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Diffstat (limited to 'intern/cycles/render/object.cpp')
-rw-r--r--intern/cycles/render/object.cpp251
1 files changed, 251 insertions, 0 deletions
diff --git a/intern/cycles/render/object.cpp b/intern/cycles/render/object.cpp
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+++ b/intern/cycles/render/object.cpp
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+/*
+ * 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 "light.h"
+#include "mesh.h"
+#include "object.h"
+#include "scene.h"
+
+#include "util_foreach.h"
+#include "util_map.h"
+#include "util_progress.h"
+
+CCL_NAMESPACE_BEGIN
+
+/* Object */
+
+Object::Object()
+{
+ name = "";
+ mesh = NULL;
+ tfm = transform_identity();
+ visibility = ~0;
+}
+
+Object::~Object()
+{
+}
+
+void Object::compute_bounds()
+{
+ bounds = mesh->bounds.transformed(&tfm);
+}
+
+void Object::apply_transform()
+{
+ if(!mesh || tfm == transform_identity())
+ return;
+
+ for(size_t i = 0; i < mesh->verts.size(); i++)
+ mesh->verts[i] = transform(&tfm, mesh->verts[i]);
+
+ Attribute *attr_fN = mesh->attributes.find(Attribute::STD_FACE_NORMAL);
+ Attribute *attr_vN = mesh->attributes.find(Attribute::STD_VERTEX_NORMAL);
+
+ Transform ntfm = transform_transpose(transform_inverse(tfm));
+
+ if(attr_fN) {
+ float3 *fN = attr_fN->data_float3();
+
+ for(size_t i = 0; i < mesh->triangles.size(); i++)
+ fN[i] = transform_direction(&ntfm, fN[i]);
+ }
+
+ if(attr_vN) {
+ float3 *vN = attr_vN->data_float3();
+
+ for(size_t i = 0; i < mesh->verts.size(); i++)
+ vN[i] = transform_direction(&ntfm, vN[i]);
+ }
+
+ if(bounds.valid()) {
+ mesh->compute_bounds();
+ compute_bounds();
+ }
+
+ tfm = transform_identity();
+}
+
+void Object::tag_update(Scene *scene)
+{
+ if(mesh) {
+ if(mesh->transform_applied)
+ mesh->need_update = true;
+
+ foreach(uint sindex, mesh->used_shaders) {
+ Shader *shader = scene->shaders[sindex];
+
+ if(shader->sample_as_light && shader->has_surface_emission)
+ scene->light_manager->need_update = true;
+ }
+ }
+
+ scene->mesh_manager->need_update = true;
+ scene->object_manager->need_update = true;
+}
+
+/* Object Manager */
+
+ObjectManager::ObjectManager()
+{
+ need_update = true;
+}
+
+ObjectManager::~ObjectManager()
+{
+}
+
+void ObjectManager::device_update_transforms(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress)
+{
+ float4 *objects = dscene->objects.resize(OBJECT_SIZE*scene->objects.size());
+ int i = 0;
+ map<Mesh*, float> surface_area_map;
+
+ foreach(Object *ob, scene->objects) {
+ Mesh *mesh = ob->mesh;
+
+ /* compute transformations */
+ Transform tfm = ob->tfm;
+ Transform itfm = transform_inverse(tfm);
+ Transform ntfm = transform_transpose(itfm);
+
+ /* compute surface area. for uniform scale we can do avoid the many
+ transform calls and share computation for instances */
+ /* todo: correct for displacement, and move to a better place */
+ float uniform_scale;
+ float surface_area = 0.0f;
+
+ if(transform_uniform_scale(tfm, uniform_scale)) {
+ map<Mesh*, float>::iterator it = surface_area_map.find(mesh);
+
+ if(it == surface_area_map.end()) {
+ foreach(Mesh::Triangle& t, mesh->triangles) {
+ float3 p1 = mesh->verts[t.v[0]];
+ float3 p2 = mesh->verts[t.v[1]];
+ float3 p3 = mesh->verts[t.v[2]];
+
+ surface_area += triangle_area(p1, p2, p3);
+ }
+
+ surface_area_map[mesh] = surface_area;
+ }
+ else
+ surface_area = it->second;
+
+ surface_area *= uniform_scale;
+ }
+ else {
+ foreach(Mesh::Triangle& t, mesh->triangles) {
+ float3 p1 = transform(&tfm, mesh->verts[t.v[0]]);
+ float3 p2 = transform(&tfm, mesh->verts[t.v[1]]);
+ float3 p3 = transform(&tfm, mesh->verts[t.v[2]]);
+
+ surface_area += triangle_area(p1, p2, p3);
+ }
+ }
+
+ /* pack in texture */
+ int offset = i*OBJECT_SIZE;
+
+ memcpy(&objects[offset], &tfm, sizeof(float4)*4);
+ memcpy(&objects[offset+4], &itfm, sizeof(float4)*4);
+ memcpy(&objects[offset+8], &ntfm, sizeof(float4)*4);
+ objects[offset+12] = make_float4(surface_area, 0.0f, 0.0f, 0.0f);
+
+ i++;
+
+ if(progress.get_cancel()) return;
+ }
+
+ device->tex_alloc("__objects", dscene->objects);
+}
+
+void ObjectManager::device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress)
+{
+ if(!need_update)
+ return;
+
+ device_free(device, dscene);
+
+ if(scene->objects.size() == 0)
+ return;
+
+ /* set object transform matrices, before applying static transforms */
+ progress.set_status("Updating Objects", "Copying Transformations to device");
+ device_update_transforms(device, dscene, scene, progress);
+
+ if(progress.get_cancel()) return;
+
+ /* prepare for static BVH building */
+ /* todo: do before to support getting object level coords? */
+ if(scene->params.bvh_type == SceneParams::BVH_STATIC) {
+ progress.set_status("Updating Objects", "Applying Static Transformations");
+ apply_static_transforms(scene, progress);
+ }
+
+ if(progress.get_cancel()) return;
+
+ need_update = false;
+}
+
+void ObjectManager::device_free(Device *device, DeviceScene *dscene)
+{
+ device->tex_free(dscene->objects);
+ dscene->objects.clear();
+}
+
+void ObjectManager::apply_static_transforms(Scene *scene, Progress& progress)
+{
+ /* todo: normals and displacement should be done before applying transform! */
+ /* todo: create objects/meshes in right order! */
+
+ /* counter mesh users */
+ map<Mesh*, int> mesh_users;
+
+ foreach(Object *object, scene->objects) {
+ map<Mesh*, int>::iterator it = mesh_users.find(object->mesh);
+
+ if(it == mesh_users.end())
+ mesh_users[object->mesh] = 1;
+ else
+ it->second++;
+ }
+
+ if(progress.get_cancel()) return;
+
+ /* apply transforms for objects with single user meshes */
+ foreach(Object *object, scene->objects) {
+ if(mesh_users[object->mesh] == 1) {
+ object->apply_transform();
+ object->mesh->transform_applied = true;
+
+ if(progress.get_cancel()) return;
+ }
+ }
+}
+
+void ObjectManager::tag_update(Scene *scene)
+{
+ need_update = true;
+ scene->mesh_manager->need_update = true;
+ scene->light_manager->need_update = true;
+}
+
+CCL_NAMESPACE_END
+