blender/intern/cycles/render/mesh.cpp
Brecht Van Lommel 6d8aa85051 Fix too much memory usage for Cycles attribute map.
Thanks to Thomas Krebs for identifying the problem and solution.
2018-05-21 11:14:59 +02:00

2307 lines
65 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 "bvh/bvh.h"
#include "bvh/bvh_build.h"
#include "render/camera.h"
#include "render/curves.h"
#include "device/device.h"
#include "render/graph.h"
#include "render/shader.h"
#include "render/light.h"
#include "render/mesh.h"
#include "render/nodes.h"
#include "render/object.h"
#include "render/scene.h"
#include "kernel/osl/osl_globals.h"
#include "subd/subd_split.h"
#include "subd/subd_patch_table.h"
#include "util/util_foreach.h"
#include "util/util_logging.h"
#include "util/util_progress.h"
#include "util/util_set.h"
CCL_NAMESPACE_BEGIN
/* Triangle */
void Mesh::Triangle::bounds_grow(const float3 *verts, BoundBox& bounds) const
{
bounds.grow(verts[v[0]]);
bounds.grow(verts[v[1]]);
bounds.grow(verts[v[2]]);
}
void Mesh::Triangle::motion_verts(const float3 *verts,
const float3 *vert_steps,
size_t num_verts,
size_t num_steps,
float time,
float3 r_verts[3]) const
{
/* Figure out which steps we need to fetch and their interpolation factor. */
const size_t max_step = num_steps - 1;
const size_t step = min((int)(time * max_step), max_step - 1);
const float t = time*max_step - step;
/* Fetch vertex coordinates. */
float3 curr_verts[3];
float3 next_verts[3];
verts_for_step(verts,
vert_steps,
num_verts,
num_steps,
step,
curr_verts);
verts_for_step(verts,
vert_steps,
num_verts,
num_steps,
step + 1,
next_verts);
/* Interpolate between steps. */
r_verts[0] = (1.0f - t)*curr_verts[0] + t*next_verts[0];
r_verts[1] = (1.0f - t)*curr_verts[1] + t*next_verts[1];
r_verts[2] = (1.0f - t)*curr_verts[2] + t*next_verts[2];
}
void Mesh::Triangle::verts_for_step(const float3 *verts,
const float3 *vert_steps,
size_t num_verts,
size_t num_steps,
size_t step,
float3 r_verts[3]) const
{
const size_t center_step = ((num_steps - 1) / 2);
if(step == center_step) {
/* Center step: regular vertex location. */
r_verts[0] = verts[v[0]];
r_verts[1] = verts[v[1]];
r_verts[2] = verts[v[2]];
}
else {
/* Center step not stored in the attribute array array. */
if(step > center_step) {
step--;
}
size_t offset = step * num_verts;
r_verts[0] = vert_steps[offset + v[0]];
r_verts[1] = vert_steps[offset + v[1]];
r_verts[2] = vert_steps[offset + v[2]];
}
}
float3 Mesh::Triangle::compute_normal(const float3 *verts) const
{
const float3& v0 = verts[v[0]];
const float3& v1 = verts[v[1]];
const float3& v2 = verts[v[2]];
const float3 norm = cross(v1 - v0, v2 - v0);
const float normlen = len(norm);
if(normlen == 0.0f) {
return make_float3(1.0f, 0.0f, 0.0f);
}
return norm / normlen;
}
bool Mesh::Triangle::valid(const float3 *verts) const
{
return isfinite3_safe(verts[v[0]]) &&
isfinite3_safe(verts[v[1]]) &&
isfinite3_safe(verts[v[2]]);
}
/* Curve */
void Mesh::Curve::bounds_grow(const int k, const float3 *curve_keys, const float *curve_radius, BoundBox& bounds) const
{
float3 P[4];
P[0] = curve_keys[max(first_key + k - 1,first_key)];
P[1] = curve_keys[first_key + k];
P[2] = curve_keys[first_key + k + 1];
P[3] = curve_keys[min(first_key + k + 2, first_key + num_keys - 1)];
float3 lower;
float3 upper;
curvebounds(&lower.x, &upper.x, P, 0);
curvebounds(&lower.y, &upper.y, P, 1);
curvebounds(&lower.z, &upper.z, P, 2);
float mr = max(curve_radius[first_key + k], curve_radius[first_key + k + 1]);
bounds.grow(lower, mr);
bounds.grow(upper, mr);
}
void Mesh::Curve::bounds_grow(const int k,
const float3 *curve_keys,
const float *curve_radius,
const Transform& aligned_space,
BoundBox& bounds) const
{
float3 P[4];
P[0] = curve_keys[max(first_key + k - 1,first_key)];
P[1] = curve_keys[first_key + k];
P[2] = curve_keys[first_key + k + 1];
P[3] = curve_keys[min(first_key + k + 2, first_key + num_keys - 1)];
P[0] = transform_point(&aligned_space, P[0]);
P[1] = transform_point(&aligned_space, P[1]);
P[2] = transform_point(&aligned_space, P[2]);
P[3] = transform_point(&aligned_space, P[3]);
float3 lower;
float3 upper;
curvebounds(&lower.x, &upper.x, P, 0);
curvebounds(&lower.y, &upper.y, P, 1);
curvebounds(&lower.z, &upper.z, P, 2);
float mr = max(curve_radius[first_key + k], curve_radius[first_key + k + 1]);
bounds.grow(lower, mr);
bounds.grow(upper, mr);
}
void Mesh::Curve::bounds_grow(float4 keys[4], BoundBox& bounds) const
{
float3 P[4] = {
float4_to_float3(keys[0]),
float4_to_float3(keys[1]),
float4_to_float3(keys[2]),
float4_to_float3(keys[3]),
};
float3 lower;
float3 upper;
curvebounds(&lower.x, &upper.x, P, 0);
curvebounds(&lower.y, &upper.y, P, 1);
curvebounds(&lower.z, &upper.z, P, 2);
float mr = max(keys[1].w, keys[2].w);
bounds.grow(lower, mr);
bounds.grow(upper, mr);
}
void Mesh::Curve::motion_keys(const float3 *curve_keys,
const float *curve_radius,
const float3 *key_steps,
size_t num_curve_keys,
size_t num_steps,
float time,
size_t k0, size_t k1,
float4 r_keys[2]) const
{
/* Figure out which steps we need to fetch and their interpolation factor. */
const size_t max_step = num_steps - 1;
const size_t step = min((int)(time * max_step), max_step - 1);
const float t = time*max_step - step;
/* Fetch vertex coordinates. */
float4 curr_keys[2];
float4 next_keys[2];
keys_for_step(curve_keys,
curve_radius,
key_steps,
num_curve_keys,
num_steps,
step,
k0, k1,
curr_keys);
keys_for_step(curve_keys,
curve_radius,
key_steps,
num_curve_keys,
num_steps,
step + 1,
k0, k1,
next_keys);
/* Interpolate between steps. */
r_keys[0] = (1.0f - t)*curr_keys[0] + t*next_keys[0];
r_keys[1] = (1.0f - t)*curr_keys[1] + t*next_keys[1];
}
void Mesh::Curve::cardinal_motion_keys(const float3 *curve_keys,
const float *curve_radius,
const float3 *key_steps,
size_t num_curve_keys,
size_t num_steps,
float time,
size_t k0, size_t k1,
size_t k2, size_t k3,
float4 r_keys[4]) const
{
/* Figure out which steps we need to fetch and their interpolation factor. */
const size_t max_step = num_steps - 1;
const size_t step = min((int)(time * max_step), max_step - 1);
const float t = time*max_step - step;
/* Fetch vertex coordinates. */
float4 curr_keys[4];
float4 next_keys[4];
cardinal_keys_for_step(curve_keys,
curve_radius,
key_steps,
num_curve_keys,
num_steps,
step,
k0, k1, k2, k3,
curr_keys);
cardinal_keys_for_step(curve_keys,
curve_radius,
key_steps,
num_curve_keys,
num_steps,
step + 1,
k0, k1, k2, k3,
next_keys);
/* Interpolate between steps. */
r_keys[0] = (1.0f - t)*curr_keys[0] + t*next_keys[0];
r_keys[1] = (1.0f - t)*curr_keys[1] + t*next_keys[1];
r_keys[2] = (1.0f - t)*curr_keys[2] + t*next_keys[2];
r_keys[3] = (1.0f - t)*curr_keys[3] + t*next_keys[3];
}
void Mesh::Curve::keys_for_step(const float3 *curve_keys,
const float *curve_radius,
const float3 *key_steps,
size_t num_curve_keys,
size_t num_steps,
size_t step,
size_t k0, size_t k1,
float4 r_keys[2]) const
{
k0 = max(k0, 0);
k1 = min(k1, num_keys - 1);
const size_t center_step = ((num_steps - 1) / 2);
if(step == center_step) {
/* Center step: regular key location. */
/* TODO(sergey): Consider adding make_float4(float3, float)
* function.
*/
r_keys[0] = make_float4(curve_keys[first_key + k0].x,
curve_keys[first_key + k0].y,
curve_keys[first_key + k0].z,
curve_radius[first_key + k0]);
r_keys[1] = make_float4(curve_keys[first_key + k1].x,
curve_keys[first_key + k1].y,
curve_keys[first_key + k1].z,
curve_radius[first_key + k1]);
}
else {
/* Center step is not stored in this array. */
if(step > center_step) {
step--;
}
const size_t offset = first_key + step * num_curve_keys;
r_keys[0] = make_float4(key_steps[offset + k0].x,
key_steps[offset + k0].y,
key_steps[offset + k0].z,
curve_radius[first_key + k0]);
r_keys[1] = make_float4(key_steps[offset + k1].x,
key_steps[offset + k1].y,
key_steps[offset + k1].z,
curve_radius[first_key + k1]);
}
}
void Mesh::Curve::cardinal_keys_for_step(const float3 *curve_keys,
const float *curve_radius,
const float3 *key_steps,
size_t num_curve_keys,
size_t num_steps,
size_t step,
size_t k0, size_t k1,
size_t k2, size_t k3,
float4 r_keys[4]) const
{
k0 = max(k0, 0);
k3 = min(k3, num_keys - 1);
const size_t center_step = ((num_steps - 1) / 2);
if(step == center_step) {
/* Center step: regular key location. */
r_keys[0] = make_float4(curve_keys[first_key + k0].x,
curve_keys[first_key + k0].y,
curve_keys[first_key + k0].z,
curve_radius[first_key + k0]);
r_keys[1] = make_float4(curve_keys[first_key + k1].x,
curve_keys[first_key + k1].y,
curve_keys[first_key + k1].z,
curve_radius[first_key + k1]);
r_keys[2] = make_float4(curve_keys[first_key + k2].x,
curve_keys[first_key + k2].y,
curve_keys[first_key + k2].z,
curve_radius[first_key + k2]);
r_keys[3] = make_float4(curve_keys[first_key + k3].x,
curve_keys[first_key + k3].y,
curve_keys[first_key + k3].z,
curve_radius[first_key + k3]);
}
else {
/* Center step is not stored in this array. */
if(step > center_step) {
step--;
}
const size_t offset = first_key + step * num_curve_keys;
r_keys[0] = make_float4(key_steps[offset + k0].x,
key_steps[offset + k0].y,
key_steps[offset + k0].z,
curve_radius[first_key + k0]);
r_keys[1] = make_float4(key_steps[offset + k1].x,
key_steps[offset + k1].y,
key_steps[offset + k1].z,
curve_radius[first_key + k1]);
r_keys[2] = make_float4(key_steps[offset + k2].x,
key_steps[offset + k2].y,
key_steps[offset + k2].z,
curve_radius[first_key + k2]);
r_keys[3] = make_float4(key_steps[offset + k3].x,
key_steps[offset + k3].y,
key_steps[offset + k3].z,
curve_radius[first_key + k3]);
}
}
/* SubdFace */
float3 Mesh::SubdFace::normal(const Mesh *mesh) const
{
float3 v0 = mesh->verts[mesh->subd_face_corners[start_corner+0]];
float3 v1 = mesh->verts[mesh->subd_face_corners[start_corner+1]];
float3 v2 = mesh->verts[mesh->subd_face_corners[start_corner+2]];
return safe_normalize(cross(v1 - v0, v2 - v0));
}
/* Mesh */
NODE_DEFINE(Mesh)
{
NodeType* type = NodeType::add("mesh", create);
SOCKET_UINT(motion_steps, "Motion Steps", 3);
SOCKET_BOOLEAN(use_motion_blur, "Use Motion Blur", false);
SOCKET_INT_ARRAY(triangles, "Triangles", array<int>());
SOCKET_POINT_ARRAY(verts, "Vertices", array<float3>());
SOCKET_INT_ARRAY(shader, "Shader", array<int>());
SOCKET_BOOLEAN_ARRAY(smooth, "Smooth", array<bool>());
SOCKET_POINT_ARRAY(curve_keys, "Curve Keys", array<float3>());
SOCKET_FLOAT_ARRAY(curve_radius, "Curve Radius", array<float>());
SOCKET_INT_ARRAY(curve_first_key, "Curve First Key", array<int>());
SOCKET_INT_ARRAY(curve_shader, "Curve Shader", array<int>());
return type;
}
Mesh::Mesh()
: Node(node_type)
{
need_update = true;
need_update_rebuild = false;
transform_applied = false;
transform_negative_scaled = false;
transform_normal = transform_identity();
bounds = BoundBox::empty;
bvh = NULL;
tri_offset = 0;
vert_offset = 0;
curve_offset = 0;
curvekey_offset = 0;
patch_offset = 0;
face_offset = 0;
corner_offset = 0;
attr_map_offset = 0;
num_subd_verts = 0;
attributes.triangle_mesh = this;
curve_attributes.curve_mesh = this;
subd_attributes.subd_mesh = this;
geometry_flags = GEOMETRY_NONE;
volume_isovalue = 0.001f;
has_volume = false;
has_surface_bssrdf = false;
num_ngons = 0;
subdivision_type = SUBDIVISION_NONE;
subd_params = NULL;
patch_table = NULL;
}
Mesh::~Mesh()
{
delete bvh;
delete patch_table;
delete subd_params;
}
void Mesh::resize_mesh(int numverts, int numtris)
{
verts.resize(numverts);
triangles.resize(numtris * 3);
shader.resize(numtris);
smooth.resize(numtris);
if(subd_faces.size()) {
triangle_patch.resize(numtris);
vert_patch_uv.resize(numverts);
}
attributes.resize();
}
void Mesh::reserve_mesh(int numverts, int numtris)
{
/* reserve space to add verts and triangles later */
verts.reserve(numverts);
triangles.reserve(numtris * 3);
shader.reserve(numtris);
smooth.reserve(numtris);
if(subd_faces.size()) {
triangle_patch.reserve(numtris);
vert_patch_uv.reserve(numverts);
}
attributes.resize(true);
}
void Mesh::resize_curves(int numcurves, int numkeys)
{
curve_keys.resize(numkeys);
curve_radius.resize(numkeys);
curve_first_key.resize(numcurves);
curve_shader.resize(numcurves);
curve_attributes.resize();
}
void Mesh::reserve_curves(int numcurves, int numkeys)
{
curve_keys.reserve(numkeys);
curve_radius.reserve(numkeys);
curve_first_key.reserve(numcurves);
curve_shader.reserve(numcurves);
curve_attributes.resize(true);
}
void Mesh::resize_subd_faces(int numfaces, int num_ngons_, int numcorners)
{
subd_faces.resize(numfaces);
subd_face_corners.resize(numcorners);
num_ngons = num_ngons_;
subd_attributes.resize();
}
void Mesh::reserve_subd_faces(int numfaces, int num_ngons_, int numcorners)
{
subd_faces.reserve(numfaces);
subd_face_corners.reserve(numcorners);
num_ngons = num_ngons_;
subd_attributes.resize(true);
}
void Mesh::clear(bool preserve_voxel_data)
{
/* clear all verts and triangles */
verts.clear();
triangles.clear();
shader.clear();
smooth.clear();
triangle_patch.clear();
vert_patch_uv.clear();
curve_keys.clear();
curve_radius.clear();
curve_first_key.clear();
curve_shader.clear();
subd_faces.clear();
subd_face_corners.clear();
num_subd_verts = 0;
subd_creases.clear();
curve_attributes.clear();
subd_attributes.clear();
attributes.clear(preserve_voxel_data);
used_shaders.clear();
if(!preserve_voxel_data) {
geometry_flags = GEOMETRY_NONE;
}
transform_applied = false;
transform_negative_scaled = false;
transform_normal = transform_identity();
delete patch_table;
patch_table = NULL;
}
int Mesh::split_vertex(int vertex)
{
/* copy vertex location and vertex attributes */
add_vertex_slow(verts[vertex]);
foreach(Attribute& attr, attributes.attributes) {
if(attr.element == ATTR_ELEMENT_VERTEX) {
array<char> tmp(attr.data_sizeof());
memcpy(tmp.data(), attr.data() + tmp.size()*vertex, tmp.size());
attr.add(tmp.data());
}
}
foreach(Attribute& attr, subd_attributes.attributes) {
if(attr.element == ATTR_ELEMENT_VERTEX) {
array<char> tmp(attr.data_sizeof());
memcpy(tmp.data(), attr.data() + tmp.size()*vertex, tmp.size());
attr.add(tmp.data());
}
}
return verts.size() - 1;
}
void Mesh::add_vertex(float3 P)
{
verts.push_back_reserved(P);
if(subd_faces.size()) {
vert_patch_uv.push_back_reserved(make_float2(0.0f, 0.0f));
}
}
void Mesh::add_vertex_slow(float3 P)
{
verts.push_back_slow(P);
if(subd_faces.size()) {
vert_patch_uv.push_back_slow(make_float2(0.0f, 0.0f));
}
}
void Mesh::add_triangle(int v0, int v1, int v2, int shader_, bool smooth_)
{
triangles.push_back_reserved(v0);
triangles.push_back_reserved(v1);
triangles.push_back_reserved(v2);
shader.push_back_reserved(shader_);
smooth.push_back_reserved(smooth_);
if(subd_faces.size()) {
triangle_patch.push_back_reserved(-1);
}
}
void Mesh::add_curve_key(float3 co, float radius)
{
curve_keys.push_back_reserved(co);
curve_radius.push_back_reserved(radius);
}
void Mesh::add_curve(int first_key, int shader)
{
curve_first_key.push_back_reserved(first_key);
curve_shader.push_back_reserved(shader);
}
void Mesh::add_subd_face(int* corners, int num_corners, int shader_, bool smooth_)
{
int start_corner = subd_face_corners.size();
for(int i = 0; i < num_corners; i++) {
subd_face_corners.push_back_reserved(corners[i]);
}
int ptex_offset = 0;
if(subd_faces.size()) {
SubdFace& s = subd_faces[subd_faces.size()-1];
ptex_offset = s.ptex_offset + s.num_ptex_faces();
}
SubdFace face = {start_corner, num_corners, shader_, smooth_, ptex_offset};
subd_faces.push_back_reserved(face);
}
void Mesh::compute_bounds()
{
BoundBox bnds = BoundBox::empty;
size_t verts_size = verts.size();
size_t curve_keys_size = curve_keys.size();
if(verts_size + curve_keys_size > 0) {
for(size_t i = 0; i < verts_size; i++)
bnds.grow(verts[i]);
for(size_t i = 0; i < curve_keys_size; i++)
bnds.grow(curve_keys[i], curve_radius[i]);
Attribute *attr = attributes.find(ATTR_STD_MOTION_VERTEX_POSITION);
if(use_motion_blur && attr) {
size_t steps_size = verts.size() * (motion_steps - 1);
float3 *vert_steps = attr->data_float3();
for(size_t i = 0; i < steps_size; i++)
bnds.grow(vert_steps[i]);
}
Attribute *curve_attr = curve_attributes.find(ATTR_STD_MOTION_VERTEX_POSITION);
if(use_motion_blur && curve_attr) {
size_t steps_size = curve_keys.size() * (motion_steps - 1);
float3 *key_steps = curve_attr->data_float3();
for(size_t i = 0; i < steps_size; i++)
bnds.grow(key_steps[i]);
}
if(!bnds.valid()) {
bnds = BoundBox::empty;
/* skip nan or inf coordinates */
for(size_t i = 0; i < verts_size; i++)
bnds.grow_safe(verts[i]);
for(size_t i = 0; i < curve_keys_size; i++)
bnds.grow_safe(curve_keys[i], curve_radius[i]);
if(use_motion_blur && attr) {
size_t steps_size = verts.size() * (motion_steps - 1);
float3 *vert_steps = attr->data_float3();
for(size_t i = 0; i < steps_size; i++)
bnds.grow_safe(vert_steps[i]);
}
if(use_motion_blur && curve_attr) {
size_t steps_size = curve_keys.size() * (motion_steps - 1);
float3 *key_steps = curve_attr->data_float3();
for(size_t i = 0; i < steps_size; i++)
bnds.grow_safe(key_steps[i]);
}
}
}
if(!bnds.valid()) {
/* empty mesh */
bnds.grow(make_float3(0.0f, 0.0f, 0.0f));
}
bounds = bnds;
}
void Mesh::add_face_normals()
{
/* don't compute if already there */
if(attributes.find(ATTR_STD_FACE_NORMAL))
return;
/* get attributes */
Attribute *attr_fN = attributes.add(ATTR_STD_FACE_NORMAL);
float3 *fN = attr_fN->data_float3();
/* compute face normals */
size_t triangles_size = num_triangles();
if(triangles_size) {
float3 *verts_ptr = verts.data();
for(size_t i = 0; i < triangles_size; i++) {
fN[i] = get_triangle(i).compute_normal(verts_ptr);
}
}
/* expected to be in local space */
if(transform_applied) {
Transform ntfm = transform_inverse(transform_normal);
for(size_t i = 0; i < triangles_size; i++)
fN[i] = normalize(transform_direction(&ntfm, fN[i]));
}
}
void Mesh::add_vertex_normals()
{
bool flip = transform_negative_scaled;
size_t verts_size = verts.size();
size_t triangles_size = num_triangles();
/* static vertex normals */
if(!attributes.find(ATTR_STD_VERTEX_NORMAL) && triangles_size) {
/* get attributes */
Attribute *attr_fN = attributes.find(ATTR_STD_FACE_NORMAL);
Attribute *attr_vN = attributes.add(ATTR_STD_VERTEX_NORMAL);
float3 *fN = attr_fN->data_float3();
float3 *vN = attr_vN->data_float3();
/* compute vertex normals */
memset(vN, 0, verts.size()*sizeof(float3));
for(size_t i = 0; i < triangles_size; i++) {
for(size_t j = 0; j < 3; j++) {
vN[get_triangle(i).v[j]] += fN[i];
}
}
for(size_t i = 0; i < verts_size; i++) {
vN[i] = normalize(vN[i]);
if(flip) {
vN[i] = -vN[i];
}
}
}
/* motion vertex normals */
Attribute *attr_mP = attributes.find(ATTR_STD_MOTION_VERTEX_POSITION);
Attribute *attr_mN = attributes.find(ATTR_STD_MOTION_VERTEX_NORMAL);
if(has_motion_blur() && attr_mP && !attr_mN && triangles_size) {
/* create attribute */
attr_mN = attributes.add(ATTR_STD_MOTION_VERTEX_NORMAL);
for(int step = 0; step < motion_steps - 1; step++) {
float3 *mP = attr_mP->data_float3() + step*verts.size();
float3 *mN = attr_mN->data_float3() + step*verts.size();
/* compute */
memset(mN, 0, verts.size()*sizeof(float3));
for(size_t i = 0; i < triangles_size; i++) {
for(size_t j = 0; j < 3; j++) {
float3 fN = get_triangle(i).compute_normal(mP);
mN[get_triangle(i).v[j]] += fN;
}
}
for(size_t i = 0; i < verts_size; i++) {
mN[i] = normalize(mN[i]);
if(flip) {
mN[i] = -mN[i];
}
}
}
}
/* subd vertex normals */
if(!subd_attributes.find(ATTR_STD_VERTEX_NORMAL) && subd_faces.size()) {
/* get attributes */
Attribute *attr_vN = subd_attributes.add(ATTR_STD_VERTEX_NORMAL);
float3 *vN = attr_vN->data_float3();
/* compute vertex normals */
memset(vN, 0, verts.size()*sizeof(float3));
for(size_t i = 0; i < subd_faces.size(); i++) {
SubdFace& face = subd_faces[i];
float3 fN = face.normal(this);
for(size_t j = 0; j < face.num_corners; j++) {
size_t corner = subd_face_corners[face.start_corner+j];
vN[corner] += fN;
}
}
for(size_t i = 0; i < verts_size; i++) {
vN[i] = normalize(vN[i]);
if(flip) {
vN[i] = -vN[i];
}
}
}
}
void Mesh::add_undisplaced()
{
AttributeSet& attrs = (subdivision_type == SUBDIVISION_NONE) ? attributes : subd_attributes;
/* don't compute if already there */
if(attrs.find(ATTR_STD_POSITION_UNDISPLACED)) {
return;
}
/* get attribute */
Attribute *attr = attrs.add(ATTR_STD_POSITION_UNDISPLACED);
attr->flags |= ATTR_SUBDIVIDED;
float3 *data = attr->data_float3();
/* copy verts */
size_t size = attr->buffer_size(this, (subdivision_type == SUBDIVISION_NONE) ? ATTR_PRIM_TRIANGLE : ATTR_PRIM_SUBD);
/* Center points for ngons aren't stored in Mesh::verts but are included in size since they will be
* calculated later, we subtract them from size here so we don't have an overflow while copying.
*/
size -= num_ngons * attr->data_sizeof();
if(size) {
memcpy(data, verts.data(), size);
}
}
void Mesh::pack_shaders(Scene *scene, uint *tri_shader)
{
uint shader_id = 0;
uint last_shader = -1;
bool last_smooth = false;
size_t triangles_size = num_triangles();
int *shader_ptr = shader.data();
for(size_t i = 0; i < triangles_size; i++) {
if(shader_ptr[i] != last_shader || last_smooth != smooth[i]) {
last_shader = shader_ptr[i];
last_smooth = smooth[i];
Shader *shader = (last_shader < used_shaders.size()) ?
used_shaders[last_shader] : scene->default_surface;
shader_id = scene->shader_manager->get_shader_id(shader, last_smooth);
}
tri_shader[i] = shader_id;
}
}
void Mesh::pack_normals(float4 *vnormal)
{
Attribute *attr_vN = attributes.find(ATTR_STD_VERTEX_NORMAL);
if(attr_vN == NULL) {
/* Happens on objects with just hair. */
return;
}
bool do_transform = transform_applied;
Transform ntfm = transform_normal;
float3 *vN = attr_vN->data_float3();
size_t verts_size = verts.size();
for(size_t i = 0; i < verts_size; i++) {
float3 vNi = vN[i];
if(do_transform)
vNi = safe_normalize(transform_direction(&ntfm, vNi));
vnormal[i] = make_float4(vNi.x, vNi.y, vNi.z, 0.0f);
}
}
void Mesh::pack_verts(const vector<uint>& tri_prim_index,
uint4 *tri_vindex,
uint *tri_patch,
float2 *tri_patch_uv,
size_t vert_offset,
size_t tri_offset)
{
size_t verts_size = verts.size();
if(verts_size && subd_faces.size()) {
float2 *vert_patch_uv_ptr = vert_patch_uv.data();
for(size_t i = 0; i < verts_size; i++) {
tri_patch_uv[i] = vert_patch_uv_ptr[i];
}
}
size_t triangles_size = num_triangles();
for(size_t i = 0; i < triangles_size; i++) {
Triangle t = get_triangle(i);
tri_vindex[i] = make_uint4(t.v[0] + vert_offset,
t.v[1] + vert_offset,
t.v[2] + vert_offset,
tri_prim_index[i + tri_offset]);
tri_patch[i] = (!subd_faces.size()) ? -1 : (triangle_patch[i]*8 + patch_offset);
}
}
void Mesh::pack_curves(Scene *scene, float4 *curve_key_co, float4 *curve_data, size_t curvekey_offset)
{
size_t curve_keys_size = curve_keys.size();
/* pack curve keys */
if(curve_keys_size) {
float3 *keys_ptr = curve_keys.data();
float *radius_ptr = curve_radius.data();
for(size_t i = 0; i < curve_keys_size; i++)
curve_key_co[i] = make_float4(keys_ptr[i].x, keys_ptr[i].y, keys_ptr[i].z, radius_ptr[i]);
}
/* pack curve segments */
size_t curve_num = num_curves();
for(size_t i = 0; i < curve_num; i++) {
Curve curve = get_curve(i);
int shader_id = curve_shader[i];
Shader *shader = (shader_id < used_shaders.size()) ?
used_shaders[shader_id] : scene->default_surface;
shader_id = scene->shader_manager->get_shader_id(shader, false);
curve_data[i] = make_float4(
__int_as_float(curve.first_key + curvekey_offset),
__int_as_float(curve.num_keys),
__int_as_float(shader_id),
0.0f);
}
}
void Mesh::pack_patches(uint *patch_data, uint vert_offset, uint face_offset, uint corner_offset)
{
size_t num_faces = subd_faces.size();
int ngons = 0;
for(size_t f = 0; f < num_faces; f++) {
SubdFace face = subd_faces[f];
if(face.is_quad()) {
int c[4];
memcpy(c, &subd_face_corners[face.start_corner], sizeof(int)*4);
*(patch_data++) = c[0] + vert_offset;
*(patch_data++) = c[1] + vert_offset;
*(patch_data++) = c[2] + vert_offset;
*(patch_data++) = c[3] + vert_offset;
*(patch_data++) = f+face_offset;
*(patch_data++) = face.num_corners;
*(patch_data++) = face.start_corner + corner_offset;
*(patch_data++) = 0;
}
else {
for(int i = 0; i < face.num_corners; i++) {
int c[4];
c[0] = subd_face_corners[face.start_corner + mod(i + 0, face.num_corners)];
c[1] = subd_face_corners[face.start_corner + mod(i + 1, face.num_corners)];
c[2] = verts.size() - num_subd_verts + ngons;
c[3] = subd_face_corners[face.start_corner + mod(i - 1, face.num_corners)];
*(patch_data++) = c[0] + vert_offset;
*(patch_data++) = c[1] + vert_offset;
*(patch_data++) = c[2] + vert_offset;
*(patch_data++) = c[3] + vert_offset;
*(patch_data++) = f+face_offset;
*(patch_data++) = face.num_corners | (i << 16);
*(patch_data++) = face.start_corner + corner_offset;
*(patch_data++) = subd_face_corners.size() + ngons + corner_offset;
}
ngons++;
}
}
}
void Mesh::compute_bvh(Device *device,
DeviceScene *dscene,
SceneParams *params,
Progress *progress,
int n,
int total)
{
if(progress->get_cancel())
return;
compute_bounds();
if(need_build_bvh()) {
string msg = "Updating Mesh BVH ";
if(name == "")
msg += string_printf("%u/%u", (uint)(n+1), (uint)total);
else
msg += string_printf("%s %u/%u", name.c_str(), (uint)(n+1), (uint)total);
Object object;
object.mesh = this;
vector<Object*> objects;
objects.push_back(&object);
if(bvh && !need_update_rebuild) {
progress->set_status(msg, "Refitting BVH");
bvh->objects = objects;
bvh->refit(*progress);
}
else {
progress->set_status(msg, "Building BVH");
BVHParams bparams;
bparams.use_spatial_split = params->use_bvh_spatial_split;
bparams.bvh_layout = BVHParams::best_bvh_layout(
params->bvh_layout,
device->info.bvh_layout_mask);
bparams.use_unaligned_nodes = dscene->data.bvh.have_curves &&
params->use_bvh_unaligned_nodes;
bparams.num_motion_triangle_steps = params->num_bvh_time_steps;
bparams.num_motion_curve_steps = params->num_bvh_time_steps;
delete bvh;
bvh = BVH::create(bparams, objects);
MEM_GUARDED_CALL(progress, bvh->build, *progress);
}
}
need_update = false;
need_update_rebuild = false;
}
void Mesh::tag_update(Scene *scene, bool rebuild)
{
need_update = true;
if(rebuild) {
need_update_rebuild = true;
scene->light_manager->need_update = true;
}
else {
foreach(Shader *shader, used_shaders)
if(shader->has_surface_emission)
scene->light_manager->need_update = true;
}
scene->mesh_manager->need_update = true;
scene->object_manager->need_update = true;
}
bool Mesh::has_motion_blur() const
{
return (use_motion_blur &&
(attributes.find(ATTR_STD_MOTION_VERTEX_POSITION) ||
curve_attributes.find(ATTR_STD_MOTION_VERTEX_POSITION)));
}
bool Mesh::has_true_displacement() const
{
foreach(Shader *shader, used_shaders) {
if(shader->has_displacement && shader->displacement_method != DISPLACE_BUMP) {
return true;
}
}
return false;
}
float Mesh::motion_time(int step) const
{
return (motion_steps > 1) ? 2.0f * step / (motion_steps - 1) - 1.0f : 0.0f;
}
int Mesh::motion_step(float time) const
{
if(motion_steps > 1) {
int attr_step = 0;
for(int step = 0; step < motion_steps; step++) {
float step_time = motion_time(step);
if(step_time == time) {
return attr_step;
}
/* Center step is stored in a separate attribute. */
if(step != motion_steps / 2) {
attr_step++;
}
}
}
return -1;
}
bool Mesh::need_build_bvh() const
{
return !transform_applied || has_surface_bssrdf;
}
bool Mesh::is_instanced() const
{
/* Currently we treat subsurface objects as instanced.
*
* While it might be not very optimal for ray traversal, it avoids having
* duplicated BVH in the memory, saving quite some space.
*/
return !transform_applied || has_surface_bssrdf;
}
/* Mesh Manager */
MeshManager::MeshManager()
{
need_update = true;
need_flags_update = true;
}
MeshManager::~MeshManager()
{
}
void MeshManager::update_osl_attributes(Device *device, Scene *scene, vector<AttributeRequestSet>& mesh_attributes)
{
#ifdef WITH_OSL
/* for OSL, a hash map is used to lookup the attribute by name. */
OSLGlobals *og = (OSLGlobals*)device->osl_memory();
og->object_name_map.clear();
og->attribute_map.clear();
og->object_names.clear();
og->attribute_map.resize(scene->objects.size()*ATTR_PRIM_TYPES);
for(size_t i = 0; i < scene->objects.size(); i++) {
/* set object name to object index map */
Object *object = scene->objects[i];
og->object_name_map[object->name] = i;
og->object_names.push_back(object->name);
/* set object attributes */
foreach(ParamValue& attr, object->attributes) {
OSLGlobals::Attribute osl_attr;
osl_attr.type = attr.type();
osl_attr.desc.element = ATTR_ELEMENT_OBJECT;
osl_attr.value = attr;
osl_attr.desc.offset = 0;
osl_attr.desc.flags = 0;
og->attribute_map[i*ATTR_PRIM_TYPES + ATTR_PRIM_TRIANGLE][attr.name()] = osl_attr;
og->attribute_map[i*ATTR_PRIM_TYPES + ATTR_PRIM_CURVE][attr.name()] = osl_attr;
og->attribute_map[i*ATTR_PRIM_TYPES + ATTR_PRIM_SUBD][attr.name()] = osl_attr;
}
/* find mesh attributes */
size_t j;
for(j = 0; j < scene->meshes.size(); j++)
if(scene->meshes[j] == object->mesh)
break;
AttributeRequestSet& attributes = mesh_attributes[j];
/* set object attributes */
foreach(AttributeRequest& req, attributes.requests) {
OSLGlobals::Attribute osl_attr;
if(req.triangle_desc.element != ATTR_ELEMENT_NONE) {
osl_attr.desc = req.triangle_desc;
if(req.triangle_type == TypeDesc::TypeFloat)
osl_attr.type = TypeDesc::TypeFloat;
else if(req.triangle_type == TypeDesc::TypeMatrix)
osl_attr.type = TypeDesc::TypeMatrix;
else
osl_attr.type = TypeDesc::TypeColor;
if(req.std != ATTR_STD_NONE) {
/* if standard attribute, add lookup by geom: name convention */
ustring stdname(string("geom:") + string(Attribute::standard_name(req.std)));
og->attribute_map[i*ATTR_PRIM_TYPES + ATTR_PRIM_TRIANGLE][stdname] = osl_attr;
}
else if(req.name != ustring()) {
/* add lookup by mesh attribute name */
og->attribute_map[i*ATTR_PRIM_TYPES + ATTR_PRIM_TRIANGLE][req.name] = osl_attr;
}
}
if(req.curve_desc.element != ATTR_ELEMENT_NONE) {
osl_attr.desc = req.curve_desc;
if(req.curve_type == TypeDesc::TypeFloat)
osl_attr.type = TypeDesc::TypeFloat;
else if(req.curve_type == TypeDesc::TypeMatrix)
osl_attr.type = TypeDesc::TypeMatrix;
else
osl_attr.type = TypeDesc::TypeColor;
if(req.std != ATTR_STD_NONE) {
/* if standard attribute, add lookup by geom: name convention */
ustring stdname(string("geom:") + string(Attribute::standard_name(req.std)));
og->attribute_map[i*ATTR_PRIM_TYPES + ATTR_PRIM_CURVE][stdname] = osl_attr;
}
else if(req.name != ustring()) {
/* add lookup by mesh attribute name */
og->attribute_map[i*ATTR_PRIM_TYPES + ATTR_PRIM_CURVE][req.name] = osl_attr;
}
}
if(req.subd_desc.element != ATTR_ELEMENT_NONE) {
osl_attr.desc = req.subd_desc;
if(req.subd_type == TypeDesc::TypeFloat)
osl_attr.type = TypeDesc::TypeFloat;
else if(req.subd_type == TypeDesc::TypeMatrix)
osl_attr.type = TypeDesc::TypeMatrix;
else
osl_attr.type = TypeDesc::TypeColor;
if(req.std != ATTR_STD_NONE) {
/* if standard attribute, add lookup by geom: name convention */
ustring stdname(string("geom:") + string(Attribute::standard_name(req.std)));
og->attribute_map[i*ATTR_PRIM_TYPES + ATTR_PRIM_SUBD][stdname] = osl_attr;
}
else if(req.name != ustring()) {
/* add lookup by mesh attribute name */
og->attribute_map[i*ATTR_PRIM_TYPES + ATTR_PRIM_SUBD][req.name] = osl_attr;
}
}
}
}
#else
(void)device;
(void)scene;
(void)mesh_attributes;
#endif
}
void MeshManager::update_svm_attributes(Device *, DeviceScene *dscene, Scene *scene, vector<AttributeRequestSet>& mesh_attributes)
{
/* for SVM, the attributes_map table is used to lookup the offset of an
* attribute, based on a unique shader attribute id. */
/* compute array stride */
int attr_map_size = 0;
for(size_t i = 0; i < scene->meshes.size(); i++) {
Mesh *mesh = scene->meshes[i];
mesh->attr_map_offset = attr_map_size;
attr_map_size += (mesh_attributes[i].size() + 1)*ATTR_PRIM_TYPES;
}
if(attr_map_size == 0)
return;
/* create attribute map */
uint4 *attr_map = dscene->attributes_map.alloc(attr_map_size);
memset(attr_map, 0, dscene->attributes_map.size()*sizeof(uint));
for(size_t i = 0; i < scene->meshes.size(); i++) {
Mesh *mesh = scene->meshes[i];
AttributeRequestSet& attributes = mesh_attributes[i];
/* set object attributes */
int index = mesh->attr_map_offset;
foreach(AttributeRequest& req, attributes.requests) {
uint id;
if(req.std == ATTR_STD_NONE)
id = scene->shader_manager->get_attribute_id(req.name);
else
id = scene->shader_manager->get_attribute_id(req.std);
if(mesh->num_triangles()) {
attr_map[index].x = id;
attr_map[index].y = req.triangle_desc.element;
attr_map[index].z = as_uint(req.triangle_desc.offset);
if(req.triangle_type == TypeDesc::TypeFloat)
attr_map[index].w = NODE_ATTR_FLOAT;
else if(req.triangle_type == TypeDesc::TypeMatrix)
attr_map[index].w = NODE_ATTR_MATRIX;
else
attr_map[index].w = NODE_ATTR_FLOAT3;
attr_map[index].w |= req.triangle_desc.flags << 8;
}
index++;
if(mesh->num_curves()) {
attr_map[index].x = id;
attr_map[index].y = req.curve_desc.element;
attr_map[index].z = as_uint(req.curve_desc.offset);
if(req.curve_type == TypeDesc::TypeFloat)
attr_map[index].w = NODE_ATTR_FLOAT;
else if(req.curve_type == TypeDesc::TypeMatrix)
attr_map[index].w = NODE_ATTR_MATRIX;
else
attr_map[index].w = NODE_ATTR_FLOAT3;
attr_map[index].w |= req.curve_desc.flags << 8;
}
index++;
if(mesh->subd_faces.size()) {
attr_map[index].x = id;
attr_map[index].y = req.subd_desc.element;
attr_map[index].z = as_uint(req.subd_desc.offset);
if(req.subd_type == TypeDesc::TypeFloat)
attr_map[index].w = NODE_ATTR_FLOAT;
else if(req.subd_type == TypeDesc::TypeMatrix)
attr_map[index].w = NODE_ATTR_MATRIX;
else
attr_map[index].w = NODE_ATTR_FLOAT3;
attr_map[index].w |= req.subd_desc.flags << 8;
}
index++;
}
/* terminator */
for(int j = 0; j < ATTR_PRIM_TYPES; j++) {
attr_map[index].x = ATTR_STD_NONE;
attr_map[index].y = 0;
attr_map[index].z = 0;
attr_map[index].w = 0;
index++;
}
}
/* copy to device */
dscene->attributes_map.copy_to_device();
}
static void update_attribute_element_size(Mesh *mesh,
Attribute *mattr,
AttributePrimitive prim,
size_t *attr_float_size,
size_t *attr_float3_size,
size_t *attr_uchar4_size)
{
if(mattr) {
size_t size = mattr->element_size(mesh, prim);
if(mattr->element == ATTR_ELEMENT_VOXEL) {
/* pass */
}
else if(mattr->element == ATTR_ELEMENT_CORNER_BYTE) {
*attr_uchar4_size += size;
}
else if(mattr->type == TypeDesc::TypeFloat) {
*attr_float_size += size;
}
else if(mattr->type == TypeDesc::TypeMatrix) {
*attr_float3_size += size * 4;
}
else {
*attr_float3_size += size;
}
}
}
static void update_attribute_element_offset(Mesh *mesh,
device_vector<float>& attr_float,
size_t& attr_float_offset,
device_vector<float4>& attr_float3,
size_t& attr_float3_offset,
device_vector<uchar4>& attr_uchar4,
size_t& attr_uchar4_offset,
Attribute *mattr,
AttributePrimitive prim,
TypeDesc& type,
AttributeDescriptor& desc)
{
if(mattr) {
/* store element and type */
desc.element = mattr->element;
desc.flags = mattr->flags;
type = mattr->type;
/* store attribute data in arrays */
size_t size = mattr->element_size(mesh, prim);
AttributeElement& element = desc.element;
int& offset = desc.offset;
if(mattr->element == ATTR_ELEMENT_VOXEL) {
/* store slot in offset value */
VoxelAttribute *voxel_data = mattr->data_voxel();
offset = voxel_data->slot;
}
else if(mattr->element == ATTR_ELEMENT_CORNER_BYTE) {
uchar4 *data = mattr->data_uchar4();
offset = attr_uchar4_offset;
assert(attr_uchar4.size() >= offset + size);
for(size_t k = 0; k < size; k++) {
attr_uchar4[offset+k] = data[k];
}
attr_uchar4_offset += size;
}
else if(mattr->type == TypeDesc::TypeFloat) {
float *data = mattr->data_float();
offset = attr_float_offset;
assert(attr_float.size() >= offset + size);
for(size_t k = 0; k < size; k++) {
attr_float[offset+k] = data[k];
}
attr_float_offset += size;
}
else if(mattr->type == TypeDesc::TypeMatrix) {
Transform *tfm = mattr->data_transform();
offset = attr_float3_offset;
assert(attr_float3.size() >= offset + size * 3);
for(size_t k = 0; k < size*3; k++) {
attr_float3[offset+k] = (&tfm->x)[k];
}
attr_float3_offset += size * 3;
}
else {
float4 *data = mattr->data_float4();
offset = attr_float3_offset;
assert(attr_float3.size() >= offset + size);
for(size_t k = 0; k < size; k++) {
attr_float3[offset+k] = data[k];
}
attr_float3_offset += size;
}
/* mesh vertex/curve index is global, not per object, so we sneak
* a correction for that in here */
if(mesh->subdivision_type == Mesh::SUBDIVISION_CATMULL_CLARK && desc.flags & ATTR_SUBDIVIDED) {
/* indices for subdivided attributes are retrieved
* from patch table so no need for correction here*/
}
else if(element == ATTR_ELEMENT_VERTEX)
offset -= mesh->vert_offset;
else if(element == ATTR_ELEMENT_VERTEX_MOTION)
offset -= mesh->vert_offset;
else if(element == ATTR_ELEMENT_FACE) {
if(prim == ATTR_PRIM_TRIANGLE)
offset -= mesh->tri_offset;
else
offset -= mesh->face_offset;
}
else if(element == ATTR_ELEMENT_CORNER || element == ATTR_ELEMENT_CORNER_BYTE) {
if(prim == ATTR_PRIM_TRIANGLE)
offset -= 3*mesh->tri_offset;
else
offset -= mesh->corner_offset;
}
else if(element == ATTR_ELEMENT_CURVE)
offset -= mesh->curve_offset;
else if(element == ATTR_ELEMENT_CURVE_KEY)
offset -= mesh->curvekey_offset;
else if(element == ATTR_ELEMENT_CURVE_KEY_MOTION)
offset -= mesh->curvekey_offset;
}
else {
/* attribute not found */
desc.element = ATTR_ELEMENT_NONE;
desc.offset = 0;
}
}
void MeshManager::device_update_attributes(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress)
{
progress.set_status("Updating Mesh", "Computing attributes");
/* gather per mesh requested attributes. as meshes may have multiple
* shaders assigned, this merges the requested attributes that have
* been set per shader by the shader manager */
vector<AttributeRequestSet> mesh_attributes(scene->meshes.size());
for(size_t i = 0; i < scene->meshes.size(); i++) {
Mesh *mesh = scene->meshes[i];
scene->need_global_attributes(mesh_attributes[i]);
foreach(Shader *shader, mesh->used_shaders) {
mesh_attributes[i].add(shader->attributes);
}
}
/* mesh attribute are stored in a single array per data type. here we fill
* those arrays, and set the offset and element type to create attribute
* maps next */
/* Pre-allocate attributes to avoid arrays re-allocation which would
* take 2x of overall attribute memory usage.
*/
size_t attr_float_size = 0;
size_t attr_float3_size = 0;
size_t attr_uchar4_size = 0;
for(size_t i = 0; i < scene->meshes.size(); i++) {
Mesh *mesh = scene->meshes[i];
AttributeRequestSet& attributes = mesh_attributes[i];
foreach(AttributeRequest& req, attributes.requests) {
Attribute *triangle_mattr = mesh->attributes.find(req);
Attribute *curve_mattr = mesh->curve_attributes.find(req);
Attribute *subd_mattr = mesh->subd_attributes.find(req);
update_attribute_element_size(mesh,
triangle_mattr,
ATTR_PRIM_TRIANGLE,
&attr_float_size,
&attr_float3_size,
&attr_uchar4_size);
update_attribute_element_size(mesh,
curve_mattr,
ATTR_PRIM_CURVE,
&attr_float_size,
&attr_float3_size,
&attr_uchar4_size);
update_attribute_element_size(mesh,
subd_mattr,
ATTR_PRIM_SUBD,
&attr_float_size,
&attr_float3_size,
&attr_uchar4_size);
}
}
dscene->attributes_float.alloc(attr_float_size);
dscene->attributes_float3.alloc(attr_float3_size);
dscene->attributes_uchar4.alloc(attr_uchar4_size);
size_t attr_float_offset = 0;
size_t attr_float3_offset = 0;
size_t attr_uchar4_offset = 0;
/* Fill in attributes. */
for(size_t i = 0; i < scene->meshes.size(); i++) {
Mesh *mesh = scene->meshes[i];
AttributeRequestSet& attributes = mesh_attributes[i];
/* todo: we now store std and name attributes from requests even if
* they actually refer to the same mesh attributes, optimize */
foreach(AttributeRequest& req, attributes.requests) {
Attribute *triangle_mattr = mesh->attributes.find(req);
Attribute *curve_mattr = mesh->curve_attributes.find(req);
Attribute *subd_mattr = mesh->subd_attributes.find(req);
update_attribute_element_offset(mesh,
dscene->attributes_float, attr_float_offset,
dscene->attributes_float3, attr_float3_offset,
dscene->attributes_uchar4, attr_uchar4_offset,
triangle_mattr,
ATTR_PRIM_TRIANGLE,
req.triangle_type,
req.triangle_desc);
update_attribute_element_offset(mesh,
dscene->attributes_float, attr_float_offset,
dscene->attributes_float3, attr_float3_offset,
dscene->attributes_uchar4, attr_uchar4_offset,
curve_mattr,
ATTR_PRIM_CURVE,
req.curve_type,
req.curve_desc);
update_attribute_element_offset(mesh,
dscene->attributes_float, attr_float_offset,
dscene->attributes_float3, attr_float3_offset,
dscene->attributes_uchar4, attr_uchar4_offset,
subd_mattr,
ATTR_PRIM_SUBD,
req.subd_type,
req.subd_desc);
if(progress.get_cancel()) return;
}
}
/* create attribute lookup maps */
if(scene->shader_manager->use_osl())
update_osl_attributes(device, scene, mesh_attributes);
update_svm_attributes(device, dscene, scene, mesh_attributes);
if(progress.get_cancel()) return;
/* copy to device */
progress.set_status("Updating Mesh", "Copying Attributes to device");
if(dscene->attributes_float.size()) {
dscene->attributes_float.copy_to_device();
}
if(dscene->attributes_float3.size()) {
dscene->attributes_float3.copy_to_device();
}
if(dscene->attributes_uchar4.size()) {
dscene->attributes_uchar4.copy_to_device();
}
if(progress.get_cancel()) return;
/* After mesh attributes and patch tables have been copied to device memory,
* we need to update offsets in the objects. */
scene->object_manager->device_update_mesh_offsets(device, dscene, scene);
}
void MeshManager::mesh_calc_offset(Scene *scene)
{
size_t vert_size = 0;
size_t tri_size = 0;
size_t curve_key_size = 0;
size_t curve_size = 0;
size_t patch_size = 0;
size_t face_size = 0;
size_t corner_size = 0;
foreach(Mesh *mesh, scene->meshes) {
mesh->vert_offset = vert_size;
mesh->tri_offset = tri_size;
mesh->curvekey_offset = curve_key_size;
mesh->curve_offset = curve_size;
mesh->patch_offset = patch_size;
mesh->face_offset = face_size;
mesh->corner_offset = corner_size;
vert_size += mesh->verts.size();
tri_size += mesh->num_triangles();
curve_key_size += mesh->curve_keys.size();
curve_size += mesh->num_curves();
if(mesh->subd_faces.size()) {
Mesh::SubdFace& last = mesh->subd_faces[mesh->subd_faces.size()-1];
patch_size += (last.ptex_offset + last.num_ptex_faces()) * 8;
/* patch tables are stored in same array so include them in patch_size */
if(mesh->patch_table) {
mesh->patch_table_offset = patch_size;
patch_size += mesh->patch_table->total_size();
}
}
face_size += mesh->subd_faces.size();
corner_size += mesh->subd_face_corners.size();
}
}
void MeshManager::device_update_mesh(Device *,
DeviceScene *dscene,
Scene *scene,
bool for_displacement,
Progress& progress)
{
/* Count. */
size_t vert_size = 0;
size_t tri_size = 0;
size_t curve_key_size = 0;
size_t curve_size = 0;
size_t patch_size = 0;
foreach(Mesh *mesh, scene->meshes) {
vert_size += mesh->verts.size();
tri_size += mesh->num_triangles();
curve_key_size += mesh->curve_keys.size();
curve_size += mesh->num_curves();
if(mesh->subd_faces.size()) {
Mesh::SubdFace& last = mesh->subd_faces[mesh->subd_faces.size()-1];
patch_size += (last.ptex_offset + last.num_ptex_faces()) * 8;
/* patch tables are stored in same array so include them in patch_size */
if(mesh->patch_table) {
mesh->patch_table_offset = patch_size;
patch_size += mesh->patch_table->total_size();
}
}
}
/* Create mapping from triangle to primitive triangle array. */
vector<uint> tri_prim_index(tri_size);
if(for_displacement) {
/* For displacement kernels we do some trickery to make them believe
* we've got all required data ready. However, that data is different
* from final render kernels since we don't have BVH yet, so can't
* really use same semantic of arrays.
*/
foreach(Mesh *mesh, scene->meshes) {
for(size_t i = 0; i < mesh->num_triangles(); ++i) {
tri_prim_index[i + mesh->tri_offset] = 3 * (i + mesh->tri_offset);
}
}
}
else {
for(size_t i = 0; i < dscene->prim_index.size(); ++i) {
if((dscene->prim_type[i] & PRIMITIVE_ALL_TRIANGLE) != 0) {
tri_prim_index[dscene->prim_index[i]] = dscene->prim_tri_index[i];
}
}
}
/* Fill in all the arrays. */
if(tri_size != 0) {
/* normals */
progress.set_status("Updating Mesh", "Computing normals");
uint *tri_shader = dscene->tri_shader.alloc(tri_size);
float4 *vnormal = dscene->tri_vnormal.alloc(vert_size);
uint4 *tri_vindex = dscene->tri_vindex.alloc(tri_size);
uint *tri_patch = dscene->tri_patch.alloc(tri_size);
float2 *tri_patch_uv = dscene->tri_patch_uv.alloc(vert_size);
foreach(Mesh *mesh, scene->meshes) {
mesh->pack_shaders(scene,
&tri_shader[mesh->tri_offset]);
mesh->pack_normals(&vnormal[mesh->vert_offset]);
mesh->pack_verts(tri_prim_index,
&tri_vindex[mesh->tri_offset],
&tri_patch[mesh->tri_offset],
&tri_patch_uv[mesh->vert_offset],
mesh->vert_offset,
mesh->tri_offset);
if(progress.get_cancel()) return;
}
/* vertex coordinates */
progress.set_status("Updating Mesh", "Copying Mesh to device");
dscene->tri_shader.copy_to_device();
dscene->tri_vnormal.copy_to_device();
dscene->tri_vindex.copy_to_device();
dscene->tri_patch.copy_to_device();
dscene->tri_patch_uv.copy_to_device();
}
if(curve_size != 0) {
progress.set_status("Updating Mesh", "Copying Strands to device");
float4 *curve_keys = dscene->curve_keys.alloc(curve_key_size);
float4 *curves = dscene->curves.alloc(curve_size);
foreach(Mesh *mesh, scene->meshes) {
mesh->pack_curves(scene, &curve_keys[mesh->curvekey_offset], &curves[mesh->curve_offset], mesh->curvekey_offset);
if(progress.get_cancel()) return;
}
dscene->curve_keys.copy_to_device();
dscene->curves.copy_to_device();
}
if(patch_size != 0) {
progress.set_status("Updating Mesh", "Copying Patches to device");
uint *patch_data = dscene->patches.alloc(patch_size);
foreach(Mesh *mesh, scene->meshes) {
mesh->pack_patches(&patch_data[mesh->patch_offset], mesh->vert_offset, mesh->face_offset, mesh->corner_offset);
if(mesh->patch_table) {
mesh->patch_table->copy_adjusting_offsets(&patch_data[mesh->patch_table_offset], mesh->patch_table_offset);
}
if(progress.get_cancel()) return;
}
dscene->patches.copy_to_device();
}
if(for_displacement) {
float4 *prim_tri_verts = dscene->prim_tri_verts.alloc(tri_size * 3);
foreach(Mesh *mesh, scene->meshes) {
for(size_t i = 0; i < mesh->num_triangles(); ++i) {
Mesh::Triangle t = mesh->get_triangle(i);
size_t offset = 3 * (i + mesh->tri_offset);
prim_tri_verts[offset + 0] = float3_to_float4(mesh->verts[t.v[0]]);
prim_tri_verts[offset + 1] = float3_to_float4(mesh->verts[t.v[1]]);
prim_tri_verts[offset + 2] = float3_to_float4(mesh->verts[t.v[2]]);
}
}
dscene->prim_tri_verts.copy_to_device();
}
}
void MeshManager::device_update_bvh(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress)
{
/* bvh build */
progress.set_status("Updating Scene BVH", "Building");
BVHParams bparams;
bparams.top_level = true;
bparams.bvh_layout = BVHParams::best_bvh_layout(
scene->params.bvh_layout,
device->info.bvh_layout_mask);
bparams.use_spatial_split = scene->params.use_bvh_spatial_split;
bparams.use_unaligned_nodes = dscene->data.bvh.have_curves &&
scene->params.use_bvh_unaligned_nodes;
bparams.num_motion_triangle_steps = scene->params.num_bvh_time_steps;
bparams.num_motion_curve_steps = scene->params.num_bvh_time_steps;
VLOG(1) << "Using " << bvh_layout_name(bparams.bvh_layout)
<< " layout.";
BVH *bvh = BVH::create(bparams, scene->objects);
bvh->build(progress);
if(progress.get_cancel()) {
delete bvh;
return;
}
/* copy to device */
progress.set_status("Updating Scene BVH", "Copying BVH to device");
PackedBVH& pack = bvh->pack;
if(pack.nodes.size()) {
dscene->bvh_nodes.steal_data(pack.nodes);
dscene->bvh_nodes.copy_to_device();
}
if(pack.leaf_nodes.size()) {
dscene->bvh_leaf_nodes.steal_data(pack.leaf_nodes);
dscene->bvh_leaf_nodes.copy_to_device();
}
if(pack.object_node.size()) {
dscene->object_node.steal_data(pack.object_node);
dscene->object_node.copy_to_device();
}
if(pack.prim_tri_index.size()) {
dscene->prim_tri_index.steal_data(pack.prim_tri_index);
dscene->prim_tri_index.copy_to_device();
}
if(pack.prim_tri_verts.size()) {
dscene->prim_tri_verts.steal_data(pack.prim_tri_verts);
dscene->prim_tri_verts.copy_to_device();
}
if(pack.prim_type.size()) {
dscene->prim_type.steal_data(pack.prim_type);
dscene->prim_type.copy_to_device();
}
if(pack.prim_visibility.size()) {
dscene->prim_visibility.steal_data(pack.prim_visibility);
dscene->prim_visibility.copy_to_device();
}
if(pack.prim_index.size()) {
dscene->prim_index.steal_data(pack.prim_index);
dscene->prim_index.copy_to_device();
}
if(pack.prim_object.size()) {
dscene->prim_object.steal_data(pack.prim_object);
dscene->prim_object.copy_to_device();
}
if(pack.prim_time.size()) {
dscene->prim_time.steal_data(pack.prim_time);
dscene->prim_time.copy_to_device();
}
dscene->data.bvh.root = pack.root_index;
dscene->data.bvh.bvh_layout = bparams.bvh_layout;
dscene->data.bvh.use_bvh_steps = (scene->params.num_bvh_time_steps != 0);
delete bvh;
}
void MeshManager::device_update_preprocess(Device *device,
Scene *scene,
Progress& progress)
{
if(!need_update && !need_flags_update) {
return;
}
progress.set_status("Updating Meshes Flags");
/* Update flags. */
bool volume_images_updated = false;
foreach(Mesh *mesh, scene->meshes) {
mesh->has_volume = false;
foreach(const Shader *shader, mesh->used_shaders) {
if(shader->has_volume) {
mesh->has_volume = true;
}
if(shader->has_surface_bssrdf) {
mesh->has_surface_bssrdf = true;
}
}
if(need_update && mesh->has_volume) {
/* Create volume meshes if there is voxel data. */
bool has_voxel_attributes = false;
foreach(Attribute& attr, mesh->attributes.attributes) {
if(attr.element == ATTR_ELEMENT_VOXEL) {
has_voxel_attributes = true;
}
}
if(has_voxel_attributes) {
if(!volume_images_updated) {
progress.set_status("Updating Meshes Volume Bounds");
device_update_volume_images(device, scene, progress);
volume_images_updated = true;
}
create_volume_mesh(scene, mesh, progress);
}
}
}
need_flags_update = false;
}
void MeshManager::device_update_displacement_images(Device *device,
Scene *scene,
Progress& progress)
{
progress.set_status("Updating Displacement Images");
TaskPool pool;
ImageManager *image_manager = scene->image_manager;
set<int> bump_images;
foreach(Mesh *mesh, scene->meshes) {
if(mesh->need_update) {
foreach(Shader *shader, mesh->used_shaders) {
if(!shader->has_displacement || shader->displacement_method == DISPLACE_BUMP) {
continue;
}
foreach(ShaderNode* node, shader->graph->nodes) {
if(node->special_type != SHADER_SPECIAL_TYPE_IMAGE_SLOT) {
continue;
}
ImageSlotTextureNode *image_node = static_cast<ImageSlotTextureNode*>(node);
int slot = image_node->slot;
if(slot != -1) {
bump_images.insert(slot);
}
}
}
}
}
foreach(int slot, bump_images) {
pool.push(function_bind(&ImageManager::device_update_slot,
image_manager,
device,
scene,
slot,
&progress));
}
pool.wait_work();
}
void MeshManager::device_update_volume_images(Device *device,
Scene *scene,
Progress& progress)
{
progress.set_status("Updating Volume Images");
TaskPool pool;
ImageManager *image_manager = scene->image_manager;
set<int> volume_images;
foreach(Mesh *mesh, scene->meshes) {
if(!mesh->need_update) {
continue;
}
foreach(Attribute& attr, mesh->attributes.attributes) {
if(attr.element != ATTR_ELEMENT_VOXEL) {
continue;
}
VoxelAttribute *voxel = attr.data_voxel();
if(voxel->slot != -1) {
volume_images.insert(voxel->slot);
}
}
}
foreach(int slot, volume_images) {
pool.push(function_bind(&ImageManager::device_update_slot,
image_manager,
device,
scene,
slot,
&progress));
}
pool.wait_work();
}
void MeshManager::device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress)
{
if(!need_update)
return;
VLOG(1) << "Total " << scene->meshes.size() << " meshes.";
bool true_displacement_used = false;
size_t total_tess_needed = 0;
foreach(Mesh *mesh, scene->meshes) {
foreach(Shader *shader, mesh->used_shaders) {
if(shader->need_update_mesh)
mesh->need_update = true;
}
if(mesh->need_update) {
/* Update normals. */
mesh->add_face_normals();
mesh->add_vertex_normals();
if(mesh->need_attribute(scene, ATTR_STD_POSITION_UNDISPLACED)) {
mesh->add_undisplaced();
}
/* Test if we need tesselation. */
if(mesh->subdivision_type != Mesh::SUBDIVISION_NONE &&
mesh->num_subd_verts == 0 &&
mesh->subd_params)
{
total_tess_needed++;
}
/* Test if we need displacement. */
if(mesh->has_true_displacement()) {
true_displacement_used = true;
}
if(progress.get_cancel()) return;
}
}
/* Tessellate meshes that are using subdivision */
if(total_tess_needed) {
size_t i = 0;
foreach(Mesh *mesh, scene->meshes) {
if(mesh->need_update &&
mesh->subdivision_type != Mesh::SUBDIVISION_NONE &&
mesh->num_subd_verts == 0 &&
mesh->subd_params)
{
string msg = "Tessellating ";
if(mesh->name == "")
msg += string_printf("%u/%u", (uint)(i+1), (uint)total_tess_needed);
else
msg += string_printf("%s %u/%u", mesh->name.c_str(), (uint)(i+1), (uint)total_tess_needed);
progress.set_status("Updating Mesh", msg);
DiagSplit dsplit(*mesh->subd_params);
mesh->tessellate(&dsplit);
i++;
if(progress.get_cancel()) return;
}
}
}
/* Update images needed for true displacement. */
bool old_need_object_flags_update = false;
if(true_displacement_used) {
VLOG(1) << "Updating images used for true displacement.";
device_update_displacement_images(device, scene, progress);
old_need_object_flags_update = scene->object_manager->need_flags_update;
scene->object_manager->device_update_flags(device,
dscene,
scene,
progress,
false);
}
/* Device update. */
device_free(device, dscene);
mesh_calc_offset(scene);
if(true_displacement_used) {
device_update_mesh(device, dscene, scene, true, progress);
}
if(progress.get_cancel()) return;
device_update_attributes(device, dscene, scene, progress);
if(progress.get_cancel()) return;
/* Update displacement. */
bool displacement_done = false;
size_t num_bvh = 0;
foreach(Mesh *mesh, scene->meshes) {
if(mesh->need_update) {
if(displace(device, dscene, scene, mesh, progress)) {
displacement_done = true;
}
if(mesh->need_build_bvh()) {
num_bvh++;
}
}
}
/* TODO: properly handle cancel halfway displacement */
if(progress.get_cancel()) return;
/* Device re-update after displacement. */
if(displacement_done) {
device_free(device, dscene);
device_update_attributes(device, dscene, scene, progress);
if(progress.get_cancel()) return;
}
TaskPool pool;
size_t i = 0;
foreach(Mesh *mesh, scene->meshes) {
if(mesh->need_update) {
pool.push(function_bind(&Mesh::compute_bvh,
mesh,
device,
dscene,
&scene->params,
&progress,
i,
num_bvh));
if(mesh->need_build_bvh()) {
i++;
}
}
}
TaskPool::Summary summary;
pool.wait_work(&summary);
VLOG(2) << "Objects BVH build pool statistics:\n"
<< summary.full_report();
foreach(Shader *shader, scene->shaders) {
shader->need_update_mesh = false;
}
Scene::MotionType need_motion = scene->need_motion();
bool motion_blur = need_motion == Scene::MOTION_BLUR;
/* Update objects. */
vector<Object *> volume_objects;
foreach(Object *object, scene->objects) {
object->compute_bounds(motion_blur);
}
if(progress.get_cancel()) return;
device_update_bvh(device, dscene, scene, progress);
if(progress.get_cancel()) return;
device_update_mesh(device, dscene, scene, false, progress);
if(progress.get_cancel()) return;
need_update = false;
if(true_displacement_used) {
/* Re-tag flags for update, so they're re-evaluated
* for meshes with correct bounding boxes.
*
* This wouldn't cause wrong results, just true
* displacement might be less optimal ot calculate.
*/
scene->object_manager->need_flags_update = old_need_object_flags_update;
}
}
void MeshManager::device_free(Device *device, DeviceScene *dscene)
{
dscene->bvh_nodes.free();
dscene->bvh_leaf_nodes.free();
dscene->object_node.free();
dscene->prim_tri_verts.free();
dscene->prim_tri_index.free();
dscene->prim_type.free();
dscene->prim_visibility.free();
dscene->prim_index.free();
dscene->prim_object.free();
dscene->prim_time.free();
dscene->tri_shader.free();
dscene->tri_vnormal.free();
dscene->tri_vindex.free();
dscene->tri_patch.free();
dscene->tri_patch_uv.free();
dscene->curves.free();
dscene->curve_keys.free();
dscene->patches.free();
dscene->attributes_map.free();
dscene->attributes_float.free();
dscene->attributes_float3.free();
dscene->attributes_uchar4.free();
#ifdef WITH_OSL
OSLGlobals *og = (OSLGlobals*)device->osl_memory();
if(og) {
og->object_name_map.clear();
og->attribute_map.clear();
og->object_names.clear();
}
#else
(void)device;
#endif
}
void MeshManager::tag_update(Scene *scene)
{
need_update = true;
scene->object_manager->need_update = true;
}
bool Mesh::need_attribute(Scene *scene, AttributeStandard std)
{
if(std == ATTR_STD_NONE)
return false;
if(scene->need_global_attribute(std))
return true;
foreach(Shader *shader, used_shaders)
if(shader->attributes.find(std))
return true;
return false;
}
bool Mesh::need_attribute(Scene * /*scene*/, ustring name)
{
if(name == ustring())
return false;
foreach(Shader *shader, used_shaders)
if(shader->attributes.find(name))
return true;
return false;
}
CCL_NAMESPACE_END