/* * Copyright 2011, Blender Foundation. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ #include "bvh.h" #include "bvh_build.h" #include "device.h" #include "shader.h" #include "light.h" #include "mesh.h" #include "object.h" #include "scene.h" #include "osl_globals.h" #include "util_cache.h" #include "util_foreach.h" #include "util_progress.h" #include "util_set.h" CCL_NAMESPACE_BEGIN /* Mesh */ Mesh::Mesh() : attributes(this) { need_update = true; transform_applied = false; transform_negative_scaled = false; displacement_method = DISPLACE_BUMP; bvh = NULL; tri_offset = 0; vert_offset = 0; } Mesh::~Mesh() { delete bvh; } void Mesh::reserve(int numverts, int numtris) { /* reserve space to add verts and triangles later */ verts.resize(numverts); triangles.resize(numtris); shader.resize(numtris); smooth.resize(numtris); attributes.reserve(numverts, numtris); } void Mesh::clear() { /* clear all verts and triangles */ verts.clear(); triangles.clear(); shader.clear(); smooth.clear(); attributes.clear(); used_shaders.clear(); transform_applied = false; transform_negative_scaled = false; } void Mesh::add_triangle(int v0, int v1, int v2, int shader_, bool smooth_) { Triangle t; t.v[0] = v0; t.v[1] = v1; t.v[2] = v2; triangles.push_back(t); shader.push_back(shader_); smooth.push_back(smooth_); } void Mesh::compute_bounds() { BoundBox bnds; size_t verts_size = verts.size(); for(size_t i = 0; i < verts_size; i++) bnds.grow(verts[i]); /* happens mostly on empty meshes */ if(!bnds.valid()) 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(Attribute::STD_FACE_NORMAL)) return; /* get attributes */ Attribute *attr_fN = attributes.add(Attribute::STD_FACE_NORMAL); float3 *fN = attr_fN->data_float3(); /* compute face normals */ size_t triangles_size = triangles.size(); bool flip = transform_negative_scaled; if(triangles_size) { float3 *verts_ptr = &verts[0]; Triangle *triangles_ptr = &triangles[0]; for(size_t i = 0; i < triangles_size; i++) { Triangle t = triangles_ptr[i]; float3 v0 = verts_ptr[t.v[0]]; float3 v1 = verts_ptr[t.v[1]]; float3 v2 = verts_ptr[t.v[2]]; fN[i] = normalize(cross(v1 - v0, v2 - v0)); if(flip) fN[i] = -fN[i]; } } } void Mesh::add_vertex_normals() { /* don't compute if already there */ if(attributes.find(Attribute::STD_VERTEX_NORMAL)) return; /* get attributes */ Attribute *attr_fN = attributes.find(Attribute::STD_FACE_NORMAL); Attribute *attr_vN = attributes.add(Attribute::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)); size_t verts_size = verts.size(); size_t triangles_size = triangles.size(); bool flip = transform_negative_scaled; if(triangles_size) { Triangle *triangles_ptr = &triangles[0]; for(size_t i = 0; i < triangles_size; i++) for(size_t j = 0; j < 3; j++) vN[triangles_ptr[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]; } } void Mesh::pack_normals(Scene *scene, float4 *normal, float4 *vnormal) { Attribute *attr_fN = attributes.find(Attribute::STD_FACE_NORMAL); Attribute *attr_vN = attributes.find(Attribute::STD_VERTEX_NORMAL); float3 *fN = attr_fN->data_float3(); float3 *vN = attr_vN->data_float3(); int shader_id = 0; uint last_shader = -1; bool last_smooth = false; size_t triangles_size = triangles.size(); uint *shader_ptr = (shader.size())? &shader[0]: NULL; for(size_t i = 0; i < triangles_size; i++) { normal[i].x = fN[i].x; normal[i].y = fN[i].y; normal[i].z = fN[i].z; /* stuff shader id in here too */ if(shader_ptr[i] != last_shader || last_smooth != smooth[i]) { last_shader = shader_ptr[i]; last_smooth = smooth[i]; shader_id = scene->shader_manager->get_shader_id(last_shader, this, last_smooth); } normal[i].w = __int_as_float(shader_id); } size_t verts_size = verts.size(); for(size_t i = 0; i < verts_size; i++) vnormal[i] = make_float4(vN[i].x, vN[i].y, vN[i].z, 0.0f); } void Mesh::pack_verts(float4 *tri_verts, float4 *tri_vindex, size_t vert_offset) { size_t verts_size = verts.size(); if(verts_size) { float3 *verts_ptr = &verts[0]; for(size_t i = 0; i < verts_size; i++) { float3 p = verts_ptr[i]; tri_verts[i] = make_float4(p.x, p.y, p.z, 0.0f); } } size_t triangles_size = triangles.size(); if(triangles_size) { Triangle *triangles_ptr = &triangles[0]; for(size_t i = 0; i < triangles_size; i++) { Triangle t = triangles_ptr[i]; tri_vindex[i] = make_float4( __int_as_float(t.v[0] + vert_offset), __int_as_float(t.v[1] + vert_offset), __int_as_float(t.v[2] + vert_offset), 0); } } } void Mesh::compute_bvh(SceneParams *params, Progress& progress) { Object object; object.mesh = this; vector objects; objects.push_back(&object); if(bvh && !need_update_rebuild) { progress.set_substatus("Refitting BVH"); bvh->objects = objects; bvh->refit(progress); } else { progress.set_substatus("Building BVH"); BVHParams bparams; bparams.use_cache = params->use_bvh_cache; bparams.use_spatial_split = params->use_bvh_spatial_split; bparams.use_qbvh = params->use_qbvh; delete bvh; bvh = BVH::create(bparams, objects); bvh->build(progress); } } void Mesh::tag_update(Scene *scene, bool rebuild) { need_update = true; if(rebuild) need_update_rebuild = true; scene->mesh_manager->need_update = true; scene->object_manager->need_update = true; foreach(uint sindex, used_shaders) if(scene->shaders[sindex]->has_surface_emission) scene->light_manager->need_update = true; } /* Mesh Manager */ MeshManager::MeshManager() { bvh = NULL; need_update = true; } MeshManager::~MeshManager() { delete bvh; } void MeshManager::update_osl_attributes(Device *device, Scene *scene, vector& 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->attribute_map.resize(scene->objects.size()); 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; /* set object attributes */ foreach(ParamValue& attr, object->attributes) { OSLGlobals::Attribute osl_attr; osl_attr.type = attr.type(); osl_attr.elem = ATTR_ELEMENT_VALUE; osl_attr.value = attr; og->attribute_map[i][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; osl_attr.elem = req.element; osl_attr.offset = req.offset; if(req.type == TypeDesc::TypeFloat) osl_attr.type = TypeDesc::TypeFloat; else osl_attr.type = TypeDesc::TypeColor; if(req.std != Attribute::STD_NONE) { /* if standard attribute, add lookup by std:: name convention */ ustring stdname = ustring(string("std::") + Attribute::standard_name(req.std).c_str()); og->attribute_map[i][stdname] = osl_attr; } else if(req.name != ustring()) { /* add lookup by mesh attribute name */ og->attribute_map[i][req.name] = osl_attr; } } } #endif } void MeshManager::update_svm_attributes(Device *device, DeviceScene *dscene, Scene *scene, vector& 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_stride = 0; for(size_t i = 0; i < scene->meshes.size(); i++) attr_map_stride = max(attr_map_stride, mesh_attributes[i].size()); if(attr_map_stride == 0) return; /* create attribute map */ uint4 *attr_map = dscene->attributes_map.resize(attr_map_stride*scene->objects.size()); memset(attr_map, 0, dscene->attributes_map.size()*sizeof(uint)); for(size_t i = 0; i < scene->objects.size(); i++) { Object *object = scene->objects[i]; /* 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 */ j = 0; foreach(AttributeRequest& req, attributes.requests) { int index = i*attr_map_stride + j; uint id; if(req.std == Attribute::STD_NONE) id = scene->shader_manager->get_attribute_id(req.name); else id = scene->shader_manager->get_attribute_id(req.std); attr_map[index].x = id; attr_map[index].y = req.element; attr_map[index].z = req.offset; if(req.type == TypeDesc::TypeFloat) attr_map[index].w = NODE_ATTR_FLOAT; else attr_map[index].w = NODE_ATTR_FLOAT3; j++; } } /* copy to device */ dscene->data.bvh.attributes_map_stride = attr_map_stride; device->tex_alloc("__attributes_map", dscene->attributes_map); } 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 mesh_attributes(scene->meshes.size()); for(size_t i = 0; i < scene->meshes.size(); i++) { Mesh *mesh = scene->meshes[i]; foreach(uint sindex, mesh->used_shaders) { Shader *shader = scene->shaders[sindex]; 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 */ vector attr_float; vector attr_float3; 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 *mattr = mesh->attributes.find(req); /* todo: get rid of this exception */ if(!mattr && req.std == Attribute::STD_GENERATED) { mattr = mesh->attributes.add(Attribute::STD_GENERATED); if(mesh->verts.size()) memcpy(mattr->data_float3(), &mesh->verts[0], sizeof(float3)*mesh->verts.size()); } /* attribute not found */ if(!mattr) { req.element = ATTR_ELEMENT_NONE; req.offset = 0; continue; } /* we abuse AttributeRequest to pass on info like element and offset, it doesn't really make sense but is convenient */ /* store element and type */ if(mattr->element == Attribute::VERTEX) req.element = ATTR_ELEMENT_VERTEX; else if(mattr->element == Attribute::FACE) req.element = ATTR_ELEMENT_FACE; else if(mattr->element == Attribute::CORNER) req.element = ATTR_ELEMENT_CORNER; req.type = mattr->type; /* store attribute data in arrays */ size_t size = mattr->element_size(mesh->verts.size(), mesh->triangles.size()); if(mattr->type == TypeDesc::TypeFloat) { float *data = mattr->data_float(); req.offset = attr_float.size(); for(size_t k = 0; k < size; k++) attr_float.push_back(data[k]); } else { float3 *data = mattr->data_float3(); req.offset = attr_float3.size(); for(size_t k = 0; k < size; k++) { float3 f3 = data[k]; float4 f4 = make_float4(f3.x, f3.y, f3.z, 0.0f); attr_float3.push_back(f4); } } /* mesh vertex/triangle index is global, not per object, so we sneak a correction for that in here */ if(req.element == ATTR_ELEMENT_VERTEX) req.offset -= mesh->vert_offset; else if(mattr->element == Attribute::FACE) req.offset -= mesh->tri_offset; else if(mattr->element == Attribute::CORNER) req.offset -= 3*mesh->tri_offset; if(progress.get_cancel()) return; } } /* create attribute lookup maps */ if(scene->params.shadingsystem == SceneParams::OSL) update_osl_attributes(device, scene, mesh_attributes); else 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(attr_float.size()) { dscene->attributes_float.copy(&attr_float[0], attr_float.size()); device->tex_alloc("__attributes_float", dscene->attributes_float); } if(attr_float3.size()) { dscene->attributes_float3.copy(&attr_float3[0], attr_float3.size()); device->tex_alloc("__attributes_float3", dscene->attributes_float3); } } void MeshManager::device_update_mesh(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress) { /* count and update offsets */ size_t vert_size = 0; size_t tri_size = 0; foreach(Mesh *mesh, scene->meshes) { mesh->vert_offset = vert_size; mesh->tri_offset = tri_size; vert_size += mesh->verts.size(); tri_size += mesh->triangles.size(); } if(tri_size == 0) return; /* normals */ progress.set_status("Updating Mesh", "Computing normals"); float4 *normal = dscene->tri_normal.resize(tri_size); float4 *vnormal = dscene->tri_vnormal.resize(vert_size); float4 *tri_verts = dscene->tri_verts.resize(vert_size); float4 *tri_vindex = dscene->tri_vindex.resize(tri_size); foreach(Mesh *mesh, scene->meshes) { mesh->pack_normals(scene, &normal[mesh->tri_offset], &vnormal[mesh->vert_offset]); mesh->pack_verts(&tri_verts[mesh->vert_offset], &tri_vindex[mesh->tri_offset], mesh->vert_offset); if(progress.get_cancel()) return; } /* vertex coordinates */ progress.set_status("Updating Mesh", "Copying Mesh to device"); device->tex_alloc("__tri_normal", dscene->tri_normal); device->tex_alloc("__tri_vnormal", dscene->tri_vnormal); device->tex_alloc("__tri_verts", dscene->tri_verts); device->tex_alloc("__tri_vindex", dscene->tri_vindex); } 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.use_qbvh = scene->params.use_qbvh; bparams.use_spatial_split = scene->params.use_bvh_spatial_split; delete bvh; bvh = BVH::create(bparams, scene->objects); bvh->build(progress); if(progress.get_cancel()) 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.reference((float4*)&pack.nodes[0], pack.nodes.size()); device->tex_alloc("__bvh_nodes", dscene->bvh_nodes); } if(pack.object_node.size()) { dscene->object_node.reference((uint*)&pack.object_node[0], pack.object_node.size()); device->tex_alloc("__object_node", dscene->object_node); } if(pack.tri_woop.size()) { dscene->tri_woop.reference(&pack.tri_woop[0], pack.tri_woop.size()); device->tex_alloc("__tri_woop", dscene->tri_woop); } if(pack.prim_visibility.size()) { dscene->prim_visibility.reference((uint*)&pack.prim_visibility[0], pack.prim_visibility.size()); device->tex_alloc("__prim_visibility", dscene->prim_visibility); } if(pack.prim_index.size()) { dscene->prim_index.reference((uint*)&pack.prim_index[0], pack.prim_index.size()); device->tex_alloc("__prim_index", dscene->prim_index); } if(pack.prim_object.size()) { dscene->prim_object.reference((uint*)&pack.prim_object[0], pack.prim_object.size()); device->tex_alloc("__prim_object", dscene->prim_object); } dscene->data.bvh.root = pack.root_index; } void MeshManager::device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress) { if(!need_update) return; /* update normals */ foreach(Mesh *mesh, scene->meshes) { foreach(uint shader, mesh->used_shaders) if(scene->shaders[shader]->need_update_attributes) mesh->need_update = true; if(mesh->need_update) { mesh->add_face_normals(); mesh->add_vertex_normals(); if(progress.get_cancel()) return; } } /* device update */ device_free(device, dscene); device_update_mesh(device, dscene, scene, progress); if(progress.get_cancel()) return; device_update_attributes(device, dscene, scene, progress); if(progress.get_cancel()) return; /* update displacement */ bool displacement_done = false; foreach(Mesh *mesh, scene->meshes) if(mesh->need_update && displace(device, scene, mesh, progress)) displacement_done = true; /* 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_mesh(device, dscene, scene, progress); if(progress.get_cancel()) return; device_update_attributes(device, dscene, scene, progress); if(progress.get_cancel()) return; } /* update bvh */ size_t i = 0, num_instance_bvh = 0; foreach(Mesh *mesh, scene->meshes) if(mesh->need_update && !mesh->transform_applied) num_instance_bvh++; foreach(Mesh *mesh, scene->meshes) { if(mesh->need_update) { mesh->compute_bounds(); if(!mesh->transform_applied) { string msg = "Updating Mesh BVH "; if(mesh->name == "") msg += string_printf("%ld/%ld", i+1, num_instance_bvh); else msg += string_printf("%s %ld/%ld", mesh->name.c_str(), i+1, num_instance_bvh); progress.set_status(msg, "Building BVH"); mesh->compute_bvh(&scene->params, progress); } if(progress.get_cancel()) return; mesh->need_update = false; mesh->need_update_rebuild = false; } i++; } foreach(Shader *shader, scene->shaders) shader->need_update_attributes = false; foreach(Object *object, scene->objects) object->compute_bounds(); if(progress.get_cancel()) return; device_update_bvh(device, dscene, scene, progress); need_update = false; } void MeshManager::device_free(Device *device, DeviceScene *dscene) { device->tex_free(dscene->bvh_nodes); device->tex_free(dscene->object_node); device->tex_free(dscene->tri_woop); device->tex_free(dscene->prim_visibility); device->tex_free(dscene->prim_index); device->tex_free(dscene->prim_object); device->tex_free(dscene->tri_normal); device->tex_free(dscene->tri_vnormal); device->tex_free(dscene->tri_vindex); device->tex_free(dscene->tri_verts); device->tex_free(dscene->attributes_map); device->tex_free(dscene->attributes_float); device->tex_free(dscene->attributes_float3); dscene->bvh_nodes.clear(); dscene->object_node.clear(); dscene->tri_woop.clear(); dscene->prim_visibility.clear(); dscene->prim_index.clear(); dscene->prim_object.clear(); dscene->tri_normal.clear(); dscene->tri_vnormal.clear(); dscene->tri_vindex.clear(); dscene->tri_verts.clear(); dscene->attributes_map.clear(); dscene->attributes_float.clear(); dscene->attributes_float3.clear(); } void MeshManager::tag_update(Scene *scene) { need_update = true; scene->object_manager->need_update = true; } CCL_NAMESPACE_END