blender/intern/cycles/render/mesh_displace.cpp
Ton Roosendaal da376e0237 Cycles render engine, initial commit. This is the engine itself, blender modifications and build instructions will follow later.
Cycles uses code from some great open source projects, many thanks them:

* BVH building and traversal code from NVidia's "Understanding the Efficiency of Ray Traversal on GPUs":
http://code.google.com/p/understanding-the-efficiency-of-ray-traversal-on-gpus/
* Open Shading Language for a large part of the shading system:
http://code.google.com/p/openshadinglanguage/
* Blender for procedural textures and a few other nodes.
* Approximate Catmull Clark subdivision from NVidia Mesh tools:
http://code.google.com/p/nvidia-mesh-tools/
* Sobol direction vectors from:
http://web.maths.unsw.edu.au/~fkuo/sobol/
* Film response functions from:
http://www.cs.columbia.edu/CAVE/software/softlib/dorf.php
2011-04-27 11:58:34 +00:00

154 lines
3.9 KiB
C++

/*
* 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 "device.h"
#include "mesh.h"
#include "scene.h"
#include "shader.h"
#include "util_foreach.h"
#include "util_progress.h"
CCL_NAMESPACE_BEGIN
bool MeshManager::displace(Device *device, Scene *scene, Mesh *mesh, Progress& progress)
{
/* verify if we have a displacement shader */
bool has_displacement = false;
if(mesh->displacement_method != Mesh::DISPLACE_BUMP) {
foreach(uint sindex, mesh->used_shaders)
if(scene->shaders[sindex]->has_displacement)
has_displacement = true;
}
if(!has_displacement)
return false;
/* setup input for device task */
vector<bool> done(mesh->verts.size(), false);
device_vector<uint4> d_input;
uint4 *d_input_data = d_input.resize(mesh->verts.size());
size_t d_input_offset = 0;
for(size_t i = 0; i < mesh->triangles.size(); i++) {
Mesh::Triangle t = mesh->triangles[i];
Shader *shader = scene->shaders[mesh->shader[i]];
if(!shader->has_displacement)
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-1; */
int object = ~0; /* todo */
int prim = mesh->tri_offset + i;
float u, v;
if(j == 0) {
u = 1.0f;
v = 0.0f;
}
else if(j == 1) {
u = 0.0f;
v = 1.0f;
}
else {
u = 0.0f;
v = 0.0f;
}
/* back */
uint4 in = make_uint4(object, prim, __float_as_int(u), __float_as_int(v));
d_input_data[d_input_offset++] = in;
}
}
if(d_input_offset == 0)
return false;
/* run device task */
device_vector<float3> d_offset;
d_offset.resize(d_input.size());
device->mem_alloc(d_input, MEM_READ_ONLY);
device->mem_copy_to(d_input);
device->mem_alloc(d_offset, MEM_WRITE_ONLY);
DeviceTask task(DeviceTask::DISPLACE);
task.displace_input = d_input.device_pointer;
task.displace_offset = d_offset.device_pointer;
task.displace_x = 0;
task.displace_w = d_input.size();
device->task_add(task);
device->task_wait();
device->mem_copy_from(d_offset, 0, sizeof(float3)*d_offset.size());
device->mem_free(d_input);
device->mem_free(d_offset);
if(progress.get_cancel())
return false;
/* read result */
done.clear();
done.resize(mesh->verts.size(), false);
int k = 0;
float3 *offset = (float3*)d_offset.data_pointer;
for(size_t i = 0; i < mesh->triangles.size(); i++) {
Mesh::Triangle t = mesh->triangles[i];
Shader *shader = scene->shaders[mesh->shader[i]];
if(!shader->has_displacement)
continue;
for(int j = 0; j < 3; j++) {
if(!done[t.v[j]]) {
done[t.v[j]] = true;
mesh->verts[t.v[j]] += offset[k++];
}
}
}
/* 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(Attribute::STD_FACE_NORMAL);
mesh->add_face_normals();
if(mesh->displacement_method == Mesh::DISPLACE_TRUE) {
mesh->attributes.remove(Attribute::STD_VERTEX_NORMAL);
mesh->add_vertex_normals();
}
return true;
}
CCL_NAMESPACE_END