/* * 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.h" #include "mesh.h" #include "object.h" #include "scene.h" #include "shader.h" #include "util_foreach.h" #include "util_progress.h" CCL_NAMESPACE_BEGIN bool MeshManager::displace(Device *device, DeviceScene *dscene, 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(Shader *shader, mesh->used_shaders) if(shader->has_displacement) has_displacement = true; } if(!has_displacement) 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]->mesh == mesh) { object_index = i; break; } } /* setup input for device task */ const size_t num_verts = mesh->verts.size(); vector done(num_verts, false); device_vector d_input; uint4 *d_input_data = d_input.resize(num_verts); size_t d_input_size = 0; size_t num_triangles = mesh->num_triangles(); for(size_t i = 0; i < num_triangles; i++) { Mesh::Triangle t = mesh->get_triangle(i); int shader_index = mesh->shader[i]; Shader *shader = (shader_index < mesh->used_shaders.size()) ? mesh->used_shaders[shader_index] : scene->default_surface; 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 */ int object = ~object_index; int prim = mesh->tri_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 */ uint4 in = make_uint4(object, prim, __float_as_int(u), __float_as_int(v)); d_input_data[d_input_size++] = in; } } if(d_input_size == 0) return false; /* run device task */ device_vector d_output; d_output.resize(d_input_size); /* needs to be up to data for attribute access */ device->const_copy_to("__data", &dscene->data, sizeof(dscene->data)); device->mem_alloc(d_input, MEM_READ_ONLY); device->mem_copy_to(d_input); device->mem_alloc(d_output, MEM_WRITE_ONLY); DeviceTask task(DeviceTask::SHADER); task.shader_input = d_input.device_pointer; task.shader_output = d_output.device_pointer; task.shader_eval_type = SHADER_EVAL_DISPLACE; task.shader_x = 0; task.shader_w = d_output.size(); task.num_samples = 1; task.get_cancel = function_bind(&Progress::get_cancel, &progress); device->task_add(task); device->task_wait(); if(progress.get_cancel()) { device->mem_free(d_input); device->mem_free(d_output); return false; } device->mem_copy_from(d_output, 0, 1, d_output.size(), sizeof(float4)); device->mem_free(d_input); device->mem_free(d_output); /* read result */ done.clear(); done.resize(num_verts, false); int k = 0; float4 *offset = (float4*)d_output.data_pointer; Attribute *attr_mP = mesh->attributes.find(ATTR_STD_MOTION_VERTEX_POSITION); for(size_t i = 0; i < num_triangles; i++) { Mesh::Triangle t = mesh->get_triangle(i); int shader_index = mesh->shader[i]; Shader *shader = (shader_index < mesh->used_shaders.size()) ? mesh->used_shaders[shader_index] : scene->default_surface; if(!shader->has_displacement) continue; for(int j = 0; j < 3; j++) { if(!done[t.v[j]]) { done[t.v[j]] = true; float3 off = float4_to_float3(offset[k++]); mesh->verts[t.v[j]] += off; if(attr_mP != NULL) { for(int step = 0; step < mesh->motion_steps - 1; step++) { float3 *mP = attr_mP->data_float3() + step*num_verts; mP[t.v[j]] += off; } } } } } /* 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(); if(mesh->displacement_method == Mesh::DISPLACE_TRUE) { mesh->attributes.remove(ATTR_STD_VERTEX_NORMAL); mesh->add_vertex_normals(); } return true; } CCL_NAMESPACE_END