blender/intern/cycles/render/geometry.cpp

1471 lines
44 KiB
C++

/*
* Copyright 2011-2020 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 "bvh/bvh.h"
#include "bvh/bvh_build.h"
#ifdef WITH_EMBREE
# include "bvh/bvh_embree.h"
#endif
#include "render/attribute.h"
#include "render/camera.h"
#include "render/geometry.h"
#include "render/hair.h"
#include "render/light.h"
#include "render/mesh.h"
#include "render/nodes.h"
#include "render/object.h"
#include "render/scene.h"
#include "render/shader.h"
#include "render/stats.h"
#include "subd/subd_split.h"
#include "subd/subd_patch_table.h"
#include "kernel/osl/osl_globals.h"
#include "util/util_foreach.h"
#include "util/util_logging.h"
#include "util/util_progress.h"
CCL_NAMESPACE_BEGIN
/* Geometry */
NODE_ABSTRACT_DEFINE(Geometry)
{
NodeType *type = NodeType::add("geometry_base", NULL);
SOCKET_UINT(motion_steps, "Motion Steps", 3);
SOCKET_BOOLEAN(use_motion_blur, "Use Motion Blur", false);
return type;
}
Geometry::Geometry(const NodeType *node_type, const Type type)
: Node(node_type), type(type), attributes(this, ATTR_PRIM_GEOMETRY)
{
need_update = true;
need_update_rebuild = false;
transform_applied = false;
transform_negative_scaled = false;
transform_normal = transform_identity();
bounds = BoundBox::empty;
has_volume = false;
has_surface_bssrdf = false;
bvh = NULL;
attr_map_offset = 0;
optix_prim_offset = 0;
prim_offset = 0;
}
Geometry::~Geometry()
{
delete bvh;
}
void Geometry::clear()
{
used_shaders.clear();
transform_applied = false;
transform_negative_scaled = false;
transform_normal = transform_identity();
}
bool Geometry::need_attribute(Scene *scene, AttributeStandard std)
{
if (std == ATTR_STD_NONE)
return false;
if (scene->need_global_attribute(std))
return true;
foreach (Shader *shader, used_shaders)
if (shader->attributes.find(std))
return true;
return false;
}
bool Geometry::need_attribute(Scene * /*scene*/, ustring name)
{
if (name == ustring())
return false;
foreach (Shader *shader, used_shaders)
if (shader->attributes.find(name))
return true;
return false;
}
float Geometry::motion_time(int step) const
{
return (motion_steps > 1) ? 2.0f * step / (motion_steps - 1) - 1.0f : 0.0f;
}
int Geometry::motion_step(float time) const
{
if (motion_steps > 1) {
int attr_step = 0;
for (int step = 0; step < motion_steps; step++) {
float step_time = motion_time(step);
if (step_time == time) {
return attr_step;
}
/* Center step is stored in a separate attribute. */
if (step != motion_steps / 2) {
attr_step++;
}
}
}
return -1;
}
bool Geometry::need_build_bvh(BVHLayout layout) const
{
return !transform_applied || has_surface_bssrdf || layout == BVH_LAYOUT_OPTIX;
}
bool Geometry::is_instanced() const
{
/* Currently we treat subsurface objects as instanced.
*
* While it might be not very optimal for ray traversal, it avoids having
* duplicated BVH in the memory, saving quite some space.
*/
return !transform_applied || has_surface_bssrdf;
}
bool Geometry::has_true_displacement() const
{
foreach (Shader *shader, used_shaders) {
if (shader->has_displacement && shader->displacement_method != DISPLACE_BUMP) {
return true;
}
}
return false;
}
void Geometry::compute_bvh(
Device *device, DeviceScene *dscene, SceneParams *params, Progress *progress, int n, int total)
{
if (progress->get_cancel())
return;
compute_bounds();
const BVHLayout bvh_layout = BVHParams::best_bvh_layout(params->bvh_layout,
device->get_bvh_layout_mask());
if (need_build_bvh(bvh_layout)) {
string msg = "Updating Geometry BVH ";
if (name.empty())
msg += string_printf("%u/%u", (uint)(n + 1), (uint)total);
else
msg += string_printf("%s %u/%u", name.c_str(), (uint)(n + 1), (uint)total);
Object object;
object.geometry = this;
vector<Geometry *> geometry;
geometry.push_back(this);
vector<Object *> objects;
objects.push_back(&object);
if (bvh && !need_update_rebuild) {
progress->set_status(msg, "Refitting BVH");
bvh->geometry = geometry;
bvh->objects = objects;
bvh->refit(*progress);
}
else {
progress->set_status(msg, "Building BVH");
BVHParams bparams;
bparams.use_spatial_split = params->use_bvh_spatial_split;
bparams.bvh_layout = bvh_layout;
bparams.use_unaligned_nodes = dscene->data.bvh.have_curves &&
params->use_bvh_unaligned_nodes;
bparams.num_motion_triangle_steps = params->num_bvh_time_steps;
bparams.num_motion_curve_steps = params->num_bvh_time_steps;
bparams.bvh_type = params->bvh_type;
bparams.curve_flags = dscene->data.curve.curveflags;
bparams.curve_subdivisions = dscene->data.curve.subdivisions;
delete bvh;
bvh = BVH::create(bparams, geometry, objects);
MEM_GUARDED_CALL(progress, bvh->build, *progress);
}
}
need_update = false;
need_update_rebuild = false;
}
bool Geometry::has_motion_blur() const
{
return (use_motion_blur && attributes.find(ATTR_STD_MOTION_VERTEX_POSITION));
}
bool Geometry::has_voxel_attributes() const
{
foreach (const Attribute &attr, attributes.attributes) {
if (attr.element == ATTR_ELEMENT_VOXEL) {
return true;
}
}
return false;
}
void Geometry::tag_update(Scene *scene, bool rebuild)
{
need_update = true;
if (rebuild) {
need_update_rebuild = true;
scene->light_manager->need_update = true;
}
else {
foreach (Shader *shader, used_shaders)
if (shader->has_surface_emission)
scene->light_manager->need_update = true;
}
scene->geometry_manager->need_update = true;
scene->object_manager->need_update = true;
}
/* Geometry Manager */
GeometryManager::GeometryManager()
{
need_update = true;
need_flags_update = true;
}
GeometryManager::~GeometryManager()
{
}
void GeometryManager::update_osl_attributes(Device *device,
Scene *scene,
vector<AttributeRequestSet> &geom_attributes)
{
#ifdef WITH_OSL
/* for OSL, a hash map is used to lookup the attribute by name. */
OSLGlobals *og = (OSLGlobals *)device->osl_memory();
og->object_name_map.clear();
og->attribute_map.clear();
og->object_names.clear();
og->attribute_map.resize(scene->objects.size() * ATTR_PRIM_TYPES);
for (size_t i = 0; i < scene->objects.size(); i++) {
/* set object name to object index map */
Object *object = scene->objects[i];
og->object_name_map[object->name] = i;
og->object_names.push_back(object->name);
/* set object attributes */
foreach (ParamValue &attr, object->attributes) {
OSLGlobals::Attribute osl_attr;
osl_attr.type = attr.type();
osl_attr.desc.element = ATTR_ELEMENT_OBJECT;
osl_attr.value = attr;
osl_attr.desc.offset = 0;
osl_attr.desc.flags = 0;
og->attribute_map[i * ATTR_PRIM_TYPES + ATTR_PRIM_GEOMETRY][attr.name()] = osl_attr;
og->attribute_map[i * ATTR_PRIM_TYPES + ATTR_PRIM_SUBD][attr.name()] = osl_attr;
}
/* find geometry attributes */
size_t j;
for (j = 0; j < scene->geometry.size(); j++)
if (scene->geometry[j] == object->geometry)
break;
AttributeRequestSet &attributes = geom_attributes[j];
/* set object attributes */
foreach (AttributeRequest &req, attributes.requests) {
OSLGlobals::Attribute osl_attr;
if (req.desc.element != ATTR_ELEMENT_NONE) {
osl_attr.desc = req.desc;
if (req.type == TypeDesc::TypeFloat)
osl_attr.type = TypeDesc::TypeFloat;
else if (req.type == TypeDesc::TypeMatrix)
osl_attr.type = TypeDesc::TypeMatrix;
else if (req.type == TypeFloat2)
osl_attr.type = TypeFloat2;
else if (req.type == TypeRGBA)
osl_attr.type = TypeRGBA;
else
osl_attr.type = TypeDesc::TypeColor;
if (req.std != ATTR_STD_NONE) {
/* if standard attribute, add lookup by geom: name convention */
ustring stdname(string("geom:") + string(Attribute::standard_name(req.std)));
og->attribute_map[i * ATTR_PRIM_TYPES + ATTR_PRIM_GEOMETRY][stdname] = osl_attr;
}
else if (req.name != ustring()) {
/* add lookup by geometry attribute name */
og->attribute_map[i * ATTR_PRIM_TYPES + ATTR_PRIM_GEOMETRY][req.name] = osl_attr;
}
}
if (req.subd_desc.element != ATTR_ELEMENT_NONE) {
osl_attr.desc = req.subd_desc;
if (req.subd_type == TypeDesc::TypeFloat)
osl_attr.type = TypeDesc::TypeFloat;
else if (req.subd_type == TypeDesc::TypeMatrix)
osl_attr.type = TypeDesc::TypeMatrix;
else if (req.subd_type == TypeFloat2)
osl_attr.type = TypeFloat2;
else if (req.subd_type == TypeRGBA)
osl_attr.type = TypeRGBA;
else
osl_attr.type = TypeDesc::TypeColor;
if (req.std != ATTR_STD_NONE) {
/* if standard attribute, add lookup by geom: name convention */
ustring stdname(string("geom:") + string(Attribute::standard_name(req.std)));
og->attribute_map[i * ATTR_PRIM_TYPES + ATTR_PRIM_SUBD][stdname] = osl_attr;
}
else if (req.name != ustring()) {
/* add lookup by geometry attribute name */
og->attribute_map[i * ATTR_PRIM_TYPES + ATTR_PRIM_SUBD][req.name] = osl_attr;
}
}
}
}
#else
(void)device;
(void)scene;
(void)geom_attributes;
#endif
}
void GeometryManager::update_svm_attributes(Device *,
DeviceScene *dscene,
Scene *scene,
vector<AttributeRequestSet> &geom_attributes)
{
/* for SVM, the attributes_map table is used to lookup the offset of an
* attribute, based on a unique shader attribute id. */
/* compute array stride */
int attr_map_size = 0;
for (size_t i = 0; i < scene->geometry.size(); i++) {
Geometry *geom = scene->geometry[i];
geom->attr_map_offset = attr_map_size;
attr_map_size += (geom_attributes[i].size() + 1) * ATTR_PRIM_TYPES;
}
if (attr_map_size == 0)
return;
/* create attribute map */
uint4 *attr_map = dscene->attributes_map.alloc(attr_map_size);
memset(attr_map, 0, dscene->attributes_map.size() * sizeof(uint));
for (size_t i = 0; i < scene->geometry.size(); i++) {
Geometry *geom = scene->geometry[i];
AttributeRequestSet &attributes = geom_attributes[i];
/* set object attributes */
int index = geom->attr_map_offset;
foreach (AttributeRequest &req, attributes.requests) {
uint id;
if (req.std == ATTR_STD_NONE)
id = scene->shader_manager->get_attribute_id(req.name);
else
id = scene->shader_manager->get_attribute_id(req.std);
attr_map[index].x = id;
attr_map[index].y = req.desc.element;
attr_map[index].z = as_uint(req.desc.offset);
if (req.type == TypeDesc::TypeFloat)
attr_map[index].w = NODE_ATTR_FLOAT;
else if (req.type == TypeDesc::TypeMatrix)
attr_map[index].w = NODE_ATTR_MATRIX;
else if (req.type == TypeFloat2)
attr_map[index].w = NODE_ATTR_FLOAT2;
else if (req.type == TypeRGBA)
attr_map[index].w = NODE_ATTR_RGBA;
else
attr_map[index].w = NODE_ATTR_FLOAT3;
attr_map[index].w |= req.desc.flags << 8;
index++;
if (geom->type == Geometry::MESH) {
Mesh *mesh = static_cast<Mesh *>(geom);
if (mesh->subd_faces.size()) {
attr_map[index].x = id;
attr_map[index].y = req.subd_desc.element;
attr_map[index].z = as_uint(req.subd_desc.offset);
if (req.subd_type == TypeDesc::TypeFloat)
attr_map[index].w = NODE_ATTR_FLOAT;
else if (req.subd_type == TypeDesc::TypeMatrix)
attr_map[index].w = NODE_ATTR_MATRIX;
else if (req.subd_type == TypeFloat2)
attr_map[index].w = NODE_ATTR_FLOAT2;
else if (req.subd_type == TypeRGBA)
attr_map[index].w = NODE_ATTR_RGBA;
else
attr_map[index].w = NODE_ATTR_FLOAT3;
attr_map[index].w |= req.subd_desc.flags << 8;
}
}
index++;
}
/* terminator */
for (int j = 0; j < ATTR_PRIM_TYPES; j++) {
attr_map[index].x = ATTR_STD_NONE;
attr_map[index].y = 0;
attr_map[index].z = 0;
attr_map[index].w = 0;
index++;
}
}
/* copy to device */
dscene->attributes_map.copy_to_device();
}
static void update_attribute_element_size(Geometry *geom,
Attribute *mattr,
AttributePrimitive prim,
size_t *attr_float_size,
size_t *attr_float2_size,
size_t *attr_float3_size,
size_t *attr_uchar4_size)
{
if (mattr) {
size_t size = mattr->element_size(geom, prim);
if (mattr->element == ATTR_ELEMENT_VOXEL) {
/* pass */
}
else if (mattr->element == ATTR_ELEMENT_CORNER_BYTE) {
*attr_uchar4_size += size;
}
else if (mattr->type == TypeDesc::TypeFloat) {
*attr_float_size += size;
}
else if (mattr->type == TypeFloat2) {
*attr_float2_size += size;
}
else if (mattr->type == TypeDesc::TypeMatrix) {
*attr_float3_size += size * 4;
}
else {
*attr_float3_size += size;
}
}
}
static void update_attribute_element_offset(Geometry *geom,
device_vector<float> &attr_float,
size_t &attr_float_offset,
device_vector<float2> &attr_float2,
size_t &attr_float2_offset,
device_vector<float4> &attr_float3,
size_t &attr_float3_offset,
device_vector<uchar4> &attr_uchar4,
size_t &attr_uchar4_offset,
Attribute *mattr,
AttributePrimitive prim,
TypeDesc &type,
AttributeDescriptor &desc)
{
if (mattr) {
/* store element and type */
desc.element = mattr->element;
desc.flags = mattr->flags;
type = mattr->type;
/* store attribute data in arrays */
size_t size = mattr->element_size(geom, prim);
AttributeElement &element = desc.element;
int &offset = desc.offset;
if (mattr->element == ATTR_ELEMENT_VOXEL) {
/* store slot in offset value */
ImageHandle &handle = mattr->data_voxel();
offset = handle.svm_slot();
}
else if (mattr->element == ATTR_ELEMENT_CORNER_BYTE) {
uchar4 *data = mattr->data_uchar4();
offset = attr_uchar4_offset;
assert(attr_uchar4.size() >= offset + size);
for (size_t k = 0; k < size; k++) {
attr_uchar4[offset + k] = data[k];
}
attr_uchar4_offset += size;
}
else if (mattr->type == TypeDesc::TypeFloat) {
float *data = mattr->data_float();
offset = attr_float_offset;
assert(attr_float.size() >= offset + size);
for (size_t k = 0; k < size; k++) {
attr_float[offset + k] = data[k];
}
attr_float_offset += size;
}
else if (mattr->type == TypeFloat2) {
float2 *data = mattr->data_float2();
offset = attr_float2_offset;
assert(attr_float2.size() >= offset + size);
for (size_t k = 0; k < size; k++) {
attr_float2[offset + k] = data[k];
}
attr_float2_offset += size;
}
else if (mattr->type == TypeDesc::TypeMatrix) {
Transform *tfm = mattr->data_transform();
offset = attr_float3_offset;
assert(attr_float3.size() >= offset + size * 3);
for (size_t k = 0; k < size * 3; k++) {
attr_float3[offset + k] = (&tfm->x)[k];
}
attr_float3_offset += size * 3;
}
else {
float4 *data = mattr->data_float4();
offset = attr_float3_offset;
assert(attr_float3.size() >= offset + size);
for (size_t k = 0; k < size; k++) {
attr_float3[offset + k] = data[k];
}
attr_float3_offset += size;
}
/* mesh vertex/curve index is global, not per object, so we sneak
* a correction for that in here */
if (geom->type == Geometry::MESH) {
Mesh *mesh = static_cast<Mesh *>(geom);
if (mesh->subdivision_type == Mesh::SUBDIVISION_CATMULL_CLARK &&
desc.flags & ATTR_SUBDIVIDED) {
/* indices for subdivided attributes are retrieved
* from patch table so no need for correction here*/
}
else if (element == ATTR_ELEMENT_VERTEX)
offset -= mesh->vert_offset;
else if (element == ATTR_ELEMENT_VERTEX_MOTION)
offset -= mesh->vert_offset;
else if (element == ATTR_ELEMENT_FACE) {
if (prim == ATTR_PRIM_GEOMETRY)
offset -= mesh->prim_offset;
else
offset -= mesh->face_offset;
}
else if (element == ATTR_ELEMENT_CORNER || element == ATTR_ELEMENT_CORNER_BYTE) {
if (prim == ATTR_PRIM_GEOMETRY)
offset -= 3 * mesh->prim_offset;
else
offset -= mesh->corner_offset;
}
}
else if (geom->type == Geometry::HAIR) {
Hair *hair = static_cast<Hair *>(geom);
if (element == ATTR_ELEMENT_CURVE)
offset -= hair->prim_offset;
else if (element == ATTR_ELEMENT_CURVE_KEY)
offset -= hair->curvekey_offset;
else if (element == ATTR_ELEMENT_CURVE_KEY_MOTION)
offset -= hair->curvekey_offset;
}
}
else {
/* attribute not found */
desc.element = ATTR_ELEMENT_NONE;
desc.offset = 0;
}
}
void GeometryManager::device_update_attributes(Device *device,
DeviceScene *dscene,
Scene *scene,
Progress &progress)
{
progress.set_status("Updating Mesh", "Computing attributes");
/* gather per mesh requested attributes. as meshes may have multiple
* shaders assigned, this merges the requested attributes that have
* been set per shader by the shader manager */
vector<AttributeRequestSet> geom_attributes(scene->geometry.size());
for (size_t i = 0; i < scene->geometry.size(); i++) {
Geometry *geom = scene->geometry[i];
scene->need_global_attributes(geom_attributes[i]);
foreach (Shader *shader, geom->used_shaders) {
geom_attributes[i].add(shader->attributes);
}
}
/* mesh attribute are stored in a single array per data type. here we fill
* those arrays, and set the offset and element type to create attribute
* maps next */
/* Pre-allocate attributes to avoid arrays re-allocation which would
* take 2x of overall attribute memory usage.
*/
size_t attr_float_size = 0;
size_t attr_float2_size = 0;
size_t attr_float3_size = 0;
size_t attr_uchar4_size = 0;
for (size_t i = 0; i < scene->geometry.size(); i++) {
Geometry *geom = scene->geometry[i];
AttributeRequestSet &attributes = geom_attributes[i];
foreach (AttributeRequest &req, attributes.requests) {
Attribute *attr = geom->attributes.find(req);
update_attribute_element_size(geom,
attr,
ATTR_PRIM_GEOMETRY,
&attr_float_size,
&attr_float2_size,
&attr_float3_size,
&attr_uchar4_size);
if (geom->type == Geometry::MESH) {
Mesh *mesh = static_cast<Mesh *>(geom);
Attribute *subd_attr = mesh->subd_attributes.find(req);
update_attribute_element_size(mesh,
subd_attr,
ATTR_PRIM_SUBD,
&attr_float_size,
&attr_float2_size,
&attr_float3_size,
&attr_uchar4_size);
}
}
}
dscene->attributes_float.alloc(attr_float_size);
dscene->attributes_float2.alloc(attr_float2_size);
dscene->attributes_float3.alloc(attr_float3_size);
dscene->attributes_uchar4.alloc(attr_uchar4_size);
size_t attr_float_offset = 0;
size_t attr_float2_offset = 0;
size_t attr_float3_offset = 0;
size_t attr_uchar4_offset = 0;
/* Fill in attributes. */
for (size_t i = 0; i < scene->geometry.size(); i++) {
Geometry *geom = scene->geometry[i];
AttributeRequestSet &attributes = geom_attributes[i];
/* todo: we now store std and name attributes from requests even if
* they actually refer to the same mesh attributes, optimize */
foreach (AttributeRequest &req, attributes.requests) {
Attribute *attr = geom->attributes.find(req);
update_attribute_element_offset(geom,
dscene->attributes_float,
attr_float_offset,
dscene->attributes_float2,
attr_float2_offset,
dscene->attributes_float3,
attr_float3_offset,
dscene->attributes_uchar4,
attr_uchar4_offset,
attr,
ATTR_PRIM_GEOMETRY,
req.type,
req.desc);
if (geom->type == Geometry::MESH) {
Mesh *mesh = static_cast<Mesh *>(geom);
Attribute *subd_attr = mesh->subd_attributes.find(req);
update_attribute_element_offset(mesh,
dscene->attributes_float,
attr_float_offset,
dscene->attributes_float2,
attr_float2_offset,
dscene->attributes_float3,
attr_float3_offset,
dscene->attributes_uchar4,
attr_uchar4_offset,
subd_attr,
ATTR_PRIM_SUBD,
req.subd_type,
req.subd_desc);
}
if (progress.get_cancel())
return;
}
}
/* create attribute lookup maps */
if (scene->shader_manager->use_osl())
update_osl_attributes(device, scene, geom_attributes);
update_svm_attributes(device, dscene, scene, geom_attributes);
if (progress.get_cancel())
return;
/* copy to device */
progress.set_status("Updating Mesh", "Copying Attributes to device");
if (dscene->attributes_float.size()) {
dscene->attributes_float.copy_to_device();
}
if (dscene->attributes_float2.size()) {
dscene->attributes_float2.copy_to_device();
}
if (dscene->attributes_float3.size()) {
dscene->attributes_float3.copy_to_device();
}
if (dscene->attributes_uchar4.size()) {
dscene->attributes_uchar4.copy_to_device();
}
if (progress.get_cancel())
return;
/* After mesh attributes and patch tables have been copied to device memory,
* we need to update offsets in the objects. */
scene->object_manager->device_update_mesh_offsets(device, dscene, scene);
}
void GeometryManager::mesh_calc_offset(Scene *scene)
{
size_t vert_size = 0;
size_t tri_size = 0;
size_t curve_key_size = 0;
size_t curve_size = 0;
size_t patch_size = 0;
size_t face_size = 0;
size_t corner_size = 0;
size_t optix_prim_size = 0;
foreach (Geometry *geom, scene->geometry) {
if (geom->type == Geometry::MESH) {
Mesh *mesh = static_cast<Mesh *>(geom);
mesh->vert_offset = vert_size;
mesh->prim_offset = tri_size;
mesh->patch_offset = patch_size;
mesh->face_offset = face_size;
mesh->corner_offset = corner_size;
vert_size += mesh->verts.size();
tri_size += mesh->num_triangles();
if (mesh->subd_faces.size()) {
Mesh::SubdFace &last = mesh->subd_faces[mesh->subd_faces.size() - 1];
patch_size += (last.ptex_offset + last.num_ptex_faces()) * 8;
/* patch tables are stored in same array so include them in patch_size */
if (mesh->patch_table) {
mesh->patch_table_offset = patch_size;
patch_size += mesh->patch_table->total_size();
}
}
face_size += mesh->subd_faces.size();
corner_size += mesh->subd_face_corners.size();
mesh->optix_prim_offset = optix_prim_size;
optix_prim_size += mesh->num_triangles();
}
else if (geom->type == Geometry::HAIR) {
Hair *hair = static_cast<Hair *>(geom);
hair->curvekey_offset = curve_key_size;
hair->prim_offset = curve_size;
curve_key_size += hair->curve_keys.size();
curve_size += hair->num_curves();
hair->optix_prim_offset = optix_prim_size;
optix_prim_size += hair->num_segments();
}
}
}
void GeometryManager::device_update_mesh(
Device *, DeviceScene *dscene, Scene *scene, bool for_displacement, Progress &progress)
{
/* Count. */
size_t vert_size = 0;
size_t tri_size = 0;
size_t curve_key_size = 0;
size_t curve_size = 0;
size_t patch_size = 0;
foreach (Geometry *geom, scene->geometry) {
if (geom->type == Geometry::MESH) {
Mesh *mesh = static_cast<Mesh *>(geom);
vert_size += mesh->verts.size();
tri_size += mesh->num_triangles();
if (mesh->subd_faces.size()) {
Mesh::SubdFace &last = mesh->subd_faces[mesh->subd_faces.size() - 1];
patch_size += (last.ptex_offset + last.num_ptex_faces()) * 8;
/* patch tables are stored in same array so include them in patch_size */
if (mesh->patch_table) {
mesh->patch_table_offset = patch_size;
patch_size += mesh->patch_table->total_size();
}
}
}
else if (geom->type == Geometry::HAIR) {
Hair *hair = static_cast<Hair *>(geom);
curve_key_size += hair->curve_keys.size();
curve_size += hair->num_curves();
}
}
/* Create mapping from triangle to primitive triangle array. */
vector<uint> tri_prim_index(tri_size);
if (for_displacement) {
/* For displacement kernels we do some trickery to make them believe
* we've got all required data ready. However, that data is different
* from final render kernels since we don't have BVH yet, so can't
* really use same semantic of arrays.
*/
foreach (Geometry *geom, scene->geometry) {
if (geom->type == Geometry::MESH) {
Mesh *mesh = static_cast<Mesh *>(geom);
for (size_t i = 0; i < mesh->num_triangles(); ++i) {
tri_prim_index[i + mesh->prim_offset] = 3 * (i + mesh->prim_offset);
}
}
}
}
else {
for (size_t i = 0; i < dscene->prim_index.size(); ++i) {
if ((dscene->prim_type[i] & PRIMITIVE_ALL_TRIANGLE) != 0) {
tri_prim_index[dscene->prim_index[i]] = dscene->prim_tri_index[i];
}
}
}
/* Fill in all the arrays. */
if (tri_size != 0) {
/* normals */
progress.set_status("Updating Mesh", "Computing normals");
uint *tri_shader = dscene->tri_shader.alloc(tri_size);
float4 *vnormal = dscene->tri_vnormal.alloc(vert_size);
uint4 *tri_vindex = dscene->tri_vindex.alloc(tri_size);
uint *tri_patch = dscene->tri_patch.alloc(tri_size);
float2 *tri_patch_uv = dscene->tri_patch_uv.alloc(vert_size);
foreach (Geometry *geom, scene->geometry) {
if (geom->type == Geometry::MESH) {
Mesh *mesh = static_cast<Mesh *>(geom);
mesh->pack_shaders(scene, &tri_shader[mesh->prim_offset]);
mesh->pack_normals(&vnormal[mesh->vert_offset]);
mesh->pack_verts(tri_prim_index,
&tri_vindex[mesh->prim_offset],
&tri_patch[mesh->prim_offset],
&tri_patch_uv[mesh->vert_offset],
mesh->vert_offset,
mesh->prim_offset);
if (progress.get_cancel())
return;
}
}
/* vertex coordinates */
progress.set_status("Updating Mesh", "Copying Mesh to device");
dscene->tri_shader.copy_to_device();
dscene->tri_vnormal.copy_to_device();
dscene->tri_vindex.copy_to_device();
dscene->tri_patch.copy_to_device();
dscene->tri_patch_uv.copy_to_device();
}
if (curve_size != 0) {
progress.set_status("Updating Mesh", "Copying Strands to device");
float4 *curve_keys = dscene->curve_keys.alloc(curve_key_size);
float4 *curves = dscene->curves.alloc(curve_size);
foreach (Geometry *geom, scene->geometry) {
if (geom->type == Geometry::HAIR) {
Hair *hair = static_cast<Hair *>(geom);
hair->pack_curves(scene,
&curve_keys[hair->curvekey_offset],
&curves[hair->prim_offset],
hair->curvekey_offset);
if (progress.get_cancel())
return;
}
}
dscene->curve_keys.copy_to_device();
dscene->curves.copy_to_device();
}
if (patch_size != 0) {
progress.set_status("Updating Mesh", "Copying Patches to device");
uint *patch_data = dscene->patches.alloc(patch_size);
foreach (Geometry *geom, scene->geometry) {
if (geom->type == Geometry::MESH) {
Mesh *mesh = static_cast<Mesh *>(geom);
mesh->pack_patches(&patch_data[mesh->patch_offset],
mesh->vert_offset,
mesh->face_offset,
mesh->corner_offset);
if (mesh->patch_table) {
mesh->patch_table->copy_adjusting_offsets(&patch_data[mesh->patch_table_offset],
mesh->patch_table_offset);
}
if (progress.get_cancel())
return;
}
}
dscene->patches.copy_to_device();
}
if (for_displacement) {
float4 *prim_tri_verts = dscene->prim_tri_verts.alloc(tri_size * 3);
foreach (Geometry *geom, scene->geometry) {
if (geom->type == Geometry::MESH) {
Mesh *mesh = static_cast<Mesh *>(geom);
for (size_t i = 0; i < mesh->num_triangles(); ++i) {
Mesh::Triangle t = mesh->get_triangle(i);
size_t offset = 3 * (i + mesh->prim_offset);
prim_tri_verts[offset + 0] = float3_to_float4(mesh->verts[t.v[0]]);
prim_tri_verts[offset + 1] = float3_to_float4(mesh->verts[t.v[1]]);
prim_tri_verts[offset + 2] = float3_to_float4(mesh->verts[t.v[2]]);
}
}
}
dscene->prim_tri_verts.copy_to_device();
}
}
void GeometryManager::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.bvh_layout = BVHParams::best_bvh_layout(scene->params.bvh_layout,
device->get_bvh_layout_mask());
bparams.use_spatial_split = scene->params.use_bvh_spatial_split;
bparams.use_unaligned_nodes = dscene->data.bvh.have_curves &&
scene->params.use_bvh_unaligned_nodes;
bparams.num_motion_triangle_steps = scene->params.num_bvh_time_steps;
bparams.num_motion_curve_steps = scene->params.num_bvh_time_steps;
bparams.bvh_type = scene->params.bvh_type;
bparams.curve_flags = dscene->data.curve.curveflags;
bparams.curve_subdivisions = dscene->data.curve.subdivisions;
VLOG(1) << "Using " << bvh_layout_name(bparams.bvh_layout) << " layout.";
#ifdef WITH_EMBREE
if (bparams.bvh_layout == BVH_LAYOUT_EMBREE) {
if (dscene->data.bvh.scene) {
BVHEmbree::destroy(dscene->data.bvh.scene);
}
}
#endif
BVH *bvh = BVH::create(bparams, scene->geometry, scene->objects);
bvh->build(progress, &device->stats);
if (progress.get_cancel()) {
#ifdef WITH_EMBREE
if (bparams.bvh_layout == BVH_LAYOUT_EMBREE) {
if (dscene->data.bvh.scene) {
BVHEmbree::destroy(dscene->data.bvh.scene);
}
}
#endif
delete bvh;
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.steal_data(pack.nodes);
dscene->bvh_nodes.copy_to_device();
}
if (pack.leaf_nodes.size()) {
dscene->bvh_leaf_nodes.steal_data(pack.leaf_nodes);
dscene->bvh_leaf_nodes.copy_to_device();
}
if (pack.object_node.size()) {
dscene->object_node.steal_data(pack.object_node);
dscene->object_node.copy_to_device();
}
if (pack.prim_tri_index.size()) {
dscene->prim_tri_index.steal_data(pack.prim_tri_index);
dscene->prim_tri_index.copy_to_device();
}
if (pack.prim_tri_verts.size()) {
dscene->prim_tri_verts.steal_data(pack.prim_tri_verts);
dscene->prim_tri_verts.copy_to_device();
}
if (pack.prim_type.size()) {
dscene->prim_type.steal_data(pack.prim_type);
dscene->prim_type.copy_to_device();
}
if (pack.prim_visibility.size()) {
dscene->prim_visibility.steal_data(pack.prim_visibility);
dscene->prim_visibility.copy_to_device();
}
if (pack.prim_index.size()) {
dscene->prim_index.steal_data(pack.prim_index);
dscene->prim_index.copy_to_device();
}
if (pack.prim_object.size()) {
dscene->prim_object.steal_data(pack.prim_object);
dscene->prim_object.copy_to_device();
}
if (pack.prim_time.size()) {
dscene->prim_time.steal_data(pack.prim_time);
dscene->prim_time.copy_to_device();
}
dscene->data.bvh.root = pack.root_index;
dscene->data.bvh.bvh_layout = bparams.bvh_layout;
dscene->data.bvh.use_bvh_steps = (scene->params.num_bvh_time_steps != 0);
bvh->copy_to_device(progress, dscene);
delete bvh;
}
void GeometryManager::device_update_preprocess(Device *device, Scene *scene, Progress &progress)
{
if (!need_update && !need_flags_update) {
return;
}
progress.set_status("Updating Meshes Flags");
/* Update flags. */
bool volume_images_updated = false;
foreach (Geometry *geom, scene->geometry) {
geom->has_volume = false;
foreach (const Shader *shader, geom->used_shaders) {
if (shader->has_volume) {
geom->has_volume = true;
}
if (shader->has_surface_bssrdf) {
geom->has_surface_bssrdf = true;
}
}
if (need_update && geom->has_volume && geom->type == Geometry::MESH) {
/* Create volume meshes if there is voxel data. */
if (geom->has_voxel_attributes()) {
if (!volume_images_updated) {
progress.set_status("Updating Meshes Volume Bounds");
device_update_volume_images(device, scene, progress);
volume_images_updated = true;
}
Mesh *mesh = static_cast<Mesh *>(geom);
create_volume_mesh(mesh, progress);
}
}
}
need_flags_update = false;
}
void GeometryManager::device_update_displacement_images(Device *device,
Scene *scene,
Progress &progress)
{
progress.set_status("Updating Displacement Images");
TaskPool pool;
ImageManager *image_manager = scene->image_manager;
set<int> bump_images;
foreach (Geometry *geom, scene->geometry) {
if (geom->need_update) {
foreach (Shader *shader, geom->used_shaders) {
if (!shader->has_displacement || shader->displacement_method == DISPLACE_BUMP) {
continue;
}
foreach (ShaderNode *node, shader->graph->nodes) {
if (node->special_type != SHADER_SPECIAL_TYPE_IMAGE_SLOT) {
continue;
}
ImageSlotTextureNode *image_node = static_cast<ImageSlotTextureNode *>(node);
for (int i = 0; i < image_node->handle.num_tiles(); i++) {
const int slot = image_node->handle.svm_slot(i);
if (slot != -1) {
bump_images.insert(slot);
}
}
}
}
}
}
foreach (int slot, bump_images) {
pool.push(function_bind(
&ImageManager::device_update_slot, image_manager, device, scene, slot, &progress));
}
pool.wait_work();
}
void GeometryManager::device_update_volume_images(Device *device, Scene *scene, Progress &progress)
{
progress.set_status("Updating Volume Images");
TaskPool pool;
ImageManager *image_manager = scene->image_manager;
set<int> volume_images;
foreach (Geometry *geom, scene->geometry) {
if (!geom->need_update) {
continue;
}
foreach (Attribute &attr, geom->attributes.attributes) {
if (attr.element != ATTR_ELEMENT_VOXEL) {
continue;
}
ImageHandle &handle = attr.data_voxel();
const int slot = handle.svm_slot();
if (slot != -1) {
volume_images.insert(slot);
}
}
}
foreach (int slot, volume_images) {
pool.push(function_bind(
&ImageManager::device_update_slot, image_manager, device, scene, slot, &progress));
}
pool.wait_work();
}
void GeometryManager::device_update(Device *device,
DeviceScene *dscene,
Scene *scene,
Progress &progress)
{
if (!need_update)
return;
VLOG(1) << "Total " << scene->geometry.size() << " meshes.";
bool true_displacement_used = false;
size_t total_tess_needed = 0;
foreach (Geometry *geom, scene->geometry) {
foreach (Shader *shader, geom->used_shaders) {
if (shader->need_update_geometry)
geom->need_update = true;
}
if (geom->need_update && geom->type == Geometry::MESH) {
Mesh *mesh = static_cast<Mesh *>(geom);
/* Update normals. */
mesh->add_face_normals();
mesh->add_vertex_normals();
if (mesh->need_attribute(scene, ATTR_STD_POSITION_UNDISPLACED)) {
mesh->add_undisplaced();
}
/* Test if we need tessellation. */
if (mesh->subdivision_type != Mesh::SUBDIVISION_NONE && mesh->num_subd_verts == 0 &&
mesh->subd_params) {
total_tess_needed++;
}
/* Test if we need displacement. */
if (mesh->has_true_displacement()) {
true_displacement_used = true;
}
if (progress.get_cancel())
return;
}
}
/* Tessellate meshes that are using subdivision */
if (total_tess_needed) {
Camera *dicing_camera = scene->dicing_camera;
dicing_camera->update(scene);
size_t i = 0;
foreach (Geometry *geom, scene->geometry) {
if (!(geom->need_update && geom->type == Geometry::MESH)) {
continue;
}
Mesh *mesh = static_cast<Mesh *>(geom);
if (mesh->subdivision_type != Mesh::SUBDIVISION_NONE && mesh->num_subd_verts == 0 &&
mesh->subd_params) {
string msg = "Tessellating ";
if (mesh->name == "")
msg += string_printf("%u/%u", (uint)(i + 1), (uint)total_tess_needed);
else
msg += string_printf(
"%s %u/%u", mesh->name.c_str(), (uint)(i + 1), (uint)total_tess_needed);
progress.set_status("Updating Mesh", msg);
mesh->subd_params->camera = dicing_camera;
DiagSplit dsplit(*mesh->subd_params);
mesh->tessellate(&dsplit);
i++;
if (progress.get_cancel())
return;
}
}
}
/* Update images needed for true displacement. */
bool old_need_object_flags_update = false;
if (true_displacement_used) {
VLOG(1) << "Updating images used for true displacement.";
device_update_displacement_images(device, scene, progress);
old_need_object_flags_update = scene->object_manager->need_flags_update;
scene->object_manager->device_update_flags(device, dscene, scene, progress, false);
}
/* Device update. */
device_free(device, dscene);
mesh_calc_offset(scene);
if (true_displacement_used) {
device_update_mesh(device, dscene, scene, true, progress);
}
if (progress.get_cancel())
return;
device_update_attributes(device, dscene, scene, progress);
if (progress.get_cancel())
return;
/* Update displacement. */
bool displacement_done = false;
size_t num_bvh = 0;
BVHLayout bvh_layout = BVHParams::best_bvh_layout(scene->params.bvh_layout,
device->get_bvh_layout_mask());
foreach (Geometry *geom, scene->geometry) {
if (geom->need_update) {
if (geom->type == Geometry::MESH) {
Mesh *mesh = static_cast<Mesh *>(geom);
if (displace(device, dscene, scene, mesh, progress)) {
displacement_done = true;
}
}
if (geom->need_build_bvh(bvh_layout)) {
num_bvh++;
}
}
if (progress.get_cancel())
return;
}
/* Device re-update after displacement. */
if (displacement_done) {
device_free(device, dscene);
device_update_attributes(device, dscene, scene, progress);
if (progress.get_cancel())
return;
}
TaskPool pool;
size_t i = 0;
foreach (Geometry *geom, scene->geometry) {
if (geom->need_update) {
pool.push(function_bind(
&Geometry::compute_bvh, geom, device, dscene, &scene->params, &progress, i, num_bvh));
if (geom->need_build_bvh(bvh_layout)) {
i++;
}
}
}
TaskPool::Summary summary;
pool.wait_work(&summary);
VLOG(2) << "Objects BVH build pool statistics:\n" << summary.full_report();
foreach (Shader *shader, scene->shaders) {
shader->need_update_geometry = false;
}
Scene::MotionType need_motion = scene->need_motion();
bool motion_blur = need_motion == Scene::MOTION_BLUR;
/* Update objects. */
vector<Object *> volume_objects;
foreach (Object *object, scene->objects) {
object->compute_bounds(motion_blur);
}
if (progress.get_cancel())
return;
device_update_bvh(device, dscene, scene, progress);
if (progress.get_cancel())
return;
device_update_mesh(device, dscene, scene, false, progress);
if (progress.get_cancel())
return;
need_update = false;
if (true_displacement_used) {
/* Re-tag flags for update, so they're re-evaluated
* for meshes with correct bounding boxes.
*
* This wouldn't cause wrong results, just true
* displacement might be less optimal ot calculate.
*/
scene->object_manager->need_flags_update = old_need_object_flags_update;
}
}
void GeometryManager::device_free(Device *device, DeviceScene *dscene)
{
dscene->bvh_nodes.free();
dscene->bvh_leaf_nodes.free();
dscene->object_node.free();
dscene->prim_tri_verts.free();
dscene->prim_tri_index.free();
dscene->prim_type.free();
dscene->prim_visibility.free();
dscene->prim_index.free();
dscene->prim_object.free();
dscene->prim_time.free();
dscene->tri_shader.free();
dscene->tri_vnormal.free();
dscene->tri_vindex.free();
dscene->tri_patch.free();
dscene->tri_patch_uv.free();
dscene->curves.free();
dscene->curve_keys.free();
dscene->patches.free();
dscene->attributes_map.free();
dscene->attributes_float.free();
dscene->attributes_float2.free();
dscene->attributes_float3.free();
dscene->attributes_uchar4.free();
/* Signal for shaders like displacement not to do ray tracing. */
dscene->data.bvh.bvh_layout = BVH_LAYOUT_NONE;
#ifdef WITH_OSL
OSLGlobals *og = (OSLGlobals *)device->osl_memory();
if (og) {
og->object_name_map.clear();
og->attribute_map.clear();
og->object_names.clear();
}
#else
(void)device;
#endif
}
void GeometryManager::tag_update(Scene *scene)
{
need_update = true;
scene->object_manager->need_update = true;
}
void GeometryManager::collect_statistics(const Scene *scene, RenderStats *stats)
{
foreach (Geometry *geometry, scene->geometry) {
stats->mesh.geometry.add_entry(
NamedSizeEntry(string(geometry->name.c_str()), geometry->get_total_size_in_bytes()));
}
}
CCL_NAMESPACE_END