blender/intern/cycles/render/mesh_displace.cpp
Mai Lavelle 697fd86506 Cycles: Stitching of subdivided and displaced meshes
This patch stitches the vertices along patch edges so that cracks can
no longer form when applying subdivision or displacement a mesh.

Subpatches are now formed in a way that ensures vertex indices along
subpatch edges are equal for adjacent subpatches. A mapping of vertices
along patch edges is built to preform stitching. Overall performance is
roughly the same, some gains were made in splitting, but some was lost
in stitching.

This fixes:
- T49049 (cracks between patches from material and uv seams)
- T49048 (discontinuous normals with true displacement)

Reviewers: sergey, brecht

Differential Revision: https://developer.blender.org/D3692
2019-08-27 14:27:53 -04:00

398 lines
11 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/device.h"
#include "render/mesh.h"
#include "render/object.h"
#include "render/scene.h"
#include "render/shader.h"
#include "util/util_foreach.h"
#include "util/util_map.h"
#include "util/util_progress.h"
#include "util/util_set.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(device, "displace_input", MEM_READ_ONLY);
uint4 *d_input_data = d_input.alloc(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 */
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(device, "displace_output", MEM_READ_WRITE);
d_output.alloc(d_input_size);
d_output.zero_to_device();
d_input.copy_to_device();
/* needs to be up to data for attribute access */
device->const_copy_to("__data", &dscene->data, sizeof(dscene->data));
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()) {
d_input.free();
d_output.free();
return false;
}
d_output.copy_from_device(0, 1, d_output.size());
d_input.free();
/* read result */
done.clear();
done.resize(num_verts, false);
int k = 0;
float4 *offset = d_output.data();
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++]);
/* Avoid illegal vertex coordinates. */
off = ensure_finite3(off);
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;
}
}
}
}
}
d_output.free();
/* stitch */
unordered_set<int> stitch_keys;
for (pair<int, int> i : mesh->vert_to_stitching_key_map) {
stitch_keys.insert(i.second); /* stitching index */
}
typedef unordered_multimap<int, int>::iterator map_it_t;
for (int key : stitch_keys) {
pair<map_it_t, map_it_t> verts = mesh->vert_stitching_map.equal_range(key);
float3 pos = make_float3(0.0f, 0.0f, 0.0f);
int num = 0;
for (map_it_t v = verts.first; v != verts.second; ++v) {
int vert = v->second;
pos += mesh->verts[vert];
num++;
}
if (num <= 1) {
continue;
}
pos *= 1.0f / num;
for (map_it_t v = verts.first; v != verts.second; ++v) {
mesh->verts[v->second] = pos;
}
}
/* 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++) {
int vert = mesh->get_triangle(i).v[j];
vN[vert] += fN[i];
/* add face normals to stitched vertices */
if (stitch_keys.size()) {
map_it_t key = mesh->vert_to_stitching_key_map.find(vert);
if (key != mesh->vert_to_stitching_key_map.end()) {
pair<map_it_t, map_it_t> verts = mesh->vert_stitching_map.equal_range(key->second);
for (map_it_t v = verts.first; v != verts.second; ++v) {
if (v->second == vert) {
continue;
}
vN[v->second] += 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++) {
int vert = mesh->get_triangle(i).v[j];
float3 fN = compute_face_normal(mesh->get_triangle(i), mP);
mN[vert] += fN;
/* add face normals to stitched vertices */
if (stitch_keys.size()) {
map_it_t key = mesh->vert_to_stitching_key_map.find(vert);
if (key != mesh->vert_to_stitching_key_map.end()) {
pair<map_it_t, map_it_t> verts = mesh->vert_stitching_map.equal_range(
key->second);
for (map_it_t v = verts.first; v != verts.second; ++v) {
if (v->second == vert) {
continue;
}
mN[v->second] += 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