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Diffstat (limited to 'intern/cycles/render/mesh_displace.cpp')
-rw-r--r--intern/cycles/render/mesh_displace.cpp410
1 files changed, 0 insertions, 410 deletions
diff --git a/intern/cycles/render/mesh_displace.cpp b/intern/cycles/render/mesh_displace.cpp
deleted file mode 100644
index 3a11f39d977..00000000000
--- a/intern/cycles/render/mesh_displace.cpp
+++ /dev/null
@@ -1,410 +0,0 @@
-/*
- * 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 "render/mesh.h"
-#include "render/object.h"
-#include "render/scene.h"
-#include "render/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