Files
blender/intern/cycles/scene/scene.h
Kévin Dietrich 2890c11cd7 Cycles: add support for volume motion blur
This adds support for rendering motion blur for volumes, using their
velocity field. This works for fluid simulations and imported VDB
volumes. For the latter, the name of the velocity field can be set per
volume object, with automatic detection of velocity fields that are
split into 3 scalar grids.

A new parameter is also added to scale velocity for more artistic control.

Like for Alembic and USD caches, a parameter to set the unit of time in
which the velocity vectors are expressed is also added. For Blender gas
simulations, the velocity unit should always be in seconds, so this is
only exposed for volume objects which may come from external OpenVDB
files.

These parameters are available under the `Render` panels for the fluid
domain and the volume object data properties respectively.

Credits: kernel advection code from Tangent Animation's Blackbird based
on earlier work by Geraldine Chua

Differential Revision: https://developer.blender.org/D14629
2022-04-19 17:07:53 +02:00

417 lines
11 KiB
C++

/* SPDX-License-Identifier: Apache-2.0
* Copyright 2011-2022 Blender Foundation */
#ifndef __SCENE_H__
#define __SCENE_H__
#include "bvh/params.h"
#include "scene/film.h"
#include "scene/image.h"
#include "scene/shader.h"
#include "device/device.h"
#include "device/memory.h"
#include "util/param.h"
#include "util/string.h"
#include "util/system.h"
#include "util/texture.h"
#include "util/thread.h"
#include "util/types.h"
#include "util/vector.h"
CCL_NAMESPACE_BEGIN
class AlembicProcedural;
class AttributeRequestSet;
class Background;
class BVH;
class Camera;
class Device;
class DeviceInfo;
class Film;
class Integrator;
class Light;
class LightManager;
class LookupTables;
class Geometry;
class GeometryManager;
class Object;
class ObjectManager;
class ParticleSystemManager;
class ParticleSystem;
class PointCloud;
class Procedural;
class ProceduralManager;
class CurveSystemManager;
class Shader;
class ShaderManager;
class Progress;
class BakeManager;
class BakeData;
class RenderStats;
class SceneUpdateStats;
class Volume;
/* Scene Device Data */
class DeviceScene {
public:
/* BVH */
device_vector<int4> bvh_nodes;
device_vector<int4> bvh_leaf_nodes;
device_vector<int> object_node;
device_vector<int> prim_type;
device_vector<uint> prim_visibility;
device_vector<int> prim_index;
device_vector<int> prim_object;
device_vector<float2> prim_time;
/* mesh */
device_vector<packed_float3> tri_verts;
device_vector<uint> tri_shader;
device_vector<packed_float3> tri_vnormal;
device_vector<uint4> tri_vindex;
device_vector<uint> tri_patch;
device_vector<float2> tri_patch_uv;
device_vector<KernelCurve> curves;
device_vector<float4> curve_keys;
device_vector<KernelCurveSegment> curve_segments;
device_vector<uint> patches;
/* pointcloud */
device_vector<float4> points;
device_vector<uint> points_shader;
/* objects */
device_vector<KernelObject> objects;
device_vector<Transform> object_motion_pass;
device_vector<DecomposedTransform> object_motion;
device_vector<uint> object_flag;
device_vector<float> object_volume_step;
device_vector<uint> object_prim_offset;
/* cameras */
device_vector<DecomposedTransform> camera_motion;
/* attributes */
device_vector<uint4> attributes_map;
device_vector<float> attributes_float;
device_vector<float2> attributes_float2;
device_vector<packed_float3> attributes_float3;
device_vector<float4> attributes_float4;
device_vector<uchar4> attributes_uchar4;
/* lights */
device_vector<KernelLightDistribution> light_distribution;
device_vector<KernelLight> lights;
device_vector<float2> light_background_marginal_cdf;
device_vector<float2> light_background_conditional_cdf;
/* particles */
device_vector<KernelParticle> particles;
/* shaders */
device_vector<int4> svm_nodes;
device_vector<KernelShader> shaders;
/* lookup tables */
device_vector<float> lookup_table;
/* integrator */
device_vector<float> sample_pattern_lut;
/* ies lights */
device_vector<float> ies_lights;
KernelData data;
DeviceScene(Device *device);
};
/* Scene Parameters */
class SceneParams {
public:
ShadingSystem shadingsystem;
/* Requested BVH layout.
*
* If it's not supported by the device, the widest one from supported ones
* will be used, but BVH wider than this one will never be used.
*/
BVHLayout bvh_layout;
BVHType bvh_type;
bool use_bvh_spatial_split;
bool use_bvh_compact_structure;
bool use_bvh_unaligned_nodes;
int num_bvh_time_steps;
int hair_subdivisions;
CurveShapeType hair_shape;
int texture_limit;
bool background;
SceneParams()
{
shadingsystem = SHADINGSYSTEM_SVM;
bvh_layout = BVH_LAYOUT_AUTO;
bvh_type = BVH_TYPE_DYNAMIC;
use_bvh_spatial_split = false;
use_bvh_compact_structure = true;
use_bvh_unaligned_nodes = true;
num_bvh_time_steps = 0;
hair_subdivisions = 3;
hair_shape = CURVE_RIBBON;
texture_limit = 0;
background = true;
}
bool modified(const SceneParams &params) const
{
return !(shadingsystem == params.shadingsystem && bvh_layout == params.bvh_layout &&
bvh_type == params.bvh_type &&
use_bvh_spatial_split == params.use_bvh_spatial_split &&
use_bvh_compact_structure == params.use_bvh_compact_structure &&
use_bvh_unaligned_nodes == params.use_bvh_unaligned_nodes &&
num_bvh_time_steps == params.num_bvh_time_steps &&
hair_subdivisions == params.hair_subdivisions && hair_shape == params.hair_shape &&
texture_limit == params.texture_limit);
}
int curve_subdivisions()
{
/* Matching the tessellation rate limit in Embree. */
return clamp(1 << hair_subdivisions, 1, 16);
}
};
/* Scene */
class Scene : public NodeOwner {
public:
/* Optional name. Is used for logging and reporting. */
string name;
/* Maps from Light group names to their pass ID. */
map<ustring, int> lightgroups;
/* data */
BVH *bvh;
Camera *camera;
Camera *dicing_camera;
LookupTables *lookup_tables;
Film *film;
Background *background;
Integrator *integrator;
/* data lists */
vector<Object *> objects;
vector<Geometry *> geometry;
vector<Shader *> shaders;
vector<Light *> lights;
vector<ParticleSystem *> particle_systems;
vector<Pass *> passes;
vector<Procedural *> procedurals;
/* data managers */
ImageManager *image_manager;
LightManager *light_manager;
ShaderManager *shader_manager;
GeometryManager *geometry_manager;
ObjectManager *object_manager;
ParticleSystemManager *particle_system_manager;
BakeManager *bake_manager;
ProceduralManager *procedural_manager;
/* default shaders */
Shader *default_surface;
Shader *default_volume;
Shader *default_light;
Shader *default_background;
Shader *default_empty;
/* device */
Device *device;
DeviceScene dscene;
/* parameters */
SceneParams params;
/* mutex must be locked manually by callers */
thread_mutex mutex;
/* scene update statistics */
SceneUpdateStats *update_stats;
Scene(const SceneParams &params, Device *device);
~Scene();
void device_update(Device *device, Progress &progress);
bool need_global_attribute(AttributeStandard std);
void need_global_attributes(AttributeRequestSet &attributes);
enum MotionType { MOTION_NONE = 0, MOTION_PASS, MOTION_BLUR };
MotionType need_motion() const;
float motion_shutter_time();
bool need_update();
bool need_reset();
void reset();
void device_free();
void collect_statistics(RenderStats *stats);
void enable_update_stats();
bool update(Progress &progress);
bool has_shadow_catcher();
void tag_shadow_catcher_modified();
/* This function is used to create a node of a specified type instead of
* calling 'new', and sets the scene as the owner of the node.
* The function has overloads that will also add the created node to the right
* node array (e.g. Scene::geometry for Geometry nodes) and tag the appropriate
* manager for an update.
*/
template<typename T, typename... Args> T *create_node(Args &&...args)
{
T *node = new T(args...);
node->set_owner(this);
return node;
}
/* This function is used to delete a node from the scene instead of calling 'delete'
* and manually removing the node from the data array. It also tags the
* appropriate manager for an update, if any, and checks that the scene is indeed
* the owner of the node. Calling this function on a node not owned by the scene
* will likely cause a crash which we want in order to detect such cases.
*/
template<typename T> void delete_node(T *node)
{
assert(node->get_owner() == this);
delete_node_impl(node);
}
/* Same as above, but specify the actual owner.
*/
template<typename T> void delete_node(T *node, const NodeOwner *owner)
{
assert(node->get_owner() == owner);
delete_node_impl(node);
(void)owner;
}
/* Remove all nodes in the set from the appropriate data arrays, and tag the
* specific managers for an update. This assumes that the scene owns the nodes.
*/
template<typename T> void delete_nodes(const set<T *> &nodes)
{
delete_nodes(nodes, this);
}
/* Same as above, but specify the actual owner of all the nodes in the set.
*/
template<typename T> void delete_nodes(const set<T *> &nodes, const NodeOwner *owner);
protected:
/* Check if some heavy data worth logging was updated.
* Mainly used to suppress extra annoying logging.
*/
bool need_data_update();
void free_memory(bool final);
bool kernels_loaded;
uint loaded_kernel_features;
void update_kernel_features();
bool load_kernels(Progress &progress, bool lock_scene = true);
bool has_shadow_catcher_ = false;
bool shadow_catcher_modified_ = true;
/* Maximum number of closure during session lifetime. */
int max_closure_global;
/* Get maximum number of closures to be used in kernel. */
int get_max_closure_count();
/* Get size of a volume stack needed to render this scene. */
int get_volume_stack_size() const;
template<typename T> void delete_node_impl(T *node)
{
delete node;
}
};
template<> Light *Scene::create_node<Light>();
template<> Mesh *Scene::create_node<Mesh>();
template<> Object *Scene::create_node<Object>();
template<> Hair *Scene::create_node<Hair>();
template<> Volume *Scene::create_node<Volume>();
template<> PointCloud *Scene::create_node<PointCloud>();
template<> ParticleSystem *Scene::create_node<ParticleSystem>();
template<> Shader *Scene::create_node<Shader>();
template<> AlembicProcedural *Scene::create_node<AlembicProcedural>();
template<> Pass *Scene::create_node<Pass>();
template<> void Scene::delete_node_impl(Light *node);
template<> void Scene::delete_node_impl(Mesh *node);
template<> void Scene::delete_node_impl(Volume *node);
template<> void Scene::delete_node_impl(PointCloud *node);
template<> void Scene::delete_node_impl(Hair *node);
template<> void Scene::delete_node_impl(Geometry *node);
template<> void Scene::delete_node_impl(Object *node);
template<> void Scene::delete_node_impl(ParticleSystem *node);
template<> void Scene::delete_node_impl(Shader *node);
template<> void Scene::delete_node_impl(Procedural *node);
template<> void Scene::delete_node_impl(AlembicProcedural *node);
template<> void Scene::delete_node_impl(Pass *node);
template<> void Scene::delete_nodes(const set<Light *> &nodes, const NodeOwner *owner);
template<> void Scene::delete_nodes(const set<Geometry *> &nodes, const NodeOwner *owner);
template<> void Scene::delete_nodes(const set<Object *> &nodes, const NodeOwner *owner);
template<> void Scene::delete_nodes(const set<ParticleSystem *> &nodes, const NodeOwner *owner);
template<> void Scene::delete_nodes(const set<Shader *> &nodes, const NodeOwner *owner);
template<> void Scene::delete_nodes(const set<Procedural *> &nodes, const NodeOwner *owner);
template<> void Scene::delete_nodes(const set<Pass *> &nodes, const NodeOwner *owner);
CCL_NAMESPACE_END
#endif /* __SCENE_H__ */