blender/intern/cycles/render/mesh_displace.cpp
Sergey Sharybin 0579eaae1f Cycles: Make all #include statements relative to cycles source directory
The idea is to make include statements more explicit and obvious where the
file is coming from, additionally reducing chance of wrong header being
picked up.

For example, it was not obvious whether bvh.h was refferring to builder
or traversal, whenter node.h is a generic graph node or a shader node
and cases like that.

Surely this might look obvious for the active developers, but after some
time of not touching the code it becomes less obvious where file is coming
from.

This was briefly mentioned in T50824 and seems @brecht is fine with such
explicitness, but need to agree with all active developers before committing
this.

Please note that this patch is lacking changes related on GPU/OpenCL
support. This will be solved if/when we all agree this is a good idea to move
forward.

Reviewers: brecht, lukasstockner97, maiself, nirved, dingto, juicyfruit, swerner

Reviewed By: lukasstockner97, maiself, nirved, dingto

Subscribers: brecht

Differential Revision: https://developer.blender.org/D2586
2017-03-29 13:41:11 +02:00

322 lines
8.4 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/device.h"
#include "render/mesh.h"
#include "render/object.h"
#include "render/scene.h"
#include "render/shader.h"
#include "util/util_foreach.h"
#include "util/util_progress.h"
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 */
if(!mesh->has_true_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;
size_t num_triangles = mesh->num_triangles();
for(size_t i = 0; i < num_triangles; i++) {
Mesh::Triangle t = mesh->get_triangle(i);
int shader_index = mesh->shader[i];
Shader *shader = (shader_index < mesh->used_shaders.size()) ?
mesh->used_shaders[shader_index] : scene->default_surface;
if(!shader->has_displacement || shader->displacement_method == DISPLACE_BUMP) {
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 */
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("displace_input", d_input, MEM_READ_ONLY);
device->mem_copy_to(d_input);
device->mem_alloc("displace_output", 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 < num_triangles; i++) {
Mesh::Triangle t = mesh->get_triangle(i);
int shader_index = mesh->shader[i];
Shader *shader = (shader_index < mesh->used_shaders.size()) ?
mesh->used_shaders[shader_index] : scene->default_surface;
if(!shader->has_displacement || shader->displacement_method == DISPLACE_BUMP) {
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();
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<bool> 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;
}
CCL_NAMESPACE_END