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Diffstat (limited to 'intern/cycles/render/mesh_displace.cpp')
-rw-r--r--intern/cycles/render/mesh_displace.cpp153
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
+