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authorMai Lavelle <mai.lavelle@gmail.com>2016-08-02 12:13:58 +0300
committerMai Lavelle <mai.lavelle@gmail.com>2016-08-07 21:15:20 +0300
commita58fe05c05dfc2a5d63a3d1977bcb15f7778990f (patch)
tree4da4ac22208668167228a7440901264e0f3f38fd /intern/cycles/render/mesh_displace.cpp
parentdd1929754f3f5746dea5837425ac8e8768aef2d9 (diff)
Cycles microdisplacement: Move displacement options from mesh to material settings
Displacement is now a per material setting, which means old files will have to be updated if they had used displacement. Cool side effect of this change is material previews now show displacement. Reviewed By: brecht Differential Revision: https://developer.blender.org/D2140
Diffstat (limited to 'intern/cycles/render/mesh_displace.cpp')
-rw-r--r--intern/cycles/render/mesh_displace.cpp160
1 files changed, 146 insertions, 14 deletions
diff --git a/intern/cycles/render/mesh_displace.cpp b/intern/cycles/render/mesh_displace.cpp
index 95f46ff02a2..ef9cfedd412 100644
--- a/intern/cycles/render/mesh_displace.cpp
+++ b/intern/cycles/render/mesh_displace.cpp
@@ -26,19 +26,27 @@
CCL_NAMESPACE_BEGIN
+static float3 compute_face_normal(const Mesh::Triangle& t, float3 *verts)
+{
+ float3 v0 = verts[t.v[0]];
+ float3 v1 = verts[t.v[1]];
+ float3 v2 = verts[t.v[2]];
+
+ float3 norm = cross(v1 - v0, v2 - v0);
+ float normlen = len(norm);
+
+ if(normlen == 0.0f)
+ return make_float3(1.0f, 0.0f, 0.0f);
+
+ return norm / normlen;
+}
+
bool MeshManager::displace(Device *device, DeviceScene *dscene, Scene *scene, Mesh *mesh, Progress& progress)
{
/* verify if we have a displacement shader */
- bool has_displacement = false;
-
- if(mesh->displacement_method != Mesh::DISPLACE_BUMP) {
- foreach(Shader *shader, mesh->used_shaders)
- if(shader->has_displacement)
- has_displacement = true;
- }
-
- if(!has_displacement)
+ if(!mesh->has_true_displacement()) {
return false;
+ }
string msg = string_printf("Computing Displacement %s", mesh->name.c_str());
progress.set_status("Updating Mesh", msg);
@@ -67,8 +75,9 @@ bool MeshManager::displace(Device *device, DeviceScene *dscene, Scene *scene, Me
Shader *shader = (shader_index < mesh->used_shaders.size()) ?
mesh->used_shaders[shader_index] : scene->default_surface;
- if(!shader->has_displacement)
+ if(!shader->has_displacement || shader->displacement_method == DISPLACE_BUMP) {
continue;
+ }
for(int j = 0; j < 3; j++) {
if(done[t.v[j]])
@@ -153,8 +162,9 @@ bool MeshManager::displace(Device *device, DeviceScene *dscene, Scene *scene, Me
Shader *shader = (shader_index < mesh->used_shaders.size()) ?
mesh->used_shaders[shader_index] : scene->default_surface;
- if(!shader->has_displacement)
+ if(!shader->has_displacement || shader->displacement_method == DISPLACE_BUMP) {
continue;
+ }
for(int j = 0; j < 3; j++) {
if(!done[t.v[j]]) {
@@ -178,9 +188,131 @@ bool MeshManager::displace(Device *device, DeviceScene *dscene, Scene *scene, Me
mesh->attributes.remove(ATTR_STD_FACE_NORMAL);
mesh->add_face_normals();
- if(mesh->displacement_method == Mesh::DISPLACE_TRUE) {
- mesh->attributes.remove(ATTR_STD_VERTEX_NORMAL);
- mesh->add_vertex_normals();
+ bool need_recompute_vertex_normals = false;
+
+ foreach(Shader *shader, mesh->used_shaders) {
+ if(shader->has_displacement && shader->displacement_method == DISPLACE_TRUE) {
+ need_recompute_vertex_normals = true;
+ break;
+ }
+ }
+
+ if(need_recompute_vertex_normals) {
+ bool flip = mesh->transform_negative_scaled;
+ vector<bool> tri_has_true_disp(num_triangles, false);
+
+ for(size_t i = 0; i < num_triangles; i++) {
+ int shader_index = mesh->shader[i];
+ Shader *shader = (shader_index < mesh->used_shaders.size()) ?
+ mesh->used_shaders[shader_index] : scene->default_surface;
+
+ tri_has_true_disp[i] = shader->has_displacement && shader->displacement_method == DISPLACE_TRUE;
+ }
+
+ /* static vertex normals */
+
+ /* get attributes */
+ Attribute *attr_fN = mesh->attributes.find(ATTR_STD_FACE_NORMAL);
+ Attribute *attr_vN = mesh->attributes.find(ATTR_STD_VERTEX_NORMAL);
+
+ float3 *fN = attr_fN->data_float3();
+ float3 *vN = attr_vN->data_float3();
+
+ /* compute vertex normals */
+
+ /* zero vertex normals on triangles with true displacement */
+ for(size_t i = 0; i < num_triangles; i++) {
+ if(tri_has_true_disp[i]) {
+ for(size_t j = 0; j < 3; j++) {
+ vN[mesh->get_triangle(i).v[j]] = make_float3(0.0f, 0.0f, 0.0f);
+ }
+ }
+ }
+
+ /* add face normals to vertex normals */
+ for(size_t i = 0; i < num_triangles; i++) {
+ if(tri_has_true_disp[i]) {
+ for(size_t j = 0; j < 3; j++) {
+ vN[mesh->get_triangle(i).v[j]] += fN[i];
+ }
+ }
+ }
+
+ /* normalize vertex normals */
+ done.clear();
+ done.resize(num_verts, false);
+
+ for(size_t i = 0; i < num_triangles; i++) {
+ if(tri_has_true_disp[i]) {
+ for(size_t j = 0; j < 3; j++) {
+ int vert = mesh->get_triangle(i).v[j];
+
+ if(done[vert]) {
+ continue;
+ }
+
+ vN[vert] = normalize(vN[vert]);
+ if(flip)
+ vN[vert] = -vN[vert];
+
+ done[vert] = true;
+ }
+ }
+ }
+
+ /* motion vertex normals */
+ Attribute *attr_mP = mesh->attributes.find(ATTR_STD_MOTION_VERTEX_POSITION);
+ Attribute *attr_mN = mesh->attributes.find(ATTR_STD_MOTION_VERTEX_NORMAL);
+
+ if(mesh->has_motion_blur() && attr_mP && attr_mN) {
+ for(int step = 0; step < mesh->motion_steps - 1; step++) {
+ float3 *mP = attr_mP->data_float3() + step*mesh->verts.size();
+ float3 *mN = attr_mN->data_float3() + step*mesh->verts.size();
+
+ /* compute */
+
+ /* zero vertex normals on triangles with true displacement */
+ for(size_t i = 0; i < num_triangles; i++) {
+ if(tri_has_true_disp[i]) {
+ for(size_t j = 0; j < 3; j++) {
+ mN[mesh->get_triangle(i).v[j]] = make_float3(0.0f, 0.0f, 0.0f);
+ }
+ }
+ }
+
+ /* add face normals to vertex normals */
+ for(size_t i = 0; i < num_triangles; i++) {
+ if(tri_has_true_disp[i]) {
+ for(size_t j = 0; j < 3; j++) {
+ float3 fN = compute_face_normal(mesh->get_triangle(i), mP);
+ mN[mesh->get_triangle(i).v[j]] += fN;
+ }
+ }
+ }
+
+ /* normalize vertex normals */
+ done.clear();
+ done.resize(num_verts, false);
+
+ for(size_t i = 0; i < num_triangles; i++) {
+ if(tri_has_true_disp[i]) {
+ for(size_t j = 0; j < 3; j++) {
+ int vert = mesh->get_triangle(i).v[j];
+
+ if(done[vert]) {
+ continue;
+ }
+
+ mN[vert] = normalize(mN[vert]);
+ if(flip)
+ mN[vert] = -mN[vert];
+
+ done[vert] = true;
+ }
+ }
+ }
+ }
+ }
}
return true;