diff options
author | Pascal Schoen <pascal_schoen@gmx.net> | 2016-09-02 11:53:36 +0300 |
---|---|---|
committer | Pascal Schoen <pascal_schoen@gmx.net> | 2016-09-02 11:53:36 +0300 |
commit | 5f880293aeeacf269032824248b46d613691a36c (patch) | |
tree | 7e4df0ba43eca8de1b9d23ecdce4dbafa558ff5f /intern/cycles/render | |
parent | 630b80e08b6acf83834bc95264af4ccdbbc5f82c (diff) | |
parent | b399a6d33f9b133a26d38fd0e1e5321cbef0693b (diff) |
Merge branch 'master' into cycles_disney_brdf
Diffstat (limited to 'intern/cycles/render')
-rw-r--r-- | intern/cycles/render/graph.cpp | 23 | ||||
-rw-r--r-- | intern/cycles/render/light.cpp | 10 | ||||
-rw-r--r-- | intern/cycles/render/light.h | 3 | ||||
-rw-r--r-- | intern/cycles/render/mesh.cpp | 204 | ||||
-rw-r--r-- | intern/cycles/render/mesh.h | 1 | ||||
-rw-r--r-- | intern/cycles/render/mesh_subdivision.cpp | 14 | ||||
-rw-r--r-- | intern/cycles/render/nodes.cpp | 11 | ||||
-rw-r--r-- | intern/cycles/render/object.cpp | 65 | ||||
-rw-r--r-- | intern/cycles/render/object.h | 1 | ||||
-rw-r--r-- | intern/cycles/render/osl.cpp | 22 | ||||
-rw-r--r-- | intern/cycles/render/shader.cpp | 34 | ||||
-rw-r--r-- | intern/cycles/render/shader.h | 2 | ||||
-rw-r--r-- | intern/cycles/render/svm.cpp | 59 | ||||
-rw-r--r-- | intern/cycles/render/svm.h | 1 |
14 files changed, 276 insertions, 174 deletions
diff --git a/intern/cycles/render/graph.cpp b/intern/cycles/render/graph.cpp index 6e795ef896a..57256ceecd3 100644 --- a/intern/cycles/render/graph.cpp +++ b/intern/cycles/render/graph.cpp @@ -856,27 +856,8 @@ void ShaderGraph::bump_from_displacement() /* connect the bump out to the set normal in: */ connect(bump->output("Normal"), set_normal->input("Direction")); - /* connect bump output to normal input nodes that aren't set yet. actually - * this will only set the normal input to the geometry node that we created - * and connected to all other normal inputs already. */ - foreach(ShaderNode *node, nodes) { - /* Don't connect normal to the bump node we're coming from, - * otherwise it'll be a cycle in graph. - */ - if(node == bump) { - continue; - } - foreach(ShaderInput *input, node->inputs) { - if(!input->link && (input->flags() & SocketType::LINK_NORMAL)) - connect(set_normal->output("Normal"), input); - } - } - - /* for displacement bump, clear the normal input in case the above loop - * connected the setnormal out to the bump normalin */ - ShaderInput *bump_normal_in = bump->input("Normal"); - if(bump_normal_in) - bump_normal_in->link = NULL; + /* connect to output node */ + connect(set_normal->output("Normal"), output()->input("Normal")); /* finally, add the copied nodes to the graph. we can't do this earlier * because we would create dependency cycles in the above loop */ diff --git a/intern/cycles/render/light.cpp b/intern/cycles/render/light.cpp index 4cd77f8c6e1..787e5cf07b2 100644 --- a/intern/cycles/render/light.cpp +++ b/intern/cycles/render/light.cpp @@ -177,6 +177,16 @@ LightManager::~LightManager() { } +bool LightManager::has_background_light(Scene *scene) +{ + foreach(Light *light, scene->lights) { + if(light->type == LIGHT_BACKGROUND) { + return true; + } + } + return false; +} + void LightManager::disable_ineffective_light(Device *device, Scene *scene) { /* Make all lights enabled by default, and perform some preliminary checks diff --git a/intern/cycles/render/light.h b/intern/cycles/render/light.h index 745caa96159..040a672937d 100644 --- a/intern/cycles/render/light.h +++ b/intern/cycles/render/light.h @@ -91,6 +91,9 @@ public: void tag_update(Scene *scene); + /* Check whether there is a background light. */ + bool has_background_light(Scene *scene); + protected: /* Optimization: disable light which is either unsupported or * which doesn't contribute to the scene or which is only used for MIS diff --git a/intern/cycles/render/mesh.cpp b/intern/cycles/render/mesh.cpp index fcf4e69984d..5445fd3c29c 100644 --- a/intern/cycles/render/mesh.cpp +++ b/intern/cycles/render/mesh.cpp @@ -298,17 +298,17 @@ int Mesh::split_vertex(int vertex) foreach(Attribute& attr, attributes.attributes) { if(attr.element == ATTR_ELEMENT_VERTEX) { - vector<char> tmp(attr.data_sizeof()); - memcpy(&tmp[0], attr.data() + tmp.size()*vertex, tmp.size()); - attr.add(&tmp[0]); + array<char> tmp(attr.data_sizeof()); + memcpy(tmp.data(), attr.data() + tmp.size()*vertex, tmp.size()); + attr.add(tmp.data()); } } foreach(Attribute& attr, subd_attributes.attributes) { if(attr.element == ATTR_ELEMENT_VERTEX) { - vector<char> tmp(attr.data_sizeof()); - memcpy(&tmp[0], attr.data() + tmp.size()*vertex, tmp.size()); - attr.add(&tmp[0]); + array<char> tmp(attr.data_sizeof()); + memcpy(tmp.data(), attr.data() + tmp.size()*vertex, tmp.size()); + attr.add(tmp.data()); } } @@ -474,7 +474,7 @@ void Mesh::add_face_normals() bool flip = transform_negative_scaled; if(triangles_size) { - float3 *verts_ptr = &verts[0]; + float3 *verts_ptr = verts.data(); for(size_t i = 0; i < triangles_size; i++) { fN[i] = compute_face_normal(get_triangle(i), verts_ptr); @@ -500,7 +500,7 @@ void Mesh::add_vertex_normals() size_t triangles_size = num_triangles(); /* static vertex normals */ - if(!attributes.find(ATTR_STD_VERTEX_NORMAL)) { + if(!attributes.find(ATTR_STD_VERTEX_NORMAL) && triangles_size) { /* get attributes */ Attribute *attr_fN = attributes.find(ATTR_STD_FACE_NORMAL); Attribute *attr_vN = attributes.add(ATTR_STD_VERTEX_NORMAL); @@ -511,17 +511,17 @@ void Mesh::add_vertex_normals() /* compute vertex normals */ memset(vN, 0, verts.size()*sizeof(float3)); - if(triangles_size) { - - for(size_t i = 0; i < triangles_size; i++) - for(size_t j = 0; j < 3; j++) - vN[get_triangle(i).v[j]] += fN[i]; + for(size_t i = 0; i < triangles_size; i++) { + for(size_t j = 0; j < 3; j++) { + vN[get_triangle(i).v[j]] += fN[i]; + } } for(size_t i = 0; i < verts_size; i++) { vN[i] = normalize(vN[i]); - if(flip) + if(flip) { vN[i] = -vN[i]; + } } } @@ -529,7 +529,7 @@ void Mesh::add_vertex_normals() Attribute *attr_mP = attributes.find(ATTR_STD_MOTION_VERTEX_POSITION); Attribute *attr_mN = attributes.find(ATTR_STD_MOTION_VERTEX_NORMAL); - if(has_motion_blur() && attr_mP && !attr_mN) { + if(has_motion_blur() && attr_mP && !attr_mN && triangles_size) { /* create attribute */ attr_mN = attributes.add(ATTR_STD_MOTION_VERTEX_NORMAL); @@ -540,27 +540,79 @@ void Mesh::add_vertex_normals() /* compute */ memset(mN, 0, verts.size()*sizeof(float3)); - if(triangles_size) { - for(size_t i = 0; i < triangles_size; i++) { - for(size_t j = 0; j < 3; j++) { - float3 fN = compute_face_normal(get_triangle(i), mP); - mN[get_triangle(i).v[j]] += fN; - } + for(size_t i = 0; i < triangles_size; i++) { + for(size_t j = 0; j < 3; j++) { + float3 fN = compute_face_normal(get_triangle(i), mP); + mN[get_triangle(i).v[j]] += fN; } } for(size_t i = 0; i < verts_size; i++) { mN[i] = normalize(mN[i]); - if(flip) + if(flip) { mN[i] = -mN[i]; + } + } + } + } + + /* subd vertex normals */ + if(!subd_attributes.find(ATTR_STD_VERTEX_NORMAL) && subd_faces.size()) { + /* get attributes */ + Attribute *attr_vN = subd_attributes.add(ATTR_STD_VERTEX_NORMAL); + float3 *vN = attr_vN->data_float3(); + + /* compute vertex normals */ + memset(vN, 0, verts.size()*sizeof(float3)); + + for(size_t i = 0; i < subd_faces.size(); i++) { + SubdFace& face = subd_faces[i]; + float3 fN = face.normal(this); + + for(size_t j = 0; j < face.num_corners; j++) { + size_t corner = subd_face_corners[face.start_corner+j]; + vN[corner] += fN; + } + } + + for(size_t i = 0; i < verts_size; i++) { + vN[i] = normalize(vN[i]); + if(flip) { + vN[i] = -vN[i]; } } } } +void Mesh::add_undisplaced() +{ + AttributeSet& attrs = (subdivision_type == SUBDIVISION_NONE) ? attributes : subd_attributes; + + /* don't compute if already there */ + if(attrs.find(ATTR_STD_POSITION_UNDISPLACED)) { + return; + } + + /* get attribute */ + Attribute *attr = attrs.add(ATTR_STD_POSITION_UNDISPLACED); + attr->flags |= ATTR_SUBDIVIDED; + + float3 *data = attr->data_float3(); + + /* copy verts */ + size_t size = attr->buffer_size(this, (subdivision_type == SUBDIVISION_NONE) ? ATTR_PRIM_TRIANGLE : ATTR_PRIM_SUBD); + if(size) { + memcpy(data, verts.data(), size); + } +} + void Mesh::pack_normals(Scene *scene, uint *tri_shader, float4 *vnormal) { Attribute *attr_vN = attributes.find(ATTR_STD_VERTEX_NORMAL); + if(attr_vN == NULL) { + /* Happens on objects with just hair. */ + return; + } float3 *vN = attr_vN->data_float3(); uint shader_id = 0; @@ -568,7 +620,7 @@ void Mesh::pack_normals(Scene *scene, uint *tri_shader, float4 *vnormal) bool last_smooth = false; size_t triangles_size = num_triangles(); - int *shader_ptr = (shader.size())? &shader[0]: NULL; + int *shader_ptr = shader.data(); bool do_transform = transform_applied; Transform ntfm = transform_normal; @@ -580,7 +632,7 @@ void Mesh::pack_normals(Scene *scene, uint *tri_shader, float4 *vnormal) last_smooth = smooth[i]; Shader *shader = (last_shader < used_shaders.size()) ? used_shaders[last_shader] : scene->default_surface; - shader_id = scene->shader_manager->get_shader_id(shader, this, last_smooth); + shader_id = scene->shader_manager->get_shader_id(shader, last_smooth); } tri_shader[i] = shader_id; @@ -608,7 +660,7 @@ void Mesh::pack_verts(const vector<uint>& tri_prim_index, size_t verts_size = verts.size(); if(verts_size && subd_faces.size()) { - float2 *vert_patch_uv_ptr = &vert_patch_uv[0]; + float2 *vert_patch_uv_ptr = vert_patch_uv.data(); for(size_t i = 0; i < verts_size; i++) { tri_patch_uv[i] = vert_patch_uv_ptr[i]; @@ -617,16 +669,14 @@ void Mesh::pack_verts(const vector<uint>& tri_prim_index, size_t triangles_size = num_triangles(); - if(triangles_size) { - for(size_t i = 0; i < triangles_size; i++) { - Triangle t = get_triangle(i); - tri_vindex[i] = make_uint4(t.v[0] + vert_offset, - t.v[1] + vert_offset, - t.v[2] + vert_offset, - tri_prim_index[i + tri_offset]); + for(size_t i = 0; i < triangles_size; i++) { + Triangle t = get_triangle(i); + tri_vindex[i] = make_uint4(t.v[0] + vert_offset, + t.v[1] + vert_offset, + t.v[2] + vert_offset, + tri_prim_index[i + tri_offset]); - tri_patch[i] = (!subd_faces.size()) ? -1 : (triangle_patch[i]*8 + patch_offset); - } + tri_patch[i] = (!subd_faces.size()) ? -1 : (triangle_patch[i]*8 + patch_offset); } } @@ -636,8 +686,8 @@ void Mesh::pack_curves(Scene *scene, float4 *curve_key_co, float4 *curve_data, s /* pack curve keys */ if(curve_keys_size) { - float3 *keys_ptr = &curve_keys[0]; - float *radius_ptr = &curve_radius[0]; + 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]); @@ -646,20 +696,18 @@ void Mesh::pack_curves(Scene *scene, float4 *curve_key_co, float4 *curve_data, s /* pack curve segments */ size_t curve_num = num_curves(); - if(curve_num) { - 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, this, 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); - } + 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); } } @@ -668,13 +716,30 @@ void Mesh::pack_patches(uint *patch_data, uint vert_offset, uint face_offset, ui size_t num_faces = subd_faces.size(); int ngons = 0; - if(num_faces) { - for(size_t f = 0; f < num_faces; f++) { - SubdFace face = subd_faces[f]; + for(size_t f = 0; f < num_faces; f++) { + SubdFace face = subd_faces[f]; + + if(face.is_quad()) { + int c[4]; + memcpy(c, &subd_face_corners[face.start_corner], sizeof(int)*4); + + *(patch_data++) = c[0] + vert_offset; + *(patch_data++) = c[1] + vert_offset; + *(patch_data++) = c[2] + vert_offset; + *(patch_data++) = c[3] + vert_offset; - if(face.is_quad()) { + *(patch_data++) = f+face_offset; + *(patch_data++) = face.num_corners; + *(patch_data++) = face.start_corner + corner_offset; + *(patch_data++) = 0; + } + else { + for(int i = 0; i < face.num_corners; i++) { int c[4]; - memcpy(c, &subd_face_corners[face.start_corner], sizeof(int)*4); + c[0] = subd_face_corners[face.start_corner + mod(i + 0, face.num_corners)]; + c[1] = subd_face_corners[face.start_corner + mod(i + 1, face.num_corners)]; + c[2] = verts.size() - num_subd_verts + ngons; + c[3] = subd_face_corners[face.start_corner + mod(i - 1, face.num_corners)]; *(patch_data++) = c[0] + vert_offset; *(patch_data++) = c[1] + vert_offset; @@ -682,31 +747,12 @@ void Mesh::pack_patches(uint *patch_data, uint vert_offset, uint face_offset, ui *(patch_data++) = c[3] + vert_offset; *(patch_data++) = f+face_offset; - *(patch_data++) = face.num_corners; + *(patch_data++) = face.num_corners | (i << 16); *(patch_data++) = face.start_corner + corner_offset; - *(patch_data++) = 0; + *(patch_data++) = subd_face_corners.size() + ngons + corner_offset; } - else { - for(int i = 0; i < face.num_corners; i++) { - int c[4]; - c[0] = subd_face_corners[face.start_corner + mod(i + 0, face.num_corners)]; - c[1] = subd_face_corners[face.start_corner + mod(i + 1, face.num_corners)]; - c[2] = verts.size() - num_subd_verts + ngons; - c[3] = subd_face_corners[face.start_corner + mod(i - 1, face.num_corners)]; - - *(patch_data++) = c[0] + vert_offset; - *(patch_data++) = c[1] + vert_offset; - *(patch_data++) = c[2] + vert_offset; - *(patch_data++) = c[3] + vert_offset; - - *(patch_data++) = f+face_offset; - *(patch_data++) = face.num_corners | (i << 16); - *(patch_data++) = face.start_corner + corner_offset; - *(patch_data++) = subd_face_corners.size() + ngons + corner_offset; - } - ngons++; - } + ngons++; } } } @@ -1658,6 +1704,10 @@ void MeshManager::device_update(Device *device, DeviceScene *dscene, Scene *scen mesh->add_face_normals(); mesh->add_vertex_normals(); + if(mesh->need_attribute(scene, ATTR_STD_POSITION_UNDISPLACED)) { + mesh->add_undisplaced(); + } + if(progress.get_cancel()) return; } } diff --git a/intern/cycles/render/mesh.h b/intern/cycles/render/mesh.h index a77e296ea4a..c0310f45840 100644 --- a/intern/cycles/render/mesh.h +++ b/intern/cycles/render/mesh.h @@ -215,6 +215,7 @@ public: void compute_bounds(); void add_face_normals(); void add_vertex_normals(); + void add_undisplaced(); void pack_normals(Scene *scene, uint *shader, float4 *vnormal); void pack_verts(const vector<uint>& tri_prim_index, diff --git a/intern/cycles/render/mesh_subdivision.cpp b/intern/cycles/render/mesh_subdivision.cpp index efb40efbb79..c8cc3abf7d9 100644 --- a/intern/cycles/render/mesh_subdivision.cpp +++ b/intern/cycles/render/mesh_subdivision.cpp @@ -45,7 +45,7 @@ namespace Far { setNumBaseVertices(refiner, mesh.verts.size()); setNumBaseFaces(refiner, mesh.subd_faces.size()); - ccl::Mesh::SubdFace* face = &mesh.subd_faces[0]; + const ccl::Mesh::SubdFace* face = mesh.subd_faces.data(); for(int i = 0; i < mesh.subd_faces.size(); i++, face++) { setNumBaseFaceVertices(refiner, i, face->num_corners); @@ -57,7 +57,7 @@ namespace Far { template<> bool TopologyRefinerFactory<ccl::Mesh>::assignComponentTopology(TopologyRefiner& refiner, ccl::Mesh const& mesh) { - ccl::Mesh::SubdFace* face = &mesh.subd_faces[0]; + const ccl::Mesh::SubdFace* face = mesh.subd_faces.data(); for(int i = 0; i < mesh.subd_faces.size(); i++, face++) { IndexArray face_verts = getBaseFaceVertices(refiner, i); @@ -195,7 +195,7 @@ public: verts[i].value = mesh->verts[i]; } - OsdValue<float3>* src = &verts[0]; + OsdValue<float3>* src = verts.data(); for(int i = 0; i < refiner->GetMaxLevel(); i++) { OsdValue<float3>* dest = src + refiner->GetLevel(i).GetNumVertices(); Far::PrimvarRefiner(*refiner).Interpolate(i+1, src, dest); @@ -219,7 +219,7 @@ public: attr.resize(num_refiner_verts + num_local_points); attr.flags |= ATTR_FINAL_SIZE; - char* src = &attr.buffer[0]; + char* src = attr.buffer.data(); for(int i = 0; i < refiner->GetMaxLevel(); i++) { char* dest = src + refiner->GetLevel(i).GetNumVertices() * attr.data_sizeof(); @@ -299,7 +299,9 @@ void Mesh::tessellate(DiagSplit *split) bool need_packed_patch_table = false; if(subdivision_type == SUBDIVISION_CATMULL_CLARK) { - osd_data.build_from_mesh(this); + if(subd_faces.size()) { + osd_data.build_from_mesh(this); + } } else #endif @@ -468,7 +470,7 @@ void Mesh::tessellate(DiagSplit *split) /* keep subdivision for corner attributes disabled for now */ attr.flags &= ~ATTR_SUBDIVIDED; } - else { + else if(subd_faces.size()) { osd_data.subdivide_attribute(attr); need_packed_patch_table = true; diff --git a/intern/cycles/render/nodes.cpp b/intern/cycles/render/nodes.cpp index 7caa801671d..63fe5dcc010 100644 --- a/intern/cycles/render/nodes.cpp +++ b/intern/cycles/render/nodes.cpp @@ -4964,12 +4964,8 @@ void CurvesNode::constant_fold(const ConstantFolder& folder, ShaderInput *value_ { ShaderInput *fac_in = input("Fac"); - /* remove no-op node */ - if(!fac_in->link && fac == 0.0f) { - folder.bypass(value_in->link); - } /* evaluate fully constant node */ - else if(folder.all_inputs_constant()) { + if(folder.all_inputs_constant()) { if (curves.size() == 0) return; @@ -4982,6 +4978,11 @@ void CurvesNode::constant_fold(const ConstantFolder& folder, ShaderInput *value_ folder.make_constant(interp(value, result, fac)); } + /* remove no-op node */ + else if(!fac_in->link && fac == 0.0f) { + /* link is not null because otherwise all inputs are constant */ + folder.bypass(value_in->link); + } } void CurvesNode::compile(SVMCompiler& compiler, int type, ShaderInput *value_in, ShaderOutput *value_out) diff --git a/intern/cycles/render/object.cpp b/intern/cycles/render/object.cpp index 62076f3a865..d8f3ce58505 100644 --- a/intern/cycles/render/object.cpp +++ b/intern/cycles/render/object.cpp @@ -45,6 +45,7 @@ NODE_DEFINE(Object) SOCKET_UINT(random_id, "Random ID", 0); SOCKET_INT(pass_id, "Pass ID", 0); SOCKET_BOOLEAN(use_holdout, "Use Holdout", false); + SOCKET_BOOLEAN(hide_on_missing_motion, "Hide on Missing Motion", false); SOCKET_POINT(dupli_generated, "Dupli Generated", make_float3(0.0f, 0.0f, 0.0f)); SOCKET_POINT2(dupli_uv, "Dupli UV", make_float2(0.0f, 0.0f)); @@ -72,28 +73,41 @@ void Object::compute_bounds(bool motion_blur) BoundBox mbounds = mesh->bounds; if(motion_blur && use_motion) { - if(motion.pre == transform_empty() || - motion.post == transform_empty()) { + MotionTransform mtfm = motion; + + if(hide_on_missing_motion) { /* Hide objects that have no valid previous or next transform, for * example particle that stop existing. TODO: add support for this * case in the kernel so we don't get render artifacts. */ - bounds = BoundBox::empty; + if(mtfm.pre == transform_empty() || + mtfm.post == transform_empty()) { + bounds = BoundBox::empty; + return; + } + } + + /* In case of missing motion information for previous/next frame, + * assume there is no motion. */ + if(mtfm.pre == transform_empty()) { + mtfm.pre = tfm; + } + if(mtfm.post == transform_empty()) { + mtfm.post = tfm; } - else { - DecompMotionTransform decomp; - transform_motion_decompose(&decomp, &motion, &tfm); - bounds = BoundBox::empty; + DecompMotionTransform decomp; + transform_motion_decompose(&decomp, &mtfm, &tfm); - /* todo: this is really terrible. according to pbrt there is a better - * way to find this iteratively, but did not find implementation yet - * or try to implement myself */ - for(float t = 0.0f; t < 1.0f; t += (1.0f/128.0f)) { - Transform ttfm; + bounds = BoundBox::empty; - transform_motion_interpolate(&ttfm, &decomp, t); - bounds.grow(mbounds.transformed(&ttfm)); - } + /* todo: this is really terrible. according to pbrt there is a better + * way to find this iteratively, but did not find implementation yet + * or try to implement myself */ + for(float t = 0.0f; t < 1.0f; t += (1.0f/128.0f)) { + Transform ttfm; + + transform_motion_interpolate(&ttfm, &decomp, t); + bounds.grow(mbounds.transformed(&ttfm)); } } else { @@ -345,28 +359,27 @@ void ObjectManager::device_update_object_transform(UpdateObejctTransformState *s * comes with deformed position in object space, or if we transform * the shading point in world space. */ - Transform mtfm_pre = ob->motion.pre; - Transform mtfm_post = ob->motion.post; + MotionTransform mtfm = ob->motion; /* In case of missing motion information for previous/next frame, * assume there is no motion. */ - if(!ob->use_motion || mtfm_pre == transform_empty()) { - mtfm_pre = ob->tfm; + if(!ob->use_motion || mtfm.pre == transform_empty()) { + mtfm.pre = ob->tfm; } - if(!ob->use_motion || mtfm_post == transform_empty()) { - mtfm_post = ob->tfm; + if(!ob->use_motion || mtfm.post == transform_empty()) { + mtfm.post = ob->tfm; } if(!mesh->attributes.find(ATTR_STD_MOTION_VERTEX_POSITION)) { - mtfm_pre = mtfm_pre * itfm; - mtfm_post = mtfm_post * itfm; + mtfm.pre = mtfm.pre * itfm; + mtfm.post = mtfm.post * itfm; } else { flag |= SD_OBJECT_HAS_VERTEX_MOTION; } - memcpy(&objects_vector[object_index*OBJECT_VECTOR_SIZE+0], &mtfm_pre, sizeof(float4)*3); - memcpy(&objects_vector[object_index*OBJECT_VECTOR_SIZE+3], &mtfm_post, sizeof(float4)*3); + memcpy(&objects_vector[object_index*OBJECT_VECTOR_SIZE+0], &mtfm.pre, sizeof(float4)*3); + memcpy(&objects_vector[object_index*OBJECT_VECTOR_SIZE+3], &mtfm.post, sizeof(float4)*3); } #ifdef __OBJECT_MOTION__ else if(state->need_motion == Scene::MOTION_BLUR) { @@ -692,7 +705,7 @@ void ObjectManager::apply_static_transforms(DeviceScene *dscene, Scene *scene, u * Could be solved by moving reference counter to Mesh. */ if((mesh_users[object->mesh] == 1 && !object->mesh->has_surface_bssrdf) && - !object->mesh->has_true_displacement()) + !object->mesh->has_true_displacement() && object->mesh->subdivision_type == Mesh::SUBDIVISION_NONE) { if(!(motion_blur && object->use_motion)) { if(!object->mesh->transform_applied) { diff --git a/intern/cycles/render/object.h b/intern/cycles/render/object.h index 2e5837f672f..7e306fab2a8 100644 --- a/intern/cycles/render/object.h +++ b/intern/cycles/render/object.h @@ -51,6 +51,7 @@ public: uint visibility; MotionTransform motion; bool use_motion; + bool hide_on_missing_motion; bool use_holdout; float3 dupli_generated; diff --git a/intern/cycles/render/osl.cpp b/intern/cycles/render/osl.cpp index 1a6ae5f9277..f83aab47e84 100644 --- a/intern/cycles/render/osl.cpp +++ b/intern/cycles/render/osl.cpp @@ -609,7 +609,7 @@ bool OSLCompiler::node_skip_input(ShaderNode *node, ShaderInput *input) return true; if(input->name() == "Displacement" && current_type != SHADER_TYPE_DISPLACEMENT) return true; - if(input->name() == "Normal") + if(input->name() == "Normal" && current_type != SHADER_TYPE_BUMP) return true; } else if(node->special_type == SHADER_SPECIAL_TYPE_BUMP) { @@ -684,6 +684,8 @@ void OSLCompiler::add(ShaderNode *node, const char *name, bool isfilepath) ss->Shader("surface", name, id(node).c_str()); else if(current_type == SHADER_TYPE_DISPLACEMENT) ss->Shader("displacement", name, id(node).c_str()); + else if(current_type == SHADER_TYPE_BUMP) + ss->Shader("displacement", name, id(node).c_str()); else assert(0); @@ -1055,6 +1057,12 @@ OSL::ShaderGroupRef OSLCompiler::compile_type(Shader *shader, ShaderGraph *graph generate_nodes(dependencies); output->compile(*this); } + else if(type == SHADER_TYPE_BUMP) { + /* generate bump shader */ + find_dependencies(dependencies, output->input("Normal")); + generate_nodes(dependencies); + output->compile(*this); + } else if(type == SHADER_TYPE_VOLUME) { /* generate volume shader */ find_dependencies(dependencies, output->input("Volume")); @@ -1116,10 +1124,10 @@ void OSLCompiler::compile(Scene *scene, OSLGlobals *og, Shader *shader) if(shader->used && graph && output->input("Surface")->link) { shader->osl_surface_ref = compile_type(shader, shader->graph, SHADER_TYPE_SURFACE); - if(shader->graph_bump) - shader->osl_surface_bump_ref = compile_type(shader, shader->graph_bump, SHADER_TYPE_SURFACE); + if(shader->graph_bump && shader->displacement_method != DISPLACE_TRUE) + shader->osl_surface_bump_ref = compile_type(shader, shader->graph_bump, SHADER_TYPE_BUMP); else - shader->osl_surface_bump_ref = shader->osl_surface_ref; + shader->osl_surface_bump_ref = OSL::ShaderGroupRef(); shader->has_surface = true; } @@ -1147,13 +1155,9 @@ void OSLCompiler::compile(Scene *scene, OSLGlobals *og, Shader *shader) /* push state to array for lookup */ og->surface_state.push_back(shader->osl_surface_ref); - og->surface_state.push_back(shader->osl_surface_bump_ref); - - og->volume_state.push_back(shader->osl_volume_ref); og->volume_state.push_back(shader->osl_volume_ref); - - og->displacement_state.push_back(shader->osl_displacement_ref); og->displacement_state.push_back(shader->osl_displacement_ref); + og->bump_state.push_back(shader->osl_surface_bump_ref); } #else diff --git a/intern/cycles/render/shader.cpp b/intern/cycles/render/shader.cpp index d000cca5a45..10c3507e3f4 100644 --- a/intern/cycles/render/shader.cpp +++ b/intern/cycles/render/shader.cpp @@ -221,6 +221,16 @@ void Shader::tag_update(Scene *scene) if(use_mis && has_surface_emission) scene->light_manager->need_update = true; + /* Special handle of background MIS light for now: for some reason it + * has use_mis set to false. We are quite close to release now, so + * better to be safe. + */ + if(this == scene->default_background && + scene->light_manager->has_background_light(scene)) + { + scene->light_manager->need_update = true; + } + /* quick detection of which kind of shaders we have to avoid loading * e.g. surface attributes when there is only a volume shader. this could * be more fine grained but it's better than nothing */ @@ -240,6 +250,10 @@ void Shader::tag_update(Scene *scene) attributes.clear(); foreach(ShaderNode *node, graph->nodes) node->attributes(this, &attributes); + + if(has_displacement && displacement_method == DISPLACE_BOTH) { + attributes.add(ATTR_STD_POSITION_UNDISPLACED); + } /* compare if the attributes changed, mesh manager will check * need_update_attributes, update the relevant meshes and clear it. */ @@ -312,14 +326,11 @@ uint ShaderManager::get_attribute_id(AttributeStandard std) return (uint)std; } -int ShaderManager::get_shader_id(Shader *shader, Mesh *mesh, bool smooth) +int ShaderManager::get_shader_id(Shader *shader, bool smooth) { /* get a shader id to pass to the kernel */ - int id = shader->id*2; - - /* index depends bump since this setting is not in the shader */ - if(mesh && shader->displacement_method != DISPLACE_TRUE) - id += 1; + int id = shader->id; + /* smooth flag */ if(smooth) id |= SHADER_SMOOTH_NORMAL; @@ -368,7 +379,7 @@ void ShaderManager::device_update_common(Device *device, if(scene->shaders.size() == 0) return; - uint shader_flag_size = scene->shaders.size()*4; + uint shader_flag_size = scene->shaders.size()*2; uint *shader_flag = dscene->shader_flag.resize(shader_flag_size); uint i = 0; bool has_volumes = false; @@ -406,15 +417,14 @@ void ShaderManager::device_update_common(Device *device, flag |= SD_VOLUME_CUBIC; if(shader->graph_bump) flag |= SD_HAS_BUMP; - - /* regular shader */ - shader_flag[i++] = flag; - shader_flag[i++] = shader->pass_id; + if(shader->displacement_method != DISPLACE_BUMP) + flag |= SD_HAS_DISPLACEMENT; /* shader with bump mapping */ - if(shader->graph_bump) + if(shader->displacement_method != DISPLACE_TRUE && shader->graph_bump) flag |= SD_HAS_BSSRDF_BUMP; + /* regular shader */ shader_flag[i++] = flag; shader_flag[i++] = shader->pass_id; diff --git a/intern/cycles/render/shader.h b/intern/cycles/render/shader.h index 060ad7056bc..696e22bc3c9 100644 --- a/intern/cycles/render/shader.h +++ b/intern/cycles/render/shader.h @@ -173,7 +173,7 @@ public: uint get_attribute_id(AttributeStandard std); /* get shader id for mesh faces */ - int get_shader_id(Shader *shader, Mesh *mesh = NULL, bool smooth = false); + int get_shader_id(Shader *shader, bool smooth = false); /* add default shaders to scene, to use as default for things that don't * have any shader assigned explicitly */ diff --git a/intern/cycles/render/svm.cpp b/intern/cycles/render/svm.cpp index 1a166885e2b..069c3e3043a 100644 --- a/intern/cycles/render/svm.cpp +++ b/intern/cycles/render/svm.cpp @@ -63,7 +63,6 @@ void SVMShaderManager::device_update(Device *device, DeviceScene *dscene, Scene for(i = 0; i < scene->shaders.size(); i++) { svm_nodes.push_back(make_int4(NODE_SHADER_JUMP, 0, 0, 0)); - svm_nodes.push_back(make_int4(NODE_SHADER_JUMP, 0, 0, 0)); } foreach(Shader *shader, scene->shaders) { @@ -147,9 +146,8 @@ int SVMCompiler::stack_size(SocketType::Type type) return size; } -int SVMCompiler::stack_find_offset(SocketType::Type type) +int SVMCompiler::stack_find_offset(int size) { - int size = stack_size(type); int offset = -1; /* find free space in stack & mark as used */ @@ -176,6 +174,11 @@ int SVMCompiler::stack_find_offset(SocketType::Type type) return 0; } +int SVMCompiler::stack_find_offset(SocketType::Type type) +{ + return stack_find_offset(stack_size(type)); +} + void SVMCompiler::stack_clear_offset(SocketType::Type type, int offset) { int size = stack_size(type); @@ -648,6 +651,9 @@ void SVMCompiler::compile_type(Shader *shader, ShaderGraph *graph, ShaderType ty case SHADER_TYPE_DISPLACEMENT: clin = node->input("Displacement"); break; + case SHADER_TYPE_BUMP: + clin = node->input("Normal"); + break; default: assert(0); break; @@ -664,6 +670,13 @@ void SVMCompiler::compile_type(Shader *shader, ShaderGraph *graph, ShaderType ty output->stack_offset = SVM_STACK_INVALID; } + /* for the bump shader we need add a node to store the shader state */ + int bump_state_offset = SVM_STACK_INVALID; + if(type == SHADER_TYPE_BUMP) { + bump_state_offset = stack_find_offset(SVM_BUMP_EVAL_STATE_SIZE); + add_node(NODE_ENTER_BUMP_EVAL, bump_state_offset); + } + if(shader->used) { if(clin->link) { bool generate = false; @@ -681,6 +694,9 @@ void SVMCompiler::compile_type(Shader *shader, ShaderGraph *graph, ShaderType ty generate = true; shader->has_displacement = true; break; + case SHADER_TYPE_BUMP: /* generate bump shader */ + generate = true; + break; default: break; } @@ -697,13 +713,21 @@ void SVMCompiler::compile_type(Shader *shader, ShaderGraph *graph, ShaderType ty node->compile(*this); } + /* add node to restore state after bump shader has finished */ + if(type == SHADER_TYPE_BUMP) { + add_node(NODE_LEAVE_BUMP_EVAL, bump_state_offset); + } + /* if compile failed, generate empty shader */ if(compile_failed) { svm_nodes.clear(); compile_failed = false; } - add_node(NODE_END, 0, 0, 0); + /* for bump shaders we fall thru to the surface shader, but if this is any other kind of shader it ends here */ + if(type != SHADER_TYPE_BUMP) { + add_node(NODE_END, 0, 0, 0); + } } void SVMCompiler::compile(Scene *scene, @@ -753,19 +777,22 @@ void SVMCompiler::compile(Scene *scene, shader->has_object_dependency = false; shader->has_integrator_dependency = false; + /* generate bump shader */ + if(shader->displacement_method != DISPLACE_TRUE && shader->graph_bump) { + scoped_timer timer((summary != NULL)? &summary->time_generate_bump: NULL); + compile_type(shader, shader->graph_bump, SHADER_TYPE_BUMP); + global_svm_nodes[index].y = global_svm_nodes.size(); + global_svm_nodes.insert(global_svm_nodes.end(), svm_nodes.begin(), svm_nodes.end()); + } + /* generate surface shader */ { scoped_timer timer((summary != NULL)? &summary->time_generate_surface: NULL); compile_type(shader, shader->graph, SHADER_TYPE_SURFACE); - global_svm_nodes[index*2 + 0].y = global_svm_nodes.size(); - global_svm_nodes[index*2 + 1].y = global_svm_nodes.size(); - global_svm_nodes.insert(global_svm_nodes.end(), svm_nodes.begin(), svm_nodes.end()); - } - - if(shader->graph_bump) { - scoped_timer timer((summary != NULL)? &summary->time_generate_bump: NULL); - compile_type(shader, shader->graph_bump, SHADER_TYPE_SURFACE); - global_svm_nodes[index*2 + 1].y = global_svm_nodes.size(); + /* only set jump offset if there's no bump shader, as the bump shader will fall thru to this one if it exists */ + if(shader->displacement_method == DISPLACE_TRUE || !shader->graph_bump) { + global_svm_nodes[index].y = global_svm_nodes.size(); + } global_svm_nodes.insert(global_svm_nodes.end(), svm_nodes.begin(), svm_nodes.end()); } @@ -773,8 +800,7 @@ void SVMCompiler::compile(Scene *scene, { scoped_timer timer((summary != NULL)? &summary->time_generate_volume: NULL); compile_type(shader, shader->graph, SHADER_TYPE_VOLUME); - global_svm_nodes[index*2 + 0].z = global_svm_nodes.size(); - global_svm_nodes[index*2 + 1].z = global_svm_nodes.size(); + global_svm_nodes[index].z = global_svm_nodes.size(); global_svm_nodes.insert(global_svm_nodes.end(), svm_nodes.begin(), svm_nodes.end()); } @@ -782,8 +808,7 @@ void SVMCompiler::compile(Scene *scene, { scoped_timer timer((summary != NULL)? &summary->time_generate_displacement: NULL); compile_type(shader, shader->graph, SHADER_TYPE_DISPLACEMENT); - global_svm_nodes[index*2 + 0].w = global_svm_nodes.size(); - global_svm_nodes[index*2 + 1].w = global_svm_nodes.size(); + global_svm_nodes[index].w = global_svm_nodes.size(); global_svm_nodes.insert(global_svm_nodes.end(), svm_nodes.begin(), svm_nodes.end()); } diff --git a/intern/cycles/render/svm.h b/intern/cycles/render/svm.h index e14d57d7601..99e91ca0c3e 100644 --- a/intern/cycles/render/svm.h +++ b/intern/cycles/render/svm.h @@ -99,6 +99,7 @@ public: int stack_assign(ShaderInput *input); int stack_assign_if_linked(ShaderInput *input); int stack_assign_if_linked(ShaderOutput *output); + int stack_find_offset(int size); int stack_find_offset(SocketType::Type type); void stack_clear_offset(SocketType::Type type, int offset); void stack_link(ShaderInput *input, ShaderOutput *output); |