diff options
author | Brecht Van Lommel <brecht@blender.org> | 2021-10-24 15:19:19 +0300 |
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committer | Brecht Van Lommel <brecht@blender.org> | 2021-10-26 16:36:39 +0300 |
commit | d7d40745fa09061a3117bd3669c5a46bbf611eae (patch) | |
tree | 8dbaca086ecbb09aad62c25e9ece66332fe79af3 /intern/cycles/scene/mesh_displace.cpp | |
parent | b698fe1e047e56e8ed67ba47464c0017d9c50eea (diff) |
Cycles: changes to source code folders structure
* Split render/ into scene/ and session/. The scene/ folder now contains the
scene and its nodes. The session/ folder contains the render session and
associated data structures like drivers and render buffers.
* Move top level kernel headers into new folders kernel/camera/, kernel/film/,
kernel/light/, kernel/sample/, kernel/util/
* Move integrator related kernel headers into kernel/integrator/
* Move OSL shaders from kernel/shaders/ to kernel/osl/shaders/
For patches and branches, git merge and rebase should be able to detect the
renames and move over code to the right file.
Diffstat (limited to 'intern/cycles/scene/mesh_displace.cpp')
-rw-r--r-- | intern/cycles/scene/mesh_displace.cpp | 410 |
1 files changed, 410 insertions, 0 deletions
diff --git a/intern/cycles/scene/mesh_displace.cpp b/intern/cycles/scene/mesh_displace.cpp new file mode 100644 index 00000000000..c673d79f8fe --- /dev/null +++ b/intern/cycles/scene/mesh_displace.cpp @@ -0,0 +1,410 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "device/device.h" + +#include "integrator/shader_eval.h" + +#include "scene/mesh.h" +#include "scene/object.h" +#include "scene/scene.h" +#include "scene/shader.h" + +#include "util/util_foreach.h" +#include "util/util_map.h" +#include "util/util_progress.h" +#include "util/util_set.h" + +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; +} + +/* Fill in coordinates for mesh displacement shader evaluation on device. */ +static int fill_shader_input(const Scene *scene, + const Mesh *mesh, + const int object_index, + device_vector<KernelShaderEvalInput> &d_input) +{ + int d_input_size = 0; + KernelShaderEvalInput *d_input_data = d_input.data(); + + const array<int> &mesh_shaders = mesh->get_shader(); + const array<Node *> &mesh_used_shaders = mesh->get_used_shaders(); + const array<float3> &mesh_verts = mesh->get_verts(); + + const int num_verts = mesh_verts.size(); + vector<bool> done(num_verts, false); + + int num_triangles = mesh->num_triangles(); + for (int i = 0; i < num_triangles; i++) { + Mesh::Triangle t = mesh->get_triangle(i); + int shader_index = mesh_shaders[i]; + Shader *shader = (shader_index < mesh_used_shaders.size()) ? + static_cast<Shader *>(mesh_used_shaders[shader_index]) : + scene->default_surface; + + if (!shader->has_displacement || shader->get_displacement_method() == DISPLACE_BUMP) { + 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 */ + int object = object_index; + int prim = mesh->prim_offset + i; + float u, v; + + switch (j) { + case 0: + u = 1.0f; + v = 0.0f; + break; + case 1: + u = 0.0f; + v = 1.0f; + break; + default: + u = 0.0f; + v = 0.0f; + break; + } + + /* back */ + KernelShaderEvalInput in; + in.object = object; + in.prim = prim; + in.u = u; + in.v = v; + d_input_data[d_input_size++] = in; + } + } + + return d_input_size; +} + +/* Read back mesh displacement shader output. */ +static void read_shader_output(const Scene *scene, + Mesh *mesh, + const device_vector<float> &d_output) +{ + const array<int> &mesh_shaders = mesh->get_shader(); + const array<Node *> &mesh_used_shaders = mesh->get_used_shaders(); + array<float3> &mesh_verts = mesh->get_verts(); + + const int num_verts = mesh_verts.size(); + const int num_motion_steps = mesh->get_motion_steps(); + vector<bool> done(num_verts, false); + + const float *d_output_data = d_output.data(); + int d_output_index = 0; + + Attribute *attr_mP = mesh->attributes.find(ATTR_STD_MOTION_VERTEX_POSITION); + int num_triangles = mesh->num_triangles(); + for (int i = 0; i < num_triangles; i++) { + Mesh::Triangle t = mesh->get_triangle(i); + int shader_index = mesh_shaders[i]; + Shader *shader = (shader_index < mesh_used_shaders.size()) ? + static_cast<Shader *>(mesh_used_shaders[shader_index]) : + scene->default_surface; + + if (!shader->has_displacement || shader->get_displacement_method() == DISPLACE_BUMP) { + continue; + } + + for (int j = 0; j < 3; j++) { + if (!done[t.v[j]]) { + done[t.v[j]] = true; + float3 off = make_float3(d_output_data[d_output_index + 0], + d_output_data[d_output_index + 1], + d_output_data[d_output_index + 2]); + d_output_index += 3; + + /* Avoid illegal vertex coordinates. */ + off = ensure_finite3(off); + mesh_verts[t.v[j]] += off; + if (attr_mP != NULL) { + for (int step = 0; step < num_motion_steps - 1; step++) { + float3 *mP = attr_mP->data_float3() + step * num_verts; + mP[t.v[j]] += off; + } + } + } + } + } +} + +bool GeometryManager::displace(Device *device, Scene *scene, Mesh *mesh, Progress &progress) +{ + /* verify if we have a displacement shader */ + if (!mesh->has_true_displacement()) { + return false; + } + + const size_t num_verts = mesh->verts.size(); + const size_t num_triangles = mesh->num_triangles(); + + if (num_triangles == 0) { + return false; + } + + string msg = string_printf("Computing Displacement %s", mesh->name.c_str()); + progress.set_status("Updating Mesh", msg); + + /* find object index. todo: is arbitrary */ + size_t object_index = OBJECT_NONE; + + for (size_t i = 0; i < scene->objects.size(); i++) { + if (scene->objects[i]->get_geometry() == mesh) { + object_index = i; + break; + } + } + + /* Evaluate shader on device. */ + ShaderEval shader_eval(device, progress); + if (!shader_eval.eval(SHADER_EVAL_DISPLACE, + num_verts, + 3, + function_bind(&fill_shader_input, scene, mesh, object_index, _1), + function_bind(&read_shader_output, scene, mesh, _1))) { + return false; + } + + /* stitch */ + unordered_set<int> stitch_keys; + for (pair<int, int> i : mesh->vert_to_stitching_key_map) { + stitch_keys.insert(i.second); /* stitching index */ + } + + typedef unordered_multimap<int, int>::iterator map_it_t; + + for (int key : stitch_keys) { + pair<map_it_t, map_it_t> verts = mesh->vert_stitching_map.equal_range(key); + + float3 pos = zero_float3(); + int num = 0; + + for (map_it_t v = verts.first; v != verts.second; ++v) { + int vert = v->second; + + pos += mesh->verts[vert]; + num++; + } + + if (num <= 1) { + continue; + } + + pos *= 1.0f / num; + + for (map_it_t v = verts.first; v != verts.second; ++v) { + mesh->verts[v->second] = pos; + } + } + + /* 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(ATTR_STD_FACE_NORMAL); + mesh->add_face_normals(); + + bool need_recompute_vertex_normals = false; + + foreach (Node *node, mesh->get_used_shaders()) { + Shader *shader = static_cast<Shader *>(node); + if (shader->has_displacement && shader->get_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()) ? + static_cast<Shader *>(mesh->used_shaders[shader_index]) : + scene->default_surface; + + tri_has_true_disp[i] = shader->has_displacement && + shader->get_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]] = zero_float3(); + } + } + } + + /* 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++) { + int vert = mesh->get_triangle(i).v[j]; + vN[vert] += fN[i]; + + /* add face normals to stitched vertices */ + if (stitch_keys.size()) { + map_it_t key = mesh->vert_to_stitching_key_map.find(vert); + + if (key != mesh->vert_to_stitching_key_map.end()) { + pair<map_it_t, map_it_t> verts = mesh->vert_stitching_map.equal_range(key->second); + + for (map_it_t v = verts.first; v != verts.second; ++v) { + if (v->second == vert) { + continue; + } + + vN[v->second] += fN[i]; + } + } + } + } + } + } + + /* normalize vertex normals */ + vector<bool> done(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]] = zero_float3(); + } + } + } + + /* 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++) { + int vert = mesh->get_triangle(i).v[j]; + float3 fN = compute_face_normal(mesh->get_triangle(i), mP); + mN[vert] += fN; + + /* add face normals to stitched vertices */ + if (stitch_keys.size()) { + map_it_t key = mesh->vert_to_stitching_key_map.find(vert); + + if (key != mesh->vert_to_stitching_key_map.end()) { + pair<map_it_t, map_it_t> verts = mesh->vert_stitching_map.equal_range( + key->second); + + for (map_it_t v = verts.first; v != verts.second; ++v) { + if (v->second == vert) { + continue; + } + + mN[v->second] += fN; + } + } + } + } + } + } + + /* normalize vertex normals */ + vector<bool> done(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; +} + +CCL_NAMESPACE_END |