2011-04-27 11:58:34 +00:00
|
|
|
/*
|
2013-08-18 14:16:15 +00:00
|
|
|
* Copyright 2011-2013 Blender Foundation
|
2011-04-27 11:58:34 +00:00
|
|
|
*
|
2013-08-18 14:16:15 +00:00
|
|
|
* 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
|
2011-04-27 11:58:34 +00:00
|
|
|
*
|
2013-08-18 14:16:15 +00:00
|
|
|
* http://www.apache.org/licenses/LICENSE-2.0
|
2011-04-27 11:58:34 +00:00
|
|
|
*
|
2013-08-18 14:16:15 +00:00
|
|
|
* 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
|
2011-04-27 11:58:34 +00:00
|
|
|
*/
|
|
|
|
|
|
|
|
#include "bvh.h"
|
|
|
|
#include "bvh_build.h"
|
|
|
|
|
2012-10-17 17:27:30 +00:00
|
|
|
#include "camera.h"
|
2014-03-29 12:03:46 +00:00
|
|
|
#include "curves.h"
|
2011-04-27 11:58:34 +00:00
|
|
|
#include "device.h"
|
|
|
|
#include "shader.h"
|
2011-09-12 13:13:56 +00:00
|
|
|
#include "light.h"
|
2011-04-27 11:58:34 +00:00
|
|
|
#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
|
|
|
|
|
2014-03-29 12:03:46 +00:00
|
|
|
/* Triangle */
|
|
|
|
|
|
|
|
void Mesh::Triangle::bounds_grow(const float3 *verts, BoundBox& bounds) const
|
|
|
|
{
|
|
|
|
bounds.grow(verts[v[0]]);
|
|
|
|
bounds.grow(verts[v[1]]);
|
|
|
|
bounds.grow(verts[v[2]]);
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Curve */
|
|
|
|
|
|
|
|
void Mesh::Curve::bounds_grow(const int k, const float4 *curve_keys, BoundBox& bounds) const
|
|
|
|
{
|
|
|
|
float3 P[4];
|
|
|
|
|
|
|
|
P[0] = float4_to_float3(curve_keys[max(first_key + k - 1,first_key)]);
|
|
|
|
P[1] = float4_to_float3(curve_keys[first_key + k]);
|
|
|
|
P[2] = float4_to_float3(curve_keys[first_key + k + 1]);
|
|
|
|
P[3] = float4_to_float3(curve_keys[min(first_key + k + 2, first_key + num_keys - 1)]);
|
|
|
|
|
|
|
|
float3 lower;
|
|
|
|
float3 upper;
|
|
|
|
|
|
|
|
curvebounds(&lower.x, &upper.x, P, 0);
|
|
|
|
curvebounds(&lower.y, &upper.y, P, 1);
|
|
|
|
curvebounds(&lower.z, &upper.z, P, 2);
|
|
|
|
|
|
|
|
float mr = max(curve_keys[first_key + k].w, curve_keys[first_key + k + 1].w);
|
|
|
|
|
|
|
|
bounds.grow(lower, mr);
|
|
|
|
bounds.grow(upper, mr);
|
|
|
|
}
|
|
|
|
|
2011-04-27 11:58:34 +00:00
|
|
|
/* Mesh */
|
|
|
|
|
|
|
|
Mesh::Mesh()
|
|
|
|
{
|
|
|
|
need_update = true;
|
2013-09-03 22:39:21 +00:00
|
|
|
need_update_rebuild = false;
|
2011-04-27 11:58:34 +00:00
|
|
|
transform_applied = false;
|
2011-11-12 14:29:52 +00:00
|
|
|
transform_negative_scaled = false;
|
2013-01-15 16:35:05 +00:00
|
|
|
transform_normal = transform_identity();
|
2011-04-27 11:58:34 +00:00
|
|
|
displacement_method = DISPLACE_BUMP;
|
Cycles: merging features from tomato branch.
=== BVH build time optimizations ===
* BVH building was multithreaded. Not all building is multithreaded, packing
and the initial bounding/splitting is still single threaded, but recursive
splitting is, which was the main bottleneck.
* Object splitting now uses binning rather than sorting of all elements, using
code from the Embree raytracer from Intel.
http://software.intel.com/en-us/articles/embree-photo-realistic-ray-tracing-kernels/
* Other small changes to avoid allocations, pack memory more tightly, avoid
some unnecessary operations, ...
These optimizations do not work yet when Spatial Splits are enabled, for that
more work is needed. There's also other optimizations still needed, in
particular for the case of many low poly objects, the packing step and node
memory allocation.
BVH raytracing time should remain about the same, but BVH build time should be
significantly reduced, test here show speedup of about 5x to 10x on a dual core
and 5x to 25x on an 8-core machine, depending on the scene.
=== Threads ===
Centralized task scheduler for multithreading, which is basically the
CPU device threading code wrapped into something reusable.
Basic idea is that there is a single TaskScheduler that keeps a pool of threads,
one for each core. Other places in the code can then create a TaskPool that they
can drop Tasks in to be executed by the scheduler, and wait for them to complete
or cancel them early.
=== Normal ====
Added a Normal output to the texture coordinate node. This currently
gives the object space normal, which is the same under object animation.
In the future this might become a "generated" normal so it's also stable for
deforming objects, but for now it's already useful for non-deforming objects.
=== Render Layers ===
Per render layer Samples control, leaving it to 0 will use the common scene
setting.
Environment pass will now render environment even if film is set to transparent.
Exclude Layers" added. Scene layers (all object that influence the render,
directly or indirectly) are shared between all render layers. However sometimes
it's useful to leave out some object influence for a particular render layer.
That's what this option allows you to do.
=== Filter Glossy ===
When using a value higher than 0.0, this will blur glossy reflections after
blurry bounces, to reduce noise at the cost of accuracy. 1.0 is a good
starting value to tweak.
Some light paths have a low probability of being found while contributing much
light to the pixel. As a result these light paths will be found in some pixels
and not in others, causing fireflies. An example of such a difficult path might
be a small light that is causing a small specular highlight on a sharp glossy
material, which we are seeing through a rough glossy material. With path tracing
it is difficult to find the specular highlight, but if we increase the roughness
on the material the highlight gets bigger and softer, and so easier to find.
Often this blurring will be hardly noticeable, because we are seeing it through
a blurry material anyway, but there are also cases where this will lead to a
loss of detail in lighting.
2012-04-28 08:53:59 +00:00
|
|
|
bounds = BoundBox::empty;
|
2011-04-27 11:58:34 +00:00
|
|
|
|
2014-03-29 12:03:46 +00:00
|
|
|
motion_steps = 3;
|
2014-03-29 12:03:47 +00:00
|
|
|
use_motion_blur = false;
|
2014-03-29 12:03:46 +00:00
|
|
|
|
2011-04-27 11:58:34 +00:00
|
|
|
bvh = NULL;
|
|
|
|
|
|
|
|
tri_offset = 0;
|
|
|
|
vert_offset = 0;
|
2012-02-28 16:45:01 +00:00
|
|
|
|
2013-01-03 12:09:09 +00:00
|
|
|
curve_offset = 0;
|
2012-12-28 14:21:30 +00:00
|
|
|
curvekey_offset = 0;
|
|
|
|
|
2013-01-03 12:08:54 +00:00
|
|
|
attributes.triangle_mesh = this;
|
|
|
|
curve_attributes.curve_mesh = this;
|
2014-10-17 08:56:36 +00:00
|
|
|
|
|
|
|
has_volume = false;
|
2011-04-27 11:58:34 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
Mesh::~Mesh()
|
|
|
|
{
|
|
|
|
delete bvh;
|
|
|
|
}
|
|
|
|
|
2013-01-03 12:08:54 +00:00
|
|
|
void Mesh::reserve(int numverts, int numtris, int numcurves, int numcurvekeys)
|
2011-04-27 11:58:34 +00:00
|
|
|
{
|
|
|
|
/* reserve space to add verts and triangles later */
|
|
|
|
verts.resize(numverts);
|
|
|
|
triangles.resize(numtris);
|
|
|
|
shader.resize(numtris);
|
|
|
|
smooth.resize(numtris);
|
2013-01-03 12:08:54 +00:00
|
|
|
curve_keys.resize(numcurvekeys);
|
2013-01-03 12:09:09 +00:00
|
|
|
curves.resize(numcurves);
|
2013-01-03 12:08:54 +00:00
|
|
|
|
|
|
|
attributes.reserve();
|
|
|
|
curve_attributes.reserve();
|
2011-04-27 11:58:34 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void Mesh::clear()
|
|
|
|
{
|
|
|
|
/* clear all verts and triangles */
|
|
|
|
verts.clear();
|
|
|
|
triangles.clear();
|
|
|
|
shader.clear();
|
|
|
|
smooth.clear();
|
|
|
|
|
2012-12-28 14:21:30 +00:00
|
|
|
curve_keys.clear();
|
2013-01-03 12:09:09 +00:00
|
|
|
curves.clear();
|
2012-12-28 14:21:30 +00:00
|
|
|
|
2011-04-27 11:58:34 +00:00
|
|
|
attributes.clear();
|
2013-01-03 12:08:54 +00:00
|
|
|
curve_attributes.clear();
|
2011-04-27 11:58:34 +00:00
|
|
|
used_shaders.clear();
|
2011-11-12 14:29:52 +00:00
|
|
|
|
|
|
|
transform_applied = false;
|
|
|
|
transform_negative_scaled = false;
|
2013-01-15 16:35:05 +00:00
|
|
|
transform_normal = transform_identity();
|
2014-08-25 08:05:00 +00:00
|
|
|
geometry_synced = false;
|
2011-04-27 11:58:34 +00:00
|
|
|
}
|
|
|
|
|
2014-04-13 10:51:06 +00:00
|
|
|
int Mesh::split_vertex(int vertex)
|
|
|
|
{
|
|
|
|
/* copy vertex location and vertex attributes */
|
|
|
|
verts.push_back(verts[vertex]);
|
|
|
|
|
|
|
|
foreach(Attribute& attr, attributes.attributes) {
|
|
|
|
if(attr.element == ATTR_ELEMENT_VERTEX) {
|
|
|
|
vector<char> tmp(attr.data_sizeof());
|
|
|
|
memcpy(&tmp[0], attr.data() + tmp.size()*vertex, tmp.size());
|
|
|
|
attr.add(&tmp[0]);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return verts.size() - 1;
|
|
|
|
}
|
|
|
|
|
2013-07-14 12:51:41 +00:00
|
|
|
void Mesh::set_triangle(int i, int v0, int v1, int v2, int shader_, bool smooth_)
|
|
|
|
{
|
|
|
|
Triangle tri;
|
|
|
|
tri.v[0] = v0;
|
|
|
|
tri.v[1] = v1;
|
|
|
|
tri.v[2] = v2;
|
|
|
|
|
|
|
|
triangles[i] = tri;
|
|
|
|
shader[i] = shader_;
|
|
|
|
smooth[i] = smooth_;
|
|
|
|
}
|
|
|
|
|
2011-04-27 11:58:34 +00:00
|
|
|
void Mesh::add_triangle(int v0, int v1, int v2, int shader_, bool smooth_)
|
|
|
|
{
|
2013-01-03 12:09:09 +00:00
|
|
|
Triangle tri;
|
|
|
|
tri.v[0] = v0;
|
|
|
|
tri.v[1] = v1;
|
|
|
|
tri.v[2] = v2;
|
2011-04-27 11:58:34 +00:00
|
|
|
|
2013-01-03 12:09:09 +00:00
|
|
|
triangles.push_back(tri);
|
2011-04-27 11:58:34 +00:00
|
|
|
shader.push_back(shader_);
|
|
|
|
smooth.push_back(smooth_);
|
|
|
|
}
|
|
|
|
|
2013-01-03 12:08:54 +00:00
|
|
|
void Mesh::add_curve_key(float3 co, float radius)
|
2012-12-28 14:21:30 +00:00
|
|
|
{
|
2014-03-29 12:03:46 +00:00
|
|
|
float4 key = float3_to_float4(co);
|
|
|
|
key.w = radius;
|
2012-12-28 14:21:30 +00:00
|
|
|
|
2013-01-03 12:09:09 +00:00
|
|
|
curve_keys.push_back(key);
|
2012-12-28 14:21:30 +00:00
|
|
|
}
|
|
|
|
|
2013-01-03 12:09:09 +00:00
|
|
|
void Mesh::add_curve(int first_key, int num_keys, int shader)
|
2012-12-28 14:21:30 +00:00
|
|
|
{
|
2013-01-03 12:09:09 +00:00
|
|
|
Curve curve;
|
|
|
|
curve.first_key = first_key;
|
|
|
|
curve.num_keys = num_keys;
|
|
|
|
curve.shader = shader;
|
2012-12-28 14:21:30 +00:00
|
|
|
|
2013-01-03 12:09:09 +00:00
|
|
|
curves.push_back(curve);
|
2012-12-28 14:21:30 +00:00
|
|
|
}
|
|
|
|
|
2011-04-27 11:58:34 +00:00
|
|
|
void Mesh::compute_bounds()
|
|
|
|
{
|
Cycles: merging features from tomato branch.
=== BVH build time optimizations ===
* BVH building was multithreaded. Not all building is multithreaded, packing
and the initial bounding/splitting is still single threaded, but recursive
splitting is, which was the main bottleneck.
* Object splitting now uses binning rather than sorting of all elements, using
code from the Embree raytracer from Intel.
http://software.intel.com/en-us/articles/embree-photo-realistic-ray-tracing-kernels/
* Other small changes to avoid allocations, pack memory more tightly, avoid
some unnecessary operations, ...
These optimizations do not work yet when Spatial Splits are enabled, for that
more work is needed. There's also other optimizations still needed, in
particular for the case of many low poly objects, the packing step and node
memory allocation.
BVH raytracing time should remain about the same, but BVH build time should be
significantly reduced, test here show speedup of about 5x to 10x on a dual core
and 5x to 25x on an 8-core machine, depending on the scene.
=== Threads ===
Centralized task scheduler for multithreading, which is basically the
CPU device threading code wrapped into something reusable.
Basic idea is that there is a single TaskScheduler that keeps a pool of threads,
one for each core. Other places in the code can then create a TaskPool that they
can drop Tasks in to be executed by the scheduler, and wait for them to complete
or cancel them early.
=== Normal ====
Added a Normal output to the texture coordinate node. This currently
gives the object space normal, which is the same under object animation.
In the future this might become a "generated" normal so it's also stable for
deforming objects, but for now it's already useful for non-deforming objects.
=== Render Layers ===
Per render layer Samples control, leaving it to 0 will use the common scene
setting.
Environment pass will now render environment even if film is set to transparent.
Exclude Layers" added. Scene layers (all object that influence the render,
directly or indirectly) are shared between all render layers. However sometimes
it's useful to leave out some object influence for a particular render layer.
That's what this option allows you to do.
=== Filter Glossy ===
When using a value higher than 0.0, this will blur glossy reflections after
blurry bounces, to reduce noise at the cost of accuracy. 1.0 is a good
starting value to tweak.
Some light paths have a low probability of being found while contributing much
light to the pixel. As a result these light paths will be found in some pixels
and not in others, causing fireflies. An example of such a difficult path might
be a small light that is causing a small specular highlight on a sharp glossy
material, which we are seeing through a rough glossy material. With path tracing
it is difficult to find the specular highlight, but if we increase the roughness
on the material the highlight gets bigger and softer, and so easier to find.
Often this blurring will be hardly noticeable, because we are seeing it through
a blurry material anyway, but there are also cases where this will lead to a
loss of detail in lighting.
2012-04-28 08:53:59 +00:00
|
|
|
BoundBox bnds = BoundBox::empty;
|
2011-04-27 11:58:34 +00:00
|
|
|
size_t verts_size = verts.size();
|
2012-12-28 14:21:30 +00:00
|
|
|
size_t curve_keys_size = curve_keys.size();
|
2011-04-27 11:58:34 +00:00
|
|
|
|
2013-04-09 20:48:53 +00:00
|
|
|
if(verts_size + curve_keys_size > 0) {
|
|
|
|
for(size_t i = 0; i < verts_size; i++)
|
|
|
|
bnds.grow(verts[i]);
|
2011-04-27 11:58:34 +00:00
|
|
|
|
2013-04-09 20:48:53 +00:00
|
|
|
for(size_t i = 0; i < curve_keys_size; i++)
|
2014-03-29 12:03:46 +00:00
|
|
|
bnds.grow(float4_to_float3(curve_keys[i]), curve_keys[i].w);
|
2014-03-29 12:03:47 +00:00
|
|
|
|
2014-03-29 12:03:46 +00:00
|
|
|
Attribute *attr = attributes.find(ATTR_STD_MOTION_VERTEX_POSITION);
|
2014-03-29 12:03:47 +00:00
|
|
|
if (use_motion_blur && attr) {
|
2014-03-29 12:03:46 +00:00
|
|
|
size_t steps_size = verts.size() * (motion_steps - 1);
|
|
|
|
float3 *vert_steps = attr->data_float3();
|
|
|
|
|
|
|
|
for (size_t i = 0; i < steps_size; i++)
|
|
|
|
bnds.grow(vert_steps[i]);
|
|
|
|
}
|
|
|
|
|
|
|
|
Attribute *curve_attr = curve_attributes.find(ATTR_STD_MOTION_VERTEX_POSITION);
|
2014-03-29 12:03:47 +00:00
|
|
|
if(use_motion_blur && curve_attr) {
|
2014-03-29 12:03:46 +00:00
|
|
|
size_t steps_size = curve_keys.size() * (motion_steps - 1);
|
|
|
|
float3 *key_steps = curve_attr->data_float3();
|
|
|
|
|
|
|
|
for (size_t i = 0; i < steps_size; i++)
|
|
|
|
bnds.grow(key_steps[i]);
|
|
|
|
}
|
2012-12-28 14:21:30 +00:00
|
|
|
|
2013-04-09 20:48:53 +00:00
|
|
|
if(!bnds.valid()) {
|
|
|
|
bnds = BoundBox::empty;
|
|
|
|
|
|
|
|
/* skip nan or inf coordinates */
|
|
|
|
for(size_t i = 0; i < verts_size; i++)
|
|
|
|
bnds.grow_safe(verts[i]);
|
|
|
|
|
|
|
|
for(size_t i = 0; i < curve_keys_size; i++)
|
2014-03-29 12:03:46 +00:00
|
|
|
bnds.grow_safe(float4_to_float3(curve_keys[i]), curve_keys[i].w);
|
2014-03-29 12:03:46 +00:00
|
|
|
|
2014-03-29 12:03:47 +00:00
|
|
|
if (use_motion_blur && attr) {
|
2014-03-29 12:03:46 +00:00
|
|
|
size_t steps_size = verts.size() * (motion_steps - 1);
|
|
|
|
float3 *vert_steps = attr->data_float3();
|
|
|
|
|
|
|
|
for (size_t i = 0; i < steps_size; i++)
|
|
|
|
bnds.grow_safe(vert_steps[i]);
|
|
|
|
}
|
|
|
|
|
2014-03-29 12:03:47 +00:00
|
|
|
if (use_motion_blur && curve_attr) {
|
2014-03-29 12:03:46 +00:00
|
|
|
size_t steps_size = curve_keys.size() * (motion_steps - 1);
|
|
|
|
float3 *key_steps = curve_attr->data_float3();
|
|
|
|
|
|
|
|
for (size_t i = 0; i < steps_size; i++)
|
|
|
|
bnds.grow_safe(key_steps[i]);
|
|
|
|
}
|
2013-04-09 20:48:53 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if(!bnds.valid()) {
|
|
|
|
/* empty mesh */
|
2011-04-27 11:58:34 +00:00
|
|
|
bnds.grow(make_float3(0.0f, 0.0f, 0.0f));
|
2013-04-09 20:48:53 +00:00
|
|
|
}
|
2011-04-27 11:58:34 +00:00
|
|
|
|
|
|
|
bounds = bnds;
|
|
|
|
}
|
|
|
|
|
2014-03-29 12:03:46 +00:00
|
|
|
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(0.0f, 0.0f, 0.0f);
|
|
|
|
|
|
|
|
return norm / normlen;
|
|
|
|
}
|
|
|
|
|
2011-04-27 11:58:34 +00:00
|
|
|
void Mesh::add_face_normals()
|
|
|
|
{
|
|
|
|
/* don't compute if already there */
|
2012-04-30 12:49:26 +00:00
|
|
|
if(attributes.find(ATTR_STD_FACE_NORMAL))
|
2011-04-27 11:58:34 +00:00
|
|
|
return;
|
2013-01-15 16:35:05 +00:00
|
|
|
|
2011-04-27 11:58:34 +00:00
|
|
|
/* get attributes */
|
2012-04-30 12:49:26 +00:00
|
|
|
Attribute *attr_fN = attributes.add(ATTR_STD_FACE_NORMAL);
|
2011-04-27 11:58:34 +00:00
|
|
|
float3 *fN = attr_fN->data_float3();
|
|
|
|
|
|
|
|
/* compute face normals */
|
|
|
|
size_t triangles_size = triangles.size();
|
2011-11-12 14:29:52 +00:00
|
|
|
bool flip = transform_negative_scaled;
|
2011-04-27 11:58:34 +00:00
|
|
|
|
2011-10-03 15:31:45 +00:00
|
|
|
if(triangles_size) {
|
|
|
|
float3 *verts_ptr = &verts[0];
|
|
|
|
Triangle *triangles_ptr = &triangles[0];
|
|
|
|
|
|
|
|
for(size_t i = 0; i < triangles_size; i++) {
|
2014-03-29 12:03:46 +00:00
|
|
|
fN[i] = compute_face_normal(triangles_ptr[i], verts_ptr);
|
2011-11-12 14:29:52 +00:00
|
|
|
|
|
|
|
if(flip)
|
|
|
|
fN[i] = -fN[i];
|
2011-10-03 15:31:45 +00:00
|
|
|
}
|
2011-04-27 11:58:34 +00:00
|
|
|
}
|
2013-01-15 16:35:05 +00:00
|
|
|
|
|
|
|
/* expected to be in local space */
|
|
|
|
if(transform_applied) {
|
|
|
|
Transform ntfm = transform_inverse(transform_normal);
|
|
|
|
|
|
|
|
for(size_t i = 0; i < triangles_size; i++)
|
|
|
|
fN[i] = normalize(transform_direction(&ntfm, fN[i]));
|
|
|
|
}
|
2011-04-27 11:58:34 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void Mesh::add_vertex_normals()
|
|
|
|
{
|
2014-03-29 12:03:46 +00:00
|
|
|
bool flip = transform_negative_scaled;
|
|
|
|
size_t verts_size = verts.size();
|
|
|
|
size_t triangles_size = triangles.size();
|
2011-04-27 11:58:34 +00:00
|
|
|
|
2014-03-29 12:03:46 +00:00
|
|
|
/* static vertex normals */
|
|
|
|
if(!attributes.find(ATTR_STD_VERTEX_NORMAL)) {
|
|
|
|
/* get attributes */
|
|
|
|
Attribute *attr_fN = attributes.find(ATTR_STD_FACE_NORMAL);
|
|
|
|
Attribute *attr_vN = attributes.add(ATTR_STD_VERTEX_NORMAL);
|
2011-04-27 11:58:34 +00:00
|
|
|
|
2014-03-29 12:03:46 +00:00
|
|
|
float3 *fN = attr_fN->data_float3();
|
|
|
|
float3 *vN = attr_vN->data_float3();
|
2011-04-27 11:58:34 +00:00
|
|
|
|
2014-03-29 12:03:46 +00:00
|
|
|
/* compute vertex normals */
|
|
|
|
memset(vN, 0, verts.size()*sizeof(float3));
|
2011-04-27 11:58:34 +00:00
|
|
|
|
2014-03-29 12:03:46 +00:00
|
|
|
if(triangles_size) {
|
|
|
|
Triangle *triangles_ptr = &triangles[0];
|
2011-10-03 15:31:45 +00:00
|
|
|
|
2014-03-29 12:03:46 +00:00
|
|
|
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];
|
|
|
|
}
|
2011-10-03 15:31:45 +00:00
|
|
|
}
|
2011-04-27 11:58:34 +00:00
|
|
|
|
2014-03-29 12:03:46 +00:00
|
|
|
/* motion vertex normals */
|
|
|
|
Attribute *attr_mP = attributes.find(ATTR_STD_MOTION_VERTEX_POSITION);
|
|
|
|
Attribute *attr_mN = attributes.find(ATTR_STD_MOTION_VERTEX_NORMAL);
|
|
|
|
|
2014-05-08 13:25:16 +00:00
|
|
|
if(has_motion_blur() && attr_mP && !attr_mN) {
|
2014-03-29 12:03:46 +00:00
|
|
|
/* create attribute */
|
|
|
|
attr_mN = attributes.add(ATTR_STD_MOTION_VERTEX_NORMAL);
|
|
|
|
|
|
|
|
for(int step = 0; step < motion_steps - 1; step++) {
|
|
|
|
float3 *mP = attr_mP->data_float3() + step*verts.size();
|
|
|
|
float3 *mN = attr_mN->data_float3() + step*verts.size();
|
|
|
|
|
|
|
|
/* compute */
|
|
|
|
memset(mN, 0, verts.size()*sizeof(float3));
|
|
|
|
|
|
|
|
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++) {
|
|
|
|
float3 fN = compute_face_normal(triangles_ptr[i], mP);
|
|
|
|
mN[triangles_ptr[i].v[j]] += fN;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
for(size_t i = 0; i < verts_size; i++) {
|
|
|
|
mN[i] = normalize(mN[i]);
|
|
|
|
if(flip)
|
|
|
|
mN[i] = -mN[i];
|
|
|
|
}
|
|
|
|
}
|
2011-11-12 14:29:52 +00:00
|
|
|
}
|
2011-04-27 11:58:34 +00:00
|
|
|
}
|
|
|
|
|
2014-09-24 11:34:28 +00:00
|
|
|
void Mesh::pack_normals(Scene *scene, uint *tri_shader, float4 *vnormal)
|
2011-04-27 11:58:34 +00:00
|
|
|
{
|
2012-04-30 12:49:26 +00:00
|
|
|
Attribute *attr_vN = attributes.find(ATTR_STD_VERTEX_NORMAL);
|
2011-04-27 11:58:34 +00:00
|
|
|
|
|
|
|
float3 *vN = attr_vN->data_float3();
|
2014-09-24 11:34:28 +00:00
|
|
|
uint shader_id = 0;
|
2011-04-27 11:58:34 +00:00
|
|
|
uint last_shader = -1;
|
|
|
|
bool last_smooth = false;
|
|
|
|
|
|
|
|
size_t triangles_size = triangles.size();
|
2011-10-03 15:31:45 +00:00
|
|
|
uint *shader_ptr = (shader.size())? &shader[0]: NULL;
|
2011-04-27 11:58:34 +00:00
|
|
|
|
2013-01-15 16:35:05 +00:00
|
|
|
bool do_transform = transform_applied;
|
|
|
|
Transform ntfm = transform_normal;
|
|
|
|
|
2014-06-13 19:27:21 +00:00
|
|
|
/* save shader */
|
2011-04-27 11:58:34 +00:00
|
|
|
for(size_t i = 0; i < triangles_size; i++) {
|
|
|
|
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);
|
|
|
|
}
|
|
|
|
|
2014-09-24 11:34:28 +00:00
|
|
|
tri_shader[i] = shader_id;
|
2011-04-27 11:58:34 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
size_t verts_size = verts.size();
|
|
|
|
|
2013-01-15 16:35:05 +00:00
|
|
|
for(size_t i = 0; i < verts_size; i++) {
|
|
|
|
float3 vNi = vN[i];
|
|
|
|
|
|
|
|
if(do_transform)
|
|
|
|
vNi = normalize(transform_direction(&ntfm, vNi));
|
|
|
|
|
|
|
|
vnormal[i] = make_float4(vNi.x, vNi.y, vNi.z, 0.0f);
|
|
|
|
}
|
2011-04-27 11:58:34 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void Mesh::pack_verts(float4 *tri_verts, float4 *tri_vindex, size_t vert_offset)
|
|
|
|
{
|
|
|
|
size_t verts_size = verts.size();
|
|
|
|
|
2011-10-03 15:31:45 +00:00
|
|
|
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);
|
|
|
|
}
|
2011-04-27 11:58:34 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
size_t triangles_size = triangles.size();
|
|
|
|
|
2011-10-03 15:31:45 +00:00
|
|
|
if(triangles_size) {
|
|
|
|
Triangle *triangles_ptr = &triangles[0];
|
2011-04-27 11:58:34 +00:00
|
|
|
|
2011-10-03 15:31:45 +00:00
|
|
|
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);
|
|
|
|
}
|
2011-04-27 11:58:34 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2013-01-03 12:09:09 +00:00
|
|
|
void Mesh::pack_curves(Scene *scene, float4 *curve_key_co, float4 *curve_data, size_t curvekey_offset)
|
2012-12-28 14:21:30 +00:00
|
|
|
{
|
|
|
|
size_t curve_keys_size = curve_keys.size();
|
2014-03-29 12:03:46 +00:00
|
|
|
float4 *keys_ptr = NULL;
|
2012-12-28 14:21:30 +00:00
|
|
|
|
2013-01-03 12:08:54 +00:00
|
|
|
/* pack curve keys */
|
2012-12-28 14:21:30 +00:00
|
|
|
if(curve_keys_size) {
|
|
|
|
keys_ptr = &curve_keys[0];
|
|
|
|
|
2014-03-29 12:03:46 +00:00
|
|
|
for(size_t i = 0; i < curve_keys_size; i++)
|
|
|
|
curve_key_co[i] = keys_ptr[i];
|
2012-12-28 14:21:30 +00:00
|
|
|
}
|
|
|
|
|
2013-01-03 12:08:54 +00:00
|
|
|
/* pack curve segments */
|
2013-01-03 12:09:09 +00:00
|
|
|
size_t curve_num = curves.size();
|
2012-12-28 14:21:30 +00:00
|
|
|
|
2013-01-03 12:09:09 +00:00
|
|
|
if(curve_num) {
|
|
|
|
Curve *curve_ptr = &curves[0];
|
2012-12-28 14:21:30 +00:00
|
|
|
int shader_id = 0;
|
|
|
|
|
2013-01-03 12:09:09 +00:00
|
|
|
for(size_t i = 0; i < curve_num; i++) {
|
|
|
|
Curve curve = curve_ptr[i];
|
|
|
|
shader_id = scene->shader_manager->get_shader_id(curve.shader, this, false);
|
2012-12-28 14:21:30 +00:00
|
|
|
|
2013-01-03 12:09:09 +00:00
|
|
|
curve_data[i] = make_float4(
|
|
|
|
__int_as_float(curve.first_key + curvekey_offset),
|
|
|
|
__int_as_float(curve.num_keys),
|
2012-12-28 14:21:30 +00:00
|
|
|
__int_as_float(shader_id),
|
2013-01-03 12:09:09 +00:00
|
|
|
0.0f);
|
2012-12-28 14:21:30 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2012-05-05 19:44:33 +00:00
|
|
|
void Mesh::compute_bvh(SceneParams *params, Progress *progress, int n, int total)
|
2011-04-27 11:58:34 +00:00
|
|
|
{
|
2012-05-05 19:44:33 +00:00
|
|
|
if(progress->get_cancel())
|
|
|
|
return;
|
2011-04-27 11:58:34 +00:00
|
|
|
|
2012-05-05 19:44:33 +00:00
|
|
|
compute_bounds();
|
2011-04-27 11:58:34 +00:00
|
|
|
|
2012-05-05 19:44:33 +00:00
|
|
|
if(!transform_applied) {
|
|
|
|
string msg = "Updating Mesh BVH ";
|
|
|
|
if(name == "")
|
|
|
|
msg += string_printf("%u/%u", (uint)(n+1), (uint)total);
|
|
|
|
else
|
|
|
|
msg += string_printf("%s %u/%u", name.c_str(), (uint)(n+1), (uint)total);
|
|
|
|
|
|
|
|
Object object;
|
|
|
|
object.mesh = this;
|
|
|
|
|
|
|
|
vector<Object*> objects;
|
|
|
|
objects.push_back(&object);
|
2011-04-27 11:58:34 +00:00
|
|
|
|
2012-05-05 19:44:33 +00:00
|
|
|
if(bvh && !need_update_rebuild) {
|
|
|
|
progress->set_status(msg, "Refitting BVH");
|
|
|
|
bvh->objects = objects;
|
|
|
|
bvh->refit(*progress);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
progress->set_status(msg, "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;
|
2011-04-27 11:58:34 +00:00
|
|
|
|
2012-05-05 19:44:33 +00:00
|
|
|
delete bvh;
|
|
|
|
bvh = BVH::create(bparams, objects);
|
|
|
|
bvh->build(*progress);
|
|
|
|
}
|
2011-04-27 11:58:34 +00:00
|
|
|
}
|
2012-05-05 19:44:33 +00:00
|
|
|
|
|
|
|
need_update = false;
|
|
|
|
need_update_rebuild = false;
|
2011-04-27 11:58:34 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void Mesh::tag_update(Scene *scene, bool rebuild)
|
|
|
|
{
|
|
|
|
need_update = true;
|
2011-12-08 21:55:35 +00:00
|
|
|
|
|
|
|
if(rebuild) {
|
2011-04-27 11:58:34 +00:00
|
|
|
need_update_rebuild = true;
|
2011-12-08 21:55:35 +00:00
|
|
|
scene->light_manager->need_update = true;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
foreach(uint sindex, used_shaders)
|
|
|
|
if(scene->shaders[sindex]->has_surface_emission)
|
|
|
|
scene->light_manager->need_update = true;
|
|
|
|
}
|
2011-04-27 11:58:34 +00:00
|
|
|
|
|
|
|
scene->mesh_manager->need_update = true;
|
|
|
|
scene->object_manager->need_update = true;
|
|
|
|
}
|
|
|
|
|
2014-03-29 12:03:47 +00:00
|
|
|
bool Mesh::has_motion_blur() const
|
|
|
|
{
|
2014-03-29 12:03:47 +00:00
|
|
|
return (use_motion_blur &&
|
|
|
|
(attributes.find(ATTR_STD_MOTION_VERTEX_POSITION) ||
|
2014-05-04 16:19:08 +00:00
|
|
|
curve_attributes.find(ATTR_STD_MOTION_VERTEX_POSITION)));
|
2014-03-29 12:03:47 +00:00
|
|
|
}
|
|
|
|
|
2011-04-27 11:58:34 +00:00
|
|
|
/* Mesh Manager */
|
|
|
|
|
|
|
|
MeshManager::MeshManager()
|
|
|
|
{
|
|
|
|
bvh = NULL;
|
|
|
|
need_update = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
MeshManager::~MeshManager()
|
|
|
|
{
|
|
|
|
delete bvh;
|
|
|
|
}
|
|
|
|
|
|
|
|
void MeshManager::update_osl_attributes(Device *device, Scene *scene, vector<AttributeRequestSet>& 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();
|
Cycles OSL: support for the trace(point pos, vector dir, ...) function, to trace
rays from the OSL shader. The "shade" parameter is not supported currently, but
attributes can be retrieved from the object that was hit using the
getmessage("trace", ..) function.
As mentioned in the OSL specification, this function can't be used instead of
lighting, the main purpose is to allow shaders to "probe" nearby geometry, for
example to apply a projected texture that can be blocked by geometry, apply
more “wear” to exposed geometry, or make other ambient occlusion-like effects.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/OSL#Trace
Example .blend and render:
http://www.pasteall.org/blend/17347
http://www.pasteall.org/pic/show.php?id=40066
2012-11-06 19:59:10 +00:00
|
|
|
og->object_names.clear();
|
2011-04-27 11:58:34 +00:00
|
|
|
|
2013-01-03 12:08:54 +00:00
|
|
|
og->attribute_map.resize(scene->objects.size()*ATTR_PRIM_TYPES);
|
2011-04-27 11:58:34 +00:00
|
|
|
|
|
|
|
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;
|
Cycles OSL: support for the trace(point pos, vector dir, ...) function, to trace
rays from the OSL shader. The "shade" parameter is not supported currently, but
attributes can be retrieved from the object that was hit using the
getmessage("trace", ..) function.
As mentioned in the OSL specification, this function can't be used instead of
lighting, the main purpose is to allow shaders to "probe" nearby geometry, for
example to apply a projected texture that can be blocked by geometry, apply
more “wear” to exposed geometry, or make other ambient occlusion-like effects.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/OSL#Trace
Example .blend and render:
http://www.pasteall.org/blend/17347
http://www.pasteall.org/pic/show.php?id=40066
2012-11-06 19:59:10 +00:00
|
|
|
og->object_names.push_back(object->name);
|
2011-04-27 11:58:34 +00:00
|
|
|
|
|
|
|
/* set object attributes */
|
|
|
|
foreach(ParamValue& attr, object->attributes) {
|
|
|
|
OSLGlobals::Attribute osl_attr;
|
|
|
|
|
|
|
|
osl_attr.type = attr.type();
|
2013-12-31 16:33:55 +00:00
|
|
|
osl_attr.elem = ATTR_ELEMENT_OBJECT;
|
2011-04-27 11:58:34 +00:00
|
|
|
osl_attr.value = attr;
|
2013-09-03 22:39:21 +00:00
|
|
|
osl_attr.offset = 0;
|
2011-04-27 11:58:34 +00:00
|
|
|
|
2013-01-03 12:08:54 +00:00
|
|
|
og->attribute_map[i*ATTR_PRIM_TYPES][attr.name()] = osl_attr;
|
|
|
|
og->attribute_map[i*ATTR_PRIM_TYPES + ATTR_PRIM_CURVE][attr.name()] = osl_attr;
|
2011-04-27 11:58:34 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
/* 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;
|
|
|
|
|
2013-01-03 12:08:54 +00:00
|
|
|
if(req.triangle_element != ATTR_ELEMENT_NONE) {
|
|
|
|
osl_attr.elem = req.triangle_element;
|
|
|
|
osl_attr.offset = req.triangle_offset;
|
|
|
|
|
|
|
|
if(req.triangle_type == TypeDesc::TypeFloat)
|
|
|
|
osl_attr.type = TypeDesc::TypeFloat;
|
2013-12-31 16:33:55 +00:00
|
|
|
else if(req.triangle_type == TypeDesc::TypeMatrix)
|
|
|
|
osl_attr.type = TypeDesc::TypeMatrix;
|
2013-01-03 12:08:54 +00:00
|
|
|
else
|
|
|
|
osl_attr.type = TypeDesc::TypeColor;
|
|
|
|
|
|
|
|
if(req.std != ATTR_STD_NONE) {
|
|
|
|
/* if standard attribute, add lookup by geom: name convention */
|
|
|
|
ustring stdname(string("geom:") + string(Attribute::standard_name(req.std)));
|
|
|
|
og->attribute_map[i*ATTR_PRIM_TYPES][stdname] = osl_attr;
|
|
|
|
}
|
|
|
|
else if(req.name != ustring()) {
|
|
|
|
/* add lookup by mesh attribute name */
|
|
|
|
og->attribute_map[i*ATTR_PRIM_TYPES][req.name] = osl_attr;
|
|
|
|
}
|
2011-04-27 11:58:34 +00:00
|
|
|
}
|
2013-01-03 12:08:54 +00:00
|
|
|
|
|
|
|
if(req.curve_element != ATTR_ELEMENT_NONE) {
|
|
|
|
osl_attr.elem = req.curve_element;
|
|
|
|
osl_attr.offset = req.curve_offset;
|
|
|
|
|
|
|
|
if(req.curve_type == TypeDesc::TypeFloat)
|
|
|
|
osl_attr.type = TypeDesc::TypeFloat;
|
2013-12-31 16:33:55 +00:00
|
|
|
else if(req.curve_type == TypeDesc::TypeMatrix)
|
|
|
|
osl_attr.type = TypeDesc::TypeMatrix;
|
2013-01-03 12:08:54 +00:00
|
|
|
else
|
|
|
|
osl_attr.type = TypeDesc::TypeColor;
|
|
|
|
|
|
|
|
if(req.std != ATTR_STD_NONE) {
|
|
|
|
/* if standard attribute, add lookup by geom: name convention */
|
|
|
|
ustring stdname(string("geom:") + string(Attribute::standard_name(req.std)));
|
|
|
|
og->attribute_map[i*ATTR_PRIM_TYPES + ATTR_PRIM_CURVE][stdname] = osl_attr;
|
|
|
|
}
|
|
|
|
else if(req.name != ustring()) {
|
|
|
|
/* add lookup by mesh attribute name */
|
|
|
|
og->attribute_map[i*ATTR_PRIM_TYPES + ATTR_PRIM_CURVE][req.name] = osl_attr;
|
|
|
|
}
|
2011-04-27 11:58:34 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
void MeshManager::update_svm_attributes(Device *device, DeviceScene *dscene, Scene *scene, vector<AttributeRequestSet>& 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++)
|
2013-01-03 12:08:54 +00:00
|
|
|
attr_map_stride = max(attr_map_stride, (mesh_attributes[i].size() + 1)*ATTR_PRIM_TYPES);
|
2011-04-27 11:58:34 +00:00
|
|
|
|
|
|
|
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];
|
2013-01-03 12:08:54 +00:00
|
|
|
Mesh *mesh = object->mesh;
|
2011-04-27 11:58:34 +00:00
|
|
|
|
|
|
|
/* find mesh attributes */
|
|
|
|
size_t j;
|
|
|
|
|
|
|
|
for(j = 0; j < scene->meshes.size(); j++)
|
2013-01-03 12:08:54 +00:00
|
|
|
if(scene->meshes[j] == mesh)
|
2011-04-27 11:58:34 +00:00
|
|
|
break;
|
|
|
|
|
|
|
|
AttributeRequestSet& attributes = mesh_attributes[j];
|
|
|
|
|
|
|
|
/* set object attributes */
|
2012-04-30 12:49:26 +00:00
|
|
|
int index = i*attr_map_stride;
|
2011-04-27 11:58:34 +00:00
|
|
|
|
|
|
|
foreach(AttributeRequest& req, attributes.requests) {
|
|
|
|
uint id;
|
|
|
|
|
2012-04-30 12:49:26 +00:00
|
|
|
if(req.std == ATTR_STD_NONE)
|
2011-04-27 11:58:34 +00:00
|
|
|
id = scene->shader_manager->get_attribute_id(req.name);
|
|
|
|
else
|
|
|
|
id = scene->shader_manager->get_attribute_id(req.std);
|
|
|
|
|
2013-01-03 12:08:54 +00:00
|
|
|
if(mesh->triangles.size()) {
|
|
|
|
attr_map[index].x = id;
|
|
|
|
attr_map[index].y = req.triangle_element;
|
|
|
|
attr_map[index].z = as_uint(req.triangle_offset);
|
2011-04-27 11:58:34 +00:00
|
|
|
|
2013-01-03 12:08:54 +00:00
|
|
|
if(req.triangle_type == TypeDesc::TypeFloat)
|
|
|
|
attr_map[index].w = NODE_ATTR_FLOAT;
|
2013-12-31 16:33:55 +00:00
|
|
|
else if(req.triangle_type == TypeDesc::TypeMatrix)
|
|
|
|
attr_map[index].w = NODE_ATTR_MATRIX;
|
2013-01-03 12:08:54 +00:00
|
|
|
else
|
|
|
|
attr_map[index].w = NODE_ATTR_FLOAT3;
|
|
|
|
}
|
|
|
|
|
|
|
|
index++;
|
|
|
|
|
2013-01-03 12:09:09 +00:00
|
|
|
if(mesh->curves.size()) {
|
2013-01-03 12:08:54 +00:00
|
|
|
attr_map[index].x = id;
|
|
|
|
attr_map[index].y = req.curve_element;
|
|
|
|
attr_map[index].z = as_uint(req.curve_offset);
|
|
|
|
|
|
|
|
if(req.curve_type == TypeDesc::TypeFloat)
|
|
|
|
attr_map[index].w = NODE_ATTR_FLOAT;
|
2013-12-31 16:33:55 +00:00
|
|
|
else if(req.curve_type == TypeDesc::TypeMatrix)
|
|
|
|
attr_map[index].w = NODE_ATTR_MATRIX;
|
2013-01-03 12:08:54 +00:00
|
|
|
else
|
|
|
|
attr_map[index].w = NODE_ATTR_FLOAT3;
|
|
|
|
}
|
2011-04-27 11:58:34 +00:00
|
|
|
|
2012-04-30 12:49:26 +00:00
|
|
|
index++;
|
2011-04-27 11:58:34 +00:00
|
|
|
}
|
2012-04-30 12:49:26 +00:00
|
|
|
|
|
|
|
/* terminator */
|
|
|
|
attr_map[index].x = ATTR_STD_NONE;
|
|
|
|
attr_map[index].y = 0;
|
|
|
|
attr_map[index].z = 0;
|
|
|
|
attr_map[index].w = 0;
|
2013-01-03 12:08:54 +00:00
|
|
|
|
|
|
|
index++;
|
|
|
|
|
|
|
|
attr_map[index].x = ATTR_STD_NONE;
|
|
|
|
attr_map[index].y = 0;
|
|
|
|
attr_map[index].z = 0;
|
|
|
|
attr_map[index].w = 0;
|
|
|
|
|
|
|
|
index++;
|
2011-04-27 11:58:34 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
/* copy to device */
|
|
|
|
dscene->data.bvh.attributes_map_stride = attr_map_stride;
|
|
|
|
device->tex_alloc("__attributes_map", dscene->attributes_map);
|
|
|
|
}
|
|
|
|
|
2014-06-13 21:40:39 +00:00
|
|
|
static void update_attribute_element_offset(Mesh *mesh, vector<float>& attr_float, vector<float4>& attr_float3, vector<uchar4>& attr_uchar4,
|
2013-01-03 12:08:54 +00:00
|
|
|
Attribute *mattr, TypeDesc& type, int& offset, AttributeElement& element)
|
|
|
|
{
|
|
|
|
if(mattr) {
|
|
|
|
/* store element and type */
|
|
|
|
element = mattr->element;
|
|
|
|
type = mattr->type;
|
|
|
|
|
|
|
|
/* store attribute data in arrays */
|
|
|
|
size_t size = mattr->element_size(
|
|
|
|
mesh->verts.size(),
|
|
|
|
mesh->triangles.size(),
|
2014-03-29 12:03:46 +00:00
|
|
|
mesh->motion_steps,
|
2013-01-03 12:09:09 +00:00
|
|
|
mesh->curves.size(),
|
2013-01-03 12:08:54 +00:00
|
|
|
mesh->curve_keys.size());
|
|
|
|
|
2014-03-29 12:03:48 +00:00
|
|
|
if(mattr->element == ATTR_ELEMENT_VOXEL) {
|
|
|
|
/* store slot in offset value */
|
|
|
|
VoxelAttribute *voxel_data = mattr->data_voxel();
|
|
|
|
offset = voxel_data->slot;
|
|
|
|
}
|
2014-06-27 19:19:26 +00:00
|
|
|
else if(mattr->element == ATTR_ELEMENT_CORNER_BYTE) {
|
2014-06-13 21:40:39 +00:00
|
|
|
uchar4 *data = mattr->data_uchar4();
|
|
|
|
offset = attr_uchar4.size();
|
|
|
|
|
|
|
|
attr_uchar4.resize(attr_uchar4.size() + size);
|
|
|
|
|
|
|
|
for(size_t k = 0; k < size; k++)
|
|
|
|
attr_uchar4[offset+k] = data[k];
|
|
|
|
}
|
2014-03-29 12:03:48 +00:00
|
|
|
else if(mattr->type == TypeDesc::TypeFloat) {
|
2013-01-03 12:08:54 +00:00
|
|
|
float *data = mattr->data_float();
|
|
|
|
offset = attr_float.size();
|
|
|
|
|
|
|
|
attr_float.resize(attr_float.size() + size);
|
|
|
|
|
|
|
|
for(size_t k = 0; k < size; k++)
|
|
|
|
attr_float[offset+k] = data[k];
|
|
|
|
}
|
2013-12-31 16:33:55 +00:00
|
|
|
else if(mattr->type == TypeDesc::TypeMatrix) {
|
|
|
|
Transform *tfm = mattr->data_transform();
|
|
|
|
offset = attr_float3.size();
|
|
|
|
|
|
|
|
attr_float3.resize(attr_float3.size() + size*4);
|
|
|
|
|
|
|
|
for(size_t k = 0; k < size*4; k++)
|
|
|
|
attr_float3[offset+k] = (&tfm->x)[k];
|
|
|
|
}
|
2013-01-03 12:08:54 +00:00
|
|
|
else {
|
2014-03-29 12:03:46 +00:00
|
|
|
float4 *data = mattr->data_float4();
|
2013-01-03 12:08:54 +00:00
|
|
|
offset = attr_float3.size();
|
|
|
|
|
|
|
|
attr_float3.resize(attr_float3.size() + size);
|
|
|
|
|
|
|
|
for(size_t k = 0; k < size; k++)
|
2014-03-29 12:03:46 +00:00
|
|
|
attr_float3[offset+k] = data[k];
|
2013-01-03 12:08:54 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
/* mesh vertex/curve index is global, not per object, so we sneak
|
|
|
|
* a correction for that in here */
|
|
|
|
if(element == ATTR_ELEMENT_VERTEX)
|
|
|
|
offset -= mesh->vert_offset;
|
2014-03-29 12:03:46 +00:00
|
|
|
else if(element == ATTR_ELEMENT_VERTEX_MOTION)
|
|
|
|
offset -= mesh->vert_offset;
|
2013-01-03 12:08:54 +00:00
|
|
|
else if(element == ATTR_ELEMENT_FACE)
|
|
|
|
offset -= mesh->tri_offset;
|
2014-06-13 21:40:39 +00:00
|
|
|
else if(element == ATTR_ELEMENT_CORNER || element == ATTR_ELEMENT_CORNER_BYTE)
|
2013-01-03 12:08:54 +00:00
|
|
|
offset -= 3*mesh->tri_offset;
|
2013-01-03 12:09:09 +00:00
|
|
|
else if(element == ATTR_ELEMENT_CURVE)
|
|
|
|
offset -= mesh->curve_offset;
|
2013-01-03 12:08:54 +00:00
|
|
|
else if(element == ATTR_ELEMENT_CURVE_KEY)
|
|
|
|
offset -= mesh->curvekey_offset;
|
2014-03-29 12:03:46 +00:00
|
|
|
else if(element == ATTR_ELEMENT_CURVE_KEY_MOTION)
|
|
|
|
offset -= mesh->curvekey_offset;
|
2013-01-03 12:08:54 +00:00
|
|
|
}
|
|
|
|
else {
|
|
|
|
/* attribute not found */
|
|
|
|
element = ATTR_ELEMENT_NONE;
|
|
|
|
offset = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2011-04-27 11:58:34 +00:00
|
|
|
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
|
2011-08-28 13:55:59 +00:00
|
|
|
* shaders assigned, this merges the requested attributes that have
|
2011-04-27 11:58:34 +00:00
|
|
|
* been set per shader by the shader manager */
|
|
|
|
vector<AttributeRequestSet> mesh_attributes(scene->meshes.size());
|
|
|
|
|
|
|
|
for(size_t i = 0; i < scene->meshes.size(); i++) {
|
|
|
|
Mesh *mesh = scene->meshes[i];
|
|
|
|
|
2012-04-30 12:49:26 +00:00
|
|
|
scene->need_global_attributes(mesh_attributes[i]);
|
|
|
|
|
2011-04-27 11:58:34 +00:00
|
|
|
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<float> attr_float;
|
|
|
|
vector<float4> attr_float3;
|
2014-06-13 21:40:39 +00:00
|
|
|
vector<uchar4> attr_uchar4;
|
2011-04-27 11:58:34 +00:00
|
|
|
|
|
|
|
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
|
2012-06-09 17:22:52 +00:00
|
|
|
* they actually refer to the same mesh attributes, optimize */
|
2011-04-27 11:58:34 +00:00
|
|
|
foreach(AttributeRequest& req, attributes.requests) {
|
2013-01-03 12:08:54 +00:00
|
|
|
Attribute *triangle_mattr = mesh->attributes.find(req);
|
|
|
|
Attribute *curve_mattr = mesh->curve_attributes.find(req);
|
|
|
|
|
|
|
|
/* todo: get rid of this exception, it's only here for giving some
|
|
|
|
* working texture coordinate for subdivision as we can't preserve
|
|
|
|
* any attributes yet */
|
|
|
|
if(!triangle_mattr && req.std == ATTR_STD_GENERATED) {
|
|
|
|
triangle_mattr = mesh->attributes.add(ATTR_STD_GENERATED);
|
2011-10-03 15:31:45 +00:00
|
|
|
if(mesh->verts.size())
|
2013-01-03 12:08:54 +00:00
|
|
|
memcpy(triangle_mattr->data_float3(), &mesh->verts[0], sizeof(float3)*mesh->verts.size());
|
2011-04-27 11:58:34 +00:00
|
|
|
}
|
|
|
|
|
2014-06-13 21:40:39 +00:00
|
|
|
update_attribute_element_offset(mesh, attr_float, attr_float3, attr_uchar4, triangle_mattr,
|
2013-01-03 12:08:54 +00:00
|
|
|
req.triangle_type, req.triangle_offset, req.triangle_element);
|
2011-04-27 11:58:34 +00:00
|
|
|
|
2014-06-13 21:40:39 +00:00
|
|
|
update_attribute_element_offset(mesh, attr_float, attr_float3, attr_uchar4, curve_mattr,
|
2013-01-03 12:08:54 +00:00
|
|
|
req.curve_type, req.curve_offset, req.curve_element);
|
|
|
|
|
2011-04-27 11:58:34 +00:00
|
|
|
if(progress.get_cancel()) return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* create attribute lookup maps */
|
2012-12-04 07:48:09 +00:00
|
|
|
if(scene->shader_manager->use_osl())
|
2011-04-27 11:58:34 +00:00
|
|
|
update_osl_attributes(device, scene, mesh_attributes);
|
2014-03-29 12:03:46 +00:00
|
|
|
|
|
|
|
update_svm_attributes(device, dscene, scene, mesh_attributes);
|
2011-04-27 11:58:34 +00:00
|
|
|
|
|
|
|
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);
|
|
|
|
}
|
2014-06-13 21:40:39 +00:00
|
|
|
if(attr_uchar4.size()) {
|
|
|
|
dscene->attributes_uchar4.copy(&attr_uchar4[0], attr_uchar4.size());
|
|
|
|
device->tex_alloc("__attributes_uchar4", dscene->attributes_uchar4);
|
|
|
|
}
|
2011-04-27 11:58:34 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
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;
|
|
|
|
|
2013-01-03 12:08:54 +00:00
|
|
|
size_t curve_key_size = 0;
|
2013-01-03 12:09:09 +00:00
|
|
|
size_t curve_size = 0;
|
2012-12-28 14:21:30 +00:00
|
|
|
|
2011-04-27 11:58:34 +00:00
|
|
|
foreach(Mesh *mesh, scene->meshes) {
|
|
|
|
mesh->vert_offset = vert_size;
|
|
|
|
mesh->tri_offset = tri_size;
|
|
|
|
|
2013-01-03 12:08:54 +00:00
|
|
|
mesh->curvekey_offset = curve_key_size;
|
2013-01-03 12:09:09 +00:00
|
|
|
mesh->curve_offset = curve_size;
|
2012-12-28 14:21:30 +00:00
|
|
|
|
2011-04-27 11:58:34 +00:00
|
|
|
vert_size += mesh->verts.size();
|
|
|
|
tri_size += mesh->triangles.size();
|
2012-12-28 14:21:30 +00:00
|
|
|
|
2013-01-03 12:08:54 +00:00
|
|
|
curve_key_size += mesh->curve_keys.size();
|
2013-01-03 12:09:09 +00:00
|
|
|
curve_size += mesh->curves.size();
|
2011-04-27 11:58:34 +00:00
|
|
|
}
|
|
|
|
|
2012-12-28 14:21:30 +00:00
|
|
|
if(tri_size != 0) {
|
|
|
|
/* normals */
|
|
|
|
progress.set_status("Updating Mesh", "Computing normals");
|
2011-04-27 11:58:34 +00:00
|
|
|
|
2014-09-24 11:34:28 +00:00
|
|
|
uint *tri_shader = dscene->tri_shader.resize(tri_size);
|
2012-12-28 14:21:30 +00:00
|
|
|
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);
|
2011-04-27 11:58:34 +00:00
|
|
|
|
2012-12-28 14:21:30 +00:00
|
|
|
foreach(Mesh *mesh, scene->meshes) {
|
2014-06-13 19:27:21 +00:00
|
|
|
mesh->pack_normals(scene, &tri_shader[mesh->tri_offset], &vnormal[mesh->vert_offset]);
|
2012-12-28 14:21:30 +00:00
|
|
|
mesh->pack_verts(&tri_verts[mesh->vert_offset], &tri_vindex[mesh->tri_offset], mesh->vert_offset);
|
2011-04-27 11:58:34 +00:00
|
|
|
|
2012-12-28 14:21:30 +00:00
|
|
|
if(progress.get_cancel()) return;
|
|
|
|
}
|
2011-04-27 11:58:34 +00:00
|
|
|
|
2012-12-28 14:21:30 +00:00
|
|
|
/* vertex coordinates */
|
|
|
|
progress.set_status("Updating Mesh", "Copying Mesh to device");
|
|
|
|
|
2014-06-13 19:27:21 +00:00
|
|
|
device->tex_alloc("__tri_shader", dscene->tri_shader);
|
2012-12-28 14:21:30 +00:00
|
|
|
device->tex_alloc("__tri_vnormal", dscene->tri_vnormal);
|
|
|
|
device->tex_alloc("__tri_verts", dscene->tri_verts);
|
|
|
|
device->tex_alloc("__tri_vindex", dscene->tri_vindex);
|
2011-04-27 11:58:34 +00:00
|
|
|
}
|
|
|
|
|
2013-01-03 12:09:09 +00:00
|
|
|
if(curve_size != 0) {
|
2012-12-28 14:21:30 +00:00
|
|
|
progress.set_status("Updating Mesh", "Copying Strands to device");
|
|
|
|
|
2013-01-03 12:08:54 +00:00
|
|
|
float4 *curve_keys = dscene->curve_keys.resize(curve_key_size);
|
2013-01-03 12:09:09 +00:00
|
|
|
float4 *curves = dscene->curves.resize(curve_size);
|
2011-04-27 11:58:34 +00:00
|
|
|
|
2012-12-28 14:21:30 +00:00
|
|
|
foreach(Mesh *mesh, scene->meshes) {
|
2013-01-03 12:09:09 +00:00
|
|
|
mesh->pack_curves(scene, &curve_keys[mesh->curvekey_offset], &curves[mesh->curve_offset], mesh->curvekey_offset);
|
2012-12-28 14:21:30 +00:00
|
|
|
if(progress.get_cancel()) return;
|
|
|
|
}
|
|
|
|
|
2013-01-03 12:08:54 +00:00
|
|
|
device->tex_alloc("__curve_keys", dscene->curve_keys);
|
2013-01-03 12:09:09 +00:00
|
|
|
device->tex_alloc("__curves", dscene->curves);
|
2012-12-28 14:21:30 +00:00
|
|
|
}
|
2011-04-27 11:58:34 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
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;
|
2012-01-16 13:13:37 +00:00
|
|
|
bparams.use_cache = scene->params.use_bvh_cache;
|
2011-04-27 11:58:34 +00:00
|
|
|
|
|
|
|
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);
|
|
|
|
}
|
2014-03-29 12:03:46 +00:00
|
|
|
if(pack.prim_type.size()) {
|
|
|
|
dscene->prim_type.reference((uint*)&pack.prim_type[0], pack.prim_type.size());
|
|
|
|
device->tex_alloc("__prim_type", dscene->prim_type);
|
2012-12-28 14:21:30 +00:00
|
|
|
}
|
2011-09-01 15:53:36 +00:00
|
|
|
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);
|
|
|
|
}
|
2011-04-27 11:58:34 +00:00
|
|
|
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;
|
|
|
|
|
2014-10-03 10:11:19 +00:00
|
|
|
/* update normals and flags */
|
2011-04-27 11:58:34 +00:00
|
|
|
foreach(Mesh *mesh, scene->meshes) {
|
2014-10-03 10:11:19 +00:00
|
|
|
mesh->has_volume = false;
|
2014-10-02 18:37:05 +00:00
|
|
|
foreach(uint shader, mesh->used_shaders) {
|
2011-04-27 11:58:34 +00:00
|
|
|
if(scene->shaders[shader]->need_update_attributes)
|
|
|
|
mesh->need_update = true;
|
2014-10-03 10:11:19 +00:00
|
|
|
if(scene->shaders[shader]->has_volume) {
|
|
|
|
mesh->has_volume = true;
|
|
|
|
}
|
2014-10-02 18:37:05 +00:00
|
|
|
}
|
2011-04-27 11:58:34 +00:00
|
|
|
|
|
|
|
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)
|
2013-04-27 02:54:24 +00:00
|
|
|
if(mesh->need_update && displace(device, dscene, scene, mesh, progress))
|
2011-04-27 11:58:34 +00:00
|
|
|
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 */
|
2012-05-05 19:44:33 +00:00
|
|
|
size_t i = 0, num_bvh = 0;
|
2011-04-27 11:58:34 +00:00
|
|
|
|
|
|
|
foreach(Mesh *mesh, scene->meshes)
|
|
|
|
if(mesh->need_update && !mesh->transform_applied)
|
2012-05-05 19:44:33 +00:00
|
|
|
num_bvh++;
|
|
|
|
|
|
|
|
TaskPool pool;
|
2011-04-27 11:58:34 +00:00
|
|
|
|
|
|
|
foreach(Mesh *mesh, scene->meshes) {
|
|
|
|
if(mesh->need_update) {
|
2012-05-05 19:44:33 +00:00
|
|
|
pool.push(function_bind(&Mesh::compute_bvh, mesh, &scene->params, &progress, i, num_bvh));
|
|
|
|
i++;
|
2011-04-27 11:58:34 +00:00
|
|
|
}
|
|
|
|
}
|
2012-05-05 19:44:33 +00:00
|
|
|
|
|
|
|
pool.wait_work();
|
2011-04-27 11:58:34 +00:00
|
|
|
|
|
|
|
foreach(Shader *shader, scene->shaders)
|
|
|
|
shader->need_update_attributes = false;
|
|
|
|
|
2012-10-09 18:37:14 +00:00
|
|
|
#ifdef __OBJECT_MOTION__
|
2012-10-15 21:12:58 +00:00
|
|
|
Scene::MotionType need_motion = scene->need_motion(device->info.advanced_shading);
|
|
|
|
bool motion_blur = need_motion == Scene::MOTION_BLUR;
|
2012-10-09 18:37:14 +00:00
|
|
|
#else
|
|
|
|
bool motion_blur = false;
|
|
|
|
#endif
|
2012-04-30 12:49:26 +00:00
|
|
|
|
2014-10-03 08:52:04 +00:00
|
|
|
/* update obejcts */
|
|
|
|
vector<Object *> volume_objects;
|
2014-10-03 10:11:19 +00:00
|
|
|
foreach(Object *object, scene->objects)
|
2014-03-29 12:03:46 +00:00
|
|
|
object->compute_bounds(motion_blur);
|
2011-04-27 11:58:34 +00:00
|
|
|
|
|
|
|
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);
|
2014-03-29 12:03:46 +00:00
|
|
|
device->tex_free(dscene->prim_type);
|
2011-09-01 15:53:36 +00:00
|
|
|
device->tex_free(dscene->prim_visibility);
|
2011-04-27 11:58:34 +00:00
|
|
|
device->tex_free(dscene->prim_index);
|
|
|
|
device->tex_free(dscene->prim_object);
|
2014-06-13 19:27:21 +00:00
|
|
|
device->tex_free(dscene->tri_shader);
|
2011-04-27 11:58:34 +00:00
|
|
|
device->tex_free(dscene->tri_vnormal);
|
|
|
|
device->tex_free(dscene->tri_vindex);
|
|
|
|
device->tex_free(dscene->tri_verts);
|
2013-01-03 12:09:09 +00:00
|
|
|
device->tex_free(dscene->curves);
|
2013-01-03 12:08:54 +00:00
|
|
|
device->tex_free(dscene->curve_keys);
|
2011-04-27 11:58:34 +00:00
|
|
|
device->tex_free(dscene->attributes_map);
|
|
|
|
device->tex_free(dscene->attributes_float);
|
|
|
|
device->tex_free(dscene->attributes_float3);
|
2014-06-27 06:56:57 +00:00
|
|
|
device->tex_free(dscene->attributes_uchar4);
|
2011-04-27 11:58:34 +00:00
|
|
|
|
|
|
|
dscene->bvh_nodes.clear();
|
|
|
|
dscene->object_node.clear();
|
|
|
|
dscene->tri_woop.clear();
|
2014-03-29 12:03:46 +00:00
|
|
|
dscene->prim_type.clear();
|
2011-09-01 15:53:36 +00:00
|
|
|
dscene->prim_visibility.clear();
|
2011-04-27 11:58:34 +00:00
|
|
|
dscene->prim_index.clear();
|
|
|
|
dscene->prim_object.clear();
|
2014-06-13 19:27:21 +00:00
|
|
|
dscene->tri_shader.clear();
|
2011-04-27 11:58:34 +00:00
|
|
|
dscene->tri_vnormal.clear();
|
|
|
|
dscene->tri_vindex.clear();
|
|
|
|
dscene->tri_verts.clear();
|
2013-01-03 12:09:09 +00:00
|
|
|
dscene->curves.clear();
|
2013-01-03 12:08:54 +00:00
|
|
|
dscene->curve_keys.clear();
|
2011-04-27 11:58:34 +00:00
|
|
|
dscene->attributes_map.clear();
|
|
|
|
dscene->attributes_float.clear();
|
|
|
|
dscene->attributes_float3.clear();
|
2014-06-27 06:56:57 +00:00
|
|
|
dscene->attributes_uchar4.clear();
|
2013-02-14 16:11:47 +00:00
|
|
|
|
2013-02-14 19:30:25 +00:00
|
|
|
#ifdef WITH_OSL
|
2013-02-14 16:11:47 +00:00
|
|
|
OSLGlobals *og = (OSLGlobals*)device->osl_memory();
|
|
|
|
|
|
|
|
if(og) {
|
|
|
|
og->object_name_map.clear();
|
|
|
|
og->attribute_map.clear();
|
|
|
|
og->object_names.clear();
|
|
|
|
}
|
2013-02-14 19:30:25 +00:00
|
|
|
#endif
|
2011-04-27 11:58:34 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void MeshManager::tag_update(Scene *scene)
|
|
|
|
{
|
|
|
|
need_update = true;
|
|
|
|
scene->object_manager->need_update = true;
|
|
|
|
}
|
|
|
|
|
2012-04-30 12:49:26 +00:00
|
|
|
bool Mesh::need_attribute(Scene *scene, AttributeStandard std)
|
|
|
|
{
|
|
|
|
if(std == ATTR_STD_NONE)
|
|
|
|
return false;
|
|
|
|
|
|
|
|
if(scene->need_global_attribute(std))
|
|
|
|
return true;
|
|
|
|
|
|
|
|
foreach(uint shader, used_shaders)
|
|
|
|
if(scene->shaders[shader]->attributes.find(std))
|
|
|
|
return true;
|
|
|
|
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool Mesh::need_attribute(Scene *scene, ustring name)
|
|
|
|
{
|
|
|
|
if(name == ustring())
|
|
|
|
return false;
|
|
|
|
|
|
|
|
foreach(uint shader, used_shaders)
|
|
|
|
if(scene->shaders[shader]->attributes.find(name))
|
|
|
|
return true;
|
|
|
|
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
2011-04-27 11:58:34 +00:00
|
|
|
CCL_NAMESPACE_END
|
|
|
|
|