blender/intern/cycles/render/mesh_displace.cpp

191 lines
5.0 KiB
C++

/*
* 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<bool> done(num_verts, false);
device_vector<uint4> 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<float4> 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