blender/intern/cycles/render/mesh_displace.cpp
Brecht Van Lommel 1d8c798188 Cycles: support for motion vector and UV passes.
Most of the changes are related to adding support for motion data throughout
the code. There's some code for actual camera/object motion blur raytracing
but it's unfinished (it badly slows down the raytracing kernel even when the
option is turned off), so that code it disabled still.

Motion vector export from Blender tries to avoid computing derived meshes
when the mesh does not have a deforming modifier, and it also won't store
motion vectors for every vertex if only the object or camera is moving.
2012-04-30 12:49:26 +00:00

156 lines
3.9 KiB
C++

/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "device.h"
#include "mesh.h"
#include "scene.h"
#include "shader.h"
#include "util_foreach.h"
#include "util_progress.h"
CCL_NAMESPACE_BEGIN
bool MeshManager::displace(Device *device, 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;
/* setup input for device task */
vector<bool> done(mesh->verts.size(), false);
device_vector<uint4> d_input;
uint4 *d_input_data = d_input.resize(mesh->verts.size());
size_t d_input_offset = 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-1; */
int object = ~0; /* todo */
int prim = mesh->tri_offset + i;
float u, v;
if(j == 0) {
u = 1.0f;
v = 0.0f;
}
else if(j == 1) {
u = 0.0f;
v = 1.0f;
}
else {
u = 0.0f;
v = 0.0f;
}
/* back */
uint4 in = make_uint4(object, prim, __float_as_int(u), __float_as_int(v));
d_input_data[d_input_offset++] = in;
}
}
if(d_input_offset == 0)
return false;
/* run device task */
device_vector<float4> d_output;
d_output.resize(d_input.size());
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_input.size();
device->task_add(task);
device->task_wait();
device->mem_copy_from(d_output, 0, 1, d_output.size(), sizeof(float4));
device->mem_free(d_input);
device->mem_free(d_output);
if(progress.get_cancel())
return false;
/* read result */
done.clear();
done.resize(mesh->verts.size(), false);
int k = 0;
float4 *offset = (float4*)d_output.data_pointer;
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;
}
}
}
/* 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