forked from bartvdbraak/blender
b9ce231060
More information in this post: http://code.blender.org/ Thanks to all contributes for giving their permission!
173 lines
4.3 KiB
C++
173 lines
4.3 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 = ~0;
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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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device->task_add(task);
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device->task_wait();
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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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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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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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