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/object.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/object.cpp')
-rw-r--r-- | intern/cycles/render/object.cpp | 213 |
1 files changed, 213 insertions, 0 deletions
diff --git a/intern/cycles/render/object.cpp b/intern/cycles/render/object.cpp new file mode 100644 index 00000000000..06c93e48b89 --- /dev/null +++ b/intern/cycles/render/object.cpp @@ -0,0 +1,213 @@ +/* + * 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 "object.h" +#include "scene.h" + +#include "util_foreach.h" +#include "util_progress.h" + +CCL_NAMESPACE_BEGIN + +/* Object */ + +Object::Object() +{ + name = ""; + mesh = NULL; + tfm = transform_identity(); +} + +Object::~Object() +{ +} + +void Object::compute_bounds() +{ + bounds = mesh->bounds.transformed(&tfm); +} + +void Object::apply_transform() +{ + if(!mesh || tfm == transform_identity()) + return; + + for(size_t i = 0; i < mesh->verts.size(); i++) + mesh->verts[i] = transform(&tfm, mesh->verts[i]); + + Attribute *attr_fN = mesh->attributes.find(Attribute::STD_FACE_NORMAL); + Attribute *attr_vN = mesh->attributes.find(Attribute::STD_VERTEX_NORMAL); + + Transform ntfm = transform_transpose(transform_inverse(tfm)); + + if(attr_fN) { + float3 *fN = attr_fN->data_float3(); + + for(size_t i = 0; i < mesh->triangles.size(); i++) + fN[i] = transform_direction(&ntfm, fN[i]); + } + + if(attr_vN) { + float3 *vN = attr_vN->data_float3(); + + for(size_t i = 0; i < mesh->verts.size(); i++) + vN[i] = transform_direction(&ntfm, vN[i]); + } + + if(bounds.valid()) { + mesh->compute_bounds(); + compute_bounds(); + } + + tfm = transform_identity(); +} + +void Object::tag_update(Scene *scene) +{ + if(mesh && mesh->transform_applied) + mesh->need_update = true; + scene->mesh_manager->need_update = true; + scene->object_manager->need_update = true; +} + +/* Object Manager */ + +ObjectManager::ObjectManager() +{ + need_update = true; +} + +ObjectManager::~ObjectManager() +{ +} + +void ObjectManager::device_update_transforms(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress) +{ + float4 *objects = dscene->objects.resize(OBJECT_SIZE*scene->objects.size()); + int i = 0; + + foreach(Object *ob, scene->objects) { + Mesh *mesh = ob->mesh; + + /* compute transformations */ + Transform tfm = ob->tfm; + Transform itfm = transform_inverse(tfm); + Transform ntfm = transform_transpose(itfm); + + /* compute surface area */ + /* todo: correct for displacement, and move to a better place */ + float surfacearea = 0.0f; + + foreach(Mesh::Triangle& t, mesh->triangles) { + float3 p1 = transform(&tfm, mesh->verts[t.v[0]]); + float3 p2 = transform(&tfm, mesh->verts[t.v[1]]); + float3 p3 = transform(&tfm, mesh->verts[t.v[2]]); + + surfacearea += triangle_area(p1, p2, p3); + } + + /* pack in texture */ + int offset = i*OBJECT_SIZE; + + memcpy(&objects[offset], &tfm, sizeof(float4)*4); + memcpy(&objects[offset+4], &itfm, sizeof(float4)*4); + memcpy(&objects[offset+8], &ntfm, sizeof(float4)*4); + objects[offset+12] = make_float4(surfacearea, 0.0f, 0.0f, 0.0f); + + i++; + + if(progress.get_cancel()) return; + } + + device->tex_alloc("__objects", dscene->objects); +} + +void ObjectManager::device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress) +{ + if(!need_update) + return; + + device_free(device, dscene); + + if(scene->objects.size() == 0) + return; + + /* set object transform matrices, before applying static transforms */ + progress.set_status("Updating Objects", "Copying Transformations to device"); + device_update_transforms(device, dscene, scene, progress); + + if(progress.get_cancel()) return; + + /* prepare for static BVH building */ + /* todo: do before to support getting object level coords? */ + if(scene->params.bvh_type == SceneParams::BVH_STATIC) { + progress.set_status("Updating Objects", "Applying Static Transformations"); + apply_static_transforms(scene, progress); + } + + if(progress.get_cancel()) return; + + need_update = false; +} + +void ObjectManager::device_free(Device *device, DeviceScene *dscene) +{ + device->tex_free(dscene->objects); + dscene->objects.clear(); +} + +void ObjectManager::apply_static_transforms(Scene *scene, Progress& progress) +{ + /* todo: normals and displacement should be done before applying transform! */ + /* todo: create objects/meshes in right order! */ + + /* counter mesh users */ + map<Mesh*, int> mesh_users; + + foreach(Object *object, scene->objects) { + map<Mesh*, int>::iterator it = mesh_users.find(object->mesh); + + if(it == mesh_users.end()) + mesh_users[object->mesh] = 1; + else + it->second++; + } + + if(progress.get_cancel()) return; + + /* apply transforms for objects with single user meshes */ + foreach(Object *object, scene->objects) { + if(mesh_users[object->mesh] == 1) { + object->apply_transform(); + object->mesh->transform_applied = true; + + if(progress.get_cancel()) return; + } + } +} + +void ObjectManager::tag_update(Scene *scene) +{ + need_update = true; + scene->mesh_manager->need_update = true; +} + +CCL_NAMESPACE_END + |