diff --git a/intern/cycles/blender/addon/properties.py b/intern/cycles/blender/addon/properties.py index 81204eb8ae0..8e82eac2b59 100644 --- a/intern/cycles/blender/addon/properties.py +++ b/intern/cycles/blender/addon/properties.py @@ -775,6 +775,13 @@ class CyclesMaterialSettings(bpy.types.PropertyGroup): default='LINEAR', ) + cls.displacement_method = EnumProperty( + name="Displacement Method", + description="Method to use for the displacement", + items=enum_displacement_methods, + default='BUMP', + ) + @classmethod def unregister(cls): del bpy.types.Material.cycles @@ -952,13 +959,6 @@ class CyclesMeshSettings(bpy.types.PropertyGroup): type=cls, ) - cls.displacement_method = EnumProperty( - name="Displacement Method", - description="Method to use for the displacement", - items=enum_displacement_methods, - default='BUMP', - ) - @classmethod def unregister(cls): del bpy.types.Mesh.cycles diff --git a/intern/cycles/blender/addon/ui.py b/intern/cycles/blender/addon/ui.py index 42f7970769a..52872d2b83f 100644 --- a/intern/cycles/blender/addon/ui.py +++ b/intern/cycles/blender/addon/ui.py @@ -674,40 +674,6 @@ class Cycles_PT_context_material(CyclesButtonsPanel, Panel): split.separator() -class Cycles_PT_mesh_displacement(CyclesButtonsPanel, Panel): - bl_label = "Displacement" - bl_context = "data" - - @classmethod - def poll(cls, context): - if CyclesButtonsPanel.poll(context): - if context.mesh or context.curve or context.meta_ball: - if context.scene.cycles.feature_set == 'EXPERIMENTAL': - return True - - return False - - def draw(self, context): - layout = self.layout - - mesh = context.mesh - curve = context.curve - mball = context.meta_ball - - if mesh: - cdata = mesh.cycles - elif curve: - cdata = curve.cycles - elif mball: - cdata = mball.cycles - - split = layout.split() - - col = split.column() - sub = col.column(align=True) - sub.label(text="Displacement:") - sub.prop(cdata, "displacement_method", text="") - class CyclesObject_PT_motion_blur(CyclesButtonsPanel, Panel): bl_label = "Motion Blur" bl_context = "object" @@ -1219,6 +1185,11 @@ class CyclesMaterial_PT_settings(CyclesButtonsPanel, Panel): col.prop(cmat, "sample_as_light", text="Multiple Importance") col.prop(cmat, "use_transparent_shadow") + if context.scene.cycles.feature_set == 'EXPERIMENTAL': + col.separator() + col.label(text="Displacement:") + col.prop(cmat, "displacement_method", text="") + col = split.column() col.label(text="Volume:") sub = col.column() diff --git a/intern/cycles/blender/blender_mesh.cpp b/intern/cycles/blender/blender_mesh.cpp index b4c490c0d33..11aef55c277 100644 --- a/intern/cycles/blender/blender_mesh.cpp +++ b/intern/cycles/blender/blender_mesh.cpp @@ -1008,21 +1008,6 @@ Mesh *BlenderSync::sync_mesh(BL::Object& b_ob, } mesh->geometry_flags = requested_geometry_flags; - /* displacement method */ - if(cmesh.data) { - const int method = get_enum(cmesh, - "displacement_method", - Mesh::DISPLACE_NUM_METHODS, - Mesh::DISPLACE_BUMP); - - if(method == 0 || !experimental) - mesh->displacement_method = Mesh::DISPLACE_BUMP; - else if(method == 1) - mesh->displacement_method = Mesh::DISPLACE_TRUE; - else - mesh->displacement_method = Mesh::DISPLACE_BOTH; - } - /* fluid motion */ sync_mesh_fluid_motion(b_ob, scene, mesh); diff --git a/intern/cycles/blender/blender_shader.cpp b/intern/cycles/blender/blender_shader.cpp index 2fe8ee90334..534bc6cc897 100644 --- a/intern/cycles/blender/blender_shader.cpp +++ b/intern/cycles/blender/blender_shader.cpp @@ -64,6 +64,14 @@ static VolumeInterpolation get_volume_interpolation(PointerRNA& ptr) VOLUME_INTERPOLATION_LINEAR); } +static DisplacementMethod get_displacement_method(PointerRNA& ptr) +{ + return (DisplacementMethod)get_enum(ptr, + "displacement_method", + DISPLACE_NUM_METHODS, + DISPLACE_BUMP); +} + static int validate_enum_value(int value, int num_values, int default_value) { if(value >= num_values) { @@ -1182,6 +1190,7 @@ void BlenderSync::sync_materials(bool update_all) shader->heterogeneous_volume = !get_boolean(cmat, "homogeneous_volume"); shader->volume_sampling_method = get_volume_sampling(cmat); shader->volume_interpolation_method = get_volume_interpolation(cmat); + shader->displacement_method = (experimental) ? get_displacement_method(cmat) : DISPLACE_BUMP; shader->set_graph(graph); shader->tag_update(scene); diff --git a/intern/cycles/render/mesh.cpp b/intern/cycles/render/mesh.cpp index 0a812219944..f90c19a11c8 100644 --- a/intern/cycles/render/mesh.cpp +++ b/intern/cycles/render/mesh.cpp @@ -120,12 +120,6 @@ NODE_DEFINE(Mesh) { NodeType* type = NodeType::add("mesh", create); - static NodeEnum displacement_method_enum; - displacement_method_enum.insert("bump", DISPLACE_BUMP); - displacement_method_enum.insert("true", DISPLACE_TRUE); - displacement_method_enum.insert("both", DISPLACE_BOTH); - SOCKET_ENUM(displacement_method, "Displacement Method", displacement_method_enum, DISPLACE_BUMP); - SOCKET_UINT(motion_steps, "Motion Steps", 3); SOCKET_BOOLEAN(use_motion_blur, "Use Motion Blur", false); @@ -787,6 +781,17 @@ bool Mesh::has_motion_blur() const curve_attributes.find(ATTR_STD_MOTION_VERTEX_POSITION))); } +bool Mesh::has_true_displacement() const +{ + foreach(Shader *shader, used_shaders) { + if(shader->has_displacement && shader->displacement_method != DISPLACE_BUMP) { + return true; + } + } + + return false; +} + bool Mesh::need_build_bvh() const { return !transform_applied || has_surface_bssrdf; @@ -1659,7 +1664,7 @@ void MeshManager::device_update(Device *device, DeviceScene *dscene, Scene *scen bool old_need_object_flags_update = false; foreach(Mesh *mesh, scene->meshes) { if(mesh->need_update && - mesh->displacement_method != Mesh::DISPLACE_BUMP) + mesh->has_true_displacement()) { true_displacement_used = true; break; diff --git a/intern/cycles/render/mesh.h b/intern/cycles/render/mesh.h index 2436d6aa231..eff5c50e635 100644 --- a/intern/cycles/render/mesh.h +++ b/intern/cycles/render/mesh.h @@ -116,15 +116,6 @@ public: float crease; }; - /* Displacement */ - enum DisplacementMethod { - DISPLACE_BUMP = 0, - DISPLACE_TRUE = 1, - DISPLACE_BOTH = 2, - - DISPLACE_NUM_METHODS, - }; - enum SubdivisionType { SUBDIVISION_NONE, SUBDIVISION_LINEAR, @@ -174,7 +165,6 @@ public: bool transform_applied; bool transform_negative_scaled; Transform transform_normal; - DisplacementMethod displacement_method; PackedPatchTable *patch_table; @@ -245,6 +235,7 @@ public: void tag_update(Scene *scene, bool rebuild); bool has_motion_blur() const; + bool has_true_displacement() const; /* Check whether the mesh should have own BVH built separately. Briefly, * own BVH is needed for mesh, if: diff --git a/intern/cycles/render/mesh_displace.cpp b/intern/cycles/render/mesh_displace.cpp index 95f46ff02a2..ef9cfedd412 100644 --- a/intern/cycles/render/mesh_displace.cpp +++ b/intern/cycles/render/mesh_displace.cpp @@ -26,19 +26,27 @@ CCL_NAMESPACE_BEGIN +static float3 compute_face_normal(const Mesh::Triangle& t, float3 *verts) +{ + float3 v0 = verts[t.v[0]]; + float3 v1 = verts[t.v[1]]; + float3 v2 = verts[t.v[2]]; + + float3 norm = cross(v1 - v0, v2 - v0); + float normlen = len(norm); + + if(normlen == 0.0f) + return make_float3(1.0f, 0.0f, 0.0f); + + return norm / normlen; +} + bool MeshManager::displace(Device *device, DeviceScene *dscene, Scene *scene, Mesh *mesh, Progress& progress) { /* verify if we have a displacement shader */ - bool has_displacement = false; - - if(mesh->displacement_method != Mesh::DISPLACE_BUMP) { - foreach(Shader *shader, mesh->used_shaders) - if(shader->has_displacement) - has_displacement = true; - } - - if(!has_displacement) + if(!mesh->has_true_displacement()) { return false; + } string msg = string_printf("Computing Displacement %s", mesh->name.c_str()); progress.set_status("Updating Mesh", msg); @@ -67,8 +75,9 @@ bool MeshManager::displace(Device *device, DeviceScene *dscene, Scene *scene, Me Shader *shader = (shader_index < mesh->used_shaders.size()) ? mesh->used_shaders[shader_index] : scene->default_surface; - if(!shader->has_displacement) + if(!shader->has_displacement || shader->displacement_method == DISPLACE_BUMP) { continue; + } for(int j = 0; j < 3; j++) { if(done[t.v[j]]) @@ -153,8 +162,9 @@ bool MeshManager::displace(Device *device, DeviceScene *dscene, Scene *scene, Me Shader *shader = (shader_index < mesh->used_shaders.size()) ? mesh->used_shaders[shader_index] : scene->default_surface; - if(!shader->has_displacement) + if(!shader->has_displacement || shader->displacement_method == DISPLACE_BUMP) { continue; + } for(int j = 0; j < 3; j++) { if(!done[t.v[j]]) { @@ -178,9 +188,131 @@ bool MeshManager::displace(Device *device, DeviceScene *dscene, Scene *scene, Me mesh->attributes.remove(ATTR_STD_FACE_NORMAL); mesh->add_face_normals(); - if(mesh->displacement_method == Mesh::DISPLACE_TRUE) { - mesh->attributes.remove(ATTR_STD_VERTEX_NORMAL); - mesh->add_vertex_normals(); + bool need_recompute_vertex_normals = false; + + foreach(Shader *shader, mesh->used_shaders) { + if(shader->has_displacement && shader->displacement_method == DISPLACE_TRUE) { + need_recompute_vertex_normals = true; + break; + } + } + + if(need_recompute_vertex_normals) { + bool flip = mesh->transform_negative_scaled; + vector tri_has_true_disp(num_triangles, false); + + for(size_t i = 0; i < num_triangles; i++) { + int shader_index = mesh->shader[i]; + Shader *shader = (shader_index < mesh->used_shaders.size()) ? + mesh->used_shaders[shader_index] : scene->default_surface; + + tri_has_true_disp[i] = shader->has_displacement && shader->displacement_method == DISPLACE_TRUE; + } + + /* static vertex normals */ + + /* get attributes */ + Attribute *attr_fN = mesh->attributes.find(ATTR_STD_FACE_NORMAL); + Attribute *attr_vN = mesh->attributes.find(ATTR_STD_VERTEX_NORMAL); + + float3 *fN = attr_fN->data_float3(); + float3 *vN = attr_vN->data_float3(); + + /* compute vertex normals */ + + /* zero vertex normals on triangles with true displacement */ + for(size_t i = 0; i < num_triangles; i++) { + if(tri_has_true_disp[i]) { + for(size_t j = 0; j < 3; j++) { + vN[mesh->get_triangle(i).v[j]] = make_float3(0.0f, 0.0f, 0.0f); + } + } + } + + /* add face normals to vertex normals */ + for(size_t i = 0; i < num_triangles; i++) { + if(tri_has_true_disp[i]) { + for(size_t j = 0; j < 3; j++) { + vN[mesh->get_triangle(i).v[j]] += fN[i]; + } + } + } + + /* normalize vertex normals */ + done.clear(); + done.resize(num_verts, false); + + for(size_t i = 0; i < num_triangles; i++) { + if(tri_has_true_disp[i]) { + for(size_t j = 0; j < 3; j++) { + int vert = mesh->get_triangle(i).v[j]; + + if(done[vert]) { + continue; + } + + vN[vert] = normalize(vN[vert]); + if(flip) + vN[vert] = -vN[vert]; + + done[vert] = true; + } + } + } + + /* motion vertex normals */ + Attribute *attr_mP = mesh->attributes.find(ATTR_STD_MOTION_VERTEX_POSITION); + Attribute *attr_mN = mesh->attributes.find(ATTR_STD_MOTION_VERTEX_NORMAL); + + if(mesh->has_motion_blur() && attr_mP && attr_mN) { + for(int step = 0; step < mesh->motion_steps - 1; step++) { + float3 *mP = attr_mP->data_float3() + step*mesh->verts.size(); + float3 *mN = attr_mN->data_float3() + step*mesh->verts.size(); + + /* compute */ + + /* zero vertex normals on triangles with true displacement */ + for(size_t i = 0; i < num_triangles; i++) { + if(tri_has_true_disp[i]) { + for(size_t j = 0; j < 3; j++) { + mN[mesh->get_triangle(i).v[j]] = make_float3(0.0f, 0.0f, 0.0f); + } + } + } + + /* add face normals to vertex normals */ + for(size_t i = 0; i < num_triangles; i++) { + if(tri_has_true_disp[i]) { + for(size_t j = 0; j < 3; j++) { + float3 fN = compute_face_normal(mesh->get_triangle(i), mP); + mN[mesh->get_triangle(i).v[j]] += fN; + } + } + } + + /* normalize vertex normals */ + done.clear(); + done.resize(num_verts, false); + + for(size_t i = 0; i < num_triangles; i++) { + if(tri_has_true_disp[i]) { + for(size_t j = 0; j < 3; j++) { + int vert = mesh->get_triangle(i).v[j]; + + if(done[vert]) { + continue; + } + + mN[vert] = normalize(mN[vert]); + if(flip) + mN[vert] = -mN[vert]; + + done[vert] = true; + } + } + } + } + } } return true; diff --git a/intern/cycles/render/object.cpp b/intern/cycles/render/object.cpp index eeb44f46685..28cc4fe58fa 100644 --- a/intern/cycles/render/object.cpp +++ b/intern/cycles/render/object.cpp @@ -689,7 +689,7 @@ void ObjectManager::apply_static_transforms(DeviceScene *dscene, Scene *scene, u * Could be solved by moving reference counter to Mesh. */ if((mesh_users[object->mesh] == 1 && !object->mesh->has_surface_bssrdf) && - object->mesh->displacement_method == Mesh::DISPLACE_BUMP) + !object->mesh->has_true_displacement()) { if(!(motion_blur && object->use_motion)) { if(!object->mesh->transform_applied) { diff --git a/intern/cycles/render/shader.cpp b/intern/cycles/render/shader.cpp index 4cdb878df45..d000cca5a45 100644 --- a/intern/cycles/render/shader.cpp +++ b/intern/cycles/render/shader.cpp @@ -150,6 +150,12 @@ NODE_DEFINE(Shader) volume_interpolation_method_enum.insert("cubic", VOLUME_INTERPOLATION_CUBIC); SOCKET_ENUM(volume_interpolation_method, "Volume Interpolation Method", volume_interpolation_method_enum, VOLUME_INTERPOLATION_LINEAR); + static NodeEnum displacement_method_enum; + displacement_method_enum.insert("bump", DISPLACE_BUMP); + displacement_method_enum.insert("true", DISPLACE_TRUE); + displacement_method_enum.insert("both", DISPLACE_BOTH); + SOCKET_ENUM(displacement_method, "Displacement Method", displacement_method_enum, DISPLACE_BUMP); + return type; } @@ -173,6 +179,8 @@ Shader::Shader() has_object_dependency = false; has_integrator_dependency = false; + displacement_method = DISPLACE_BUMP; + id = -1; used = false; @@ -310,7 +318,7 @@ int ShaderManager::get_shader_id(Shader *shader, Mesh *mesh, bool smooth) int id = shader->id*2; /* index depends bump since this setting is not in the shader */ - if(mesh && mesh->displacement_method != Mesh::DISPLACE_TRUE) + if(mesh && shader->displacement_method != DISPLACE_TRUE) id += 1; /* smooth flag */ if(smooth) diff --git a/intern/cycles/render/shader.h b/intern/cycles/render/shader.h index dc57ed4e4eb..060ad7056bc 100644 --- a/intern/cycles/render/shader.h +++ b/intern/cycles/render/shader.h @@ -66,6 +66,14 @@ enum VolumeInterpolation { VOLUME_NUM_INTERPOLATION, }; +enum DisplacementMethod { + DISPLACE_BUMP = 0, + DISPLACE_TRUE = 1, + DISPLACE_BOTH = 2, + + DISPLACE_NUM_METHODS, +}; + /* Shader describing the appearance of a Mesh, Light or Background. * * While there is only a single shader graph, it has three outputs: surface, @@ -110,6 +118,9 @@ public: bool has_object_dependency; bool has_integrator_dependency; + /* displacement */ + DisplacementMethod displacement_method; + /* requested mesh attributes */ AttributeRequestSet attributes;