diff options
author | Ton Roosendaal <ton@blender.org> | 2011-04-27 15:58:34 +0400 |
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committer | Ton Roosendaal <ton@blender.org> | 2011-04-27 15:58:34 +0400 |
commit | da376e0237517543aa21740ee2363234ee1c20ae (patch) | |
tree | 014a513ed8d0eccc5e54fef42347781e85bae56a /intern/cycles/render/mesh_displace.cpp | |
parent | 693780074388111e7b9ef1c3825e462f398dc6c4 (diff) |
Cycles render engine, initial commit. This is the engine itself, blender modifications and build instructions will follow later.
Cycles uses code from some great open source projects, many thanks them:
* BVH building and traversal code from NVidia's "Understanding the Efficiency of Ray Traversal on GPUs":
http://code.google.com/p/understanding-the-efficiency-of-ray-traversal-on-gpus/
* Open Shading Language for a large part of the shading system:
http://code.google.com/p/openshadinglanguage/
* Blender for procedural textures and a few other nodes.
* Approximate Catmull Clark subdivision from NVidia Mesh tools:
http://code.google.com/p/nvidia-mesh-tools/
* Sobol direction vectors from:
http://web.maths.unsw.edu.au/~fkuo/sobol/
* Film response functions from:
http://www.cs.columbia.edu/CAVE/software/softlib/dorf.php
Diffstat (limited to 'intern/cycles/render/mesh_displace.cpp')
-rw-r--r-- | intern/cycles/render/mesh_displace.cpp | 153 |
1 files changed, 153 insertions, 0 deletions
diff --git a/intern/cycles/render/mesh_displace.cpp b/intern/cycles/render/mesh_displace.cpp new file mode 100644 index 00000000000..e86bea59ec1 --- /dev/null +++ b/intern/cycles/render/mesh_displace.cpp @@ -0,0 +1,153 @@ +/* + * Copyright 2011, Blender Foundation. + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software Foundation, + * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + */ + +#include "device.h" + +#include "mesh.h" +#include "scene.h" +#include "shader.h" + +#include "util_foreach.h" +#include "util_progress.h" + +CCL_NAMESPACE_BEGIN + +bool MeshManager::displace(Device *device, 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(uint sindex, mesh->used_shaders) + if(scene->shaders[sindex]->has_displacement) + has_displacement = true; + } + + if(!has_displacement) + return false; + + /* setup input for device task */ + vector<bool> done(mesh->verts.size(), false); + device_vector<uint4> d_input; + uint4 *d_input_data = d_input.resize(mesh->verts.size()); + size_t d_input_offset = 0; + + for(size_t i = 0; i < mesh->triangles.size(); i++) { + Mesh::Triangle t = mesh->triangles[i]; + Shader *shader = scene->shaders[mesh->shader[i]]; + + if(!shader->has_displacement) + continue; + + for(int j = 0; j < 3; j++) { + if(done[t.v[j]]) + continue; + + done[t.v[j]] = true; + + /* set up object, primitive and barycentric coordinates */ + /* when used, non-instanced convention: object = -object-1; */ + int object = ~0; /* todo */ + int prim = mesh->tri_offset + i; + float u, v; + + if(j == 0) { + u = 1.0f; + v = 0.0f; + } + else if(j == 1) { + u = 0.0f; + v = 1.0f; + } + else { + u = 0.0f; + v = 0.0f; + } + + /* back */ + uint4 in = make_uint4(object, prim, __float_as_int(u), __float_as_int(v)); + d_input_data[d_input_offset++] = in; + } + } + + if(d_input_offset == 0) + return false; + + /* run device task */ + device_vector<float3> d_offset; + d_offset.resize(d_input.size()); + + device->mem_alloc(d_input, MEM_READ_ONLY); + device->mem_copy_to(d_input); + device->mem_alloc(d_offset, MEM_WRITE_ONLY); + + DeviceTask task(DeviceTask::DISPLACE); + task.displace_input = d_input.device_pointer; + task.displace_offset = d_offset.device_pointer; + task.displace_x = 0; + task.displace_w = d_input.size(); + + device->task_add(task); + device->task_wait(); + + device->mem_copy_from(d_offset, 0, sizeof(float3)*d_offset.size()); + device->mem_free(d_input); + device->mem_free(d_offset); + + if(progress.get_cancel()) + return false; + + /* read result */ + done.clear(); + done.resize(mesh->verts.size(), false); + int k = 0; + + float3 *offset = (float3*)d_offset.data_pointer; + + for(size_t i = 0; i < mesh->triangles.size(); i++) { + Mesh::Triangle t = mesh->triangles[i]; + Shader *shader = scene->shaders[mesh->shader[i]]; + + if(!shader->has_displacement) + continue; + + for(int j = 0; j < 3; j++) { + if(!done[t.v[j]]) { + done[t.v[j]] = true; + mesh->verts[t.v[j]] += offset[k++]; + } + } + } + + /* for displacement method both, we only need to recompute the face + * normals, as bump mapping in the shader will already alter the + * vertex normal, so we start from the non-displaced vertex normals + * to avoid applying the perturbation twice. */ + mesh->attributes.remove(Attribute::STD_FACE_NORMAL); + mesh->add_face_normals(); + + if(mesh->displacement_method == Mesh::DISPLACE_TRUE) { + mesh->attributes.remove(Attribute::STD_VERTEX_NORMAL); + mesh->add_vertex_normals(); + } + + return true; +} + +CCL_NAMESPACE_END + |