Add Chromium-only Blender WebEngine parity work
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205
blender-5.2.0/intern/cycles/scene/object.h
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205
blender-5.2.0/intern/cycles/scene/object.h
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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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#pragma once
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#include "graph/node.h"
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/* included as Object::set_particle_system defined through NODE_SOCKET_API does
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* not select the right Node::set overload as it does not know that ParticleSystem
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* is a Node */
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#include "scene/geometry.h"
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#include "scene/particles.h"
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#include "scene/scene.h"
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#include "util/array.h"
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#include "util/boundbox.h"
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#include "util/param.h"
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#include "util/transform.h"
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#include "util/types.h"
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#include "util/vector.h"
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CCL_NAMESPACE_BEGIN
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class Device;
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class DeviceScene;
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class Geometry;
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class ParticleSystem;
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class Progress;
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class Scene;
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struct Transform;
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struct UpdateObjectTransformState;
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class ObjectManager;
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/* Object */
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class Object : public Node {
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public:
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NODE_DECLARE
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NODE_SOCKET_API(Geometry *, geometry)
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/* Use base API because we need custom setter for tfm. */
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NODE_SOCKET_API_BASE(Transform, tfm, "tfm")
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BoundBox bounds;
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NODE_SOCKET_API(uint, random_id)
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NODE_SOCKET_API(int, pass_id)
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NODE_SOCKET_API(float3, color)
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NODE_SOCKET_API(float, alpha)
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NODE_SOCKET_API(ustring, asset_name)
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vector<ParamValue> attributes;
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NODE_SOCKET_API(uint, visibility)
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NODE_SOCKET_API_ARRAY(array<Transform>, motion)
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NODE_SOCKET_API(bool, hide_on_missing_motion)
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NODE_SOCKET_API(bool, use_holdout)
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NODE_SOCKET_API(bool, is_shadow_catcher)
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NODE_SOCKET_API(float, shadow_terminator_shading_offset)
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NODE_SOCKET_API(float, shadow_terminator_geometry_offset)
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NODE_SOCKET_API(bool, is_caustics_caster)
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NODE_SOCKET_API(bool, is_caustics_receiver)
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NODE_SOCKET_API(bool, is_bake_target)
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NODE_SOCKET_API(float3, dupli_generated)
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NODE_SOCKET_API(float2, dupli_uv)
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NODE_SOCKET_API(ParticleSystem *, particle_system);
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NODE_SOCKET_API(int, particle_index);
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NODE_SOCKET_API(float, ao_distance)
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NODE_SOCKET_API(ustring, lightgroup)
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NODE_SOCKET_API(uint, receiver_light_set)
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NODE_SOCKET_API(uint64_t, light_set_membership)
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NODE_SOCKET_API(uint, blocker_shadow_set)
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NODE_SOCKET_API(uint64_t, shadow_set_membership)
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/* Set during device update. */
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bool intersects_volume;
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/* Specifies the position of the object in scene->objects and
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* in the device vectors. Gets set in device_update. */
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int index;
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Object();
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~Object() override;
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void tag_update(Scene *scene);
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void compute_bounds(bool motion_blur);
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void apply_transform(bool apply_to_motion);
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/* Convert between normalized -1..1 motion time and index
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* in the motion array. */
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bool use_motion() const;
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float motion_time(const int step) const;
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int motion_step(const float time) const;
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void update_motion();
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/* Maximum number of motion steps supported (due to Embree). */
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static const uint MAX_MOTION_STEPS = 129;
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/* Check whether object is traceable and it worth adding it to
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* kernel scene.
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*/
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bool is_traceable() const;
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/* Combine object's visibility with all possible internal run-time
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* determined flags which denotes trace-time visibility.
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*/
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uint visibility_for_tracing() const;
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/* Returns the index that is used in the kernel for this object. */
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int get_device_index() const;
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/* Compute step size from attributes, shaders, transforms. */
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float compute_volume_step_size(Progress &progress) const;
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/* Check whether this object can be used as light-emissive. */
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bool usable_as_light() const;
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/* Check whether the object participates in light or shadow linking, either as a receiver/blocker
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* or emitter. */
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bool has_light_linking() const;
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bool has_shadow_linking() const;
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/* Transform of some object types need to be modified to prevent render issues. */
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void adjust_volume_tfm(Transform &tfm);
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void set_tfm(Transform tfm);
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bool tfm_equals(Transform tfm);
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void set_motion_tfm(Transform tfm, const int step_index);
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protected:
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/* Reference to the attribute map with object attributes,
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* or 0 if none. Set in update_svm_attributes. */
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size_t attr_map_offset;
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friend class ObjectManager;
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friend class GeometryManager;
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};
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/* Object Manager */
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class ObjectManager {
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uint32_t update_flags;
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public:
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enum : uint32_t {
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PARTICLE_MODIFIED = (1 << 0),
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GEOMETRY_MANAGER = (1 << 1),
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MOTION_BLUR_MODIFIED = (1 << 2),
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OBJECT_ADDED = (1 << 3),
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OBJECT_REMOVED = (1 << 4),
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OBJECT_MODIFIED = (1 << 5),
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HOLDOUT_MODIFIED = (1 << 6),
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TRANSFORM_MODIFIED = (1 << 7),
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VISIBILITY_MODIFIED = (1 << 8),
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/* tag everything in the manager for an update */
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UPDATE_ALL = ~0u,
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UPDATE_NONE = 0u,
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};
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bool need_flags_update;
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ObjectManager();
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~ObjectManager();
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void update_interactive_motion(Scene *scene);
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void device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress &progress);
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void device_update_transforms(DeviceScene *dscene, Scene *scene, Progress &progress);
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void device_update_prim_offsets(Device *device, DeviceScene *dscene, Scene *scene);
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void device_update_flags(Device *device,
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DeviceScene *dscene,
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Scene *scene,
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Progress &progress,
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bool bounds_valid = true);
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void device_update_geom_offsets(Device *device, DeviceScene *dscene, Scene *scene);
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void device_free(Device *device, DeviceScene *dscene, bool force_free);
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void tag_update(Scene *scene, const uint32_t flag);
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bool need_update() const;
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void apply_static_transforms(DeviceScene *dscene, Scene *scene, Progress &progress);
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string get_cryptomatte_objects(Scene *scene);
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string get_cryptomatte_assets(Scene *scene);
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protected:
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void device_update_object_transform(UpdateObjectTransformState *state,
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Object *ob,
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bool update_all,
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const Scene *scene);
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void device_update_object_transform_task(UpdateObjectTransformState *state);
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bool device_update_object_transform_pop_work(UpdateObjectTransformState *state,
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int *start_index,
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int *num_objects);
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};
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CCL_NAMESPACE_END
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