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workinf_Blender_Wasm/blender-5.2.0/intern/cycles/blender/geometry.cpp
2026-08-12 04:47:48 -04:00

313 lines
9.5 KiB
C++

/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
*
* SPDX-License-Identifier: Apache-2.0 */
#include "scene/curves.h"
#include "scene/hair.h"
#include "scene/light.h"
#include "scene/mesh.h"
#include "scene/object.h"
#include "scene/pointcloud.h"
#include "scene/volume.h"
#include "blender/sync.h"
#include "blender/util.h"
#include "util/task.h"
#include "BKE_material.hh"
#include "DNA_light_types.h"
#include "DNA_material_types.h"
CCL_NAMESPACE_BEGIN
static Geometry::Type determine_geom_type(BObjectInfo &b_ob_info, bool use_particle_hair)
{
if (GS(b_ob_info.object_data->name) == blender::ID_LA) {
blender::Light &b_light = *blender::id_cast<blender::Light *>(b_ob_info.object_data);
switch (b_light.type) {
case blender::LA_LOCAL:
return Geometry::POINT_LIGHT;
case blender::LA_SPOT:
return Geometry::SPOT_LIGHT;
case blender::LA_SUN:
return Geometry::SUN_LIGHT;
case blender::LA_AREA:
return Geometry::AREA_LIGHT;
default:
/* Should be handled in `sync_background_light()`. */
assert(false);
return Geometry::BACKGROUND_LIGHT;
}
}
if (GS(b_ob_info.object_data->name) == blender::ID_CV || use_particle_hair) {
return Geometry::HAIR;
}
if (GS(b_ob_info.object_data->name) == blender::ID_PT) {
return Geometry::POINTCLOUD;
}
if (GS(b_ob_info.object_data->name) == blender::ID_VO ||
(b_ob_info.object_data ==
object_get_data(*b_ob_info.real_object, b_ob_info.use_adaptive_subdivision) &&
object_fluid_gas_domain_find(*b_ob_info.real_object)))
{
return Geometry::VOLUME;
}
return Geometry::MESH;
}
array<Node *> BlenderSync::find_used_shaders(blender::Object &b_ob)
{
array<Node *> used_shaders;
if (b_ob.type == blender::OB_LAMP) {
find_shader(static_cast<blender::ID *>(b_ob.data), used_shaders, scene->default_light);
return used_shaders;
}
blender::Material *material_override = view_layer.material_override;
Shader *default_shader = (b_ob.type == blender::OB_VOLUME) ? scene->default_volume :
scene->default_surface;
for (const int i : blender::IndexRange(BKE_object_material_count_eval(&b_ob))) {
if (material_override) {
find_shader(&material_override->id, used_shaders, default_shader);
}
else {
blender::Material *b_material = BKE_object_material_get(&b_ob, i + 1);
find_shader(reinterpret_cast<blender::ID *>(b_material), used_shaders, default_shader);
}
}
if (used_shaders.size() == 0) {
if (material_override) {
find_shader(&material_override->id, used_shaders, default_shader);
}
else {
used_shaders.push_back_slow(default_shader);
}
}
return used_shaders;
}
Geometry *BlenderSync::sync_geometry(BObjectInfo &b_ob_info,
bool object_updated,
bool use_particle_hair,
TaskPool *task_pool)
{
/* Test if we can instance or if the object is modified. */
const Geometry::Type geom_type = determine_geom_type(b_ob_info, use_particle_hair);
blender::ID *const b_key_id = (b_ob_info.is_real_object_data() &&
BKE_object_is_modified(*b_ob_info.real_object)) ?
&b_ob_info.real_object->id :
b_ob_info.object_data;
const GeometryKey key(b_key_id, geom_type);
/* Find shader indices. */
array<Node *> used_shaders = find_used_shaders(*b_ob_info.iter_object);
/* Ensure we only sync instanced geometry once. */
Geometry *geom = geometry_map.find(key);
if (geom) {
if (geometry_synced.contains(geom)) {
return geom;
}
}
/* Test if we need to sync. */
bool sync = true;
if (geom == nullptr) {
/* Add new geometry if it did not exist yet. */
if (geom_type == Geometry::POINT_LIGHT) {
geom = scene->create_light_node<PointLight>();
}
else if (geom_type == Geometry::SPOT_LIGHT) {
geom = scene->create_light_node<SpotLight>();
}
else if (geom_type == Geometry::SUN_LIGHT) {
geom = scene->create_light_node<SunLight>();
}
else if (geom_type == Geometry::AREA_LIGHT) {
geom = scene->create_light_node<AreaLight>();
}
else if (geom_type == Geometry::HAIR) {
geom = scene->create_node<Hair>();
}
else if (geom_type == Geometry::VOLUME) {
geom = scene->create_node<Volume>();
}
else if (geom_type == Geometry::POINTCLOUD) {
geom = scene->create_node<PointCloud>();
}
else {
assert(geom_type == Geometry::MESH);
geom = scene->create_node<Mesh>();
}
geometry_map.add(key, geom);
}
else {
/* Test if we need to update existing geometry. */
sync = geometry_map.update(geom, b_key_id);
}
if (!sync) {
/* If transform was applied to geometry, need full update. */
if (object_updated && geom->transform_applied) {
;
}
/* Test if shaders changed, these can be object level so geometry
* does not get tagged for recalc. */
else if (geom->get_used_shaders() != used_shaders) {
;
}
else {
/* Even if not tagged for recalc, we may need to sync anyway
* because the shader needs different geometry attributes. */
bool attribute_recalc = false;
for (Node *node : geom->get_used_shaders()) {
Shader *shader = static_cast<Shader *>(node);
if (shader->need_update_geometry()) {
attribute_recalc = true;
}
}
if (!attribute_recalc) {
return geom;
}
}
}
geometry_synced.insert(geom);
geom->name = ustring(BKE_id_name(*b_ob_info.object_data));
/* Store the shaders immediately for the object attribute code. */
geom->set_used_shaders(used_shaders);
auto sync_func = [this, geom_type, b_ob_info, geom]() mutable {
if (progress.get_cancel()) {
return;
}
progress.set_sync_status("Synchronizing object", BKE_id_name(b_ob_info.real_object->id));
if (geom->is_light()) {
Light *light = static_cast<Light *>(geom);
sync_light(b_ob_info, light);
}
else if (geom_type == Geometry::HAIR) {
Hair *hair = static_cast<Hair *>(geom);
sync_hair(b_ob_info, hair);
}
else if (geom_type == Geometry::VOLUME) {
Volume *volume = static_cast<Volume *>(geom);
sync_volume(b_ob_info, volume);
}
else if (geom_type == Geometry::POINTCLOUD) {
PointCloud *pointcloud = static_cast<PointCloud *>(geom);
sync_pointcloud(pointcloud, b_ob_info);
}
else {
Mesh *mesh = static_cast<Mesh *>(geom);
sync_mesh(b_ob_info, mesh);
}
};
/* Defer the actual geometry sync to the task_pool for multithreading */
if (task_pool) {
task_pool->push(sync_func);
}
else {
sync_func();
}
return geom;
}
void BlenderSync::sync_geometry_motion(BObjectInfo &b_ob_info,
Object *object,
const float motion_time,
bool use_particle_hair,
TaskPool *task_pool)
{
/* Ensure we only sync instanced geometry once. */
Geometry *geom = object->get_geometry();
if (geometry_motion_synced.contains(geom) || geometry_motion_attribute_synced.contains(geom)) {
return;
}
geometry_motion_synced.insert(geom);
/* Ensure we only motion sync geometry that also had geometry synced, to avoid
* unnecessary work and to ensure that its attributes were clear. */
if (!geometry_synced.contains(geom)) {
return;
}
/* Nothing to do for lights. */
if (geom->is_light()) {
return;
}
/* If the geometry already has motion blur from a velocity attribute, don't
* set the geometry motion steps again.
*
* Otherwise, setting geometry motion steps is done here to avoid concurrency issues.
* - It can't be done earlier in sync_object_motion_init because sync_geometry
* runs in parallel, and has_motion_blur would check attributes while
* sync_geometry is potentially creating the attribute from velocity.
* - It needs to happen before the parallel motion sync that happens right after
* this, because that can create the attribute from neighboring frames.
* Copying the motion steps from the object here solves this. */
if (!geom->has_motion_blur()) {
geom->set_motion_steps(object->get_motion().size());
}
/* Find time matching motion step required by geometry. */
const int motion_step = geom->motion_step(motion_time);
if (motion_step < 0) {
return;
}
auto sync_func = [this, b_ob_info, use_particle_hair, motion_step, geom]() mutable {
if (progress.get_cancel()) {
return;
}
if (GS(b_ob_info.object_data->name) == blender::ID_CV || use_particle_hair) {
Hair *hair = static_cast<Hair *>(geom);
sync_hair_motion(b_ob_info, hair, motion_step);
}
else if (GS(b_ob_info.object_data->name) == blender::ID_VO ||
object_fluid_gas_domain_find(*b_ob_info.real_object))
{
/* No volume motion blur support yet. */
}
else if (GS(b_ob_info.object_data->name) == blender::ID_PT) {
PointCloud *pointcloud = static_cast<PointCloud *>(geom);
sync_pointcloud_motion(pointcloud, b_ob_info, motion_step);
}
else {
Mesh *mesh = static_cast<Mesh *>(geom);
sync_mesh_motion(b_ob_info, mesh, motion_step);
}
};
/* Defer the actual geometry sync to the task_pool for multithreading */
if (task_pool) {
task_pool->push(sync_func);
}
else {
sync_func();
}
}
CCL_NAMESPACE_END