27c1262e21
The issue was caused by the reshuffle needed to make objects flags have proper object's bounding box to solve regressions in SSS objects intersecting volumes. There's actually a feedback loop happening here, which is now solved in quite naive way -- for the true displacement we consider all objects are capable of intersecting volumes, synchronize object flags prior to displacement shader tasks runs and then re-update object flags for proper bounding box. Not sure what will be the proper solution here, we can't do preliminary check of intersection for displacement shader, but on the other hand we don't really need this flag for displacement shader anyway.
549 lines
15 KiB
C++
549 lines
15 KiB
C++
/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include "camera.h"
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#include "device.h"
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#include "light.h"
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#include "mesh.h"
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#include "curves.h"
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#include "object.h"
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#include "particles.h"
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#include "scene.h"
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#include "util_foreach.h"
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#include "util_logging.h"
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#include "util_map.h"
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#include "util_progress.h"
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#include "util_vector.h"
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CCL_NAMESPACE_BEGIN
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/* Object */
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Object::Object()
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{
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name = "";
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mesh = NULL;
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tfm = transform_identity();
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visibility = ~0;
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random_id = 0;
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pass_id = 0;
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particle_system = NULL;
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particle_index = 0;
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bounds = BoundBox::empty;
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motion.pre = transform_identity();
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motion.mid = transform_identity();
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motion.post = transform_identity();
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use_motion = false;
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use_holdout = false;
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dupli_generated = make_float3(0.0f, 0.0f, 0.0f);
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dupli_uv = make_float2(0.0f, 0.0f);
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}
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Object::~Object()
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{
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}
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void Object::compute_bounds(bool motion_blur)
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{
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BoundBox mbounds = mesh->bounds;
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if(motion_blur && use_motion) {
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DecompMotionTransform decomp;
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transform_motion_decompose(&decomp, &motion, &tfm);
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bounds = BoundBox::empty;
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/* todo: this is really terrible. according to pbrt there is a better
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* way to find this iteratively, but did not find implementation yet
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* or try to implement myself */
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for(float t = 0.0f; t < 1.0f; t += (1.0f/128.0f)) {
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Transform ttfm;
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transform_motion_interpolate(&ttfm, &decomp, t);
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bounds.grow(mbounds.transformed(&ttfm));
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}
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}
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else {
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if(mesh->transform_applied) {
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bounds = mbounds;
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}
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else {
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bounds = mbounds.transformed(&tfm);
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}
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}
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}
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void Object::apply_transform(bool apply_to_motion)
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{
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if(!mesh || tfm == transform_identity())
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return;
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/* triangles */
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if(mesh->verts.size()) {
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/* store matrix to transform later. when accessing these as attributes we
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* do not want the transform to be applied for consistency between static
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* and dynamic BVH, so we do it on packing. */
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mesh->transform_normal = transform_transpose(transform_inverse(tfm));
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/* apply to mesh vertices */
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for(size_t i = 0; i < mesh->verts.size(); i++)
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mesh->verts[i] = transform_point(&tfm, mesh->verts[i]);
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if(apply_to_motion) {
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Attribute *attr = mesh->attributes.find(ATTR_STD_MOTION_VERTEX_POSITION);
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if(attr) {
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size_t steps_size = mesh->verts.size() * (mesh->motion_steps - 1);
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float3 *vert_steps = attr->data_float3();
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for(size_t i = 0; i < steps_size; i++)
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vert_steps[i] = transform_point(&tfm, vert_steps[i]);
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}
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Attribute *attr_N = mesh->attributes.find(ATTR_STD_MOTION_VERTEX_NORMAL);
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if(attr_N) {
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Transform ntfm = mesh->transform_normal;
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size_t steps_size = mesh->verts.size() * (mesh->motion_steps - 1);
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float3 *normal_steps = attr_N->data_float3();
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for(size_t i = 0; i < steps_size; i++)
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normal_steps[i] = normalize(transform_direction(&ntfm, normal_steps[i]));
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}
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}
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}
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/* curves */
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if(mesh->curve_keys.size()) {
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/* compute uniform scale */
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float3 c0 = transform_get_column(&tfm, 0);
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float3 c1 = transform_get_column(&tfm, 1);
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float3 c2 = transform_get_column(&tfm, 2);
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float scalar = pow(fabsf(dot(cross(c0, c1), c2)), 1.0f/3.0f);
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/* apply transform to curve keys */
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for(size_t i = 0; i < mesh->curve_keys.size(); i++) {
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float3 co = transform_point(&tfm, float4_to_float3(mesh->curve_keys[i]));
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float radius = mesh->curve_keys[i].w * scalar;
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/* scale for curve radius is only correct for uniform scale */
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mesh->curve_keys[i] = float3_to_float4(co);
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mesh->curve_keys[i].w = radius;
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}
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if(apply_to_motion) {
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Attribute *curve_attr = mesh->curve_attributes.find(ATTR_STD_MOTION_VERTEX_POSITION);
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if(curve_attr) {
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/* apply transform to motion curve keys */
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size_t steps_size = mesh->curve_keys.size() * (mesh->motion_steps - 1);
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float4 *key_steps = curve_attr->data_float4();
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for(size_t i = 0; i < steps_size; i++) {
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float3 co = transform_point(&tfm, float4_to_float3(key_steps[i]));
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float radius = key_steps[i].w * scalar;
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/* scale for curve radius is only correct for uniform scale */
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key_steps[i] = float3_to_float4(co);
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key_steps[i].w = radius;
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}
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}
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}
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}
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/* we keep normals pointing in same direction on negative scale, notify
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* mesh about this in it (re)calculates normals */
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if(transform_negative_scale(tfm))
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mesh->transform_negative_scaled = true;
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if(bounds.valid()) {
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mesh->compute_bounds();
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compute_bounds(false);
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}
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/* tfm is not reset to identity, all code that uses it needs to check the
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transform_applied boolean */
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}
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void Object::tag_update(Scene *scene)
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{
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if(mesh) {
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if(mesh->transform_applied)
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mesh->need_update = true;
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foreach(uint sindex, mesh->used_shaders) {
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Shader *shader = scene->shaders[sindex];
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if(shader->use_mis && shader->has_surface_emission)
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scene->light_manager->need_update = true;
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}
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}
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scene->camera->need_flags_update = true;
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scene->curve_system_manager->need_update = true;
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scene->mesh_manager->need_update = true;
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scene->object_manager->need_update = true;
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}
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vector<float> Object::motion_times()
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{
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/* compute times at which we sample motion for this object */
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vector<float> times;
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if(!mesh || mesh->motion_steps == 1)
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return times;
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int motion_steps = mesh->motion_steps;
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for(int step = 0; step < motion_steps; step++) {
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if(step != motion_steps / 2) {
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float time = 2.0f * step / (motion_steps - 1) - 1.0f;
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times.push_back(time);
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}
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}
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return times;
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}
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/* Object Manager */
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ObjectManager::ObjectManager()
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{
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need_update = true;
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need_flags_update = true;
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}
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ObjectManager::~ObjectManager()
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{
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}
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void ObjectManager::device_update_transforms(Device *device, DeviceScene *dscene, Scene *scene, uint *object_flag, Progress& progress)
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{
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float4 *objects;
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float4 *objects_vector = NULL;
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int i = 0;
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map<Mesh*, float> surface_area_map;
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map<ParticleSystem*, int> particle_offset;
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Scene::MotionType need_motion = scene->need_motion(device->info.advanced_shading);
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bool have_motion = false;
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bool have_curves = false;
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objects = dscene->objects.resize(OBJECT_SIZE*scene->objects.size());
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if(need_motion == Scene::MOTION_PASS)
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objects_vector = dscene->objects_vector.resize(OBJECT_VECTOR_SIZE*scene->objects.size());
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/* particle system device offsets
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* 0 is dummy particle, index starts at 1
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*/
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int numparticles = 1;
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foreach(ParticleSystem *psys, scene->particle_systems) {
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particle_offset[psys] = numparticles;
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numparticles += psys->particles.size();
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}
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foreach(Object *ob, scene->objects) {
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Mesh *mesh = ob->mesh;
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uint flag = 0;
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/* compute transformations */
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Transform tfm = ob->tfm;
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Transform itfm = transform_inverse(tfm);
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/* compute surface area. for uniform scale we can do avoid the many
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* transform calls and share computation for instances */
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/* todo: correct for displacement, and move to a better place */
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float uniform_scale;
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float surface_area = 0.0f;
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float pass_id = ob->pass_id;
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float random_number = (float)ob->random_id * (1.0f/(float)0xFFFFFFFF);
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int particle_index = (ob->particle_system)? ob->particle_index + particle_offset[ob->particle_system]: 0;
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if(transform_uniform_scale(tfm, uniform_scale)) {
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map<Mesh*, float>::iterator it = surface_area_map.find(mesh);
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if(it == surface_area_map.end()) {
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foreach(Mesh::Triangle& t, mesh->triangles) {
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float3 p1 = mesh->verts[t.v[0]];
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float3 p2 = mesh->verts[t.v[1]];
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float3 p3 = mesh->verts[t.v[2]];
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surface_area += triangle_area(p1, p2, p3);
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}
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surface_area_map[mesh] = surface_area;
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}
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else
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surface_area = it->second;
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surface_area *= uniform_scale;
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}
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else {
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foreach(Mesh::Triangle& t, mesh->triangles) {
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float3 p1 = transform_point(&tfm, mesh->verts[t.v[0]]);
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float3 p2 = transform_point(&tfm, mesh->verts[t.v[1]]);
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float3 p3 = transform_point(&tfm, mesh->verts[t.v[2]]);
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surface_area += triangle_area(p1, p2, p3);
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}
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}
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/* pack in texture */
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int offset = i*OBJECT_SIZE;
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/* OBJECT_TRANSFORM */
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memcpy(&objects[offset], &tfm, sizeof(float4)*3);
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/* OBJECT_INVERSE_TRANSFORM */
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memcpy(&objects[offset+4], &itfm, sizeof(float4)*3);
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/* OBJECT_PROPERTIES */
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objects[offset+8] = make_float4(surface_area, pass_id, random_number, __int_as_float(particle_index));
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if(need_motion == Scene::MOTION_PASS) {
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/* motion transformations, is world/object space depending if mesh
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* comes with deformed position in object space, or if we transform
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* the shading point in world space */
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Transform mtfm_pre = ob->motion.pre;
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Transform mtfm_post = ob->motion.post;
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if(!mesh->attributes.find(ATTR_STD_MOTION_VERTEX_POSITION)) {
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mtfm_pre = mtfm_pre * itfm;
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mtfm_post = mtfm_post * itfm;
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}
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else {
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flag |= SD_OBJECT_HAS_VERTEX_MOTION;
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}
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memcpy(&objects_vector[i*OBJECT_VECTOR_SIZE+0], &mtfm_pre, sizeof(float4)*3);
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memcpy(&objects_vector[i*OBJECT_VECTOR_SIZE+3], &mtfm_post, sizeof(float4)*3);
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}
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#ifdef __OBJECT_MOTION__
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else if(need_motion == Scene::MOTION_BLUR) {
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if(ob->use_motion) {
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/* decompose transformations for interpolation */
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DecompMotionTransform decomp;
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transform_motion_decompose(&decomp, &ob->motion, &ob->tfm);
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memcpy(&objects[offset], &decomp, sizeof(float4)*8);
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flag |= SD_OBJECT_MOTION;
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have_motion = true;
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}
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}
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#endif
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if(mesh->use_motion_blur)
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have_motion = true;
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/* dupli object coords and motion info */
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int totalsteps = mesh->motion_steps;
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int numsteps = (totalsteps - 1)/2;
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int numverts = mesh->verts.size();
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int numkeys = mesh->curve_keys.size();
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objects[offset+9] = make_float4(ob->dupli_generated[0], ob->dupli_generated[1], ob->dupli_generated[2], __int_as_float(numkeys));
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objects[offset+10] = make_float4(ob->dupli_uv[0], ob->dupli_uv[1], __int_as_float(numsteps), __int_as_float(numverts));
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/* object flag */
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if(ob->use_holdout)
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flag |= SD_HOLDOUT_MASK;
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object_flag[i] = flag;
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/* have curves */
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if(mesh->curves.size())
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have_curves = true;
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i++;
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if(progress.get_cancel()) return;
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}
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device->tex_alloc("__objects", dscene->objects);
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if(need_motion == Scene::MOTION_PASS)
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device->tex_alloc("__objects_vector", dscene->objects_vector);
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dscene->data.bvh.have_motion = have_motion;
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dscene->data.bvh.have_curves = have_curves;
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dscene->data.bvh.have_instancing = true;
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}
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void ObjectManager::device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress)
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{
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VLOG(1) << "Total " << scene->objects.size() << " objects.";
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if(!need_update)
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return;
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device_free(device, dscene);
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if(scene->objects.size() == 0)
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return;
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/* object info flag */
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uint *object_flag = dscene->object_flag.resize(scene->objects.size());
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/* set object transform matrices, before applying static transforms */
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progress.set_status("Updating Objects", "Copying Transformations to device");
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device_update_transforms(device, dscene, scene, object_flag, progress);
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if(progress.get_cancel()) return;
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/* prepare for static BVH building */
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/* todo: do before to support getting object level coords? */
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if(scene->params.bvh_type == SceneParams::BVH_STATIC) {
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progress.set_status("Updating Objects", "Applying Static Transformations");
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apply_static_transforms(dscene, scene, object_flag, progress);
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}
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}
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void ObjectManager::device_update_flags(Device *device,
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DeviceScene *dscene,
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Scene *scene,
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Progress& /*progress*/,
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bool bounds_valid)
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{
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if(!need_update && !need_flags_update)
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return;
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need_update = false;
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need_flags_update = false;
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if(scene->objects.size() == 0)
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return;
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/* object info flag */
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uint *object_flag = dscene->object_flag.get_data();
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vector<Object *> volume_objects;
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bool has_volume_objects = false;
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foreach(Object *object, scene->objects) {
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if(object->mesh->has_volume) {
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if(bounds_valid) {
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volume_objects.push_back(object);
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}
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has_volume_objects = true;
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}
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}
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int object_index = 0;
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foreach(Object *object, scene->objects) {
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if(object->mesh->has_volume) {
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object_flag[object_index] |= SD_OBJECT_HAS_VOLUME;
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}
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else {
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object_flag[object_index] &= ~SD_OBJECT_HAS_VOLUME;
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}
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if(bounds_valid) {
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foreach(Object *volume_object, volume_objects) {
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if(object == volume_object) {
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continue;
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}
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if(object->bounds.intersects(volume_object->bounds)) {
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object_flag[object_index] |= SD_OBJECT_INTERSECTS_VOLUME;
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break;
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}
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}
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}
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else if(has_volume_objects) {
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/* Not really valid, but can't make more reliable in the case
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* of bounds not being up to date.
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*/
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object_flag[object_index] |= SD_OBJECT_INTERSECTS_VOLUME;
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}
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++object_index;
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}
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/* allocate object flag */
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device->tex_alloc("__object_flag", dscene->object_flag);
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}
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void ObjectManager::device_free(Device *device, DeviceScene *dscene)
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{
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device->tex_free(dscene->objects);
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dscene->objects.clear();
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device->tex_free(dscene->objects_vector);
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dscene->objects_vector.clear();
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device->tex_free(dscene->object_flag);
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dscene->object_flag.clear();
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}
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void ObjectManager::apply_static_transforms(DeviceScene *dscene, Scene *scene, uint *object_flag, Progress& progress)
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{
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/* todo: normals and displacement should be done before applying transform! */
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/* todo: create objects/meshes in right order! */
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/* counter mesh users */
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map<Mesh*, int> mesh_users;
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#ifdef __OBJECT_MOTION__
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Scene::MotionType need_motion = scene->need_motion();
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bool motion_blur = need_motion == Scene::MOTION_BLUR;
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bool apply_to_motion = need_motion != Scene::MOTION_PASS;
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#else
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bool motion_blur = false;
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#endif
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int i = 0;
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bool have_instancing = false;
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foreach(Object *object, scene->objects) {
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map<Mesh*, int>::iterator it = mesh_users.find(object->mesh);
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if(it == mesh_users.end())
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mesh_users[object->mesh] = 1;
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else
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it->second++;
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}
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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
|
|
|