/* * 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 "light.h" #include "mesh.h" #include "curves.h" #include "object.h" #include "particles.h" #include "scene.h" #include "util_foreach.h" #include "util_map.h" #include "util_progress.h" #include "util_vector.h" CCL_NAMESPACE_BEGIN /* Object */ Object::Object() { name = ""; mesh = NULL; tfm = transform_identity(); visibility = ~0; random_id = 0; pass_id = 0; particle_system = NULL; particle_index = 0; bounds = BoundBox::empty; motion.pre = transform_identity(); motion.mid = transform_identity(); motion.post = transform_identity(); use_motion = false; use_holdout = false; dupli_generated = make_float3(0.0f, 0.0f, 0.0f); dupli_uv = make_float2(0.0f, 0.0f); } Object::~Object() { } void Object::compute_bounds(bool motion_blur) { BoundBox mbounds = mesh->bounds; if(motion_blur && use_motion) { DecompMotionTransform decomp; transform_motion_decompose(&decomp, &motion, &tfm); bounds = BoundBox::empty; /* todo: this is really terrible. according to pbrt there is a better * way to find this iteratively, but did not find implementation yet * or try to implement myself */ for(float t = 0.0f; t < 1.0f; t += (1.0f/128.0f)) { Transform ttfm; transform_motion_interpolate(&ttfm, &decomp, t); bounds.grow(mbounds.transformed(&ttfm)); } } else { if(mesh->transform_applied) { bounds = mbounds; } else { bounds = mbounds.transformed(&tfm); } } } void Object::apply_transform(bool apply_to_motion) { if(!mesh || tfm == transform_identity()) return; /* triangles */ if(mesh->verts.size()) { /* store matrix to transform later. when accessing these as attributes we * do not want the transform to be applied for consistency between static * and dynamic BVH, so we do it on packing. */ mesh->transform_normal = transform_transpose(transform_inverse(tfm)); /* apply to mesh vertices */ for(size_t i = 0; i < mesh->verts.size(); i++) mesh->verts[i] = transform_point(&tfm, mesh->verts[i]); if(apply_to_motion) { Attribute *attr = mesh->attributes.find(ATTR_STD_MOTION_VERTEX_POSITION); if (attr) { size_t steps_size = mesh->verts.size() * (mesh->motion_steps - 1); float3 *vert_steps = attr->data_float3(); for (size_t i = 0; i < steps_size; i++) vert_steps[i] = transform_point(&tfm, vert_steps[i]); } Attribute *attr_N = mesh->attributes.find(ATTR_STD_MOTION_VERTEX_NORMAL); if(attr_N) { Transform ntfm = mesh->transform_normal; size_t steps_size = mesh->verts.size() * (mesh->motion_steps - 1); float3 *normal_steps = attr_N->data_float3(); for (size_t i = 0; i < steps_size; i++) normal_steps[i] = normalize(transform_direction(&ntfm, normal_steps[i])); } } } /* curves */ if(mesh->curve_keys.size()) { /* compute uniform scale */ float3 c0 = transform_get_column(&tfm, 0); float3 c1 = transform_get_column(&tfm, 1); float3 c2 = transform_get_column(&tfm, 2); float scalar = pow(fabsf(dot(cross(c0, c1), c2)), 1.0f/3.0f); /* apply transform to curve keys */ for(size_t i = 0; i < mesh->curve_keys.size(); i++) { float3 co = transform_point(&tfm, float4_to_float3(mesh->curve_keys[i])); float radius = mesh->curve_keys[i].w * scalar; /* scale for curve radius is only correct for uniform scale */ mesh->curve_keys[i] = float3_to_float4(co); mesh->curve_keys[i].w = radius; } if(apply_to_motion) { Attribute *curve_attr = mesh->curve_attributes.find(ATTR_STD_MOTION_VERTEX_POSITION); if (curve_attr) { /* apply transform to motion curve keys */ size_t steps_size = mesh->curve_keys.size() * (mesh->motion_steps - 1); float4 *key_steps = curve_attr->data_float4(); for (size_t i = 0; i < steps_size; i++) { float3 co = transform_point(&tfm, float4_to_float3(key_steps[i])); float radius = key_steps[i].w * scalar; /* scale for curve radius is only correct for uniform scale */ key_steps[i] = float3_to_float4(co); key_steps[i].w = radius; } } } } /* we keep normals pointing in same direction on negative scale, notify * mesh about this in it (re)calculates normals */ if(transform_negative_scale(tfm)) mesh->transform_negative_scaled = true; if(bounds.valid()) { mesh->compute_bounds(); compute_bounds(false); } /* tfm is not reset to identity, all code that uses it needs to check the transform_applied boolean */ } 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->use_mis && shader->has_surface_emission) scene->light_manager->need_update = true; } } scene->curve_system_manager->need_update = true; scene->mesh_manager->need_update = true; scene->object_manager->need_update = true; } vector Object::motion_times() { /* compute times at which we sample motion for this object */ vector times; if(!mesh || mesh->motion_steps == 1) return times; int motion_steps = mesh->motion_steps; for(int step = 0; step < motion_steps; step++) { if(step != motion_steps / 2) { float time = 2.0f * step / (motion_steps - 1) - 1.0f; times.push_back(time); } } return times; } /* Object Manager */ ObjectManager::ObjectManager() { need_update = true; } ObjectManager::~ObjectManager() { } void ObjectManager::device_update_transforms(Device *device, DeviceScene *dscene, Scene *scene, uint *object_flag, Progress& progress) { float4 *objects; float4 *objects_vector = NULL; int i = 0; map surface_area_map; map particle_offset; Scene::MotionType need_motion = scene->need_motion(device->info.advanced_shading); bool have_motion = false; bool have_curves = false; objects = dscene->objects.resize(OBJECT_SIZE*scene->objects.size()); if(need_motion == Scene::MOTION_PASS) objects_vector = dscene->objects_vector.resize(OBJECT_VECTOR_SIZE*scene->objects.size()); /* particle system device offsets * 0 is dummy particle, index starts at 1 */ int numparticles = 1; foreach(ParticleSystem *psys, scene->particle_systems) { particle_offset[psys] = numparticles; numparticles += psys->particles.size(); } foreach(Object *ob, scene->objects) { Mesh *mesh = ob->mesh; uint flag = 0; /* compute transformations */ Transform tfm = ob->tfm; Transform itfm = transform_inverse(tfm); /* 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; float pass_id = ob->pass_id; float random_number = (float)ob->random_id * (1.0f/(float)0xFFFFFFFF); int particle_index = (ob->particle_system)? ob->particle_index + particle_offset[ob->particle_system]: 0; if(transform_uniform_scale(tfm, uniform_scale)) { map::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_point(&tfm, mesh->verts[t.v[0]]); float3 p2 = transform_point(&tfm, mesh->verts[t.v[1]]); float3 p3 = transform_point(&tfm, mesh->verts[t.v[2]]); surface_area += triangle_area(p1, p2, p3); } } /* pack in texture */ int offset = i*OBJECT_SIZE; /* OBJECT_TRANSFORM */ memcpy(&objects[offset], &tfm, sizeof(float4)*3); /* OBJECT_INVERSE_TRANSFORM */ memcpy(&objects[offset+4], &itfm, sizeof(float4)*3); /* OBJECT_PROPERTIES */ objects[offset+8] = make_float4(surface_area, pass_id, random_number, __int_as_float(particle_index)); if(need_motion == Scene::MOTION_PASS) { /* motion transformations, is world/object space depending if mesh * comes with deformed position in object space, or if we transform * the shading point in world space */ Transform mtfm_pre = ob->motion.pre; Transform mtfm_post = ob->motion.post; if(!mesh->attributes.find(ATTR_STD_MOTION_VERTEX_POSITION)) { mtfm_pre = mtfm_pre * itfm; mtfm_post = mtfm_post * itfm; } else { flag |= SD_OBJECT_HAS_VERTEX_MOTION; } memcpy(&objects_vector[i*OBJECT_VECTOR_SIZE+0], &mtfm_pre, sizeof(float4)*3); memcpy(&objects_vector[i*OBJECT_VECTOR_SIZE+3], &mtfm_post, sizeof(float4)*3); } #ifdef __OBJECT_MOTION__ else if(need_motion == Scene::MOTION_BLUR) { if(ob->use_motion) { /* decompose transformations for interpolation */ DecompMotionTransform decomp; transform_motion_decompose(&decomp, &ob->motion, &ob->tfm); memcpy(&objects[offset], &decomp, sizeof(float4)*8); flag |= SD_OBJECT_MOTION; have_motion = true; } } #endif if(mesh->use_motion_blur) have_motion = true; /* dupli object coords and motion info */ int totalsteps = mesh->motion_steps; int numsteps = (totalsteps - 1)/2; int numverts = mesh->verts.size(); int numkeys = mesh->curve_keys.size(); objects[offset+9] = make_float4(ob->dupli_generated[0], ob->dupli_generated[1], ob->dupli_generated[2], __int_as_float(numkeys)); objects[offset+10] = make_float4(ob->dupli_uv[0], ob->dupli_uv[1], __int_as_float(numsteps), __int_as_float(numverts)); /* object flag */ if(ob->use_holdout) flag |= SD_HOLDOUT_MASK; object_flag[i] = flag; /* have curves */ if(mesh->curves.size()) have_curves = true; i++; if(progress.get_cancel()) return; } device->tex_alloc("__objects", dscene->objects); if(need_motion == Scene::MOTION_PASS) device->tex_alloc("__objects_vector", dscene->objects_vector); dscene->data.bvh.have_motion = have_motion; dscene->data.bvh.have_curves = have_curves; dscene->data.bvh.have_instancing = true; } 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; /* object info flag */ uint *object_flag = dscene->object_flag.resize(scene->objects.size()); /* set object transform matrices, before applying static transforms */ progress.set_status("Updating Objects", "Copying Transformations to device"); device_update_transforms(device, dscene, scene, object_flag, 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(dscene, scene, object_flag, progress); } } void ObjectManager::device_update_flags(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress) { if(!need_update) return; need_update = false; if(scene->objects.size() == 0) return; /* object info flag */ uint *object_flag = dscene->object_flag.get_data(); vector volume_objects; foreach(Object *object, scene->objects) { if(object->mesh->has_volume) { volume_objects.push_back(object); } } int object_index = 0; foreach(Object *object, scene->objects) { if(object->mesh->has_volume) { object_flag[object_index] |= SD_OBJECT_HAS_VOLUME; } foreach(Object *volume_object, volume_objects) { if(object == volume_object) { continue; } if(object->bounds.intersects(volume_object->bounds)) { object_flag[object_index] |= SD_OBJECT_INTERSECTS_VOLUME; break; } } ++object_index; } /* allocate object flag */ device->tex_alloc("__object_flag", dscene->object_flag); } void ObjectManager::device_free(Device *device, DeviceScene *dscene) { device->tex_free(dscene->objects); dscene->objects.clear(); device->tex_free(dscene->objects_vector); dscene->objects_vector.clear(); device->tex_free(dscene->object_flag); dscene->object_flag.clear(); } void ObjectManager::apply_static_transforms(DeviceScene *dscene, Scene *scene, uint *object_flag, 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; #ifdef __OBJECT_MOTION__ Scene::MotionType need_motion = scene->need_motion(); bool motion_blur = need_motion == Scene::MOTION_BLUR; bool apply_to_motion = need_motion != Scene::MOTION_PASS; #else bool motion_blur = false; #endif int i = 0; bool have_instancing = false; 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) { if(!(motion_blur && object->use_motion)) { if(!object->mesh->transform_applied) { object->apply_transform(apply_to_motion); object->mesh->transform_applied = true; if(progress.get_cancel()) return; } object_flag[i] |= SD_TRANSFORM_APPLIED; if(object->mesh->transform_negative_scaled) object_flag[i] |= SD_NEGATIVE_SCALE_APPLIED; } else have_instancing = true; } else have_instancing = true; i++; } dscene->data.bvh.have_instancing = have_instancing; } void ObjectManager::tag_update(Scene *scene) { need_update = true; scene->curve_system_manager->need_update = true; scene->mesh_manager->need_update = true; scene->light_manager->need_update = true; } CCL_NAMESPACE_END