forked from bartvdbraak/blender
Brecht Van Lommel
e4e58d4612
Now baking does one AA sample at a time, just like final render. There is also some code for shader antialiasing that solves T40369 but it is disabled for now because there may be unpredictable side effects.
178 lines
4.4 KiB
C++
178 lines
4.4 KiB
C++
/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License
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*/
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#include "device.h"
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#include "mesh.h"
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#include "object.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, DeviceScene *dscene, 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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string msg = string_printf("Computing Displacement %s", mesh->name.c_str());
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progress.set_status("Updating Mesh", msg);
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/* find object index. todo: is arbitrary */
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size_t object_index = OBJECT_NONE;
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for(size_t i = 0; i < scene->objects.size(); i++) {
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if(scene->objects[i]->mesh == mesh) {
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object_index = i;
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break;
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}
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}
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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_size = 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 */
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int object = ~object_index;
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int prim = mesh->tri_offset + i;
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float u, v;
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switch (j) {
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case 0:
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u = 1.0f;
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v = 0.0f;
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break;
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case 1:
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u = 0.0f;
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v = 1.0f;
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break;
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default:
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u = 0.0f;
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v = 0.0f;
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break;
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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_size++] = in;
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}
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}
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if(d_input_size == 0)
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return false;
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/* run device task */
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device_vector<float4> d_output;
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d_output.resize(d_input_size);
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/* needs to be up to data for attribute access */
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device->const_copy_to("__data", &dscene->data, sizeof(dscene->data));
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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_output, MEM_WRITE_ONLY);
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DeviceTask task(DeviceTask::SHADER);
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task.shader_input = d_input.device_pointer;
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task.shader_output = d_output.device_pointer;
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task.shader_eval_type = SHADER_EVAL_DISPLACE;
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task.shader_x = 0;
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task.shader_w = d_output.size();
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task.num_samples = 1;
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task.get_cancel = function_bind(&Progress::get_cancel, &progress);
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device->task_add(task);
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device->task_wait();
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if(progress.get_cancel()) {
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device->mem_free(d_input);
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device->mem_free(d_output);
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return false;
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}
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device->mem_copy_from(d_output, 0, 1, d_output.size(), sizeof(float4));
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device->mem_free(d_input);
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device->mem_free(d_output);
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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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float4 *offset = (float4*)d_output.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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float3 off = float4_to_float3(offset[k++]);
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mesh->verts[t.v[j]] += off;
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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(ATTR_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(ATTR_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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