forked from bartvdbraak/blender
da376e0237
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
154 lines
3.9 KiB
C++
154 lines
3.9 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 "mesh.h"
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#include "scene.h"
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#include "shader.h"
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#include "util_foreach.h"
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#include "util_progress.h"
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CCL_NAMESPACE_BEGIN
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bool MeshManager::displace(Device *device, Scene *scene, Mesh *mesh, Progress& progress)
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{
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/* verify if we have a displacement shader */
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bool has_displacement = false;
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if(mesh->displacement_method != Mesh::DISPLACE_BUMP) {
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foreach(uint sindex, mesh->used_shaders)
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if(scene->shaders[sindex]->has_displacement)
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has_displacement = true;
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}
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if(!has_displacement)
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return false;
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/* setup input for device task */
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vector<bool> done(mesh->verts.size(), false);
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device_vector<uint4> d_input;
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uint4 *d_input_data = d_input.resize(mesh->verts.size());
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size_t d_input_offset = 0;
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for(size_t i = 0; i < mesh->triangles.size(); i++) {
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Mesh::Triangle t = mesh->triangles[i];
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Shader *shader = scene->shaders[mesh->shader[i]];
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if(!shader->has_displacement)
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continue;
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for(int j = 0; j < 3; j++) {
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if(done[t.v[j]])
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continue;
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done[t.v[j]] = true;
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/* set up object, primitive and barycentric coordinates */
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/* when used, non-instanced convention: object = -object-1; */
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int object = ~0; /* todo */
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int prim = mesh->tri_offset + i;
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float u, v;
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if(j == 0) {
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u = 1.0f;
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v = 0.0f;
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}
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else if(j == 1) {
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u = 0.0f;
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v = 1.0f;
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}
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else {
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u = 0.0f;
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v = 0.0f;
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}
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/* back */
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uint4 in = make_uint4(object, prim, __float_as_int(u), __float_as_int(v));
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d_input_data[d_input_offset++] = in;
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}
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}
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if(d_input_offset == 0)
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return false;
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/* run device task */
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device_vector<float3> d_offset;
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d_offset.resize(d_input.size());
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device->mem_alloc(d_input, MEM_READ_ONLY);
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device->mem_copy_to(d_input);
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device->mem_alloc(d_offset, MEM_WRITE_ONLY);
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DeviceTask task(DeviceTask::DISPLACE);
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task.displace_input = d_input.device_pointer;
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task.displace_offset = d_offset.device_pointer;
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task.displace_x = 0;
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task.displace_w = d_input.size();
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device->task_add(task);
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device->task_wait();
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device->mem_copy_from(d_offset, 0, sizeof(float3)*d_offset.size());
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device->mem_free(d_input);
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device->mem_free(d_offset);
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if(progress.get_cancel())
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return false;
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/* read result */
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done.clear();
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done.resize(mesh->verts.size(), false);
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int k = 0;
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float3 *offset = (float3*)d_offset.data_pointer;
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for(size_t i = 0; i < mesh->triangles.size(); i++) {
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Mesh::Triangle t = mesh->triangles[i];
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Shader *shader = scene->shaders[mesh->shader[i]];
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if(!shader->has_displacement)
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continue;
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for(int j = 0; j < 3; j++) {
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if(!done[t.v[j]]) {
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done[t.v[j]] = true;
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mesh->verts[t.v[j]] += offset[k++];
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}
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}
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}
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/* for displacement method both, we only need to recompute the face
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* normals, as bump mapping in the shader will already alter the
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* vertex normal, so we start from the non-displaced vertex normals
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* to avoid applying the perturbation twice. */
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mesh->attributes.remove(Attribute::STD_FACE_NORMAL);
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mesh->add_face_normals();
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if(mesh->displacement_method == Mesh::DISPLACE_TRUE) {
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mesh->attributes.remove(Attribute::STD_VERTEX_NORMAL);
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mesh->add_vertex_normals();
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}
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return true;
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}
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CCL_NAMESPACE_END
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