forked from bartvdbraak/blender
3e9f2938f0
rays from the OSL shader. The "shade" parameter is not supported currently, but attributes can be retrieved from the object that was hit using the getmessage("trace", ..) function. As mentioned in the OSL specification, this function can't be used instead of lighting, the main purpose is to allow shaders to "probe" nearby geometry, for example to apply a projected texture that can be blocked by geometry, apply more “wear” to exposed geometry, or make other ambient occlusion-like effects. http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/OSL#Trace Example .blend and render: http://www.pasteall.org/blend/17347 http://www.pasteall.org/pic/show.php?id=40066
815 lines
21 KiB
C++
815 lines
21 KiB
C++
/*
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* Copyright 2011, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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#include "bvh.h"
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#include "bvh_build.h"
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#include "camera.h"
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#include "device.h"
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#include "shader.h"
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#include "light.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 "osl_globals.h"
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#include "util_cache.h"
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#include "util_foreach.h"
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#include "util_progress.h"
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#include "util_set.h"
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CCL_NAMESPACE_BEGIN
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/* Mesh */
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Mesh::Mesh()
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{
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need_update = true;
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transform_applied = false;
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transform_negative_scaled = false;
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displacement_method = DISPLACE_BUMP;
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bounds = BoundBox::empty;
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bvh = NULL;
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tri_offset = 0;
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vert_offset = 0;
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attributes.mesh = this;
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}
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Mesh::~Mesh()
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{
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delete bvh;
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}
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void Mesh::reserve(int numverts, int numtris)
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{
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/* reserve space to add verts and triangles later */
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verts.resize(numverts);
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triangles.resize(numtris);
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shader.resize(numtris);
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smooth.resize(numtris);
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attributes.reserve(numverts, numtris);
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}
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void Mesh::clear()
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{
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/* clear all verts and triangles */
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verts.clear();
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triangles.clear();
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shader.clear();
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smooth.clear();
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attributes.clear();
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used_shaders.clear();
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transform_applied = false;
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transform_negative_scaled = false;
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}
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void Mesh::add_triangle(int v0, int v1, int v2, int shader_, bool smooth_)
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{
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Triangle t;
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t.v[0] = v0;
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t.v[1] = v1;
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t.v[2] = v2;
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triangles.push_back(t);
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shader.push_back(shader_);
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smooth.push_back(smooth_);
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}
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void Mesh::compute_bounds()
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{
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BoundBox bnds = BoundBox::empty;
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size_t verts_size = verts.size();
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for(size_t i = 0; i < verts_size; i++)
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bnds.grow(verts[i]);
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/* happens mostly on empty meshes */
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if(!bnds.valid())
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bnds.grow(make_float3(0.0f, 0.0f, 0.0f));
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bounds = bnds;
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}
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void Mesh::add_face_normals()
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{
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/* don't compute if already there */
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if(attributes.find(ATTR_STD_FACE_NORMAL))
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return;
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/* get attributes */
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Attribute *attr_fN = attributes.add(ATTR_STD_FACE_NORMAL);
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float3 *fN = attr_fN->data_float3();
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/* compute face normals */
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size_t triangles_size = triangles.size();
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bool flip = transform_negative_scaled;
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if(triangles_size) {
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float3 *verts_ptr = &verts[0];
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Triangle *triangles_ptr = &triangles[0];
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for(size_t i = 0; i < triangles_size; i++) {
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Triangle t = triangles_ptr[i];
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float3 v0 = verts_ptr[t.v[0]];
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float3 v1 = verts_ptr[t.v[1]];
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float3 v2 = verts_ptr[t.v[2]];
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fN[i] = normalize(cross(v1 - v0, v2 - v0));
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if(flip)
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fN[i] = -fN[i];
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}
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}
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}
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void Mesh::add_vertex_normals()
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{
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/* don't compute if already there */
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if(attributes.find(ATTR_STD_VERTEX_NORMAL))
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return;
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/* get attributes */
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Attribute *attr_fN = attributes.find(ATTR_STD_FACE_NORMAL);
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Attribute *attr_vN = attributes.add(ATTR_STD_VERTEX_NORMAL);
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float3 *fN = attr_fN->data_float3();
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float3 *vN = attr_vN->data_float3();
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/* compute vertex normals */
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memset(vN, 0, verts.size()*sizeof(float3));
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size_t verts_size = verts.size();
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size_t triangles_size = triangles.size();
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bool flip = transform_negative_scaled;
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if(triangles_size) {
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Triangle *triangles_ptr = &triangles[0];
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for(size_t i = 0; i < triangles_size; i++)
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for(size_t j = 0; j < 3; j++)
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vN[triangles_ptr[i].v[j]] += fN[i];
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}
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for(size_t i = 0; i < verts_size; i++) {
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vN[i] = normalize(vN[i]);
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if(flip)
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vN[i] = -vN[i];
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}
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}
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void Mesh::pack_normals(Scene *scene, float4 *normal, float4 *vnormal)
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{
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Attribute *attr_fN = attributes.find(ATTR_STD_FACE_NORMAL);
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Attribute *attr_vN = attributes.find(ATTR_STD_VERTEX_NORMAL);
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float3 *fN = attr_fN->data_float3();
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float3 *vN = attr_vN->data_float3();
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int shader_id = 0;
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uint last_shader = -1;
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bool last_smooth = false;
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size_t triangles_size = triangles.size();
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uint *shader_ptr = (shader.size())? &shader[0]: NULL;
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for(size_t i = 0; i < triangles_size; i++) {
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normal[i].x = fN[i].x;
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normal[i].y = fN[i].y;
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normal[i].z = fN[i].z;
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/* stuff shader id in here too */
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if(shader_ptr[i] != last_shader || last_smooth != smooth[i]) {
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last_shader = shader_ptr[i];
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last_smooth = smooth[i];
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shader_id = scene->shader_manager->get_shader_id(last_shader, this, last_smooth);
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}
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normal[i].w = __int_as_float(shader_id);
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}
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size_t verts_size = verts.size();
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for(size_t i = 0; i < verts_size; i++)
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vnormal[i] = make_float4(vN[i].x, vN[i].y, vN[i].z, 0.0f);
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}
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void Mesh::pack_verts(float4 *tri_verts, float4 *tri_vindex, size_t vert_offset)
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{
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size_t verts_size = verts.size();
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if(verts_size) {
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float3 *verts_ptr = &verts[0];
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for(size_t i = 0; i < verts_size; i++) {
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float3 p = verts_ptr[i];
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tri_verts[i] = make_float4(p.x, p.y, p.z, 0.0f);
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}
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}
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size_t triangles_size = triangles.size();
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if(triangles_size) {
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Triangle *triangles_ptr = &triangles[0];
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for(size_t i = 0; i < triangles_size; i++) {
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Triangle t = triangles_ptr[i];
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tri_vindex[i] = make_float4(
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__int_as_float(t.v[0] + vert_offset),
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__int_as_float(t.v[1] + vert_offset),
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__int_as_float(t.v[2] + vert_offset),
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0);
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}
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}
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}
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void Mesh::compute_bvh(SceneParams *params, Progress *progress, int n, int total)
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{
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if(progress->get_cancel())
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return;
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compute_bounds();
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if(!transform_applied) {
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string msg = "Updating Mesh BVH ";
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if(name == "")
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msg += string_printf("%u/%u", (uint)(n+1), (uint)total);
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else
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msg += string_printf("%s %u/%u", name.c_str(), (uint)(n+1), (uint)total);
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Object object;
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object.mesh = this;
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vector<Object*> objects;
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objects.push_back(&object);
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if(bvh && !need_update_rebuild) {
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progress->set_status(msg, "Refitting BVH");
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bvh->objects = objects;
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bvh->refit(*progress);
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}
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else {
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progress->set_status(msg, "Building BVH");
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BVHParams bparams;
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bparams.use_cache = params->use_bvh_cache;
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bparams.use_spatial_split = params->use_bvh_spatial_split;
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bparams.use_qbvh = params->use_qbvh;
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delete bvh;
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bvh = BVH::create(bparams, objects);
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bvh->build(*progress);
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}
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}
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need_update = false;
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need_update_rebuild = false;
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}
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void Mesh::tag_update(Scene *scene, bool rebuild)
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{
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need_update = true;
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if(rebuild) {
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need_update_rebuild = true;
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scene->light_manager->need_update = true;
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}
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else {
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foreach(uint sindex, used_shaders)
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if(scene->shaders[sindex]->has_surface_emission)
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scene->light_manager->need_update = true;
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}
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scene->mesh_manager->need_update = true;
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scene->object_manager->need_update = true;
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}
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/* Mesh Manager */
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MeshManager::MeshManager()
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{
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bvh = NULL;
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need_update = true;
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}
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MeshManager::~MeshManager()
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{
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delete bvh;
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}
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void MeshManager::update_osl_attributes(Device *device, Scene *scene, vector<AttributeRequestSet>& mesh_attributes)
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{
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#ifdef WITH_OSL
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/* for OSL, a hash map is used to lookup the attribute by name. */
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OSLGlobals *og = (OSLGlobals*)device->osl_memory();
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og->object_name_map.clear();
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og->attribute_map.clear();
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og->object_names.clear();
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og->attribute_map.resize(scene->objects.size());
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for(size_t i = 0; i < scene->objects.size(); i++) {
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/* set object name to object index map */
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Object *object = scene->objects[i];
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og->object_name_map[object->name] = i;
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og->object_names.push_back(object->name);
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/* set object attributes */
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foreach(ParamValue& attr, object->attributes) {
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OSLGlobals::Attribute osl_attr;
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osl_attr.type = attr.type();
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osl_attr.elem = ATTR_ELEMENT_VALUE;
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osl_attr.value = attr;
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og->attribute_map[i][attr.name()] = osl_attr;
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}
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/* find mesh attributes */
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size_t j;
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for(j = 0; j < scene->meshes.size(); j++)
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if(scene->meshes[j] == object->mesh)
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break;
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AttributeRequestSet& attributes = mesh_attributes[j];
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/* set object attributes */
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foreach(AttributeRequest& req, attributes.requests) {
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if(req.element == ATTR_ELEMENT_NONE)
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continue;
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OSLGlobals::Attribute osl_attr;
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osl_attr.elem = req.element;
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osl_attr.offset = req.offset;
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if(req.type == TypeDesc::TypeFloat)
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osl_attr.type = TypeDesc::TypeFloat;
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else
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osl_attr.type = TypeDesc::TypeColor;
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if(req.std != ATTR_STD_NONE) {
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/* if standard attribute, add lookup by geom: name convention */
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ustring stdname(string("geom:") + string(attribute_standard_name(req.std)));
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og->attribute_map[i][stdname] = osl_attr;
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}
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else if(req.name != ustring()) {
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/* add lookup by mesh attribute name */
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og->attribute_map[i][req.name] = osl_attr;
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}
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}
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}
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#endif
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}
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void MeshManager::update_svm_attributes(Device *device, DeviceScene *dscene, Scene *scene, vector<AttributeRequestSet>& mesh_attributes)
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{
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/* for SVM, the attributes_map table is used to lookup the offset of an
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* attribute, based on a unique shader attribute id. */
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/* compute array stride */
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int attr_map_stride = 0;
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for(size_t i = 0; i < scene->meshes.size(); i++)
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attr_map_stride = max(attr_map_stride, mesh_attributes[i].size()+1);
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if(attr_map_stride == 0)
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return;
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/* create attribute map */
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uint4 *attr_map = dscene->attributes_map.resize(attr_map_stride*scene->objects.size());
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memset(attr_map, 0, dscene->attributes_map.size()*sizeof(uint));
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for(size_t i = 0; i < scene->objects.size(); i++) {
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Object *object = scene->objects[i];
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/* find mesh attributes */
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size_t j;
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for(j = 0; j < scene->meshes.size(); j++)
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if(scene->meshes[j] == object->mesh)
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break;
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AttributeRequestSet& attributes = mesh_attributes[j];
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/* set object attributes */
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int index = i*attr_map_stride;
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foreach(AttributeRequest& req, attributes.requests) {
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uint id;
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if(req.std == ATTR_STD_NONE)
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id = scene->shader_manager->get_attribute_id(req.name);
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else
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id = scene->shader_manager->get_attribute_id(req.std);
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attr_map[index].x = id;
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attr_map[index].y = req.element;
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attr_map[index].z = as_uint(req.offset);
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if(req.type == TypeDesc::TypeFloat)
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attr_map[index].w = NODE_ATTR_FLOAT;
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else
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attr_map[index].w = NODE_ATTR_FLOAT3;
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index++;
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}
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/* terminator */
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attr_map[index].x = ATTR_STD_NONE;
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attr_map[index].y = 0;
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attr_map[index].z = 0;
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attr_map[index].w = 0;
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}
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/* copy to device */
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dscene->data.bvh.attributes_map_stride = attr_map_stride;
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device->tex_alloc("__attributes_map", dscene->attributes_map);
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}
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void MeshManager::device_update_attributes(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress)
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{
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progress.set_status("Updating Mesh", "Computing attributes");
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/* gather per mesh requested attributes. as meshes may have multiple
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* shaders assigned, this merges the requested attributes that have
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* been set per shader by the shader manager */
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vector<AttributeRequestSet> mesh_attributes(scene->meshes.size());
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for(size_t i = 0; i < scene->meshes.size(); i++) {
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Mesh *mesh = scene->meshes[i];
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scene->need_global_attributes(mesh_attributes[i]);
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foreach(uint sindex, mesh->used_shaders) {
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Shader *shader = scene->shaders[sindex];
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mesh_attributes[i].add(shader->attributes);
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}
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}
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/* mesh attribute are stored in a single array per data type. here we fill
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* those arrays, and set the offset and element type to create attribute
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* maps next */
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vector<float> attr_float;
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vector<float4> attr_float3;
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for(size_t i = 0; i < scene->meshes.size(); i++) {
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Mesh *mesh = scene->meshes[i];
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AttributeRequestSet& attributes = mesh_attributes[i];
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/* todo: we now store std and name attributes from requests even if
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* they actually refer to the same mesh attributes, optimize */
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foreach(AttributeRequest& req, attributes.requests) {
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Attribute *mattr = mesh->attributes.find(req);
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/* todo: get rid of this exception */
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if(!mattr && req.std == ATTR_STD_GENERATED) {
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mattr = mesh->attributes.add(ATTR_STD_GENERATED);
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if(mesh->verts.size())
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memcpy(mattr->data_float3(), &mesh->verts[0], sizeof(float3)*mesh->verts.size());
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}
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/* attribute not found */
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if(!mattr) {
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req.element = ATTR_ELEMENT_NONE;
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req.offset = 0;
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continue;
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}
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/* we abuse AttributeRequest to pass on info like element and
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* offset, it doesn't really make sense but is convenient */
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/* store element and type */
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if(mattr->element == Attribute::VERTEX)
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req.element = ATTR_ELEMENT_VERTEX;
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else if(mattr->element == Attribute::FACE)
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req.element = ATTR_ELEMENT_FACE;
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else if(mattr->element == Attribute::CORNER)
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req.element = ATTR_ELEMENT_CORNER;
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req.type = mattr->type;
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/* store attribute data in arrays */
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size_t size = mattr->element_size(mesh->verts.size(), mesh->triangles.size());
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if(mattr->type == TypeDesc::TypeFloat) {
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float *data = mattr->data_float();
|
|
req.offset = attr_float.size();
|
|
|
|
attr_float.resize(attr_float.size() + size);
|
|
|
|
for(size_t k = 0; k < size; k++)
|
|
attr_float[req.offset+k] = data[k];
|
|
}
|
|
else {
|
|
float3 *data = mattr->data_float3();
|
|
req.offset = attr_float3.size();
|
|
|
|
attr_float3.resize(attr_float3.size() + size);
|
|
|
|
for(size_t k = 0; k < size; k++)
|
|
attr_float3[req.offset+k] = float3_to_float4(data[k]);
|
|
}
|
|
|
|
/* mesh vertex/triangle index is global, not per object, so we sneak
|
|
* a correction for that in here */
|
|
if(req.element == ATTR_ELEMENT_VERTEX)
|
|
req.offset -= mesh->vert_offset;
|
|
else if(mattr->element == Attribute::FACE)
|
|
req.offset -= mesh->tri_offset;
|
|
else if(mattr->element == Attribute::CORNER)
|
|
req.offset -= 3*mesh->tri_offset;
|
|
|
|
if(progress.get_cancel()) return;
|
|
}
|
|
}
|
|
|
|
/* create attribute lookup maps */
|
|
if(scene->params.shadingsystem == SceneParams::OSL)
|
|
update_osl_attributes(device, scene, mesh_attributes);
|
|
else
|
|
update_svm_attributes(device, dscene, scene, mesh_attributes);
|
|
|
|
if(progress.get_cancel()) return;
|
|
|
|
/* copy to device */
|
|
progress.set_status("Updating Mesh", "Copying Attributes to device");
|
|
|
|
if(attr_float.size()) {
|
|
dscene->attributes_float.copy(&attr_float[0], attr_float.size());
|
|
device->tex_alloc("__attributes_float", dscene->attributes_float);
|
|
}
|
|
if(attr_float3.size()) {
|
|
dscene->attributes_float3.copy(&attr_float3[0], attr_float3.size());
|
|
device->tex_alloc("__attributes_float3", dscene->attributes_float3);
|
|
}
|
|
}
|
|
|
|
void MeshManager::device_update_mesh(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress)
|
|
{
|
|
/* count and update offsets */
|
|
size_t vert_size = 0;
|
|
size_t tri_size = 0;
|
|
|
|
foreach(Mesh *mesh, scene->meshes) {
|
|
mesh->vert_offset = vert_size;
|
|
mesh->tri_offset = tri_size;
|
|
|
|
vert_size += mesh->verts.size();
|
|
tri_size += mesh->triangles.size();
|
|
}
|
|
|
|
if(tri_size == 0)
|
|
return;
|
|
|
|
/* normals */
|
|
progress.set_status("Updating Mesh", "Computing normals");
|
|
|
|
float4 *normal = dscene->tri_normal.resize(tri_size);
|
|
float4 *vnormal = dscene->tri_vnormal.resize(vert_size);
|
|
float4 *tri_verts = dscene->tri_verts.resize(vert_size);
|
|
float4 *tri_vindex = dscene->tri_vindex.resize(tri_size);
|
|
|
|
foreach(Mesh *mesh, scene->meshes) {
|
|
mesh->pack_normals(scene, &normal[mesh->tri_offset], &vnormal[mesh->vert_offset]);
|
|
mesh->pack_verts(&tri_verts[mesh->vert_offset], &tri_vindex[mesh->tri_offset], mesh->vert_offset);
|
|
|
|
if(progress.get_cancel()) return;
|
|
}
|
|
|
|
/* vertex coordinates */
|
|
progress.set_status("Updating Mesh", "Copying Mesh to device");
|
|
|
|
device->tex_alloc("__tri_normal", dscene->tri_normal);
|
|
device->tex_alloc("__tri_vnormal", dscene->tri_vnormal);
|
|
device->tex_alloc("__tri_verts", dscene->tri_verts);
|
|
device->tex_alloc("__tri_vindex", dscene->tri_vindex);
|
|
}
|
|
|
|
void MeshManager::device_update_bvh(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress)
|
|
{
|
|
/* bvh build */
|
|
progress.set_status("Updating Scene BVH", "Building");
|
|
|
|
BVHParams bparams;
|
|
bparams.top_level = true;
|
|
bparams.use_qbvh = scene->params.use_qbvh;
|
|
bparams.use_spatial_split = scene->params.use_bvh_spatial_split;
|
|
bparams.use_cache = scene->params.use_bvh_cache;
|
|
|
|
delete bvh;
|
|
bvh = BVH::create(bparams, scene->objects);
|
|
bvh->build(progress);
|
|
|
|
if(progress.get_cancel()) return;
|
|
|
|
/* copy to device */
|
|
progress.set_status("Updating Scene BVH", "Copying BVH to device");
|
|
|
|
PackedBVH& pack = bvh->pack;
|
|
|
|
if(pack.nodes.size()) {
|
|
dscene->bvh_nodes.reference((float4*)&pack.nodes[0], pack.nodes.size());
|
|
device->tex_alloc("__bvh_nodes", dscene->bvh_nodes);
|
|
}
|
|
if(pack.object_node.size()) {
|
|
dscene->object_node.reference((uint*)&pack.object_node[0], pack.object_node.size());
|
|
device->tex_alloc("__object_node", dscene->object_node);
|
|
}
|
|
if(pack.tri_woop.size()) {
|
|
dscene->tri_woop.reference(&pack.tri_woop[0], pack.tri_woop.size());
|
|
device->tex_alloc("__tri_woop", dscene->tri_woop);
|
|
}
|
|
if(pack.prim_visibility.size()) {
|
|
dscene->prim_visibility.reference((uint*)&pack.prim_visibility[0], pack.prim_visibility.size());
|
|
device->tex_alloc("__prim_visibility", dscene->prim_visibility);
|
|
}
|
|
if(pack.prim_index.size()) {
|
|
dscene->prim_index.reference((uint*)&pack.prim_index[0], pack.prim_index.size());
|
|
device->tex_alloc("__prim_index", dscene->prim_index);
|
|
}
|
|
if(pack.prim_object.size()) {
|
|
dscene->prim_object.reference((uint*)&pack.prim_object[0], pack.prim_object.size());
|
|
device->tex_alloc("__prim_object", dscene->prim_object);
|
|
}
|
|
|
|
dscene->data.bvh.root = pack.root_index;
|
|
}
|
|
|
|
void MeshManager::device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress)
|
|
{
|
|
if(!need_update)
|
|
return;
|
|
|
|
/* update normals */
|
|
foreach(Mesh *mesh, scene->meshes) {
|
|
foreach(uint shader, mesh->used_shaders)
|
|
if(scene->shaders[shader]->need_update_attributes)
|
|
mesh->need_update = true;
|
|
|
|
if(mesh->need_update) {
|
|
mesh->add_face_normals();
|
|
mesh->add_vertex_normals();
|
|
|
|
if(progress.get_cancel()) return;
|
|
}
|
|
}
|
|
|
|
/* device update */
|
|
device_free(device, dscene);
|
|
|
|
device_update_mesh(device, dscene, scene, progress);
|
|
if(progress.get_cancel()) return;
|
|
|
|
device_update_attributes(device, dscene, scene, progress);
|
|
if(progress.get_cancel()) return;
|
|
|
|
/* update displacement */
|
|
bool displacement_done = false;
|
|
|
|
foreach(Mesh *mesh, scene->meshes)
|
|
if(mesh->need_update && displace(device, scene, mesh, progress))
|
|
displacement_done = true;
|
|
|
|
/* todo: properly handle cancel halfway displacement */
|
|
if(progress.get_cancel()) return;
|
|
|
|
/* device re-update after displacement */
|
|
if(displacement_done) {
|
|
device_free(device, dscene);
|
|
|
|
device_update_mesh(device, dscene, scene, progress);
|
|
if(progress.get_cancel()) return;
|
|
|
|
device_update_attributes(device, dscene, scene, progress);
|
|
if(progress.get_cancel()) return;
|
|
}
|
|
|
|
/* update bvh */
|
|
size_t i = 0, num_bvh = 0;
|
|
|
|
foreach(Mesh *mesh, scene->meshes)
|
|
if(mesh->need_update && !mesh->transform_applied)
|
|
num_bvh++;
|
|
|
|
TaskPool pool;
|
|
|
|
foreach(Mesh *mesh, scene->meshes) {
|
|
if(mesh->need_update) {
|
|
pool.push(function_bind(&Mesh::compute_bvh, mesh, &scene->params, &progress, i, num_bvh));
|
|
i++;
|
|
}
|
|
}
|
|
|
|
pool.wait_work();
|
|
|
|
foreach(Shader *shader, scene->shaders)
|
|
shader->need_update_attributes = false;
|
|
|
|
float shuttertime = scene->camera->shuttertime;
|
|
#ifdef __OBJECT_MOTION__
|
|
Scene::MotionType need_motion = scene->need_motion(device->info.advanced_shading);
|
|
bool motion_blur = need_motion == Scene::MOTION_BLUR;
|
|
#else
|
|
bool motion_blur = false;
|
|
#endif
|
|
|
|
foreach(Object *object, scene->objects)
|
|
object->compute_bounds(motion_blur, shuttertime);
|
|
|
|
if(progress.get_cancel()) return;
|
|
|
|
device_update_bvh(device, dscene, scene, progress);
|
|
|
|
need_update = false;
|
|
}
|
|
|
|
void MeshManager::device_free(Device *device, DeviceScene *dscene)
|
|
{
|
|
device->tex_free(dscene->bvh_nodes);
|
|
device->tex_free(dscene->object_node);
|
|
device->tex_free(dscene->tri_woop);
|
|
device->tex_free(dscene->prim_visibility);
|
|
device->tex_free(dscene->prim_index);
|
|
device->tex_free(dscene->prim_object);
|
|
device->tex_free(dscene->tri_normal);
|
|
device->tex_free(dscene->tri_vnormal);
|
|
device->tex_free(dscene->tri_vindex);
|
|
device->tex_free(dscene->tri_verts);
|
|
device->tex_free(dscene->attributes_map);
|
|
device->tex_free(dscene->attributes_float);
|
|
device->tex_free(dscene->attributes_float3);
|
|
|
|
dscene->bvh_nodes.clear();
|
|
dscene->object_node.clear();
|
|
dscene->tri_woop.clear();
|
|
dscene->prim_visibility.clear();
|
|
dscene->prim_index.clear();
|
|
dscene->prim_object.clear();
|
|
dscene->tri_normal.clear();
|
|
dscene->tri_vnormal.clear();
|
|
dscene->tri_vindex.clear();
|
|
dscene->tri_verts.clear();
|
|
dscene->attributes_map.clear();
|
|
dscene->attributes_float.clear();
|
|
dscene->attributes_float3.clear();
|
|
}
|
|
|
|
void MeshManager::tag_update(Scene *scene)
|
|
{
|
|
need_update = true;
|
|
scene->object_manager->need_update = true;
|
|
}
|
|
|
|
bool Mesh::need_attribute(Scene *scene, AttributeStandard std)
|
|
{
|
|
if(std == ATTR_STD_NONE)
|
|
return false;
|
|
|
|
if(scene->need_global_attribute(std))
|
|
return true;
|
|
|
|
foreach(uint shader, used_shaders)
|
|
if(scene->shaders[shader]->attributes.find(std))
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
bool Mesh::need_attribute(Scene *scene, ustring name)
|
|
{
|
|
if(name == ustring())
|
|
return false;
|
|
|
|
foreach(uint shader, used_shaders)
|
|
if(scene->shaders[shader]->attributes.find(name))
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
CCL_NAMESPACE_END
|
|
|