blender/intern/cycles/render/mesh_displace.cpp
Sergey Sharybin 36aa7e659e Fix T47180: Cycles deform motion blur + displacement behaves weirdly
Displacement shader was not updating motion vertex positions.

Current solution is not totally correct because it applies same offset
for all time steps. Ideally we'll need to evaluate displacement shader
for every time offset separately, but currently we don't have subframe
image access.

For the time being will consider this a TODO.
2016-01-16 15:36:42 +05:00

186 lines
4.7 KiB
C++

/*
* Copyright 2011-2013 Blender Foundation
*
* 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
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* 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.
*/
#include "device.h"
#include "mesh.h"
#include "object.h"
#include "scene.h"
#include "shader.h"
#include "util_foreach.h"
#include "util_progress.h"
CCL_NAMESPACE_BEGIN
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(uint sindex, mesh->used_shaders)
if(scene->shaders[sindex]->has_displacement)
has_displacement = true;
}
if(!has_displacement)
return false;
string msg = string_printf("Computing Displacement %s", mesh->name.c_str());
progress.set_status("Updating Mesh", msg);
/* find object index. todo: is arbitrary */
size_t object_index = OBJECT_NONE;
for(size_t i = 0; i < scene->objects.size(); i++) {
if(scene->objects[i]->mesh == mesh) {
object_index = i;
break;
}
}
/* setup input for device task */
const size_t num_verts = mesh->verts.size();
vector<bool> done(num_verts, false);
device_vector<uint4> d_input;
uint4 *d_input_data = d_input.resize(num_verts);
size_t d_input_size = 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 */
int object = ~object_index;
int prim = mesh->tri_offset + i;
float u, v;
switch(j) {
case 0:
u = 1.0f;
v = 0.0f;
break;
case 1:
u = 0.0f;
v = 1.0f;
break;
default:
u = 0.0f;
v = 0.0f;
break;
}
/* back */
uint4 in = make_uint4(object, prim, __float_as_int(u), __float_as_int(v));
d_input_data[d_input_size++] = in;
}
}
if(d_input_size == 0)
return false;
/* run device task */
device_vector<float4> d_output;
d_output.resize(d_input_size);
/* needs to be up to data for attribute access */
device->const_copy_to("__data", &dscene->data, sizeof(dscene->data));
device->mem_alloc(d_input, MEM_READ_ONLY);
device->mem_copy_to(d_input);
device->mem_alloc(d_output, MEM_WRITE_ONLY);
DeviceTask task(DeviceTask::SHADER);
task.shader_input = d_input.device_pointer;
task.shader_output = d_output.device_pointer;
task.shader_eval_type = SHADER_EVAL_DISPLACE;
task.shader_x = 0;
task.shader_w = d_output.size();
task.num_samples = 1;
task.get_cancel = function_bind(&Progress::get_cancel, &progress);
device->task_add(task);
device->task_wait();
if(progress.get_cancel()) {
device->mem_free(d_input);
device->mem_free(d_output);
return false;
}
device->mem_copy_from(d_output, 0, 1, d_output.size(), sizeof(float4));
device->mem_free(d_input);
device->mem_free(d_output);
/* read result */
done.clear();
done.resize(num_verts, false);
int k = 0;
float4 *offset = (float4*)d_output.data_pointer;
Attribute *attr_mP = mesh->attributes.find(ATTR_STD_MOTION_VERTEX_POSITION);
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;
float3 off = float4_to_float3(offset[k++]);
mesh->verts[t.v[j]] += off;
if(attr_mP != NULL) {
for(int step = 0; step < mesh->motion_steps - 1; step++) {
float3 *mP = attr_mP->data_float3() + step*num_verts;
mP[t.v[j]] += off;
}
}
}
}
}
/* 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(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();
}
return true;
}
CCL_NAMESPACE_END