b78e543af9
This is to help debug and track memory usage for generic buffers. We have similar for textures already since those require a name, but for buffers the name is only for debugging proposes.
322 lines
8.3 KiB
C++
322 lines
8.3 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 "device.h"
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#include "mesh.h"
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#include "object.h"
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#include "scene.h"
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#include "shader.h"
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#include "util_foreach.h"
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#include "util_progress.h"
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CCL_NAMESPACE_BEGIN
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static float3 compute_face_normal(const Mesh::Triangle& t, float3 *verts)
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{
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float3 v0 = verts[t.v[0]];
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float3 v1 = verts[t.v[1]];
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float3 v2 = verts[t.v[2]];
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float3 norm = cross(v1 - v0, v2 - v0);
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float normlen = len(norm);
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if(normlen == 0.0f)
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return make_float3(1.0f, 0.0f, 0.0f);
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return norm / normlen;
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}
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bool MeshManager::displace(Device *device, DeviceScene *dscene, Scene *scene, Mesh *mesh, Progress& progress)
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{
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/* verify if we have a displacement shader */
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if(!mesh->has_true_displacement()) {
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return false;
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}
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string msg = string_printf("Computing Displacement %s", mesh->name.c_str());
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progress.set_status("Updating Mesh", msg);
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/* find object index. todo: is arbitrary */
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size_t object_index = OBJECT_NONE;
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for(size_t i = 0; i < scene->objects.size(); i++) {
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if(scene->objects[i]->mesh == mesh) {
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object_index = i;
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break;
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}
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}
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/* setup input for device task */
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const size_t num_verts = mesh->verts.size();
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vector<bool> done(num_verts, false);
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device_vector<uint4> d_input;
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uint4 *d_input_data = d_input.resize(num_verts);
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size_t d_input_size = 0;
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size_t num_triangles = mesh->num_triangles();
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for(size_t i = 0; i < num_triangles; i++) {
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Mesh::Triangle t = mesh->get_triangle(i);
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int shader_index = mesh->shader[i];
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Shader *shader = (shader_index < mesh->used_shaders.size()) ?
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mesh->used_shaders[shader_index] : scene->default_surface;
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if(!shader->has_displacement || shader->displacement_method == DISPLACE_BUMP) {
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continue;
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}
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for(int j = 0; j < 3; j++) {
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if(done[t.v[j]])
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continue;
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done[t.v[j]] = true;
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/* set up object, primitive and barycentric coordinates */
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int object = object_index;
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int prim = mesh->tri_offset + i;
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float u, v;
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switch(j) {
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case 0:
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u = 1.0f;
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v = 0.0f;
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break;
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case 1:
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u = 0.0f;
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v = 1.0f;
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break;
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default:
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u = 0.0f;
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v = 0.0f;
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break;
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}
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/* back */
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uint4 in = make_uint4(object, prim, __float_as_int(u), __float_as_int(v));
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d_input_data[d_input_size++] = in;
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}
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}
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if(d_input_size == 0)
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return false;
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/* run device task */
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device_vector<float4> d_output;
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d_output.resize(d_input_size);
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/* needs to be up to data for attribute access */
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device->const_copy_to("__data", &dscene->data, sizeof(dscene->data));
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device->mem_alloc("displace_input", d_input, MEM_READ_ONLY);
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device->mem_copy_to(d_input);
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device->mem_alloc("displace_output", d_output, MEM_WRITE_ONLY);
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DeviceTask task(DeviceTask::SHADER);
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task.shader_input = d_input.device_pointer;
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task.shader_output = d_output.device_pointer;
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task.shader_eval_type = SHADER_EVAL_DISPLACE;
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task.shader_x = 0;
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task.shader_w = d_output.size();
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task.num_samples = 1;
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task.get_cancel = function_bind(&Progress::get_cancel, &progress);
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device->task_add(task);
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device->task_wait();
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if(progress.get_cancel()) {
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device->mem_free(d_input);
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device->mem_free(d_output);
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return false;
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}
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device->mem_copy_from(d_output, 0, 1, d_output.size(), sizeof(float4));
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device->mem_free(d_input);
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device->mem_free(d_output);
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/* read result */
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done.clear();
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done.resize(num_verts, false);
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int k = 0;
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float4 *offset = (float4*)d_output.data_pointer;
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Attribute *attr_mP = mesh->attributes.find(ATTR_STD_MOTION_VERTEX_POSITION);
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for(size_t i = 0; i < num_triangles; i++) {
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Mesh::Triangle t = mesh->get_triangle(i);
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int shader_index = mesh->shader[i];
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Shader *shader = (shader_index < mesh->used_shaders.size()) ?
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mesh->used_shaders[shader_index] : scene->default_surface;
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if(!shader->has_displacement || shader->displacement_method == DISPLACE_BUMP) {
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continue;
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}
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for(int j = 0; j < 3; j++) {
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if(!done[t.v[j]]) {
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done[t.v[j]] = true;
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float3 off = float4_to_float3(offset[k++]);
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mesh->verts[t.v[j]] += off;
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if(attr_mP != NULL) {
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for(int step = 0; step < mesh->motion_steps - 1; step++) {
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float3 *mP = attr_mP->data_float3() + step*num_verts;
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mP[t.v[j]] += off;
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}
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}
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}
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}
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}
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/* for displacement method both, we only need to recompute the face
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* normals, as bump mapping in the shader will already alter the
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* vertex normal, so we start from the non-displaced vertex normals
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* to avoid applying the perturbation twice. */
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mesh->attributes.remove(ATTR_STD_FACE_NORMAL);
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mesh->add_face_normals();
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bool need_recompute_vertex_normals = false;
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foreach(Shader *shader, mesh->used_shaders) {
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if(shader->has_displacement && shader->displacement_method == DISPLACE_TRUE) {
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need_recompute_vertex_normals = true;
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break;
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}
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}
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if(need_recompute_vertex_normals) {
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bool flip = mesh->transform_negative_scaled;
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vector<bool> tri_has_true_disp(num_triangles, false);
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for(size_t i = 0; i < num_triangles; i++) {
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int shader_index = mesh->shader[i];
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Shader *shader = (shader_index < mesh->used_shaders.size()) ?
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mesh->used_shaders[shader_index] : scene->default_surface;
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tri_has_true_disp[i] = shader->has_displacement && shader->displacement_method == DISPLACE_TRUE;
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}
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/* static vertex normals */
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/* get attributes */
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Attribute *attr_fN = mesh->attributes.find(ATTR_STD_FACE_NORMAL);
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Attribute *attr_vN = mesh->attributes.find(ATTR_STD_VERTEX_NORMAL);
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float3 *fN = attr_fN->data_float3();
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float3 *vN = attr_vN->data_float3();
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/* compute vertex normals */
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/* zero vertex normals on triangles with true displacement */
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for(size_t i = 0; i < num_triangles; i++) {
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if(tri_has_true_disp[i]) {
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for(size_t j = 0; j < 3; j++) {
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vN[mesh->get_triangle(i).v[j]] = make_float3(0.0f, 0.0f, 0.0f);
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}
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}
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}
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/* add face normals to vertex normals */
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for(size_t i = 0; i < num_triangles; i++) {
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if(tri_has_true_disp[i]) {
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for(size_t j = 0; j < 3; j++) {
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vN[mesh->get_triangle(i).v[j]] += fN[i];
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}
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}
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}
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/* normalize vertex normals */
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done.clear();
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done.resize(num_verts, false);
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for(size_t i = 0; i < num_triangles; i++) {
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if(tri_has_true_disp[i]) {
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for(size_t j = 0; j < 3; j++) {
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int vert = mesh->get_triangle(i).v[j];
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if(done[vert]) {
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continue;
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}
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vN[vert] = normalize(vN[vert]);
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if(flip)
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vN[vert] = -vN[vert];
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done[vert] = true;
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}
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}
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}
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/* motion vertex normals */
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Attribute *attr_mP = mesh->attributes.find(ATTR_STD_MOTION_VERTEX_POSITION);
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Attribute *attr_mN = mesh->attributes.find(ATTR_STD_MOTION_VERTEX_NORMAL);
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if(mesh->has_motion_blur() && attr_mP && attr_mN) {
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for(int step = 0; step < mesh->motion_steps - 1; step++) {
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float3 *mP = attr_mP->data_float3() + step*mesh->verts.size();
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float3 *mN = attr_mN->data_float3() + step*mesh->verts.size();
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/* compute */
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/* zero vertex normals on triangles with true displacement */
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for(size_t i = 0; i < num_triangles; i++) {
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if(tri_has_true_disp[i]) {
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for(size_t j = 0; j < 3; j++) {
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mN[mesh->get_triangle(i).v[j]] = make_float3(0.0f, 0.0f, 0.0f);
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}
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}
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}
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/* add face normals to vertex normals */
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for(size_t i = 0; i < num_triangles; i++) {
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if(tri_has_true_disp[i]) {
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for(size_t j = 0; j < 3; j++) {
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float3 fN = compute_face_normal(mesh->get_triangle(i), mP);
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mN[mesh->get_triangle(i).v[j]] += fN;
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}
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}
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}
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/* normalize vertex normals */
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done.clear();
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done.resize(num_verts, false);
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for(size_t i = 0; i < num_triangles; i++) {
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if(tri_has_true_disp[i]) {
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for(size_t j = 0; j < 3; j++) {
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int vert = mesh->get_triangle(i).v[j];
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if(done[vert]) {
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continue;
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}
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mN[vert] = normalize(mN[vert]);
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if(flip)
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mN[vert] = -mN[vert];
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done[vert] = true;
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}
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}
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}
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}
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}
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}
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return true;
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}
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CCL_NAMESPACE_END
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