diff options
author | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2020-02-02 14:04:19 +0300 |
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committer | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2020-02-07 14:18:15 +0300 |
commit | d9c5f0d25fc91b069158ae1ab4fddc21bfd85846 (patch) | |
tree | 18f55163c5b06385d055d5a79a4c653d3da6e595 /intern/cycles/render/mesh.cpp | |
parent | 46c9872afaa8053f8b2894c038402b1beb3ac66c (diff) |
Cleanup: split Cycles Hair and Mesh classes, with Geometry base class
Diffstat (limited to 'intern/cycles/render/mesh.cpp')
-rw-r--r-- | intern/cycles/render/mesh.cpp | 1891 |
1 files changed, 66 insertions, 1825 deletions
diff --git a/intern/cycles/render/mesh.cpp b/intern/cycles/render/mesh.cpp index d9e6d998ebd..792848e744a 100644 --- a/intern/cycles/render/mesh.cpp +++ b/intern/cycles/render/mesh.cpp @@ -17,19 +17,13 @@ #include "bvh/bvh.h" #include "bvh/bvh_build.h" -#include "render/camera.h" -#include "render/curves.h" #include "device/device.h" + #include "render/graph.h" -#include "render/shader.h" -#include "render/light.h" +#include "render/hair.h" #include "render/mesh.h" -#include "render/nodes.h" #include "render/object.h" #include "render/scene.h" -#include "render/stats.h" - -#include "kernel/osl/osl_globals.h" #include "subd/subd_split.h" #include "subd/subd_patch_table.h" @@ -39,10 +33,6 @@ #include "util/util_progress.h" #include "util/util_set.h" -#ifdef WITH_EMBREE -# include "bvh/bvh_embree.h" -#endif - CCL_NAMESPACE_BEGIN /* Triangle */ @@ -120,263 +110,6 @@ bool Mesh::Triangle::valid(const float3 *verts) const return isfinite3_safe(verts[v[0]]) && isfinite3_safe(verts[v[1]]) && isfinite3_safe(verts[v[2]]); } -/* Curve */ - -void Mesh::Curve::bounds_grow(const int k, - const float3 *curve_keys, - const float *curve_radius, - BoundBox &bounds) const -{ - float3 P[4]; - - P[0] = curve_keys[max(first_key + k - 1, first_key)]; - P[1] = curve_keys[first_key + k]; - P[2] = curve_keys[first_key + k + 1]; - P[3] = curve_keys[min(first_key + k + 2, first_key + num_keys - 1)]; - - float3 lower; - float3 upper; - - curvebounds(&lower.x, &upper.x, P, 0); - curvebounds(&lower.y, &upper.y, P, 1); - curvebounds(&lower.z, &upper.z, P, 2); - - float mr = max(curve_radius[first_key + k], curve_radius[first_key + k + 1]); - - bounds.grow(lower, mr); - bounds.grow(upper, mr); -} - -void Mesh::Curve::bounds_grow(const int k, - const float3 *curve_keys, - const float *curve_radius, - const Transform &aligned_space, - BoundBox &bounds) const -{ - float3 P[4]; - - P[0] = curve_keys[max(first_key + k - 1, first_key)]; - P[1] = curve_keys[first_key + k]; - P[2] = curve_keys[first_key + k + 1]; - P[3] = curve_keys[min(first_key + k + 2, first_key + num_keys - 1)]; - - P[0] = transform_point(&aligned_space, P[0]); - P[1] = transform_point(&aligned_space, P[1]); - P[2] = transform_point(&aligned_space, P[2]); - P[3] = transform_point(&aligned_space, P[3]); - - float3 lower; - float3 upper; - - curvebounds(&lower.x, &upper.x, P, 0); - curvebounds(&lower.y, &upper.y, P, 1); - curvebounds(&lower.z, &upper.z, P, 2); - - float mr = max(curve_radius[first_key + k], curve_radius[first_key + k + 1]); - - bounds.grow(lower, mr); - bounds.grow(upper, mr); -} - -void Mesh::Curve::bounds_grow(float4 keys[4], BoundBox &bounds) const -{ - float3 P[4] = { - float4_to_float3(keys[0]), - float4_to_float3(keys[1]), - float4_to_float3(keys[2]), - float4_to_float3(keys[3]), - }; - - float3 lower; - float3 upper; - - curvebounds(&lower.x, &upper.x, P, 0); - curvebounds(&lower.y, &upper.y, P, 1); - curvebounds(&lower.z, &upper.z, P, 2); - - float mr = max(keys[1].w, keys[2].w); - - bounds.grow(lower, mr); - bounds.grow(upper, mr); -} - -void Mesh::Curve::motion_keys(const float3 *curve_keys, - const float *curve_radius, - const float3 *key_steps, - size_t num_curve_keys, - size_t num_steps, - float time, - size_t k0, - size_t k1, - float4 r_keys[2]) const -{ - /* Figure out which steps we need to fetch and their interpolation factor. */ - const size_t max_step = num_steps - 1; - const size_t step = min((int)(time * max_step), max_step - 1); - const float t = time * max_step - step; - /* Fetch vertex coordinates. */ - float4 curr_keys[2]; - float4 next_keys[2]; - keys_for_step( - curve_keys, curve_radius, key_steps, num_curve_keys, num_steps, step, k0, k1, curr_keys); - keys_for_step( - curve_keys, curve_radius, key_steps, num_curve_keys, num_steps, step + 1, k0, k1, next_keys); - /* Interpolate between steps. */ - r_keys[0] = (1.0f - t) * curr_keys[0] + t * next_keys[0]; - r_keys[1] = (1.0f - t) * curr_keys[1] + t * next_keys[1]; -} - -void Mesh::Curve::cardinal_motion_keys(const float3 *curve_keys, - const float *curve_radius, - const float3 *key_steps, - size_t num_curve_keys, - size_t num_steps, - float time, - size_t k0, - size_t k1, - size_t k2, - size_t k3, - float4 r_keys[4]) const -{ - /* Figure out which steps we need to fetch and their interpolation factor. */ - const size_t max_step = num_steps - 1; - const size_t step = min((int)(time * max_step), max_step - 1); - const float t = time * max_step - step; - /* Fetch vertex coordinates. */ - float4 curr_keys[4]; - float4 next_keys[4]; - cardinal_keys_for_step(curve_keys, - curve_radius, - key_steps, - num_curve_keys, - num_steps, - step, - k0, - k1, - k2, - k3, - curr_keys); - cardinal_keys_for_step(curve_keys, - curve_radius, - key_steps, - num_curve_keys, - num_steps, - step + 1, - k0, - k1, - k2, - k3, - next_keys); - /* Interpolate between steps. */ - r_keys[0] = (1.0f - t) * curr_keys[0] + t * next_keys[0]; - r_keys[1] = (1.0f - t) * curr_keys[1] + t * next_keys[1]; - r_keys[2] = (1.0f - t) * curr_keys[2] + t * next_keys[2]; - r_keys[3] = (1.0f - t) * curr_keys[3] + t * next_keys[3]; -} - -void Mesh::Curve::keys_for_step(const float3 *curve_keys, - const float *curve_radius, - const float3 *key_steps, - size_t num_curve_keys, - size_t num_steps, - size_t step, - size_t k0, - size_t k1, - float4 r_keys[2]) const -{ - k0 = max(k0, 0); - k1 = min(k1, num_keys - 1); - const size_t center_step = ((num_steps - 1) / 2); - if (step == center_step) { - /* Center step: regular key location. */ - /* TODO(sergey): Consider adding make_float4(float3, float) - * function. - */ - r_keys[0] = make_float4(curve_keys[first_key + k0].x, - curve_keys[first_key + k0].y, - curve_keys[first_key + k0].z, - curve_radius[first_key + k0]); - r_keys[1] = make_float4(curve_keys[first_key + k1].x, - curve_keys[first_key + k1].y, - curve_keys[first_key + k1].z, - curve_radius[first_key + k1]); - } - else { - /* Center step is not stored in this array. */ - if (step > center_step) { - step--; - } - const size_t offset = first_key + step * num_curve_keys; - r_keys[0] = make_float4(key_steps[offset + k0].x, - key_steps[offset + k0].y, - key_steps[offset + k0].z, - curve_radius[first_key + k0]); - r_keys[1] = make_float4(key_steps[offset + k1].x, - key_steps[offset + k1].y, - key_steps[offset + k1].z, - curve_radius[first_key + k1]); - } -} - -void Mesh::Curve::cardinal_keys_for_step(const float3 *curve_keys, - const float *curve_radius, - const float3 *key_steps, - size_t num_curve_keys, - size_t num_steps, - size_t step, - size_t k0, - size_t k1, - size_t k2, - size_t k3, - float4 r_keys[4]) const -{ - k0 = max(k0, 0); - k3 = min(k3, num_keys - 1); - const size_t center_step = ((num_steps - 1) / 2); - if (step == center_step) { - /* Center step: regular key location. */ - r_keys[0] = make_float4(curve_keys[first_key + k0].x, - curve_keys[first_key + k0].y, - curve_keys[first_key + k0].z, - curve_radius[first_key + k0]); - r_keys[1] = make_float4(curve_keys[first_key + k1].x, - curve_keys[first_key + k1].y, - curve_keys[first_key + k1].z, - curve_radius[first_key + k1]); - r_keys[2] = make_float4(curve_keys[first_key + k2].x, - curve_keys[first_key + k2].y, - curve_keys[first_key + k2].z, - curve_radius[first_key + k2]); - r_keys[3] = make_float4(curve_keys[first_key + k3].x, - curve_keys[first_key + k3].y, - curve_keys[first_key + k3].z, - curve_radius[first_key + k3]); - } - else { - /* Center step is not stored in this array. */ - if (step > center_step) { - step--; - } - const size_t offset = first_key + step * num_curve_keys; - r_keys[0] = make_float4(key_steps[offset + k0].x, - key_steps[offset + k0].y, - key_steps[offset + k0].z, - curve_radius[first_key + k0]); - r_keys[1] = make_float4(key_steps[offset + k1].x, - key_steps[offset + k1].y, - key_steps[offset + k1].z, - curve_radius[first_key + k1]); - r_keys[2] = make_float4(key_steps[offset + k2].x, - key_steps[offset + k2].y, - key_steps[offset + k2].z, - curve_radius[first_key + k2]); - r_keys[3] = make_float4(key_steps[offset + k3].x, - key_steps[offset + k3].y, - key_steps[offset + k3].z, - curve_radius[first_key + k3]); - } -} - /* SubdFace */ float3 Mesh::SubdFace::normal(const Mesh *mesh) const @@ -392,60 +125,30 @@ float3 Mesh::SubdFace::normal(const Mesh *mesh) const NODE_DEFINE(Mesh) { - NodeType *type = NodeType::add("mesh", create); - - SOCKET_UINT(motion_steps, "Motion Steps", 3); - SOCKET_BOOLEAN(use_motion_blur, "Use Motion Blur", false); + NodeType *type = NodeType::add("mesh", create, NodeType::NONE, Geometry::node_base_type); SOCKET_INT_ARRAY(triangles, "Triangles", array<int>()); SOCKET_POINT_ARRAY(verts, "Vertices", array<float3>()); SOCKET_INT_ARRAY(shader, "Shader", array<int>()); SOCKET_BOOLEAN_ARRAY(smooth, "Smooth", array<bool>()); - SOCKET_POINT_ARRAY(curve_keys, "Curve Keys", array<float3>()); - SOCKET_FLOAT_ARRAY(curve_radius, "Curve Radius", array<float>()); - SOCKET_INT_ARRAY(curve_first_key, "Curve First Key", array<int>()); - SOCKET_INT_ARRAY(curve_shader, "Curve Shader", array<int>()); - return type; } -Mesh::Mesh() : Node(node_type) +Mesh::Mesh() : Geometry(node_type, Geometry::MESH) { - need_update = true; - need_update_rebuild = false; - transform_applied = false; - transform_negative_scaled = false; - transform_normal = transform_identity(); - bounds = BoundBox::empty; - - bvh = NULL; - - tri_offset = 0; vert_offset = 0; - curve_offset = 0; - curvekey_offset = 0; - patch_offset = 0; face_offset = 0; corner_offset = 0; - attr_map_offset = 0; - - prim_offset = 0; - num_subd_verts = 0; attributes.triangle_mesh = this; - curve_attributes.curve_mesh = this; subd_attributes.subd_mesh = this; - geometry_flags = GEOMETRY_NONE; - volume_isovalue = 0.001f; - has_volume = false; - has_surface_bssrdf = false; num_ngons = 0; @@ -457,7 +160,6 @@ Mesh::Mesh() : Node(node_type) Mesh::~Mesh() { - delete bvh; delete patch_table; delete subd_params; } @@ -493,26 +195,6 @@ void Mesh::reserve_mesh(int numverts, int numtris) attributes.resize(true); } -void Mesh::resize_curves(int numcurves, int numkeys) -{ - curve_keys.resize(numkeys); - curve_radius.resize(numkeys); - curve_first_key.resize(numcurves); - curve_shader.resize(numcurves); - - curve_attributes.resize(); -} - -void Mesh::reserve_curves(int numcurves, int numkeys) -{ - curve_keys.reserve(numkeys); - curve_radius.reserve(numkeys); - curve_first_key.reserve(numcurves); - curve_shader.reserve(numcurves); - - curve_attributes.resize(true); -} - void Mesh::resize_subd_faces(int numfaces, int num_ngons_, int numcorners) { subd_faces.resize(numfaces); @@ -533,6 +215,8 @@ void Mesh::reserve_subd_faces(int numfaces, int num_ngons_, int numcorners) void Mesh::clear(bool preserve_voxel_data) { + Geometry::clear(); + /* clear all verts and triangles */ verts.clear(); triangles.clear(); @@ -542,11 +226,6 @@ void Mesh::clear(bool preserve_voxel_data) triangle_patch.clear(); vert_patch_uv.clear(); - curve_keys.clear(); - curve_radius.clear(); - curve_first_key.clear(); - curve_shader.clear(); - subd_faces.clear(); subd_face_corners.clear(); @@ -554,27 +233,21 @@ void Mesh::clear(bool preserve_voxel_data) subd_creases.clear(); - curve_attributes.clear(); subd_attributes.clear(); attributes.clear(preserve_voxel_data); - used_shaders.clear(); - vert_to_stitching_key_map.clear(); vert_stitching_map.clear(); - if (!preserve_voxel_data) { - geometry_flags = GEOMETRY_NONE; - } - - transform_applied = false; - transform_negative_scaled = false; - transform_normal = transform_identity(); - delete patch_table; patch_table = NULL; } +void Mesh::clear() +{ + clear(false); +} + void Mesh::add_vertex(float3 P) { verts.push_back_reserved(P); @@ -606,18 +279,6 @@ void Mesh::add_triangle(int v0, int v1, int v2, int shader_, bool smooth_) } } -void Mesh::add_curve_key(float3 co, float radius) -{ - curve_keys.push_back_reserved(co); - curve_radius.push_back_reserved(radius); -} - -void Mesh::add_curve(int first_key, int shader) -{ - curve_first_key.push_back_reserved(first_key); - curve_shader.push_back_reserved(shader); -} - void Mesh::add_subd_face(int *corners, int num_corners, int shader_, bool smooth_) { int start_corner = subd_face_corners.size(); @@ -637,47 +298,39 @@ void Mesh::add_subd_face(int *corners, int num_corners, int shader_, bool smooth subd_faces.push_back_reserved(face); } -static void get_uv_tiles_from_attribute(Attribute *attr, int num, unordered_set<int> &tiles) +void Mesh::copy_center_to_motion_step(const int motion_step) { - if (attr == NULL) { - return; - } - - const float2 *uv = attr->data_float2(); - for (int i = 0; i < num; i++, uv++) { - float u = uv->x, v = uv->y; - int x = (int)u, y = (int)v; - - if (x < 0 || y < 0 || x >= 10) { - continue; - } + Attribute *attr_mP = attributes.find(ATTR_STD_MOTION_VERTEX_POSITION); - /* Be conservative in corners - precisely touching the right or upper edge of a tile - * should not load its right/upper neighbor as well. */ - if (x > 0 && (u < x + 1e-6f)) { - x--; - } - if (y > 0 && (v < y + 1e-6f)) { - y--; - } + if (attr_mP) { + Attribute *attr_mN = attributes.find(ATTR_STD_MOTION_VERTEX_NORMAL); + Attribute *attr_N = attributes.find(ATTR_STD_VERTEX_NORMAL); + float3 *P = &verts[0]; + float3 *N = (attr_N) ? attr_N->data_float3() : NULL; + size_t numverts = verts.size(); - tiles.insert(1001 + 10 * y + x); + memcpy(attr_mP->data_float3() + motion_step * numverts, P, sizeof(float3) * numverts); + if (attr_mN) + memcpy(attr_mN->data_float3() + motion_step * numverts, N, sizeof(float3) * numverts); } } void Mesh::get_uv_tiles(ustring map, unordered_set<int> &tiles) { + Attribute *attr, *subd_attr; + if (map.empty()) { - get_uv_tiles_from_attribute(attributes.find(ATTR_STD_UV), num_triangles() * 3, tiles); - get_uv_tiles_from_attribute( - subd_attributes.find(ATTR_STD_UV), subd_face_corners.size() + num_ngons, tiles); - get_uv_tiles_from_attribute(curve_attributes.find(ATTR_STD_UV), num_curves(), tiles); + attr = attributes.find(ATTR_STD_UV); + subd_attr = subd_attributes.find(ATTR_STD_UV); } else { - get_uv_tiles_from_attribute(attributes.find(map), num_triangles() * 3, tiles); - get_uv_tiles_from_attribute( - subd_attributes.find(map), subd_face_corners.size() + num_ngons, tiles); - get_uv_tiles_from_attribute(curve_attributes.find(map), num_curves(), tiles); + attr = attributes.find(map); + subd_attr = subd_attributes.find(map); + } + + if (attr) { + attr->get_uv_tiles(this, ATTR_PRIM_TRIANGLE, tiles); + subd_attr->get_uv_tiles(this, ATTR_PRIM_SUBD, tiles); } } @@ -685,15 +338,11 @@ void Mesh::compute_bounds() { BoundBox bnds = BoundBox::empty; size_t verts_size = verts.size(); - size_t curve_keys_size = curve_keys.size(); - if (verts_size + curve_keys_size > 0) { + if (verts_size > 0) { for (size_t i = 0; i < verts_size; i++) bnds.grow(verts[i]); - for (size_t i = 0; i < curve_keys_size; i++) - bnds.grow(curve_keys[i], curve_radius[i]); - Attribute *attr = attributes.find(ATTR_STD_MOTION_VERTEX_POSITION); if (use_motion_blur && attr) { size_t steps_size = verts.size() * (motion_steps - 1); @@ -703,15 +352,6 @@ void Mesh::compute_bounds() bnds.grow(vert_steps[i]); } - Attribute *curve_attr = curve_attributes.find(ATTR_STD_MOTION_VERTEX_POSITION); - if (use_motion_blur && curve_attr) { - size_t steps_size = curve_keys.size() * (motion_steps - 1); - float3 *key_steps = curve_attr->data_float3(); - - for (size_t i = 0; i < steps_size; i++) - bnds.grow(key_steps[i]); - } - if (!bnds.valid()) { bnds = BoundBox::empty; @@ -719,9 +359,6 @@ void Mesh::compute_bounds() for (size_t i = 0; i < verts_size; i++) bnds.grow_safe(verts[i]); - for (size_t i = 0; i < curve_keys_size; i++) - bnds.grow_safe(curve_keys[i], curve_radius[i]); - if (use_motion_blur && attr) { size_t steps_size = verts.size() * (motion_steps - 1); float3 *vert_steps = attr->data_float3(); @@ -729,14 +366,6 @@ void Mesh::compute_bounds() for (size_t i = 0; i < steps_size; i++) bnds.grow_safe(vert_steps[i]); } - - if (use_motion_blur && curve_attr) { - size_t steps_size = curve_keys.size() * (motion_steps - 1); - float3 *key_steps = curve_attr->data_float3(); - - for (size_t i = 0; i < steps_size; i++) - bnds.grow_safe(key_steps[i]); - } } } @@ -748,6 +377,38 @@ void Mesh::compute_bounds() bounds = bnds; } +void Mesh::apply_transform(const Transform &tfm, const bool apply_to_motion) +{ + transform_normal = transform_transposed_inverse(tfm); + + /* apply to mesh vertices */ + for (size_t i = 0; i < verts.size(); i++) + verts[i] = transform_point(&tfm, verts[i]); + + if (apply_to_motion) { + Attribute *attr = attributes.find(ATTR_STD_MOTION_VERTEX_POSITION); + + if (attr) { + size_t steps_size = verts.size() * (motion_steps - 1); + float3 *vert_steps = attr->data_float3(); + + for (size_t i = 0; i < steps_size; i++) + vert_steps[i] = transform_point(&tfm, vert_steps[i]); + } + + Attribute *attr_N = attributes.find(ATTR_STD_MOTION_VERTEX_NORMAL); + + if (attr_N) { + Transform ntfm = transform_normal; + size_t steps_size = verts.size() * (motion_steps - 1); + float3 *normal_steps = attr_N->data_float3(); + + for (size_t i = 0; i < steps_size; i++) + normal_steps[i] = normalize(transform_direction(&ntfm, normal_steps[i])); + } + } +} + void Mesh::add_face_normals() { /* don't compute if already there */ @@ -975,39 +636,6 @@ void Mesh::pack_verts(const vector<uint> &tri_prim_index, } } -void Mesh::pack_curves(Scene *scene, - float4 *curve_key_co, - float4 *curve_data, - size_t curvekey_offset) -{ - size_t curve_keys_size = curve_keys.size(); - - /* pack curve keys */ - if (curve_keys_size) { - float3 *keys_ptr = curve_keys.data(); - float *radius_ptr = curve_radius.data(); - - for (size_t i = 0; i < curve_keys_size; i++) - curve_key_co[i] = make_float4(keys_ptr[i].x, keys_ptr[i].y, keys_ptr[i].z, radius_ptr[i]); - } - - /* pack curve segments */ - size_t curve_num = num_curves(); - - for (size_t i = 0; i < curve_num; i++) { - Curve curve = get_curve(i); - int shader_id = curve_shader[i]; - Shader *shader = (shader_id < used_shaders.size()) ? used_shaders[shader_id] : - scene->default_surface; - shader_id = scene->shader_manager->get_shader_id(shader, false); - - curve_data[i] = make_float4(__int_as_float(curve.first_key + curvekey_offset), - __int_as_float(curve.num_keys), - __int_as_float(shader_id), - 0.0f); - } -} - void Mesh::pack_patches(uint *patch_data, uint vert_offset, uint face_offset, uint corner_offset) { size_t num_faces = subd_faces.size(); @@ -1054,1391 +682,4 @@ void Mesh::pack_patches(uint *patch_data, uint vert_offset, uint face_offset, ui } } -void Mesh::compute_bvh( - Device *device, DeviceScene *dscene, SceneParams *params, Progress *progress, int n, int total) -{ - if (progress->get_cancel()) - return; - - compute_bounds(); - - const BVHLayout bvh_layout = BVHParams::best_bvh_layout(params->bvh_layout, - device->get_bvh_layout_mask()); - if (need_build_bvh(bvh_layout)) { - string msg = "Updating Mesh BVH "; - if (name.empty()) - msg += string_printf("%u/%u", (uint)(n + 1), (uint)total); - else - msg += string_printf("%s %u/%u", name.c_str(), (uint)(n + 1), (uint)total); - - Object object; - object.mesh = this; - - vector<Mesh *> meshes; - meshes.push_back(this); - vector<Object *> objects; - objects.push_back(&object); - - if (bvh && !need_update_rebuild) { - progress->set_status(msg, "Refitting BVH"); - - bvh->meshes = meshes; - bvh->objects = objects; - - bvh->refit(*progress); - } - else { - progress->set_status(msg, "Building BVH"); - - BVHParams bparams; - bparams.use_spatial_split = params->use_bvh_spatial_split; - bparams.bvh_layout = bvh_layout; - bparams.use_unaligned_nodes = dscene->data.bvh.have_curves && - params->use_bvh_unaligned_nodes; - bparams.num_motion_triangle_steps = params->num_bvh_time_steps; - bparams.num_motion_curve_steps = params->num_bvh_time_steps; - bparams.bvh_type = params->bvh_type; - bparams.curve_flags = dscene->data.curve.curveflags; - bparams.curve_subdivisions = dscene->data.curve.subdivisions; - - delete bvh; - bvh = BVH::create(bparams, meshes, objects); - MEM_GUARDED_CALL(progress, bvh->build, *progress); - } - } - - need_update = false; - need_update_rebuild = false; -} - -void Mesh::tag_update(Scene *scene, bool rebuild) -{ - need_update = true; - - if (rebuild) { - need_update_rebuild = true; - scene->light_manager->need_update = true; - } - else { - foreach (Shader *shader, used_shaders) - if (shader->has_surface_emission) - scene->light_manager->need_update = true; - } - - scene->mesh_manager->need_update = true; - scene->object_manager->need_update = true; -} - -bool Mesh::has_motion_blur() const -{ - return (use_motion_blur && (attributes.find(ATTR_STD_MOTION_VERTEX_POSITION) || - curve_attributes.find(ATTR_STD_MOTION_VERTEX_POSITION))); -} - -bool Mesh::has_true_displacement() const -{ - foreach (Shader *shader, used_shaders) { - if (shader->has_displacement && shader->displacement_method != DISPLACE_BUMP) { - return true; - } - } - - return false; -} - -bool Mesh::has_voxel_attributes() const -{ - foreach (const Attribute &attr, attributes.attributes) { - if (attr.element == ATTR_ELEMENT_VOXEL) { - return true; - } - } - - return false; -} - -float Mesh::motion_time(int step) const -{ - return (motion_steps > 1) ? 2.0f * step / (motion_steps - 1) - 1.0f : 0.0f; -} - -int Mesh::motion_step(float time) const -{ - if (motion_steps > 1) { - int attr_step = 0; - - for (int step = 0; step < motion_steps; step++) { - float step_time = motion_time(step); - if (step_time == time) { - return attr_step; - } - - /* Center step is stored in a separate attribute. */ - if (step != motion_steps / 2) { - attr_step++; - } - } - } - - return -1; -} - -bool Mesh::need_build_bvh(BVHLayout layout) const -{ - return !transform_applied || has_surface_bssrdf || layout == BVH_LAYOUT_OPTIX; -} - -bool Mesh::is_instanced() const -{ - /* Currently we treat subsurface objects as instanced. - * - * While it might be not very optimal for ray traversal, it avoids having - * duplicated BVH in the memory, saving quite some space. - */ - return !transform_applied || has_surface_bssrdf; -} - -/* Mesh Manager */ - -MeshManager::MeshManager() -{ - need_update = true; - need_flags_update = true; -} - -MeshManager::~MeshManager() -{ -} - -void MeshManager::update_osl_attributes(Device *device, - Scene *scene, - vector<AttributeRequestSet> &mesh_attributes) -{ -#ifdef WITH_OSL - /* for OSL, a hash map is used to lookup the attribute by name. */ - OSLGlobals *og = (OSLGlobals *)device->osl_memory(); - - og->object_name_map.clear(); - og->attribute_map.clear(); - og->object_names.clear(); - - og->attribute_map.resize(scene->objects.size() * ATTR_PRIM_TYPES); - - for (size_t i = 0; i < scene->objects.size(); i++) { - /* set object name to object index map */ - Object *object = scene->objects[i]; - og->object_name_map[object->name] = i; - og->object_names.push_back(object->name); - - /* set object attributes */ - foreach (ParamValue &attr, object->attributes) { - OSLGlobals::Attribute osl_attr; - - osl_attr.type = attr.type(); - osl_attr.desc.element = ATTR_ELEMENT_OBJECT; - osl_attr.value = attr; - osl_attr.desc.offset = 0; - osl_attr.desc.flags = 0; - - og->attribute_map[i * ATTR_PRIM_TYPES + ATTR_PRIM_TRIANGLE][attr.name()] = osl_attr; - og->attribute_map[i * ATTR_PRIM_TYPES + ATTR_PRIM_CURVE][attr.name()] = osl_attr; - og->attribute_map[i * ATTR_PRIM_TYPES + ATTR_PRIM_SUBD][attr.name()] = osl_attr; - } - - /* find mesh attributes */ - size_t j; - - for (j = 0; j < scene->meshes.size(); j++) - if (scene->meshes[j] == object->mesh) - break; - - AttributeRequestSet &attributes = mesh_attributes[j]; - - /* set object attributes */ - foreach (AttributeRequest &req, attributes.requests) { - OSLGlobals::Attribute osl_attr; - - if (req.triangle_desc.element != ATTR_ELEMENT_NONE) { - osl_attr.desc = req.triangle_desc; - - if (req.triangle_type == TypeDesc::TypeFloat) - osl_attr.type = TypeDesc::TypeFloat; - else if (req.triangle_type == TypeDesc::TypeMatrix) - osl_attr.type = TypeDesc::TypeMatrix; - else if (req.triangle_type == TypeFloat2) - osl_attr.type = TypeFloat2; - else if (req.triangle_type == TypeRGBA) - osl_attr.type = TypeRGBA; - else - osl_attr.type = TypeDesc::TypeColor; - - if (req.std != ATTR_STD_NONE) { - /* if standard attribute, add lookup by geom: name convention */ - ustring stdname(string("geom:") + string(Attribute::standard_name(req.std))); - og->attribute_map[i * ATTR_PRIM_TYPES + ATTR_PRIM_TRIANGLE][stdname] = osl_attr; - } - else if (req.name != ustring()) { - /* add lookup by mesh attribute name */ - og->attribute_map[i * ATTR_PRIM_TYPES + ATTR_PRIM_TRIANGLE][req.name] = osl_attr; - } - } - - if (req.curve_desc.element != ATTR_ELEMENT_NONE) { - osl_attr.desc = req.curve_desc; - - if (req.curve_type == TypeDesc::TypeFloat) - osl_attr.type = TypeDesc::TypeFloat; - else if (req.curve_type == TypeDesc::TypeMatrix) - osl_attr.type = TypeDesc::TypeMatrix; - else if (req.curve_type == TypeFloat2) - osl_attr.type = TypeFloat2; - else if (req.curve_type == TypeRGBA) - osl_attr.type = TypeRGBA; - else - osl_attr.type = TypeDesc::TypeColor; - - if (req.std != ATTR_STD_NONE) { - /* if standard attribute, add lookup by geom: name convention */ - ustring stdname(string("geom:") + string(Attribute::standard_name(req.std))); - og->attribute_map[i * ATTR_PRIM_TYPES + ATTR_PRIM_CURVE][stdname] = osl_attr; - } - else if (req.name != ustring()) { - /* add lookup by mesh attribute name */ - og->attribute_map[i * ATTR_PRIM_TYPES + ATTR_PRIM_CURVE][req.name] = osl_attr; - } - } - - if (req.subd_desc.element != ATTR_ELEMENT_NONE) { - osl_attr.desc = req.subd_desc; - - if (req.subd_type == TypeDesc::TypeFloat) - osl_attr.type = TypeDesc::TypeFloat; - else if (req.subd_type == TypeDesc::TypeMatrix) - osl_attr.type = TypeDesc::TypeMatrix; - else if (req.subd_type == TypeFloat2) - osl_attr.type = TypeFloat2; - else if (req.subd_type == TypeRGBA) - osl_attr.type = TypeRGBA; - else - osl_attr.type = TypeDesc::TypeColor; - - if (req.std != ATTR_STD_NONE) { - /* if standard attribute, add lookup by geom: name convention */ - ustring stdname(string("geom:") + string(Attribute::standard_name(req.std))); - og->attribute_map[i * ATTR_PRIM_TYPES + ATTR_PRIM_SUBD][stdname] = osl_attr; - } - else if (req.name != ustring()) { - /* add lookup by mesh attribute name */ - og->attribute_map[i * ATTR_PRIM_TYPES + ATTR_PRIM_SUBD][req.name] = osl_attr; - } - } - } - } -#else - (void)device; - (void)scene; - (void)mesh_attributes; -#endif -} - -void MeshManager::update_svm_attributes(Device *, - DeviceScene *dscene, - Scene *scene, - vector<AttributeRequestSet> &mesh_attributes) -{ - /* for SVM, the attributes_map table is used to lookup the offset of an - * attribute, based on a unique shader attribute id. */ - - /* compute array stride */ - int attr_map_size = 0; - - for (size_t i = 0; i < scene->meshes.size(); i++) { - Mesh *mesh = scene->meshes[i]; - mesh->attr_map_offset = attr_map_size; - attr_map_size += (mesh_attributes[i].size() + 1) * ATTR_PRIM_TYPES; - } - - if (attr_map_size == 0) - return; - - /* create attribute map */ - uint4 *attr_map = dscene->attributes_map.alloc(attr_map_size); - memset(attr_map, 0, dscene->attributes_map.size() * sizeof(uint)); - - for (size_t i = 0; i < scene->meshes.size(); i++) { - Mesh *mesh = scene->meshes[i]; - AttributeRequestSet &attributes = mesh_attributes[i]; - - /* set object attributes */ - int index = mesh->attr_map_offset; - - foreach (AttributeRequest &req, attributes.requests) { - uint id; - - if (req.std == ATTR_STD_NONE) - id = scene->shader_manager->get_attribute_id(req.name); - else - id = scene->shader_manager->get_attribute_id(req.std); - - if (mesh->num_triangles()) { - attr_map[index].x = id; - attr_map[index].y = req.triangle_desc.element; - attr_map[index].z = as_uint(req.triangle_desc.offset); - - if (req.triangle_type == TypeDesc::TypeFloat) - attr_map[index].w = NODE_ATTR_FLOAT; - else if (req.triangle_type == TypeDesc::TypeMatrix) - attr_map[index].w = NODE_ATTR_MATRIX; - else if (req.triangle_type == TypeFloat2) - attr_map[index].w = NODE_ATTR_FLOAT2; - else if (req.triangle_type == TypeRGBA) - attr_map[index].w = NODE_ATTR_RGBA; - else - attr_map[index].w = NODE_ATTR_FLOAT3; - - attr_map[index].w |= req.triangle_desc.flags << 8; - } - - index++; - - if (mesh->num_curves()) { - attr_map[index].x = id; - attr_map[index].y = req.curve_desc.element; - attr_map[index].z = as_uint(req.curve_desc.offset); - - if (req.curve_type == TypeDesc::TypeFloat) - attr_map[index].w = NODE_ATTR_FLOAT; - else if (req.curve_type == TypeDesc::TypeMatrix) - attr_map[index].w = NODE_ATTR_MATRIX; - else if (req.curve_type == TypeFloat2) - attr_map[index].w = NODE_ATTR_FLOAT2; - else - attr_map[index].w = NODE_ATTR_FLOAT3; - - attr_map[index].w |= req.curve_desc.flags << 8; - } - - index++; - - if (mesh->subd_faces.size()) { - attr_map[index].x = id; - attr_map[index].y = req.subd_desc.element; - attr_map[index].z = as_uint(req.subd_desc.offset); - - if (req.subd_type == TypeDesc::TypeFloat) - attr_map[index].w = NODE_ATTR_FLOAT; - else if (req.subd_type == TypeDesc::TypeMatrix) - attr_map[index].w = NODE_ATTR_MATRIX; - else if (req.subd_type == TypeFloat2) - attr_map[index].w = NODE_ATTR_FLOAT2; - else if (req.triangle_type == TypeRGBA) - attr_map[index].w = NODE_ATTR_RGBA; - else - attr_map[index].w = NODE_ATTR_FLOAT3; - - attr_map[index].w |= req.subd_desc.flags << 8; - } - - index++; - } - - /* terminator */ - for (int j = 0; j < ATTR_PRIM_TYPES; j++) { - attr_map[index].x = ATTR_STD_NONE; - attr_map[index].y = 0; - attr_map[index].z = 0; - attr_map[index].w = 0; - - index++; - } - } - - /* copy to device */ - dscene->attributes_map.copy_to_device(); -} - -static void update_attribute_element_size(Mesh *mesh, - Attribute *mattr, - AttributePrimitive prim, - size_t *attr_float_size, - size_t *attr_float2_size, - size_t *attr_float3_size, - size_t *attr_uchar4_size) -{ - if (mattr) { - size_t size = mattr->element_size(mesh, prim); - - if (mattr->element == ATTR_ELEMENT_VOXEL) { - /* pass */ - } - else if (mattr->element == ATTR_ELEMENT_CORNER_BYTE) { - *attr_uchar4_size += size; - } - else if (mattr->type == TypeDesc::TypeFloat) { - *attr_float_size += size; - } - else if (mattr->type == TypeFloat2) { - *attr_float2_size += size; - } - else if (mattr->type == TypeDesc::TypeMatrix) { - *attr_float3_size += size * 4; - } - else { - *attr_float3_size += size; - } - } -} - -static void update_attribute_element_offset(Mesh *mesh, - device_vector<float> &attr_float, - size_t &attr_float_offset, - device_vector<float2> &attr_float2, - size_t &attr_float2_offset, - device_vector<float4> &attr_float3, - size_t &attr_float3_offset, - device_vector<uchar4> &attr_uchar4, - size_t &attr_uchar4_offset, - Attribute *mattr, - AttributePrimitive prim, - TypeDesc &type, - AttributeDescriptor &desc) -{ - if (mattr) { - /* store element and type */ - desc.element = mattr->element; - desc.flags = mattr->flags; - type = mattr->type; - - /* store attribute data in arrays */ - size_t size = mattr->element_size(mesh, prim); - - AttributeElement &element = desc.element; - int &offset = desc.offset; - - if (mattr->element == ATTR_ELEMENT_VOXEL) { - /* store slot in offset value */ - VoxelAttribute *voxel_data = mattr->data_voxel(); - offset = voxel_data->slot; - } - else if (mattr->element == ATTR_ELEMENT_CORNER_BYTE) { - uchar4 *data = mattr->data_uchar4(); - offset = attr_uchar4_offset; - - assert(attr_uchar4.size() >= offset + size); - for (size_t k = 0; k < size; k++) { - attr_uchar4[offset + k] = data[k]; - } - attr_uchar4_offset += size; - } - else if (mattr->type == TypeDesc::TypeFloat) { - float *data = mattr->data_float(); - offset = attr_float_offset; - - assert(attr_float.size() >= offset + size); - for (size_t k = 0; k < size; k++) { - attr_float[offset + k] = data[k]; - } - attr_float_offset += size; - } - else if (mattr->type == TypeFloat2) { - float2 *data = mattr->data_float2(); - offset = attr_float2_offset; - - assert(attr_float2.size() >= offset + size); - for (size_t k = 0; k < size; k++) { - attr_float2[offset + k] = data[k]; - } - attr_float2_offset += size; - } - else if (mattr->type == TypeDesc::TypeMatrix) { - Transform *tfm = mattr->data_transform(); - offset = attr_float3_offset; - - assert(attr_float3.size() >= offset + size * 3); - for (size_t k = 0; k < size * 3; k++) { - attr_float3[offset + k] = (&tfm->x)[k]; - } - attr_float3_offset += size * 3; - } - else { - float4 *data = mattr->data_float4(); - offset = attr_float3_offset; - - assert(attr_float3.size() >= offset + size); - for (size_t k = 0; k < size; k++) { - attr_float3[offset + k] = data[k]; - } - attr_float3_offset += size; - } - - /* mesh vertex/curve index is global, not per object, so we sneak - * a correction for that in here */ - if (mesh->subdivision_type == Mesh::SUBDIVISION_CATMULL_CLARK && - desc.flags & ATTR_SUBDIVIDED) { - /* indices for subdivided attributes are retrieved - * from patch table so no need for correction here*/ - } - else if (element == ATTR_ELEMENT_VERTEX) - offset -= mesh->vert_offset; - else if (element == ATTR_ELEMENT_VERTEX_MOTION) - offset -= mesh->vert_offset; - else if (element == ATTR_ELEMENT_FACE) { - if (prim == ATTR_PRIM_TRIANGLE) - offset -= mesh->tri_offset; - else - offset -= mesh->face_offset; - } - else if (element == ATTR_ELEMENT_CORNER || element == ATTR_ELEMENT_CORNER_BYTE) { - if (prim == ATTR_PRIM_TRIANGLE) - offset -= 3 * mesh->tri_offset; - else - offset -= mesh->corner_offset; - } - else if (element == ATTR_ELEMENT_CURVE) - offset -= mesh->curve_offset; - else if (element == ATTR_ELEMENT_CURVE_KEY) - offset -= mesh->curvekey_offset; - else if (element == ATTR_ELEMENT_CURVE_KEY_MOTION) - offset -= mesh->curvekey_offset; - } - else { - /* attribute not found */ - desc.element = ATTR_ELEMENT_NONE; - desc.offset = 0; - } -} - -void MeshManager::device_update_attributes(Device *device, - DeviceScene *dscene, - Scene *scene, - Progress &progress) -{ - progress.set_status("Updating Mesh", "Computing attributes"); - - /* gather per mesh requested attributes. as meshes may have multiple - * shaders assigned, this merges the requested attributes that have - * been set per shader by the shader manager */ - vector<AttributeRequestSet> mesh_attributes(scene->meshes.size()); - - for (size_t i = 0; i < scene->meshes.size(); i++) { - Mesh *mesh = scene->meshes[i]; - - scene->need_global_attributes(mesh_attributes[i]); - - foreach (Shader *shader, mesh->used_shaders) { - mesh_attributes[i].add(shader->attributes); - } - } - - /* mesh attribute are stored in a single array per data type. here we fill - * those arrays, and set the offset and element type to create attribute - * maps next */ - - /* Pre-allocate attributes to avoid arrays re-allocation which would - * take 2x of overall attribute memory usage. - */ - size_t attr_float_size = 0; - size_t attr_float2_size = 0; - size_t attr_float3_size = 0; - size_t attr_uchar4_size = 0; - for (size_t i = 0; i < scene->meshes.size(); i++) { - Mesh *mesh = scene->meshes[i]; - AttributeRequestSet &attributes = mesh_attributes[i]; - foreach (AttributeRequest &req, attributes.requests) { - Attribute *triangle_mattr = mesh->attributes.find(req); - Attribute *curve_mattr = mesh->curve_attributes.find(req); - Attribute *subd_mattr = mesh->subd_attributes.find(req); - - update_attribute_element_size(mesh, - triangle_mattr, - ATTR_PRIM_TRIANGLE, - &attr_float_size, - &attr_float2_size, - &attr_float3_size, - &attr_uchar4_size); - update_attribute_element_size(mesh, - curve_mattr, - ATTR_PRIM_CURVE, - &attr_float_size, - &attr_float2_size, - &attr_float3_size, - &attr_uchar4_size); - update_attribute_element_size(mesh, - subd_mattr, - ATTR_PRIM_SUBD, - &attr_float_size, - &attr_float2_size, - &attr_float3_size, - &attr_uchar4_size); - } - } - - dscene->attributes_float.alloc(attr_float_size); - dscene->attributes_float2.alloc(attr_float2_size); - dscene->attributes_float3.alloc(attr_float3_size); - dscene->attributes_uchar4.alloc(attr_uchar4_size); - - size_t attr_float_offset = 0; - size_t attr_float2_offset = 0; - size_t attr_float3_offset = 0; - size_t attr_uchar4_offset = 0; - - /* Fill in attributes. */ - for (size_t i = 0; i < scene->meshes.size(); i++) { - Mesh *mesh = scene->meshes[i]; - AttributeRequestSet &attributes = mesh_attributes[i]; - - /* todo: we now store std and name attributes from requests even if - * they actually refer to the same mesh attributes, optimize */ - foreach (AttributeRequest &req, attributes.requests) { - Attribute *triangle_mattr = mesh->attributes.find(req); - Attribute *curve_mattr = mesh->curve_attributes.find(req); - Attribute *subd_mattr = mesh->subd_attributes.find(req); - - update_attribute_element_offset(mesh, - dscene->attributes_float, - attr_float_offset, - dscene->attributes_float2, - attr_float2_offset, - dscene->attributes_float3, - attr_float3_offset, - dscene->attributes_uchar4, - attr_uchar4_offset, - triangle_mattr, - ATTR_PRIM_TRIANGLE, - req.triangle_type, - req.triangle_desc); - - update_attribute_element_offset(mesh, - dscene->attributes_float, - attr_float_offset, - dscene->attributes_float2, - attr_float2_offset, - dscene->attributes_float3, - attr_float3_offset, - dscene->attributes_uchar4, - attr_uchar4_offset, - curve_mattr, - ATTR_PRIM_CURVE, - req.curve_type, - req.curve_desc); - - update_attribute_element_offset(mesh, - dscene->attributes_float, - attr_float_offset, - dscene->attributes_float2, - attr_float2_offset, - dscene->attributes_float3, - attr_float3_offset, - dscene->attributes_uchar4, - attr_uchar4_offset, - subd_mattr, - ATTR_PRIM_SUBD, - req.subd_type, - req.subd_desc); - - if (progress.get_cancel()) - return; - } - } - - /* create attribute lookup maps */ - if (scene->shader_manager->use_osl()) - update_osl_attributes(device, scene, mesh_attributes); - - update_svm_attributes(device, dscene, scene, mesh_attributes); - - if (progress.get_cancel()) - return; - - /* copy to device */ - progress.set_status("Updating Mesh", "Copying Attributes to device"); - - if (dscene->attributes_float.size()) { - dscene->attributes_float.copy_to_device(); - } - if (dscene->attributes_float2.size()) { - dscene->attributes_float2.copy_to_device(); - } - if (dscene->attributes_float3.size()) { - dscene->attributes_float3.copy_to_device(); - } - if (dscene->attributes_uchar4.size()) { - dscene->attributes_uchar4.copy_to_device(); - } - - if (progress.get_cancel()) - return; - - /* After mesh attributes and patch tables have been copied to device memory, - * we need to update offsets in the objects. */ - scene->object_manager->device_update_mesh_offsets(device, dscene, scene); -} - -void MeshManager::mesh_calc_offset(Scene *scene) -{ - size_t vert_size = 0; - size_t tri_size = 0; - - size_t curve_key_size = 0; - size_t curve_size = 0; - - size_t patch_size = 0; - size_t face_size = 0; - size_t corner_size = 0; - - size_t prim_size = 0; - - foreach (Mesh *mesh, scene->meshes) { - mesh->vert_offset = vert_size; - mesh->tri_offset = tri_size; - - mesh->curvekey_offset = curve_key_size; - mesh->curve_offset = curve_size; - - mesh->patch_offset = patch_size; - mesh->face_offset = face_size; - mesh->corner_offset = corner_size; - - vert_size += mesh->verts.size(); - tri_size += mesh->num_triangles(); - - curve_key_size += mesh->curve_keys.size(); - curve_size += mesh->num_curves(); - - if (mesh->subd_faces.size()) { - Mesh::SubdFace &last = mesh->subd_faces[mesh->subd_faces.size() - 1]; - patch_size += (last.ptex_offset + last.num_ptex_faces()) * 8; - - /* patch tables are stored in same array so include them in patch_size */ - if (mesh->patch_table) { - mesh->patch_table_offset = patch_size; - patch_size += mesh->patch_table->total_size(); - } - } - face_size += mesh->subd_faces.size(); - corner_size += mesh->subd_face_corners.size(); - - mesh->prim_offset = prim_size; - prim_size += mesh->num_primitives(); - } -} - -void MeshManager::device_update_mesh( - Device *, DeviceScene *dscene, Scene *scene, bool for_displacement, Progress &progress) -{ - /* Count. */ - size_t vert_size = 0; - size_t tri_size = 0; - - size_t curve_key_size = 0; - size_t curve_size = 0; - - size_t patch_size = 0; - - foreach (Mesh *mesh, scene->meshes) { - vert_size += mesh->verts.size(); - tri_size += mesh->num_triangles(); - - curve_key_size += mesh->curve_keys.size(); - curve_size += mesh->num_curves(); - - if (mesh->subd_faces.size()) { - Mesh::SubdFace &last = mesh->subd_faces[mesh->subd_faces.size() - 1]; - patch_size += (last.ptex_offset + last.num_ptex_faces()) * 8; - - /* patch tables are stored in same array so include them in patch_size */ - if (mesh->patch_table) { - mesh->patch_table_offset = patch_size; - patch_size += mesh->patch_table->total_size(); - } - } - } - - /* Create mapping from triangle to primitive triangle array. */ - vector<uint> tri_prim_index(tri_size); - if (for_displacement) { - /* For displacement kernels we do some trickery to make them believe - * we've got all required data ready. However, that data is different - * from final render kernels since we don't have BVH yet, so can't - * really use same semantic of arrays. - */ - foreach (Mesh *mesh, scene->meshes) { - for (size_t i = 0; i < mesh->num_triangles(); ++i) { - tri_prim_index[i + mesh->tri_offset] = 3 * (i + mesh->tri_offset); - } - } - } - else { - for (size_t i = 0; i < dscene->prim_index.size(); ++i) { - if ((dscene->prim_type[i] & PRIMITIVE_ALL_TRIANGLE) != 0) { - tri_prim_index[dscene->prim_index[i]] = dscene->prim_tri_index[i]; - } - } - } - - /* Fill in all the arrays. */ - if (tri_size != 0) { - /* normals */ - progress.set_status("Updating Mesh", "Computing normals"); - - uint *tri_shader = dscene->tri_shader.alloc(tri_size); - float4 *vnormal = dscene->tri_vnormal.alloc(vert_size); - uint4 *tri_vindex = dscene->tri_vindex.alloc(tri_size); - uint *tri_patch = dscene->tri_patch.alloc(tri_size); - float2 *tri_patch_uv = dscene->tri_patch_uv.alloc(vert_size); - - foreach (Mesh *mesh, scene->meshes) { - mesh->pack_shaders(scene, &tri_shader[mesh->tri_offset]); - mesh->pack_normals(&vnormal[mesh->vert_offset]); - mesh->pack_verts(tri_prim_index, - &tri_vindex[mesh->tri_offset], - &tri_patch[mesh->tri_offset], - &tri_patch_uv[mesh->vert_offset], - mesh->vert_offset, - mesh->tri_offset); - if (progress.get_cancel()) - return; - } - - /* vertex coordinates */ - progress.set_status("Updating Mesh", "Copying Mesh to device"); - - dscene->tri_shader.copy_to_device(); - dscene->tri_vnormal.copy_to_device(); - dscene->tri_vindex.copy_to_device(); - dscene->tri_patch.copy_to_device(); - dscene->tri_patch_uv.copy_to_device(); - } - - if (curve_size != 0) { - progress.set_status("Updating Mesh", "Copying Strands to device"); - - float4 *curve_keys = dscene->curve_keys.alloc(curve_key_size); - float4 *curves = dscene->curves.alloc(curve_size); - - foreach (Mesh *mesh, scene->meshes) { - mesh->pack_curves(scene, - &curve_keys[mesh->curvekey_offset], - &curves[mesh->curve_offset], - mesh->curvekey_offset); - if (progress.get_cancel()) - return; - } - - dscene->curve_keys.copy_to_device(); - dscene->curves.copy_to_device(); - } - - if (patch_size != 0) { - progress.set_status("Updating Mesh", "Copying Patches to device"); - - uint *patch_data = dscene->patches.alloc(patch_size); - - foreach (Mesh *mesh, scene->meshes) { - mesh->pack_patches(&patch_data[mesh->patch_offset], - mesh->vert_offset, - mesh->face_offset, - mesh->corner_offset); - - if (mesh->patch_table) { - mesh->patch_table->copy_adjusting_offsets(&patch_data[mesh->patch_table_offset], - mesh->patch_table_offset); - } - - if (progress.get_cancel()) - return; - } - - dscene->patches.copy_to_device(); - } - - if (for_displacement) { - float4 *prim_tri_verts = dscene->prim_tri_verts.alloc(tri_size * 3); - foreach (Mesh *mesh, scene->meshes) { - for (size_t i = 0; i < mesh->num_triangles(); ++i) { - Mesh::Triangle t = mesh->get_triangle(i); - size_t offset = 3 * (i + mesh->tri_offset); - prim_tri_verts[offset + 0] = float3_to_float4(mesh->verts[t.v[0]]); - prim_tri_verts[offset + 1] = float3_to_float4(mesh->verts[t.v[1]]); - prim_tri_verts[offset + 2] = float3_to_float4(mesh->verts[t.v[2]]); - } - } - dscene->prim_tri_verts.copy_to_device(); - } -} - -void MeshManager::device_update_bvh(Device *device, - DeviceScene *dscene, - Scene *scene, - Progress &progress) -{ - /* bvh build */ - progress.set_status("Updating Scene BVH", "Building"); - - BVHParams bparams; - bparams.top_level = true; - bparams.bvh_layout = BVHParams::best_bvh_layout(scene->params.bvh_layout, - device->get_bvh_layout_mask()); - bparams.use_spatial_split = scene->params.use_bvh_spatial_split; - bparams.use_unaligned_nodes = dscene->data.bvh.have_curves && - scene->params.use_bvh_unaligned_nodes; - bparams.num_motion_triangle_steps = scene->params.num_bvh_time_steps; - bparams.num_motion_curve_steps = scene->params.num_bvh_time_steps; - bparams.bvh_type = scene->params.bvh_type; - bparams.curve_flags = dscene->data.curve.curveflags; - bparams.curve_subdivisions = dscene->data.curve.subdivisions; - - VLOG(1) << "Using " << bvh_layout_name(bparams.bvh_layout) << " layout."; - -#ifdef WITH_EMBREE - if (bparams.bvh_layout == BVH_LAYOUT_EMBREE) { - if (dscene->data.bvh.scene) { - BVHEmbree::destroy(dscene->data.bvh.scene); - } - } -#endif - - BVH *bvh = BVH::create(bparams, scene->meshes, scene->objects); - bvh->build(progress, &device->stats); - - if (progress.get_cancel()) { -#ifdef WITH_EMBREE - if (bparams.bvh_layout == BVH_LAYOUT_EMBREE) { - if (dscene->data.bvh.scene) { - BVHEmbree::destroy(dscene->data.bvh.scene); - } - } -#endif - delete bvh; - return; - } - - /* copy to device */ - progress.set_status("Updating Scene BVH", "Copying BVH to device"); - - PackedBVH &pack = bvh->pack; - - if (pack.nodes.size()) { - dscene->bvh_nodes.steal_data(pack.nodes); - dscene->bvh_nodes.copy_to_device(); - } - if (pack.leaf_nodes.size()) { - dscene->bvh_leaf_nodes.steal_data(pack.leaf_nodes); - dscene->bvh_leaf_nodes.copy_to_device(); - } - if (pack.object_node.size()) { - dscene->object_node.steal_data(pack.object_node); - dscene->object_node.copy_to_device(); - } - if (pack.prim_tri_index.size()) { - dscene->prim_tri_index.steal_data(pack.prim_tri_index); - dscene->prim_tri_index.copy_to_device(); - } - if (pack.prim_tri_verts.size()) { - dscene->prim_tri_verts.steal_data(pack.prim_tri_verts); - dscene->prim_tri_verts.copy_to_device(); - } - if (pack.prim_type.size()) { - dscene->prim_type.steal_data(pack.prim_type); - dscene->prim_type.copy_to_device(); - } - if (pack.prim_visibility.size()) { - dscene->prim_visibility.steal_data(pack.prim_visibility); - dscene->prim_visibility.copy_to_device(); - } - if (pack.prim_index.size()) { - dscene->prim_index.steal_data(pack.prim_index); - dscene->prim_index.copy_to_device(); - } - if (pack.prim_object.size()) { - dscene->prim_object.steal_data(pack.prim_object); - dscene->prim_object.copy_to_device(); - } - if (pack.prim_time.size()) { - dscene->prim_time.steal_data(pack.prim_time); - dscene->prim_time.copy_to_device(); - } - - dscene->data.bvh.root = pack.root_index; - dscene->data.bvh.bvh_layout = bparams.bvh_layout; - dscene->data.bvh.use_bvh_steps = (scene->params.num_bvh_time_steps != 0); - - bvh->copy_to_device(progress, dscene); - - delete bvh; -} - -void MeshManager::device_update_preprocess(Device *device, Scene *scene, Progress &progress) -{ - if (!need_update && !need_flags_update) { - return; - } - - progress.set_status("Updating Meshes Flags"); - - /* Update flags. */ - bool volume_images_updated = false; - - foreach (Mesh *mesh, scene->meshes) { - mesh->has_volume = false; - - foreach (const Shader *shader, mesh->used_shaders) { - if (shader->has_volume) { - mesh->has_volume = true; - } - if (shader->has_surface_bssrdf) { - mesh->has_surface_bssrdf = true; - } - } - - if (need_update && mesh->has_volume) { - /* Create volume meshes if there is voxel data. */ - if (mesh->has_voxel_attributes()) { - if (!volume_images_updated) { - progress.set_status("Updating Meshes Volume Bounds"); - device_update_volume_images(device, scene, progress); - volume_images_updated = true; - } - - create_volume_mesh(scene, mesh, progress); - } - } - } - - need_flags_update = false; -} - -void MeshManager::device_update_displacement_images(Device *device, - Scene *scene, - Progress &progress) -{ - progress.set_status("Updating Displacement Images"); - TaskPool pool; - ImageManager *image_manager = scene->image_manager; - set<int> bump_images; - foreach (Mesh *mesh, scene->meshes) { - if (mesh->need_update) { - foreach (Shader *shader, mesh->used_shaders) { - if (!shader->has_displacement || shader->displacement_method == DISPLACE_BUMP) { - continue; - } - foreach (ShaderNode *node, shader->graph->nodes) { - if (node->special_type != SHADER_SPECIAL_TYPE_IMAGE_SLOT) { - continue; - } - - ImageSlotTextureNode *image_node = static_cast<ImageSlotTextureNode *>(node); - foreach (int slot, image_node->slots) { - if (slot != -1) { - bump_images.insert(slot); - } - } - } - } - } - } - foreach (int slot, bump_images) { - pool.push(function_bind( - &ImageManager::device_update_slot, image_manager, device, scene, slot, &progress)); - } - pool.wait_work(); -} - -void MeshManager::device_update_volume_images(Device *device, Scene *scene, Progress &progress) -{ - progress.set_status("Updating Volume Images"); - TaskPool pool; - ImageManager *image_manager = scene->image_manager; - set<int> volume_images; - - foreach (Mesh *mesh, scene->meshes) { - if (!mesh->need_update) { - continue; - } - - foreach (Attribute &attr, mesh->attributes.attributes) { - if (attr.element != ATTR_ELEMENT_VOXEL) { - continue; - } - - VoxelAttribute *voxel = attr.data_voxel(); - - if (voxel->slot != -1) { - volume_images.insert(voxel->slot); - } - } - } - - foreach (int slot, volume_images) { - pool.push(function_bind( - &ImageManager::device_update_slot, image_manager, device, scene, slot, &progress)); - } - pool.wait_work(); -} - -void MeshManager::device_update(Device *device, - DeviceScene *dscene, - Scene *scene, - Progress &progress) -{ - if (!need_update) - return; - - VLOG(1) << "Total " << scene->meshes.size() << " meshes."; - - bool true_displacement_used = false; - size_t total_tess_needed = 0; - - foreach (Mesh *mesh, scene->meshes) { - foreach (Shader *shader, mesh->used_shaders) { - if (shader->need_update_mesh) - mesh->need_update = true; - } - - if (mesh->need_update) { - /* Update normals. */ - mesh->add_face_normals(); - mesh->add_vertex_normals(); - - if (mesh->need_attribute(scene, ATTR_STD_POSITION_UNDISPLACED)) { - mesh->add_undisplaced(); - } - - /* Test if we need tessellation. */ - if (mesh->subdivision_type != Mesh::SUBDIVISION_NONE && mesh->num_subd_verts == 0 && - mesh->subd_params) { - total_tess_needed++; - } - - /* Test if we need displacement. */ - if (mesh->has_true_displacement()) { - true_displacement_used = true; - } - - if (progress.get_cancel()) - return; - } - } - - /* Tessellate meshes that are using subdivision */ - if (total_tess_needed) { - Camera *dicing_camera = scene->dicing_camera; - dicing_camera->update(scene); - - size_t i = 0; - foreach (Mesh *mesh, scene->meshes) { - if (mesh->need_update && mesh->subdivision_type != Mesh::SUBDIVISION_NONE && - mesh->num_subd_verts == 0 && mesh->subd_params) { - string msg = "Tessellating "; - if (mesh->name == "") - msg += string_printf("%u/%u", (uint)(i + 1), (uint)total_tess_needed); - else - msg += string_printf( - "%s %u/%u", mesh->name.c_str(), (uint)(i + 1), (uint)total_tess_needed); - - progress.set_status("Updating Mesh", msg); - - mesh->subd_params->camera = dicing_camera; - DiagSplit dsplit(*mesh->subd_params); - mesh->tessellate(&dsplit); - - i++; - - if (progress.get_cancel()) - return; - } - } - } - - /* Update images needed for true displacement. */ - bool old_need_object_flags_update = false; - if (true_displacement_used) { - VLOG(1) << "Updating images used for true displacement."; - device_update_displacement_images(device, scene, progress); - old_need_object_flags_update = scene->object_manager->need_flags_update; - scene->object_manager->device_update_flags(device, dscene, scene, progress, false); - } - - /* Device update. */ - device_free(device, dscene); - - mesh_calc_offset(scene); - if (true_displacement_used) { - device_update_mesh(device, dscene, scene, true, progress); - } - if (progress.get_cancel()) - return; - - device_update_attributes(device, dscene, scene, progress); - if (progress.get_cancel()) - return; - - /* Update displacement. */ - bool displacement_done = false; - size_t num_bvh = 0; - BVHLayout bvh_layout = BVHParams::best_bvh_layout(scene->params.bvh_layout, - device->get_bvh_layout_mask()); - - foreach (Mesh *mesh, scene->meshes) { - if (mesh->need_update) { - if (displace(device, dscene, scene, mesh, progress)) { - displacement_done = true; - } - - if (mesh->need_build_bvh(bvh_layout)) { - num_bvh++; - } - } - - if (progress.get_cancel()) - return; - } - - /* Device re-update after displacement. */ - if (displacement_done) { - device_free(device, dscene); - - device_update_attributes(device, dscene, scene, progress); - if (progress.get_cancel()) - return; - } - - TaskPool pool; - - size_t i = 0; - foreach (Mesh *mesh, scene->meshes) { - if (mesh->need_update) { - pool.push(function_bind( - &Mesh::compute_bvh, mesh, device, dscene, &scene->params, &progress, i, num_bvh)); - if (mesh->need_build_bvh(bvh_layout)) { - i++; - } - } - } - - TaskPool::Summary summary; - pool.wait_work(&summary); - VLOG(2) << "Objects BVH build pool statistics:\n" << summary.full_report(); - - foreach (Shader *shader, scene->shaders) { - shader->need_update_mesh = false; - } - - Scene::MotionType need_motion = scene->need_motion(); - bool motion_blur = need_motion == Scene::MOTION_BLUR; - - /* Update objects. */ - vector<Object *> volume_objects; - foreach (Object *object, scene->objects) { - object->compute_bounds(motion_blur); - } - - if (progress.get_cancel()) - return; - - device_update_bvh(device, dscene, scene, progress); - if (progress.get_cancel()) - return; - - device_update_mesh(device, dscene, scene, false, progress); - if (progress.get_cancel()) - return; - - need_update = false; - - if (true_displacement_used) { - /* Re-tag flags for update, so they're re-evaluated - * for meshes with correct bounding boxes. - * - * This wouldn't cause wrong results, just true - * displacement might be less optimal ot calculate. - */ - scene->object_manager->need_flags_update = old_need_object_flags_update; - } -} - -void MeshManager::device_free(Device *device, DeviceScene *dscene) -{ - dscene->bvh_nodes.free(); - dscene->bvh_leaf_nodes.free(); - dscene->object_node.free(); - dscene->prim_tri_verts.free(); - dscene->prim_tri_index.free(); - dscene->prim_type.free(); - dscene->prim_visibility.free(); - dscene->prim_index.free(); - dscene->prim_object.free(); - dscene->prim_time.free(); - dscene->tri_shader.free(); - dscene->tri_vnormal.free(); - dscene->tri_vindex.free(); - dscene->tri_patch.free(); - dscene->tri_patch_uv.free(); - dscene->curves.free(); - dscene->curve_keys.free(); - dscene->patches.free(); - dscene->attributes_map.free(); - dscene->attributes_float.free(); - dscene->attributes_float2.free(); - dscene->attributes_float3.free(); - dscene->attributes_uchar4.free(); - - /* Signal for shaders like displacement not to do ray tracing. */ - dscene->data.bvh.bvh_layout = BVH_LAYOUT_NONE; - -#ifdef WITH_OSL - OSLGlobals *og = (OSLGlobals *)device->osl_memory(); - - if (og) { - og->object_name_map.clear(); - og->attribute_map.clear(); - og->object_names.clear(); - } -#else - (void)device; -#endif -} - -void MeshManager::tag_update(Scene *scene) -{ - need_update = true; - scene->object_manager->need_update = true; -} - -void MeshManager::collect_statistics(const Scene *scene, RenderStats *stats) -{ - foreach (Mesh *mesh, scene->meshes) { - stats->mesh.geometry.add_entry( - NamedSizeEntry(string(mesh->name.c_str()), mesh->get_total_size_in_bytes())); - } -} - -bool Mesh::need_attribute(Scene *scene, AttributeStandard std) -{ - if (std == ATTR_STD_NONE) - return false; - - if (scene->need_global_attribute(std)) - return true; - - foreach (Shader *shader, used_shaders) - if (shader->attributes.find(std)) - return true; - - return false; -} - -bool Mesh::need_attribute(Scene * /*scene*/, ustring name) -{ - if (name == ustring()) - return false; - - foreach (Shader *shader, used_shaders) - if (shader->attributes.find(name)) - return true; - - return false; -} - CCL_NAMESPACE_END |