLI_bounds.hh"
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#include "blender/object_cull.h"
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#include "blender/util.h"
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CCL_NAMESPACE_BEGIN
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BlenderObjectCulling::BlenderObjectCulling(Scene *scene, blender::Scene &b_scene)
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: use_scene_camera_cull_(false),
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use_camera_cull_(false),
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camera_cull_margin_(0.0f),
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use_scene_distance_cull_(false),
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use_distance_cull_(false),
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distance_cull_margin_(0.0f)
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{
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if ((b_scene.r.mode & blender::R_SIMPLIFY) != 0) {
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blender::PointerRNA scene_rna_ptr = RNA_id_pointer_create(&b_scene.id);
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blender::PointerRNA cscene = RNA_pointer_get(&scene_rna_ptr, "cycles");
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const bool cam_supported = (scene->camera->get_camera_type() == CAMERA_PERSPECTIVE) ||
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(scene->camera->get_camera_type() == CAMERA_ORTHOGRAPHIC);
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use_scene_camera_cull_ = cam_supported && ((b_scene.r.scemode & blender::R_MULTIVIEW) == 0) &&
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get_boolean(cscene, "use_camera_cull");
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use_scene_distance_cull_ = cam_supported &&
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((b_scene.r.scemode & blender::R_MULTIVIEW) == 0) &&
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get_boolean(cscene, "use_distance_cull");
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camera_cull_margin_ = get_float(cscene, "camera_cull_margin");
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distance_cull_margin_ = get_float(cscene, "distance_cull_margin");
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if (distance_cull_margin_ == 0.0f) {
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use_scene_distance_cull_ = false;
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}
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}
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}
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void BlenderObjectCulling::init_object(Scene *scene, blender::Object &b_ob)
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{
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if (!use_scene_camera_cull_ && !use_scene_distance_cull_) {
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return;
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}
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blender::PointerRNA b_ob_rna_ptr = RNA_id_pointer_create(&b_ob.id);
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blender::PointerRNA cobject = RNA_pointer_get(&b_ob_rna_ptr, "cycles");
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use_camera_cull_ = use_scene_camera_cull_ && get_boolean(cobject, "use_camera_cull");
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use_distance_cull_ = use_scene_distance_cull_ && get_boolean(cobject, "use_distance_cull");
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if (use_camera_cull_ || use_distance_cull_) {
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/* Need to have proper projection matrix. */
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scene->camera->update(scene);
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}
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}
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bool BlenderObjectCulling::test(Scene *scene, blender::Object &b_ob, const Transform &tfm)
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{
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if (!use_camera_cull_ && !use_distance_cull_) {
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return false;
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}
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/* Compute world space bounding box corners. */
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float3 bb[8];
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std::array<blender::float3, 8> boundbox;
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if (const std::optional<blender::Bounds<blender::float3>> bounds =
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BKE_object_boundbox_eval_cached_get(&b_ob))
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{
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boundbox = blender::bounds::corners(*bounds);
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}
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else {
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boundbox.fill(blender::float3(0));
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}
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for (int i = 0; i < 8; ++i) {
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const float3 p = make_float3(boundbox[i].x, boundbox[i].y, boundbox[i].z);
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bb[i] = transform_point(&tfm, p);
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}
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const bool camera_culled = use_camera_cull_ && test_camera(scene, bb);
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const bool distance_culled = use_distance_cull_ && test_distance(scene, bb);
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return ((camera_culled && distance_culled) || (camera_culled && !use_distance_cull_) ||
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(distance_culled && !use_camera_cull_));
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}
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/* TODO(sergey): Not really optimal, consider approaches based on k-DOP in order
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* to reduce number of objects which are wrongly considered visible.
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*/
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bool BlenderObjectCulling::test_camera(Scene *scene, const float3 bb[8])
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{
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Camera *cam = scene->camera;
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const ProjectionTransform &worldtondc = cam->worldtondc;
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float3 bb_min = make_float3(FLT_MAX, FLT_MAX, FLT_MAX);
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float3 bb_max = make_float3(-FLT_MAX, -FLT_MAX, -FLT_MAX);
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bool all_behind = true;
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for (int i = 0; i < 8; ++i) {
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float3 p = bb[i];
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const float4 b = make_float4(p, 1.0f);
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const float4 c = make_float4(
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dot(worldtondc.x, b), dot(worldtondc.y, b), dot(worldtondc.z, b), dot(worldtondc.w, b));
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p = make_float3(c / c.w);
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if (c.z < 0.0f) {
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p.x = 1.0f - p.x;
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p.y = 1.0f - p.y;
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}
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if (c.z >= -camera_cull_margin_) {
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all_behind = false;
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}
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bb_min = min(bb_min, p);
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bb_max = max(bb_max, p);
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}
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if (all_behind) {
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return true;
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}
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return (bb_min.x >= 1.0f + camera_cull_margin_ || bb_min.y >= 1.0f + camera_cull_margin_ ||
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bb_max.x <= -camera_cull_margin_ || bb_max.y <= -camera_cull_margin_);
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}
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bool BlenderObjectCulling::test_distance(Scene *scene, const float3 bb[8])
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{
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const float3 camera_position = transform_get_column(&scene->camera->get_matrix(), 3);
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float3 bb_min = make_float3(FLT_MAX, FLT_MAX, FLT_MAX);
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float3 bb_max = make_float3(-FLT_MAX, -FLT_MAX, -FLT_MAX);
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/* Find min & max points for x & y & z on bounding box */
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for (int i = 0; i < 8; ++i) {
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const float3 p = bb[i];
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bb_min = min(bb_min, p);
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bb_max = max(bb_max, p);
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}
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const float3 closest_point = max(min(bb_max, camera_position), bb_min);
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return (len_squared(camera_position - closest_point) >
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distance_cull_margin_ * distance_cull_margin_);
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}
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CCL_NAMESPACE_END
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