
Offset rays from the flat surface to match where they would be for a smooth surface as specified by the normals. In the shading panel there is now a Shading Offset (existing option) and Geometry Offset (new). The Geometry Offset works as follows: * 0: disabled * 0.001: only terminated triangles (normal points to the light, geometry doesn't) are affected * 0.1 (default): triangles at grazing angles are affected, and the effect fades out * 1: all triangles are affected Limitations: * The artifact is still visible in some cases, it could be that some quads require to be treated specifically as quads. * Inconsistent normals cause artifacts. * If small objects cast shadows to a big low poly surface, the shadows can appear to be in a wrong place - because the surface moved slightly above the geometry. This can be noticed only at grazing angles to light. * Approximated surfaces of two non-intersecting low-poly objects can overlap that causes off-the-wall shadows. Generally, using one or a few levels of subdivision can get rid of artifacts faster than before. Differential Revision: https://developer.blender.org/D11065
185 lines
5.3 KiB
C++
185 lines
5.3 KiB
C++
/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifndef __OBJECT_H__
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#define __OBJECT_H__
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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 "render/particles.h"
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#include "render/scene.h"
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#include "util/util_array.h"
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#include "util/util_boundbox.h"
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#include "util/util_param.h"
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#include "util/util_thread.h"
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#include "util/util_transform.h"
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#include "util/util_types.h"
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#include "util/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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NODE_SOCKET_API(Transform, 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(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(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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Object();
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~Object();
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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(int step) const;
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int motion_step(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() const;
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protected:
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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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/* 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 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_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_mesh_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, 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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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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#endif /* __OBJECT_H__ */
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