/* * 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 "object.h" #include "scene.h" #include "util_foreach.h" #include "util_progress.h" CCL_NAMESPACE_BEGIN /* Object */ Object::Object() { name = ""; mesh = NULL; tfm = transform_identity(); } 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 && mesh->transform_applied) mesh->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; 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 */ /* todo: correct for displacement, and move to a better place */ float surfacearea = 0.0f; 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]]); surfacearea += 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(surfacearea, 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_users; foreach(Object *object, scene->objects) { map::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; } CCL_NAMESPACE_END