/* SPDX-License-Identifier: Apache-2.0 * Copyright 2011-2022 Blender Foundation */ #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 &d_input) { int d_input_size = 0; KernelShaderEvalInput *d_input_data = d_input.data(); const array &mesh_shaders = mesh->get_shader(); const array &mesh_used_shaders = mesh->get_used_shaders(); const array &mesh_verts = mesh->get_verts(); const int num_verts = mesh_verts.size(); vector 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(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 &d_output) { const array &mesh_shaders = mesh->get_shader(); const array &mesh_used_shaders = mesh->get_used_shaders(); array &mesh_verts = mesh->get_verts(); const int num_verts = mesh_verts.size(); const int num_motion_steps = mesh->get_motion_steps(); vector 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(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_finite(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 stitch_keys; for (pair i : mesh->vert_to_stitching_key_map) { stitch_keys.insert(i.second); /* stitching index */ } typedef unordered_multimap::iterator map_it_t; for (int key : stitch_keys) { pair 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(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 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(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 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 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 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 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