forked from bartvdbraak/blender
462 lines
13 KiB
C++
462 lines
13 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 "light.h"
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#include "mesh.h"
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#include "curves.h"
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#include "object.h"
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#include "particles.h"
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#include "scene.h"
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#include "util_foreach.h"
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#include "util_map.h"
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#include "util_progress.h"
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#include "util_vector.h"
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CCL_NAMESPACE_BEGIN
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/* Object */
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Object::Object()
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{
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name = "";
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mesh = NULL;
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tfm = transform_identity();
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visibility = ~0;
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random_id = 0;
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pass_id = 0;
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particle_system = NULL;
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particle_index = 0;
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bounds = BoundBox::empty;
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motion.pre = transform_identity();
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motion.mid = transform_identity();
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motion.post = transform_identity();
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use_motion = false;
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use_holdout = false;
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dupli_generated = make_float3(0.0f, 0.0f, 0.0f);
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dupli_uv = make_float2(0.0f, 0.0f);
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}
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Object::~Object()
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{
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}
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void Object::compute_bounds(bool motion_blur)
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{
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BoundBox mbounds = mesh->bounds;
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if(motion_blur && use_motion) {
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DecompMotionTransform decomp;
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transform_motion_decompose(&decomp, &motion, &tfm);
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bounds = BoundBox::empty;
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/* todo: this is really terrible. according to pbrt there is a better
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* way to find this iteratively, but did not find implementation yet
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* or try to implement myself */
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for(float t = 0.0f; t < 1.0f; t += (1.0f/128.0f)) {
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Transform ttfm;
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transform_motion_interpolate(&ttfm, &decomp, t);
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bounds.grow(mbounds.transformed(&ttfm));
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}
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}
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else
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bounds = mbounds.transformed(&tfm);
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}
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void Object::apply_transform()
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{
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if(!mesh || tfm == transform_identity())
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return;
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/* triangles */
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if(mesh->verts.size()) {
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/* store matrix to transform later. when accessing these as attributes we
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* do not want the transform to be applied for consistency between static
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* and dynamic BVH, so we do it on packing. */
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mesh->transform_normal = transform_transpose(transform_inverse(tfm));
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/* apply to mesh vertices */
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for(size_t i = 0; i < mesh->verts.size(); i++)
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mesh->verts[i] = transform_point(&tfm, mesh->verts[i]);
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Attribute *attr = mesh->attributes.find(ATTR_STD_MOTION_VERTEX_POSITION);
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if (attr) {
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size_t steps_size = mesh->verts.size() * (mesh->motion_steps - 1);
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float3 *vert_steps = attr->data_float3();
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for (size_t i = 0; i < steps_size; i++)
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vert_steps[i] = transform_point(&tfm, vert_steps[i]);
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}
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Attribute *attr_N = mesh->attributes.find(ATTR_STD_MOTION_VERTEX_NORMAL);
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if(attr_N) {
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Transform ntfm = mesh->transform_normal;
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size_t steps_size = mesh->verts.size() * (mesh->motion_steps - 1);
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float3 *normal_steps = attr_N->data_float3();
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for (size_t i = 0; i < steps_size; i++)
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normal_steps[i] = normalize(transform_direction(&ntfm, normal_steps[i]));
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}
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}
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/* curves */
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if(mesh->curve_keys.size()) {
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/* compute uniform scale */
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float3 c0 = transform_get_column(&tfm, 0);
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float3 c1 = transform_get_column(&tfm, 1);
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float3 c2 = transform_get_column(&tfm, 2);
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float scalar = pow(fabsf(dot(cross(c0, c1), c2)), 1.0f/3.0f);
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/* apply transform to curve keys */
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for(size_t i = 0; i < mesh->curve_keys.size(); i++) {
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float3 co = transform_point(&tfm, float4_to_float3(mesh->curve_keys[i]));
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float radius = mesh->curve_keys[i].w * scalar;
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/* scale for curve radius is only correct for uniform scale */
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mesh->curve_keys[i] = float3_to_float4(co);
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mesh->curve_keys[i].w = radius;
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}
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Attribute *curve_attr = mesh->curve_attributes.find(ATTR_STD_MOTION_VERTEX_POSITION);
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if (curve_attr) {
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/* apply transform to motion curve keys */
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size_t steps_size = mesh->curve_keys.size() * (mesh->motion_steps - 1);
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float4 *key_steps = curve_attr->data_float4();
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for (size_t i = 0; i < steps_size; i++) {
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float3 co = transform_point(&tfm, float4_to_float3(key_steps[i]));
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float radius = key_steps[i].w * scalar;
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/* scale for curve radius is only correct for uniform scale */
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key_steps[i] = float3_to_float4(co);
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key_steps[i].w = radius;
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}
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}
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}
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/* we keep normals pointing in same direction on negative scale, notify
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* mesh about this in it (re)calculates normals */
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if(transform_negative_scale(tfm))
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mesh->transform_negative_scaled = true;
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if(bounds.valid()) {
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mesh->compute_bounds();
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compute_bounds(false);
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}
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/* tfm is not reset to identity, all code that uses it needs to check the
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transform_applied boolean */
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}
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void Object::tag_update(Scene *scene)
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{
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if(mesh) {
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if(mesh->transform_applied)
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mesh->need_update = true;
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foreach(uint sindex, mesh->used_shaders) {
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Shader *shader = scene->shaders[sindex];
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if(shader->use_mis && shader->has_surface_emission)
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scene->light_manager->need_update = true;
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}
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}
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scene->curve_system_manager->need_update = true;
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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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vector<float> Object::motion_times()
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{
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/* compute times at which we sample motion for this object */
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vector<float> times;
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int motion_steps = mesh->motion_steps;
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if(!mesh || motion_steps == 1)
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return times;
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for(int step = 0; step < motion_steps; step++) {
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if(step != motion_steps / 2) {
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float time = 2.0f * step / (motion_steps - 1) - 1.0f;
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times.push_back(time);
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}
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}
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return times;
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}
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/* Object Manager */
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ObjectManager::ObjectManager()
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{
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need_update = true;
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}
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ObjectManager::~ObjectManager()
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{
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}
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void ObjectManager::device_update_transforms(Device *device, DeviceScene *dscene, Scene *scene, uint *object_flag, Progress& progress)
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{
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float4 *objects;
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float4 *objects_vector = NULL;
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int i = 0;
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map<Mesh*, float> surface_area_map;
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map<ParticleSystem*, int> particle_offset;
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Scene::MotionType need_motion = scene->need_motion(device->info.advanced_shading);
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bool have_motion = false;
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bool have_curves = false;
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objects = dscene->objects.resize(OBJECT_SIZE*scene->objects.size());
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if(need_motion == Scene::MOTION_PASS)
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objects_vector = dscene->objects_vector.resize(OBJECT_VECTOR_SIZE*scene->objects.size());
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/* particle system device offsets
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* 0 is dummy particle, index starts at 1
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*/
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int numparticles = 1;
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foreach(ParticleSystem *psys, scene->particle_systems) {
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particle_offset[psys] = numparticles;
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numparticles += psys->particles.size();
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}
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foreach(Object *ob, scene->objects) {
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Mesh *mesh = ob->mesh;
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uint flag = 0;
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/* compute transformations */
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Transform tfm = ob->tfm;
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Transform itfm = transform_inverse(tfm);
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/* compute surface area. for uniform scale we can do avoid the many
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* transform calls and share computation for instances */
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/* todo: correct for displacement, and move to a better place */
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float uniform_scale;
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float surface_area = 0.0f;
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float pass_id = ob->pass_id;
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float random_number = (float)ob->random_id * (1.0f/(float)0xFFFFFFFF);
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int particle_index = (ob->particle_system)? ob->particle_index + particle_offset[ob->particle_system]: 0;
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if(transform_uniform_scale(tfm, uniform_scale)) {
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map<Mesh*, float>::iterator it = surface_area_map.find(mesh);
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if(it == surface_area_map.end()) {
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foreach(Mesh::Triangle& t, mesh->triangles) {
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float3 p1 = mesh->verts[t.v[0]];
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float3 p2 = mesh->verts[t.v[1]];
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float3 p3 = mesh->verts[t.v[2]];
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surface_area += triangle_area(p1, p2, p3);
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}
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surface_area_map[mesh] = surface_area;
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}
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else
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surface_area = it->second;
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surface_area *= uniform_scale;
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}
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else {
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foreach(Mesh::Triangle& t, mesh->triangles) {
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float3 p1 = transform_point(&tfm, mesh->verts[t.v[0]]);
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float3 p2 = transform_point(&tfm, mesh->verts[t.v[1]]);
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float3 p3 = transform_point(&tfm, mesh->verts[t.v[2]]);
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surface_area += triangle_area(p1, p2, p3);
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}
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}
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/* pack in texture */
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int offset = i*OBJECT_SIZE;
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memcpy(&objects[offset], &tfm, sizeof(float4)*3);
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memcpy(&objects[offset+4], &itfm, sizeof(float4)*3);
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objects[offset+8] = make_float4(surface_area, pass_id, random_number, __int_as_float(particle_index));
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if(need_motion == Scene::MOTION_PASS) {
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/* motion transformations, is world/object space depending if mesh
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* comes with deformed position in object space, or if we transform
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* the shading point in world space */
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Transform mtfm_pre = ob->motion.pre;
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Transform mtfm_post = ob->motion.post;
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if(!mesh->attributes.find(ATTR_STD_MOTION_VERTEX_POSITION)) {
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mtfm_pre = mtfm_pre * itfm;
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mtfm_post = mtfm_post * itfm;
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}
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memcpy(&objects_vector[i*OBJECT_VECTOR_SIZE+0], &mtfm_pre, sizeof(float4)*3);
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memcpy(&objects_vector[i*OBJECT_VECTOR_SIZE+3], &mtfm_post, sizeof(float4)*3);
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}
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#ifdef __OBJECT_MOTION__
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else if(need_motion == Scene::MOTION_BLUR) {
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if(ob->use_motion) {
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/* decompose transformations for interpolation */
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DecompMotionTransform decomp;
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transform_motion_decompose(&decomp, &ob->motion, &ob->tfm);
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memcpy(&objects[offset], &decomp, sizeof(float4)*8);
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flag |= SD_OBJECT_MOTION;
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have_motion = true;
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}
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}
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#endif
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/* dupli object coords and motion info */
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int totalsteps = mesh->motion_steps;
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int numsteps = (totalsteps - 1)/2;
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int numverts = mesh->verts.size();
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int numkeys = mesh->curve_keys.size();
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objects[offset+9] = make_float4(ob->dupli_generated[0], ob->dupli_generated[1], ob->dupli_generated[2], __int_as_float(numkeys));
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objects[offset+10] = make_float4(ob->dupli_uv[0], ob->dupli_uv[1], __int_as_float(numsteps), __int_as_float(numverts));
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/* object flag */
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if(ob->use_holdout)
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flag |= SD_HOLDOUT_MASK;
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object_flag[i] = flag;
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/* have curves */
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if(mesh->curves.size())
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have_curves = true;
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i++;
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if(progress.get_cancel()) return;
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}
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device->tex_alloc("__objects", dscene->objects);
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if(need_motion == Scene::MOTION_PASS)
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device->tex_alloc("__objects_vector", dscene->objects_vector);
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dscene->data.bvh.have_motion = have_motion;
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dscene->data.bvh.have_curves = have_curves;
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dscene->data.bvh.have_instancing = true;
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}
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void ObjectManager::device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress)
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{
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if(!need_update)
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return;
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device_free(device, dscene);
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need_update = false;
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if(scene->objects.size() == 0)
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return;
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/* object info flag */
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uint *object_flag = dscene->object_flag.resize(scene->objects.size());
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/* set object transform matrices, before applying static transforms */
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progress.set_status("Updating Objects", "Copying Transformations to device");
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device_update_transforms(device, dscene, scene, object_flag, progress);
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if(progress.get_cancel()) return;
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/* prepare for static BVH building */
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/* todo: do before to support getting object level coords? */
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if(scene->params.bvh_type == SceneParams::BVH_STATIC) {
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progress.set_status("Updating Objects", "Applying Static Transformations");
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apply_static_transforms(dscene, scene, object_flag, progress);
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}
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/* allocate object flag */
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device->tex_alloc("__object_flag", dscene->object_flag);
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}
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void ObjectManager::device_free(Device *device, DeviceScene *dscene)
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{
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device->tex_free(dscene->objects);
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dscene->objects.clear();
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device->tex_free(dscene->objects_vector);
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dscene->objects_vector.clear();
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device->tex_free(dscene->object_flag);
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dscene->object_flag.clear();
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}
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void ObjectManager::apply_static_transforms(DeviceScene *dscene, Scene *scene, uint *object_flag, Progress& progress)
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{
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/* todo: normals and displacement should be done before applying transform! */
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/* todo: create objects/meshes in right order! */
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/* counter mesh users */
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map<Mesh*, int> mesh_users;
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#ifdef __OBJECT_MOTION__
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Scene::MotionType need_motion = scene->need_motion();
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bool motion_blur = need_motion == Scene::MOTION_BLUR;
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#else
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bool motion_blur = false;
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#endif
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int i = 0;
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bool have_instancing = false;
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foreach(Object *object, scene->objects) {
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map<Mesh*, int>::iterator it = mesh_users.find(object->mesh);
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if(it == mesh_users.end())
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mesh_users[object->mesh] = 1;
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else
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it->second++;
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}
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if(progress.get_cancel()) return;
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/* apply transforms for objects with single user meshes */
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foreach(Object *object, scene->objects) {
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if(mesh_users[object->mesh] == 1) {
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if(!(motion_blur && object->use_motion)) {
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if(!object->mesh->transform_applied) {
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object->apply_transform();
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object->mesh->transform_applied = true;
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if(progress.get_cancel()) return;
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}
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object_flag[i] |= SD_TRANSFORM_APPLIED;
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}
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else
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have_instancing = true;
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}
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else
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have_instancing = true;
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i++;
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}
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dscene->data.bvh.have_instancing = have_instancing;
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}
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void ObjectManager::tag_update(Scene *scene)
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{
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need_update = true;
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scene->curve_system_manager->need_update = true;
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scene->mesh_manager->need_update = true;
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scene->light_manager->need_update = true;
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}
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CCL_NAMESPACE_END
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