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Diffstat (limited to 'intern/cycles/scene/mesh_displace.cpp')
-rw-r--r--intern/cycles/scene/mesh_displace.cpp410
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..e69c2d1c3be
--- /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/foreach.h"
+#include "util/map.h"
+#include "util/progress.h"
+#include "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