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Diffstat (limited to 'intern/cycles/render/mesh.cpp')
-rw-r--r-- | intern/cycles/render/mesh.cpp | 718 |
1 files changed, 718 insertions, 0 deletions
diff --git a/intern/cycles/render/mesh.cpp b/intern/cycles/render/mesh.cpp new file mode 100644 index 00000000000..eb9fefcc0ad --- /dev/null +++ b/intern/cycles/render/mesh.cpp @@ -0,0 +1,718 @@ +/* + * 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 "bvh.h" +#include "bvh_build.h" + +#include "device.h" +#include "shader.h" +#include "mesh.h" +#include "object.h" +#include "scene.h" + +#include "osl_globals.h" + +#include "util_cache.h" +#include "util_foreach.h" +#include "util_progress.h" +#include "util_set.h" + +CCL_NAMESPACE_BEGIN + +/* Mesh */ + +Mesh::Mesh() +: attributes(this) +{ + need_update = true; + transform_applied = false; + displacement_method = DISPLACE_BUMP; + + bvh = NULL; + + tri_offset = 0; + vert_offset = 0; +} + +Mesh::~Mesh() +{ + delete bvh; +} + +void Mesh::reserve(int numverts, int numtris) +{ + /* reserve space to add verts and triangles later */ + verts.resize(numverts); + triangles.resize(numtris); + shader.resize(numtris); + smooth.resize(numtris); + attributes.reserve(numverts, numtris); +} + +void Mesh::clear() +{ + /* clear all verts and triangles */ + verts.clear(); + triangles.clear(); + shader.clear(); + smooth.clear(); + + attributes.clear(); + used_shaders.clear(); +} + +void Mesh::add_triangle(int v0, int v1, int v2, int shader_, bool smooth_) +{ + Triangle t; + t.v[0] = v0; + t.v[1] = v1; + t.v[2] = v2; + + triangles.push_back(t); + shader.push_back(shader_); + smooth.push_back(smooth_); +} + +void Mesh::compute_bounds() +{ + BoundBox bnds; + size_t verts_size = verts.size(); + + for(size_t i = 0; i < verts_size; i++) + bnds.grow(verts[i]); + + /* happens mostly on empty meshes */ + if(!bnds.valid()) + bnds.grow(make_float3(0.0f, 0.0f, 0.0f)); + + bounds = bnds; +} + +void Mesh::add_face_normals() +{ + /* don't compute if already there */ + if(attributes.find(Attribute::STD_FACE_NORMAL)) + return; + + /* get attributes */ + Attribute *attr_fN = attributes.add(Attribute::STD_FACE_NORMAL); + float3 *fN = attr_fN->data_float3(); + + /* compute face normals */ + float3 *verts_ptr = &verts[0]; + size_t triangles_size = triangles.size(); + Triangle *triangles_ptr = &triangles[0]; + + for(size_t i = 0; i < triangles_size; i++) { + Triangle t = triangles_ptr[i]; + float3 v0 = verts_ptr[t.v[0]]; + float3 v1 = verts_ptr[t.v[1]]; + float3 v2 = verts_ptr[t.v[2]]; + + fN[i] = normalize(cross(v1 - v0, v2 - v0)); + } +} + +void Mesh::add_vertex_normals() +{ + /* don't compute if already there */ + if(attributes.find(Attribute::STD_VERTEX_NORMAL)) + return; + + /* get attributes */ + Attribute *attr_fN = attributes.find(Attribute::STD_FACE_NORMAL); + Attribute *attr_vN = attributes.add(Attribute::STD_VERTEX_NORMAL); + + float3 *fN = attr_fN->data_float3(); + float3 *vN = attr_vN->data_float3(); + + /* compute vertex normals */ + memset(&vN[0], 0, verts.size()*sizeof(float3)); + + size_t verts_size = verts.size(); + size_t triangles_size = triangles.size(); + Triangle *triangles_ptr = &triangles[0]; + + for(size_t i = 0; i < triangles_size; i++) + for(size_t j = 0; j < 3; j++) + vN[triangles_ptr[i].v[j]] += fN[i]; + + for(size_t i = 0; i < verts_size; i++) + vN[i] = normalize(vN[i]); +} + +void Mesh::pack_normals(Scene *scene, float4 *normal, float4 *vnormal) +{ + Attribute *attr_fN = attributes.find(Attribute::STD_FACE_NORMAL); + Attribute *attr_vN = attributes.find(Attribute::STD_VERTEX_NORMAL); + + float3 *fN = attr_fN->data_float3(); + float3 *vN = attr_vN->data_float3(); + int shader_id = 0; + uint last_shader = -1; + bool last_smooth = false; + + size_t triangles_size = triangles.size(); + uint *shader_ptr = &shader[0]; + + for(size_t i = 0; i < triangles_size; i++) { + normal[i].x = fN[i].x; + normal[i].y = fN[i].y; + normal[i].z = fN[i].z; + + /* stuff shader id in here too */ + if(shader_ptr[i] != last_shader || last_smooth != smooth[i]) { + last_shader = shader_ptr[i]; + last_smooth = smooth[i]; + shader_id = scene->shader_manager->get_shader_id(last_shader, this, last_smooth); + } + + normal[i].w = __int_as_float(shader_id); + } + + size_t verts_size = verts.size(); + + for(size_t i = 0; i < verts_size; i++) + vnormal[i] = make_float4(vN[i].x, vN[i].y, vN[i].z, 0.0f); +} + +void Mesh::pack_verts(float4 *tri_verts, float4 *tri_vindex, size_t vert_offset) +{ + size_t verts_size = verts.size(); + float3 *verts_ptr = &verts[0]; + + for(size_t i = 0; i < verts_size; i++) { + float3 p = verts_ptr[i]; + tri_verts[i] = make_float4(p.x, p.y, p.z, 0.0f); + } + + size_t triangles_size = triangles.size(); + Triangle *triangles_ptr = &triangles[0]; + + for(size_t i = 0; i < triangles_size; i++) { + Triangle t = triangles_ptr[i]; + + tri_vindex[i] = make_float4( + __int_as_float(t.v[0] + vert_offset), + __int_as_float(t.v[1] + vert_offset), + __int_as_float(t.v[2] + vert_offset), + 0); + } +} + +void Mesh::compute_bvh(SceneParams *params, Progress& progress) +{ + Object object; + object.mesh = this; + + vector<Object*> objects; + objects.push_back(&object); + + if(bvh && !need_update_rebuild) { + progress.set_substatus("Refitting BVH"); + bvh->objects = objects; + bvh->refit(progress); + } + else { + progress.set_substatus("Building BVH"); + + BVHParams bparams; + bparams.use_cache = params->use_bvh_cache; + bparams.use_spatial_split = params->use_bvh_spatial_split; + bparams.use_qbvh = params->use_qbvh; + + delete bvh; + bvh = BVH::create(bparams, objects); + bvh->build(progress); + } +} + +void Mesh::tag_update(Scene *scene, bool rebuild) +{ + need_update = true; + if(rebuild) + need_update_rebuild = true; + + scene->mesh_manager->need_update = true; + scene->object_manager->need_update = true; +} + +/* Mesh Manager */ + +MeshManager::MeshManager() +{ + bvh = NULL; + need_update = true; +} + +MeshManager::~MeshManager() +{ + delete bvh; +} + +void MeshManager::update_osl_attributes(Device *device, Scene *scene, vector<AttributeRequestSet>& mesh_attributes) +{ +#ifdef WITH_OSL + /* for OSL, a hash map is used to lookup the attribute by name. */ + OSLGlobals *og = (OSLGlobals*)device->osl_memory(); + + og->object_name_map.clear(); + og->attribute_map.clear(); + + og->attribute_map.resize(scene->objects.size()); + + for(size_t i = 0; i < scene->objects.size(); i++) { + /* set object name to object index map */ + Object *object = scene->objects[i]; + og->object_name_map[object->name] = i; + + /* set object attributes */ + foreach(ParamValue& attr, object->attributes) { + OSLGlobals::Attribute osl_attr; + + osl_attr.type = attr.type(); + osl_attr.elem = ATTR_ELEMENT_VALUE; + osl_attr.value = attr; + + og->attribute_map[i][attr.name()] = osl_attr; + } + + /* find mesh attributes */ + size_t j; + + for(j = 0; j < scene->meshes.size(); j++) + if(scene->meshes[j] == object->mesh) + break; + + AttributeRequestSet& attributes = mesh_attributes[j]; + + /* set object attributes */ + foreach(AttributeRequest& req, attributes.requests) { + OSLGlobals::Attribute osl_attr; + + osl_attr.elem = req.element; + osl_attr.offset = req.offset; + + if(req.type == TypeDesc::TypeFloat) + osl_attr.type = TypeDesc::TypeFloat; + else + osl_attr.type = TypeDesc::TypeColor; + + if(req.std != Attribute::STD_NONE) { + /* if standard attribute, add lookup by std:: name convention */ + ustring stdname = ustring(string("std::") + Attribute::standard_name(req.std).c_str()); + og->attribute_map[i][stdname] = osl_attr; + } + else if(req.name != ustring()) { + /* add lookup by mesh attribute name */ + og->attribute_map[i][req.name] = osl_attr; + } + } + } +#endif +} + +void MeshManager::update_svm_attributes(Device *device, DeviceScene *dscene, Scene *scene, vector<AttributeRequestSet>& mesh_attributes) +{ + /* for SVM, the attributes_map table is used to lookup the offset of an + * attribute, based on a unique shader attribute id. */ + + /* compute array stride */ + int attr_map_stride = 0; + + for(size_t i = 0; i < scene->meshes.size(); i++) + attr_map_stride = max(attr_map_stride, mesh_attributes[i].size()); + + if(attr_map_stride == 0) + return; + + /* create attribute map */ + uint4 *attr_map = dscene->attributes_map.resize(attr_map_stride*scene->objects.size()); + memset(attr_map, 0, dscene->attributes_map.size()*sizeof(uint)); + + for(size_t i = 0; i < scene->objects.size(); i++) { + Object *object = scene->objects[i]; + + /* find mesh attributes */ + size_t j; + + for(j = 0; j < scene->meshes.size(); j++) + if(scene->meshes[j] == object->mesh) + break; + + AttributeRequestSet& attributes = mesh_attributes[j]; + + /* set object attributes */ + j = 0; + + foreach(AttributeRequest& req, attributes.requests) { + int index = i*attr_map_stride; + uint id; + + if(req.std == Attribute::STD_NONE) + id = scene->shader_manager->get_attribute_id(req.name); + else + id = scene->shader_manager->get_attribute_id(req.std); + + attr_map[index].x = id; + attr_map[index].y = req.element; + attr_map[index].z = req.offset; + + if(req.type == TypeDesc::TypeFloat) + attr_map[index].w = NODE_ATTR_FLOAT; + else + attr_map[index].w = NODE_ATTR_FLOAT3; + + j++; + } + } + + /* copy to device */ + dscene->data.bvh.attributes_map_stride = attr_map_stride; + device->tex_alloc("__attributes_map", dscene->attributes_map); +} + +void MeshManager::device_update_attributes(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress) +{ + progress.set_status("Updating Mesh", "Computing attributes"); + + /* gather per mesh requested attributes. as meshes may have multiple + * shaders assigned, this merged the requested attributes that have + * been set per shader by the shader manager */ + vector<AttributeRequestSet> mesh_attributes(scene->meshes.size()); + + for(size_t i = 0; i < scene->meshes.size(); i++) { + Mesh *mesh = scene->meshes[i]; + + foreach(uint sindex, mesh->used_shaders) { + Shader *shader = scene->shaders[sindex]; + mesh_attributes[i].add(shader->attributes); + } + } + + /* mesh attribute are stored in a single array per data type. here we fill + * those arrays, and set the offset and element type to create attribute + * maps next */ + vector<float> attr_float; + vector<float4> attr_float3; + + for(size_t i = 0; i < scene->meshes.size(); i++) { + Mesh *mesh = scene->meshes[i]; + AttributeRequestSet& attributes = mesh_attributes[i]; + + /* todo: we now store std and name attributes from requests even if + they actually refer to the same mesh attributes, optimize */ + foreach(AttributeRequest& req, attributes.requests) { + Attribute *mattr = mesh->attributes.find(req); + + /* todo: get rid of this exception */ + if(!mattr && req.std == Attribute::STD_GENERATED) { + mattr = mesh->attributes.add(Attribute::STD_GENERATED); + memcpy(mattr->data_float3(), &mesh->verts[0], sizeof(float3)*mesh->verts.size()); + } + + /* attribute not found */ + if(!mattr) { + req.element = ATTR_ELEMENT_NONE; + req.offset = 0; + continue; + } + + /* we abuse AttributeRequest to pass on info like element and + offset, it doesn't really make sense but is convenient */ + + /* store element and type */ + if(mattr->element == Attribute::VERTEX) + req.element = ATTR_ELEMENT_VERTEX; + else if(mattr->element == Attribute::FACE) + req.element = ATTR_ELEMENT_FACE; + else if(mattr->element == Attribute::CORNER) + req.element = ATTR_ELEMENT_CORNER; + + req.type = mattr->type; + + /* store attribute data in arrays */ + size_t size = mattr->element_size(mesh->verts.size(), mesh->triangles.size()); + + if(mattr->type == TypeDesc::TypeFloat) { + float *data = mattr->data_float(); + req.offset = attr_float.size(); + + for(size_t k = 0; k < size; k++) + attr_float.push_back(data[k]); + } + else { + float3 *data = mattr->data_float3(); + req.offset = attr_float3.size(); + + for(size_t k = 0; k < size; k++) { + float3 f3 = data[k]; + float4 f4 = make_float4(f3.x, f3.y, f3.z, 0.0f); + + attr_float3.push_back(f4); + } + } + + /* mesh vertex/triangle index is global, not per object, so we sneak + a correct for that in here */ + if(req.element == ATTR_ELEMENT_VERTEX) + req.offset -= mesh->vert_offset; + else + req.offset -= mesh->tri_offset; + + if(progress.get_cancel()) return; + } + } + + /* create attribute lookup maps */ + if(scene->params.shadingsystem == SceneParams::OSL) + update_osl_attributes(device, scene, mesh_attributes); + else + update_svm_attributes(device, dscene, scene, mesh_attributes); + + if(progress.get_cancel()) return; + + /* copy to device */ + progress.set_status("Updating Mesh", "Copying Attributes to device"); + + if(attr_float.size()) { + dscene->attributes_float.copy(&attr_float[0], attr_float.size()); + device->tex_alloc("__attributes_float", dscene->attributes_float); + } + if(attr_float3.size()) { + dscene->attributes_float3.copy(&attr_float3[0], attr_float3.size()); + device->tex_alloc("__attributes_float3", dscene->attributes_float3); + } +} + +void MeshManager::device_update_mesh(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress) +{ + /* count and update offsets */ + size_t vert_size = 0; + size_t tri_size = 0; + + foreach(Mesh *mesh, scene->meshes) { + mesh->vert_offset = vert_size; + mesh->tri_offset = tri_size; + + vert_size += mesh->verts.size(); + tri_size += mesh->triangles.size(); + } + + if(tri_size == 0) + return; + + /* normals */ + progress.set_status("Updating Mesh", "Computing normals"); + + float4 *normal = dscene->tri_normal.resize(tri_size); + float4 *vnormal = dscene->tri_vnormal.resize(vert_size); + float4 *tri_verts = dscene->tri_verts.resize(vert_size); + float4 *tri_vindex = dscene->tri_vindex.resize(tri_size); + + foreach(Mesh *mesh, scene->meshes) { + mesh->pack_normals(scene, &normal[mesh->tri_offset], &vnormal[mesh->vert_offset]); + mesh->pack_verts(&tri_verts[mesh->vert_offset], &tri_vindex[mesh->tri_offset], mesh->vert_offset); + + if(progress.get_cancel()) return; + } + + /* vertex coordinates */ + progress.set_status("Updating Mesh", "Copying Mesh to device"); + + device->tex_alloc("__tri_normal", dscene->tri_normal); + device->tex_alloc("__tri_vnormal", dscene->tri_vnormal); + device->tex_alloc("__tri_verts", dscene->tri_verts); + device->tex_alloc("__tri_vindex", dscene->tri_vindex); +} + +void MeshManager::device_update_bvh(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress) +{ + /* bvh build */ + progress.set_status("Updating Scene BVH", "Building"); + + BVHParams bparams; + bparams.top_level = true; + bparams.use_qbvh = scene->params.use_qbvh; + bparams.use_spatial_split = scene->params.use_bvh_spatial_split; + + delete bvh; + bvh = BVH::create(bparams, scene->objects); + bvh->build(progress); + + if(progress.get_cancel()) return; + + /* copy to device */ + progress.set_status("Updating Scene BVH", "Copying BVH to device"); + + PackedBVH& pack = bvh->pack; + + if(pack.nodes.size()) { + dscene->bvh_nodes.reference((float4*)&pack.nodes[0], pack.nodes.size()); + device->tex_alloc("__bvh_nodes", dscene->bvh_nodes); + } + if(pack.object_node.size()) { + dscene->object_node.reference((uint*)&pack.object_node[0], pack.object_node.size()); + device->tex_alloc("__object_node", dscene->object_node); + } + if(pack.tri_woop.size()) { + dscene->tri_woop.reference(&pack.tri_woop[0], pack.tri_woop.size()); + device->tex_alloc("__tri_woop", dscene->tri_woop); + } + if(pack.prim_index.size()) { + dscene->prim_index.reference((uint*)&pack.prim_index[0], pack.prim_index.size()); + device->tex_alloc("__prim_index", dscene->prim_index); + } + if(pack.prim_object.size()) { + dscene->prim_object.reference((uint*)&pack.prim_object[0], pack.prim_object.size()); + device->tex_alloc("__prim_object", dscene->prim_object); + } + + dscene->data.bvh.root = pack.root_index; +} + +void MeshManager::device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress) +{ + if(!need_update) + return; + + /* update normals */ + foreach(Mesh *mesh, scene->meshes) { + foreach(uint shader, mesh->used_shaders) + if(scene->shaders[shader]->need_update_attributes) + mesh->need_update = true; + + if(mesh->need_update) { + mesh->add_face_normals(); + mesh->add_vertex_normals(); + + if(progress.get_cancel()) return; + } + } + + /* device update */ + device_free(device, dscene); + + device_update_mesh(device, dscene, scene, progress); + if(progress.get_cancel()) return; + + device_update_attributes(device, dscene, scene, progress); + if(progress.get_cancel()) return; + + /* update displacement */ + bool displacement_done = false; + + foreach(Mesh *mesh, scene->meshes) + if(mesh->need_update && displace(device, scene, mesh, progress)) + displacement_done = true; + + /* todo: properly handle cancel halfway displacement */ + if(progress.get_cancel()) return; + + /* device re-update after displacement */ + if(displacement_done) { + device_free(device, dscene); + + device_update_mesh(device, dscene, scene, progress); + if(progress.get_cancel()) return; + + device_update_attributes(device, dscene, scene, progress); + if(progress.get_cancel()) return; + } + + /* update bvh */ + size_t i = 0, num_instance_bvh = 0; + + foreach(Mesh *mesh, scene->meshes) + if(mesh->need_update && !mesh->transform_applied) + num_instance_bvh++; + + foreach(Mesh *mesh, scene->meshes) { + if(mesh->need_update) { + mesh->compute_bounds(); + + if(!mesh->transform_applied) { + string msg = "Updating Mesh BVH "; + if(mesh->name == "") + msg += string_printf("%ld/%ld", i+1, num_instance_bvh); + else + msg += string_printf("%s %ld/%ld", mesh->name.c_str(), i+1, num_instance_bvh); + progress.set_status(msg, "Building BVH"); + + mesh->compute_bvh(&scene->params, progress); + } + + if(progress.get_cancel()) return; + + mesh->need_update = false; + mesh->need_update_rebuild = false; + } + + i++; + } + + foreach(Shader *shader, scene->shaders) + shader->need_update_attributes = false; + + foreach(Object *object, scene->objects) + object->compute_bounds(); + + if(progress.get_cancel()) return; + + device_update_bvh(device, dscene, scene, progress); + + need_update = false; +} + +void MeshManager::device_free(Device *device, DeviceScene *dscene) +{ + device->tex_free(dscene->bvh_nodes); + device->tex_free(dscene->object_node); + device->tex_free(dscene->tri_woop); + device->tex_free(dscene->prim_index); + device->tex_free(dscene->prim_object); + device->tex_free(dscene->tri_normal); + device->tex_free(dscene->tri_vnormal); + device->tex_free(dscene->tri_vindex); + device->tex_free(dscene->tri_verts); + device->tex_free(dscene->attributes_map); + device->tex_free(dscene->attributes_float); + device->tex_free(dscene->attributes_float3); + + dscene->bvh_nodes.clear(); + dscene->object_node.clear(); + dscene->tri_woop.clear(); + dscene->prim_index.clear(); + dscene->prim_object.clear(); + dscene->tri_normal.clear(); + dscene->tri_vnormal.clear(); + dscene->tri_vindex.clear(); + dscene->tri_verts.clear(); + dscene->attributes_map.clear(); + dscene->attributes_float.clear(); + dscene->attributes_float3.clear(); +} + +void MeshManager::tag_update(Scene *scene) +{ + need_update = true; + scene->object_manager->need_update = true; +} + +CCL_NAMESPACE_END + |