forked from bartvdbraak/blender
c3e1fce775
pass index, and a random number unique to the instance of the object. This can be useful to give some variation to a single material assigned to multiple instances, either manually controlled through the object index, based on the object location, or randomized for each instance. http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Object_Info
333 lines
8.7 KiB
C++
333 lines
8.7 KiB
C++
/*
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* Copyright 2011, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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#include "device.h"
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#include "light.h"
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#include "mesh.h"
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#include "object.h"
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#include "scene.h"
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#include "util_foreach.h"
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#include "util_hash.h"
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#include "util_map.h"
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#include "util_progress.h"
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CCL_NAMESPACE_BEGIN
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/* Object */
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Object::Object()
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{
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name = "";
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mesh = NULL;
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tfm = transform_identity();
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visibility = ~0;
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instance_id = 0;
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pass_id = 0;
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bounds = BoundBox::empty;
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motion.pre = transform_identity();
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motion.post = transform_identity();
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use_motion = false;
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use_holdout = false;
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}
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Object::~Object()
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{
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}
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void Object::compute_bounds(bool motion_blur)
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{
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BoundBox mbounds = mesh->bounds;
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if(motion_blur && use_motion) {
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MotionTransform decomp;
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transform_motion_decompose(&decomp, &motion);
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bounds = BoundBox::empty;
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/* todo: this is really terrible. according to pbrt there is a better
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* way to find this iteratively, but did not find implementation yet
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* or try to implement myself */
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for(float t = 0.0f; t < 1.0f; t += 1.0f/128.0f) {
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Transform ttfm;
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transform_motion_interpolate(&ttfm, &decomp, t);
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bounds.grow(mbounds.transformed(&ttfm));
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}
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}
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else
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bounds = mbounds.transformed(&tfm);
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}
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void Object::apply_transform()
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{
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if(!mesh || tfm == transform_identity())
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return;
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for(size_t i = 0; i < mesh->verts.size(); i++)
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mesh->verts[i] = transform_point(&tfm, mesh->verts[i]);
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Attribute *attr_fN = mesh->attributes.find(ATTR_STD_FACE_NORMAL);
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Attribute *attr_vN = mesh->attributes.find(ATTR_STD_VERTEX_NORMAL);
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Transform ntfm = transform_transpose(transform_inverse(tfm));
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/* we keep normals pointing in same direction on negative scale, notify
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mesh about this in it (re)calculates normals */
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if(transform_negative_scale(tfm))
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mesh->transform_negative_scaled = true;
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if(attr_fN) {
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float3 *fN = attr_fN->data_float3();
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for(size_t i = 0; i < mesh->triangles.size(); i++)
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fN[i] = transform_direction(&ntfm, fN[i]);
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}
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if(attr_vN) {
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float3 *vN = attr_vN->data_float3();
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for(size_t i = 0; i < mesh->verts.size(); i++)
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vN[i] = transform_direction(&ntfm, vN[i]);
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}
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if(bounds.valid()) {
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mesh->compute_bounds();
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compute_bounds(false);
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}
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tfm = transform_identity();
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}
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void Object::tag_update(Scene *scene)
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{
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if(mesh) {
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if(mesh->transform_applied)
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mesh->need_update = true;
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foreach(uint sindex, mesh->used_shaders) {
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Shader *shader = scene->shaders[sindex];
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if(shader->sample_as_light && shader->has_surface_emission)
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scene->light_manager->need_update = true;
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}
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}
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scene->mesh_manager->need_update = true;
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scene->object_manager->need_update = true;
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}
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/* Object Manager */
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ObjectManager::ObjectManager()
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{
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need_update = true;
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}
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ObjectManager::~ObjectManager()
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{
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}
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void ObjectManager::device_update_transforms(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress)
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{
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float4 *objects = dscene->objects.resize(OBJECT_SIZE*scene->objects.size());
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uint *object_flag = dscene->object_flag.resize(OBJECT_SIZE*scene->objects.size());
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int i = 0;
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map<Mesh*, float> surface_area_map;
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Scene::MotionType need_motion = scene->need_motion();
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foreach(Object *ob, scene->objects) {
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Mesh *mesh = ob->mesh;
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uint flag = 0;
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/* compute transformations */
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Transform tfm = ob->tfm;
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Transform itfm = transform_inverse(tfm);
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/* compute surface area. for uniform scale we can do avoid the many
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transform calls and share computation for instances */
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/* todo: correct for displacement, and move to a better place */
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float uniform_scale;
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float surface_area = 0.0f;
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float pass_id = ob->pass_id;
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uint ob_hash = hash_int_2d(hash_string(ob->name.c_str()), ob->instance_id);
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float random_number = (float)ob_hash * (1.0f/(float)0xFFFFFFFF);
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if(transform_uniform_scale(tfm, uniform_scale)) {
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map<Mesh*, float>::iterator it = surface_area_map.find(mesh);
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if(it == surface_area_map.end()) {
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foreach(Mesh::Triangle& t, mesh->triangles) {
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float3 p1 = mesh->verts[t.v[0]];
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float3 p2 = mesh->verts[t.v[1]];
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float3 p3 = mesh->verts[t.v[2]];
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surface_area += triangle_area(p1, p2, p3);
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}
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surface_area_map[mesh] = surface_area;
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}
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else
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surface_area = it->second;
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surface_area *= uniform_scale;
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}
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else {
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foreach(Mesh::Triangle& t, mesh->triangles) {
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float3 p1 = transform_point(&tfm, mesh->verts[t.v[0]]);
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float3 p2 = transform_point(&tfm, mesh->verts[t.v[1]]);
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float3 p3 = transform_point(&tfm, mesh->verts[t.v[2]]);
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surface_area += triangle_area(p1, p2, p3);
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}
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}
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/* pack in texture */
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int offset = i*OBJECT_SIZE;
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memcpy(&objects[offset], &tfm, sizeof(float4)*3);
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memcpy(&objects[offset+3], &itfm, sizeof(float4)*3);
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objects[offset+6] = make_float4(surface_area, pass_id, random_number, 0.0f);
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if(need_motion == Scene::MOTION_PASS) {
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/* motion transformations, is world/object space depending if mesh
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comes with deformed position in object space, or if we transform
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the shading point in world space */
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Transform mtfm_pre = ob->motion.pre;
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Transform mtfm_post = ob->motion.post;
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if(!mesh->attributes.find(ATTR_STD_MOTION_PRE))
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mtfm_pre = mtfm_pre * itfm;
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if(!mesh->attributes.find(ATTR_STD_MOTION_POST))
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mtfm_post = mtfm_post * itfm;
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memcpy(&objects[offset+8], &mtfm_pre, sizeof(float4)*4);
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memcpy(&objects[offset+12], &mtfm_post, sizeof(float4)*4);
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}
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else if(need_motion == Scene::MOTION_BLUR) {
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if(ob->use_motion) {
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/* decompose transformations for interpolation */
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MotionTransform decomp;
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transform_motion_decompose(&decomp, &ob->motion);
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memcpy(&objects[offset+8], &decomp, sizeof(float4)*8);
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flag |= SD_OBJECT_MOTION;
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}
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else {
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float4 no_motion = make_float4(FLT_MAX);
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memcpy(&objects[offset+8], &no_motion, sizeof(float4));
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}
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}
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/* object flag */
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if(ob->use_holdout)
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flag |= SD_HOLDOUT_MASK;
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object_flag[i] = flag;
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i++;
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if(progress.get_cancel()) return;
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}
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device->tex_alloc("__objects", dscene->objects);
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device->tex_alloc("__object_flag", dscene->object_flag);
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}
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void ObjectManager::device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress)
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{
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if(!need_update)
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return;
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device_free(device, dscene);
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if(scene->objects.size() == 0)
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return;
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/* set object transform matrices, before applying static transforms */
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progress.set_status("Updating Objects", "Copying Transformations to device");
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device_update_transforms(device, dscene, scene, progress);
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if(progress.get_cancel()) return;
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/* prepare for static BVH building */
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/* todo: do before to support getting object level coords? */
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if(scene->params.bvh_type == SceneParams::BVH_STATIC) {
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progress.set_status("Updating Objects", "Applying Static Transformations");
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apply_static_transforms(scene, progress);
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}
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if(progress.get_cancel()) return;
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need_update = false;
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}
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void ObjectManager::device_free(Device *device, DeviceScene *dscene)
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{
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device->tex_free(dscene->objects);
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dscene->objects.clear();
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device->tex_free(dscene->object_flag);
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dscene->object_flag.clear();
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}
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void ObjectManager::apply_static_transforms(Scene *scene, Progress& progress)
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{
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/* todo: normals and displacement should be done before applying transform! */
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/* todo: create objects/meshes in right order! */
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/* counter mesh users */
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map<Mesh*, int> mesh_users;
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bool motion_blur = scene->need_motion() == Scene::MOTION_BLUR;
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foreach(Object *object, scene->objects) {
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map<Mesh*, int>::iterator it = mesh_users.find(object->mesh);
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if(it == mesh_users.end())
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mesh_users[object->mesh] = 1;
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else
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it->second++;
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}
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if(progress.get_cancel()) return;
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/* apply transforms for objects with single user meshes */
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foreach(Object *object, scene->objects) {
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if(mesh_users[object->mesh] == 1) {
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if(!(motion_blur && object->use_motion)) {
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if(!object->mesh->transform_applied) {
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object->apply_transform();
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object->mesh->transform_applied = true;
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if(progress.get_cancel()) return;
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}
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}
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}
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}
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}
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void ObjectManager::tag_update(Scene *scene)
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{
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need_update = true;
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scene->mesh_manager->need_update = true;
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scene->light_manager->need_update = true;
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}
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CCL_NAMESPACE_END
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