blender/intern/cycles/render/mesh_displace.cpp
Mai Lavelle a58fe05c05 Cycles microdisplacement: Move displacement options from mesh to material settings
Displacement is now a per material setting, which means old files will have to
be updated if they had used displacement. Cool side effect of this change is
material previews now show displacement.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D2140
2016-08-07 14:15:20 -04:00

323 lines
8.3 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
static float3 compute_face_normal(const Mesh::Triangle& t, float3 *verts)
{
float3 v0 = verts[t.v[0]];
float3 v1 = verts[t.v[1]];
float3 v2 = verts[t.v[2]];
float3 norm = cross(v1 - v0, v2 - v0);
float normlen = len(norm);
if(normlen == 0.0f)
return make_float3(1.0f, 0.0f, 0.0f);
return norm / normlen;
}
bool MeshManager::displace(Device *device, DeviceScene *dscene, Scene *scene, Mesh *mesh, Progress& progress)
{
/* verify if we have a displacement shader */
if(!mesh->has_true_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 || shader->displacement_method == DISPLACE_BUMP) {
continue;
}
for(int j = 0; j < 3; j++) {
if(done[t.v[j]])
continue;
done[t.v[j]] = true;
/* set up object, primitive and barycentric coordinates */
/* 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 || shader->displacement_method == DISPLACE_BUMP) {
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();
bool need_recompute_vertex_normals = false;
foreach(Shader *shader, mesh->used_shaders) {
if(shader->has_displacement && shader->displacement_method == DISPLACE_TRUE) {
need_recompute_vertex_normals = true;
break;
}
}
if(need_recompute_vertex_normals) {
bool flip = mesh->transform_negative_scaled;
vector<bool> tri_has_true_disp(num_triangles, false);
for(size_t i = 0; i < num_triangles; i++) {
int shader_index = mesh->shader[i];
Shader *shader = (shader_index < mesh->used_shaders.size()) ?
mesh->used_shaders[shader_index] : scene->default_surface;
tri_has_true_disp[i] = shader->has_displacement && shader->displacement_method == DISPLACE_TRUE;
}
/* static vertex normals */
/* get attributes */
Attribute *attr_fN = mesh->attributes.find(ATTR_STD_FACE_NORMAL);
Attribute *attr_vN = mesh->attributes.find(ATTR_STD_VERTEX_NORMAL);
float3 *fN = attr_fN->data_float3();
float3 *vN = attr_vN->data_float3();
/* compute vertex normals */
/* zero vertex normals on triangles with true displacement */
for(size_t i = 0; i < num_triangles; i++) {
if(tri_has_true_disp[i]) {
for(size_t j = 0; j < 3; j++) {
vN[mesh->get_triangle(i).v[j]] = make_float3(0.0f, 0.0f, 0.0f);
}
}
}
/* add face normals to vertex normals */
for(size_t i = 0; i < num_triangles; i++) {
if(tri_has_true_disp[i]) {
for(size_t j = 0; j < 3; j++) {
vN[mesh->get_triangle(i).v[j]] += fN[i];
}
}
}
/* normalize vertex normals */
done.clear();
done.resize(num_verts, false);
for(size_t i = 0; i < num_triangles; i++) {
if(tri_has_true_disp[i]) {
for(size_t j = 0; j < 3; j++) {
int vert = mesh->get_triangle(i).v[j];
if(done[vert]) {
continue;
}
vN[vert] = normalize(vN[vert]);
if(flip)
vN[vert] = -vN[vert];
done[vert] = true;
}
}
}
/* motion vertex normals */
Attribute *attr_mP = mesh->attributes.find(ATTR_STD_MOTION_VERTEX_POSITION);
Attribute *attr_mN = mesh->attributes.find(ATTR_STD_MOTION_VERTEX_NORMAL);
if(mesh->has_motion_blur() && attr_mP && attr_mN) {
for(int step = 0; step < mesh->motion_steps - 1; step++) {
float3 *mP = attr_mP->data_float3() + step*mesh->verts.size();
float3 *mN = attr_mN->data_float3() + step*mesh->verts.size();
/* compute */
/* zero vertex normals on triangles with true displacement */
for(size_t i = 0; i < num_triangles; i++) {
if(tri_has_true_disp[i]) {
for(size_t j = 0; j < 3; j++) {
mN[mesh->get_triangle(i).v[j]] = make_float3(0.0f, 0.0f, 0.0f);
}
}
}
/* add face normals to vertex normals */
for(size_t i = 0; i < num_triangles; i++) {
if(tri_has_true_disp[i]) {
for(size_t j = 0; j < 3; j++) {
float3 fN = compute_face_normal(mesh->get_triangle(i), mP);
mN[mesh->get_triangle(i).v[j]] += fN;
}
}
}
/* normalize vertex normals */
done.clear();
done.resize(num_verts, false);
for(size_t i = 0; i < num_triangles; i++) {
if(tri_has_true_disp[i]) {
for(size_t j = 0; j < 3; j++) {
int vert = mesh->get_triangle(i).v[j];
if(done[vert]) {
continue;
}
mN[vert] = normalize(mN[vert]);
if(flip)
mN[vert] = -mN[vert];
done[vert] = true;
}
}
}
}
}
}
return true;
}
CCL_NAMESPACE_END