blender/intern/cycles/render/mesh.cpp

684 lines
18 KiB
C++

/*
* Copyright 2011-2013 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include "bvh/bvh.h"
#include "bvh/bvh_build.h"
#include "device/device.h"
#include "render/graph.h"
#include "render/hair.h"
#include "render/mesh.h"
#include "render/object.h"
#include "render/scene.h"
#include "subd/subd_split.h"
#include "subd/subd_patch_table.h"
#include "util/util_foreach.h"
#include "util/util_logging.h"
#include "util/util_progress.h"
#include "util/util_set.h"
CCL_NAMESPACE_BEGIN
/* Triangle */
void Mesh::Triangle::bounds_grow(const float3 *verts, BoundBox &bounds) const
{
bounds.grow(verts[v[0]]);
bounds.grow(verts[v[1]]);
bounds.grow(verts[v[2]]);
}
void Mesh::Triangle::motion_verts(const float3 *verts,
const float3 *vert_steps,
size_t num_verts,
size_t num_steps,
float time,
float3 r_verts[3]) const
{
/* Figure out which steps we need to fetch and their interpolation factor. */
const size_t max_step = num_steps - 1;
const size_t step = min((int)(time * max_step), max_step - 1);
const float t = time * max_step - step;
/* Fetch vertex coordinates. */
float3 curr_verts[3];
float3 next_verts[3];
verts_for_step(verts, vert_steps, num_verts, num_steps, step, curr_verts);
verts_for_step(verts, vert_steps, num_verts, num_steps, step + 1, next_verts);
/* Interpolate between steps. */
r_verts[0] = (1.0f - t) * curr_verts[0] + t * next_verts[0];
r_verts[1] = (1.0f - t) * curr_verts[1] + t * next_verts[1];
r_verts[2] = (1.0f - t) * curr_verts[2] + t * next_verts[2];
}
void Mesh::Triangle::verts_for_step(const float3 *verts,
const float3 *vert_steps,
size_t num_verts,
size_t num_steps,
size_t step,
float3 r_verts[3]) const
{
const size_t center_step = ((num_steps - 1) / 2);
if (step == center_step) {
/* Center step: regular vertex location. */
r_verts[0] = verts[v[0]];
r_verts[1] = verts[v[1]];
r_verts[2] = verts[v[2]];
}
else {
/* Center step not stored in the attribute array array. */
if (step > center_step) {
step--;
}
size_t offset = step * num_verts;
r_verts[0] = vert_steps[offset + v[0]];
r_verts[1] = vert_steps[offset + v[1]];
r_verts[2] = vert_steps[offset + v[2]];
}
}
float3 Mesh::Triangle::compute_normal(const float3 *verts) const
{
const float3 &v0 = verts[v[0]];
const float3 &v1 = verts[v[1]];
const float3 &v2 = verts[v[2]];
const float3 norm = cross(v1 - v0, v2 - v0);
const float normlen = len(norm);
if (normlen == 0.0f) {
return make_float3(1.0f, 0.0f, 0.0f);
}
return norm / normlen;
}
bool Mesh::Triangle::valid(const float3 *verts) const
{
return isfinite3_safe(verts[v[0]]) && isfinite3_safe(verts[v[1]]) && isfinite3_safe(verts[v[2]]);
}
/* SubdFace */
float3 Mesh::SubdFace::normal(const Mesh *mesh) const
{
float3 v0 = mesh->verts[mesh->subd_face_corners[start_corner + 0]];
float3 v1 = mesh->verts[mesh->subd_face_corners[start_corner + 1]];
float3 v2 = mesh->verts[mesh->subd_face_corners[start_corner + 2]];
return safe_normalize(cross(v1 - v0, v2 - v0));
}
/* Mesh */
NODE_DEFINE(Mesh)
{
NodeType *type = NodeType::add("mesh", create, NodeType::NONE, Geometry::node_base_type);
SOCKET_INT_ARRAY(triangles, "Triangles", array<int>());
SOCKET_POINT_ARRAY(verts, "Vertices", array<float3>());
SOCKET_INT_ARRAY(shader, "Shader", array<int>());
SOCKET_BOOLEAN_ARRAY(smooth, "Smooth", array<bool>());
return type;
}
Mesh::Mesh() : Geometry(node_type, Geometry::MESH), subd_attributes(this, ATTR_PRIM_SUBD)
{
vert_offset = 0;
patch_offset = 0;
face_offset = 0;
corner_offset = 0;
num_subd_verts = 0;
volume_isovalue = 0.001f;
num_ngons = 0;
subdivision_type = SUBDIVISION_NONE;
subd_params = NULL;
patch_table = NULL;
}
Mesh::~Mesh()
{
delete patch_table;
delete subd_params;
}
void Mesh::resize_mesh(int numverts, int numtris)
{
verts.resize(numverts);
triangles.resize(numtris * 3);
shader.resize(numtris);
smooth.resize(numtris);
if (subd_faces.size()) {
triangle_patch.resize(numtris);
vert_patch_uv.resize(numverts);
}
attributes.resize();
}
void Mesh::reserve_mesh(int numverts, int numtris)
{
/* reserve space to add verts and triangles later */
verts.reserve(numverts);
triangles.reserve(numtris * 3);
shader.reserve(numtris);
smooth.reserve(numtris);
if (subd_faces.size()) {
triangle_patch.reserve(numtris);
vert_patch_uv.reserve(numverts);
}
attributes.resize(true);
}
void Mesh::resize_subd_faces(int numfaces, int num_ngons_, int numcorners)
{
subd_faces.resize(numfaces);
subd_face_corners.resize(numcorners);
num_ngons = num_ngons_;
subd_attributes.resize();
}
void Mesh::reserve_subd_faces(int numfaces, int num_ngons_, int numcorners)
{
subd_faces.reserve(numfaces);
subd_face_corners.reserve(numcorners);
num_ngons = num_ngons_;
subd_attributes.resize(true);
}
void Mesh::clear(bool preserve_voxel_data)
{
Geometry::clear();
/* clear all verts and triangles */
verts.clear();
triangles.clear();
shader.clear();
smooth.clear();
triangle_patch.clear();
vert_patch_uv.clear();
subd_faces.clear();
subd_face_corners.clear();
num_subd_verts = 0;
subd_creases.clear();
subd_attributes.clear();
attributes.clear(preserve_voxel_data);
vert_to_stitching_key_map.clear();
vert_stitching_map.clear();
delete patch_table;
patch_table = NULL;
}
void Mesh::clear()
{
clear(false);
}
void Mesh::add_vertex(float3 P)
{
verts.push_back_reserved(P);
if (subd_faces.size()) {
vert_patch_uv.push_back_reserved(make_float2(0.0f, 0.0f));
}
}
void Mesh::add_vertex_slow(float3 P)
{
verts.push_back_slow(P);
if (subd_faces.size()) {
vert_patch_uv.push_back_slow(make_float2(0.0f, 0.0f));
}
}
void Mesh::add_triangle(int v0, int v1, int v2, int shader_, bool smooth_)
{
triangles.push_back_reserved(v0);
triangles.push_back_reserved(v1);
triangles.push_back_reserved(v2);
shader.push_back_reserved(shader_);
smooth.push_back_reserved(smooth_);
if (subd_faces.size()) {
triangle_patch.push_back_reserved(-1);
}
}
void Mesh::add_subd_face(int *corners, int num_corners, int shader_, bool smooth_)
{
int start_corner = subd_face_corners.size();
for (int i = 0; i < num_corners; i++) {
subd_face_corners.push_back_reserved(corners[i]);
}
int ptex_offset = 0;
if (subd_faces.size()) {
SubdFace &s = subd_faces[subd_faces.size() - 1];
ptex_offset = s.ptex_offset + s.num_ptex_faces();
}
SubdFace face = {start_corner, num_corners, shader_, smooth_, ptex_offset};
subd_faces.push_back_reserved(face);
}
void Mesh::copy_center_to_motion_step(const int motion_step)
{
Attribute *attr_mP = attributes.find(ATTR_STD_MOTION_VERTEX_POSITION);
if (attr_mP) {
Attribute *attr_mN = attributes.find(ATTR_STD_MOTION_VERTEX_NORMAL);
Attribute *attr_N = attributes.find(ATTR_STD_VERTEX_NORMAL);
float3 *P = &verts[0];
float3 *N = (attr_N) ? attr_N->data_float3() : NULL;
size_t numverts = verts.size();
memcpy(attr_mP->data_float3() + motion_step * numverts, P, sizeof(float3) * numverts);
if (attr_mN)
memcpy(attr_mN->data_float3() + motion_step * numverts, N, sizeof(float3) * numverts);
}
}
void Mesh::get_uv_tiles(ustring map, unordered_set<int> &tiles)
{
Attribute *attr, *subd_attr;
if (map.empty()) {
attr = attributes.find(ATTR_STD_UV);
subd_attr = subd_attributes.find(ATTR_STD_UV);
}
else {
attr = attributes.find(map);
subd_attr = subd_attributes.find(map);
}
if (attr) {
attr->get_uv_tiles(this, ATTR_PRIM_GEOMETRY, tiles);
}
if (subd_attr) {
subd_attr->get_uv_tiles(this, ATTR_PRIM_SUBD, tiles);
}
}
void Mesh::compute_bounds()
{
BoundBox bnds = BoundBox::empty;
size_t verts_size = verts.size();
if (verts_size > 0) {
for (size_t i = 0; i < verts_size; i++)
bnds.grow(verts[i]);
Attribute *attr = attributes.find(ATTR_STD_MOTION_VERTEX_POSITION);
if (use_motion_blur && attr) {
size_t steps_size = verts.size() * (motion_steps - 1);
float3 *vert_steps = attr->data_float3();
for (size_t i = 0; i < steps_size; i++)
bnds.grow(vert_steps[i]);
}
if (!bnds.valid()) {
bnds = BoundBox::empty;
/* skip nan or inf coordinates */
for (size_t i = 0; i < verts_size; i++)
bnds.grow_safe(verts[i]);
if (use_motion_blur && attr) {
size_t steps_size = verts.size() * (motion_steps - 1);
float3 *vert_steps = attr->data_float3();
for (size_t i = 0; i < steps_size; i++)
bnds.grow_safe(vert_steps[i]);
}
}
}
if (!bnds.valid()) {
/* empty mesh */
bnds.grow(make_float3(0.0f, 0.0f, 0.0f));
}
bounds = bnds;
}
void Mesh::apply_transform(const Transform &tfm, const bool apply_to_motion)
{
transform_normal = transform_transposed_inverse(tfm);
/* apply to mesh vertices */
for (size_t i = 0; i < verts.size(); i++)
verts[i] = transform_point(&tfm, verts[i]);
if (apply_to_motion) {
Attribute *attr = attributes.find(ATTR_STD_MOTION_VERTEX_POSITION);
if (attr) {
size_t steps_size = verts.size() * (motion_steps - 1);
float3 *vert_steps = attr->data_float3();
for (size_t i = 0; i < steps_size; i++)
vert_steps[i] = transform_point(&tfm, vert_steps[i]);
}
Attribute *attr_N = attributes.find(ATTR_STD_MOTION_VERTEX_NORMAL);
if (attr_N) {
Transform ntfm = transform_normal;
size_t steps_size = verts.size() * (motion_steps - 1);
float3 *normal_steps = attr_N->data_float3();
for (size_t i = 0; i < steps_size; i++)
normal_steps[i] = normalize(transform_direction(&ntfm, normal_steps[i]));
}
}
}
void Mesh::add_face_normals()
{
/* don't compute if already there */
if (attributes.find(ATTR_STD_FACE_NORMAL))
return;
/* get attributes */
Attribute *attr_fN = attributes.add(ATTR_STD_FACE_NORMAL);
float3 *fN = attr_fN->data_float3();
/* compute face normals */
size_t triangles_size = num_triangles();
if (triangles_size) {
float3 *verts_ptr = verts.data();
for (size_t i = 0; i < triangles_size; i++) {
fN[i] = get_triangle(i).compute_normal(verts_ptr);
}
}
/* expected to be in local space */
if (transform_applied) {
Transform ntfm = transform_inverse(transform_normal);
for (size_t i = 0; i < triangles_size; i++)
fN[i] = normalize(transform_direction(&ntfm, fN[i]));
}
}
void Mesh::add_vertex_normals()
{
bool flip = transform_negative_scaled;
size_t verts_size = verts.size();
size_t triangles_size = num_triangles();
/* static vertex normals */
if (!attributes.find(ATTR_STD_VERTEX_NORMAL) && triangles_size) {
/* get attributes */
Attribute *attr_fN = attributes.find(ATTR_STD_FACE_NORMAL);
Attribute *attr_vN = attributes.add(ATTR_STD_VERTEX_NORMAL);
float3 *fN = attr_fN->data_float3();
float3 *vN = attr_vN->data_float3();
/* compute vertex normals */
memset(vN, 0, verts.size() * sizeof(float3));
for (size_t i = 0; i < triangles_size; i++) {
for (size_t j = 0; j < 3; j++) {
vN[get_triangle(i).v[j]] += fN[i];
}
}
for (size_t i = 0; i < verts_size; i++) {
vN[i] = normalize(vN[i]);
if (flip) {
vN[i] = -vN[i];
}
}
}
/* motion vertex normals */
Attribute *attr_mP = attributes.find(ATTR_STD_MOTION_VERTEX_POSITION);
Attribute *attr_mN = attributes.find(ATTR_STD_MOTION_VERTEX_NORMAL);
if (has_motion_blur() && attr_mP && !attr_mN && triangles_size) {
/* create attribute */
attr_mN = attributes.add(ATTR_STD_MOTION_VERTEX_NORMAL);
for (int step = 0; step < motion_steps - 1; step++) {
float3 *mP = attr_mP->data_float3() + step * verts.size();
float3 *mN = attr_mN->data_float3() + step * verts.size();
/* compute */
memset(mN, 0, verts.size() * sizeof(float3));
for (size_t i = 0; i < triangles_size; i++) {
for (size_t j = 0; j < 3; j++) {
float3 fN = get_triangle(i).compute_normal(mP);
mN[get_triangle(i).v[j]] += fN;
}
}
for (size_t i = 0; i < verts_size; i++) {
mN[i] = normalize(mN[i]);
if (flip) {
mN[i] = -mN[i];
}
}
}
}
/* subd vertex normals */
if (!subd_attributes.find(ATTR_STD_VERTEX_NORMAL) && subd_faces.size()) {
/* get attributes */
Attribute *attr_vN = subd_attributes.add(ATTR_STD_VERTEX_NORMAL);
float3 *vN = attr_vN->data_float3();
/* compute vertex normals */
memset(vN, 0, verts.size() * sizeof(float3));
for (size_t i = 0; i < subd_faces.size(); i++) {
SubdFace &face = subd_faces[i];
float3 fN = face.normal(this);
for (size_t j = 0; j < face.num_corners; j++) {
size_t corner = subd_face_corners[face.start_corner + j];
vN[corner] += fN;
}
}
for (size_t i = 0; i < verts_size; i++) {
vN[i] = normalize(vN[i]);
if (flip) {
vN[i] = -vN[i];
}
}
}
}
void Mesh::add_undisplaced()
{
AttributeSet &attrs = (subdivision_type == SUBDIVISION_NONE) ? attributes : subd_attributes;
/* don't compute if already there */
if (attrs.find(ATTR_STD_POSITION_UNDISPLACED)) {
return;
}
/* get attribute */
Attribute *attr = attrs.add(ATTR_STD_POSITION_UNDISPLACED);
attr->flags |= ATTR_SUBDIVIDED;
float3 *data = attr->data_float3();
/* copy verts */
size_t size = attr->buffer_size(this, attrs.prim);
/* Center points for ngons aren't stored in Mesh::verts but are included in size since they will
* be calculated later, we subtract them from size here so we don't have an overflow while
* copying.
*/
size -= num_ngons * attr->data_sizeof();
if (size) {
memcpy(data, verts.data(), size);
}
}
void Mesh::pack_shaders(Scene *scene, uint *tri_shader)
{
uint shader_id = 0;
uint last_shader = -1;
bool last_smooth = false;
size_t triangles_size = num_triangles();
int *shader_ptr = shader.data();
for (size_t i = 0; i < triangles_size; i++) {
if (shader_ptr[i] != last_shader || last_smooth != smooth[i]) {
last_shader = shader_ptr[i];
last_smooth = smooth[i];
Shader *shader = (last_shader < used_shaders.size()) ? used_shaders[last_shader] :
scene->default_surface;
shader_id = scene->shader_manager->get_shader_id(shader, last_smooth);
}
tri_shader[i] = shader_id;
}
}
void Mesh::pack_normals(float4 *vnormal)
{
Attribute *attr_vN = attributes.find(ATTR_STD_VERTEX_NORMAL);
if (attr_vN == NULL) {
/* Happens on objects with just hair. */
return;
}
bool do_transform = transform_applied;
Transform ntfm = transform_normal;
float3 *vN = attr_vN->data_float3();
size_t verts_size = verts.size();
for (size_t i = 0; i < verts_size; i++) {
float3 vNi = vN[i];
if (do_transform)
vNi = safe_normalize(transform_direction(&ntfm, vNi));
vnormal[i] = make_float4(vNi.x, vNi.y, vNi.z, 0.0f);
}
}
void Mesh::pack_verts(const vector<uint> &tri_prim_index,
uint4 *tri_vindex,
uint *tri_patch,
float2 *tri_patch_uv,
size_t vert_offset,
size_t tri_offset)
{
size_t verts_size = verts.size();
if (verts_size && subd_faces.size()) {
float2 *vert_patch_uv_ptr = vert_patch_uv.data();
for (size_t i = 0; i < verts_size; i++) {
tri_patch_uv[i] = vert_patch_uv_ptr[i];
}
}
size_t triangles_size = num_triangles();
for (size_t i = 0; i < triangles_size; i++) {
Triangle t = get_triangle(i);
tri_vindex[i] = make_uint4(t.v[0] + vert_offset,
t.v[1] + vert_offset,
t.v[2] + vert_offset,
tri_prim_index[i + tri_offset]);
tri_patch[i] = (!subd_faces.size()) ? -1 : (triangle_patch[i] * 8 + patch_offset);
}
}
void Mesh::pack_patches(uint *patch_data, uint vert_offset, uint face_offset, uint corner_offset)
{
size_t num_faces = subd_faces.size();
int ngons = 0;
for (size_t f = 0; f < num_faces; f++) {
SubdFace face = subd_faces[f];
if (face.is_quad()) {
int c[4];
memcpy(c, &subd_face_corners[face.start_corner], sizeof(int) * 4);
*(patch_data++) = c[0] + vert_offset;
*(patch_data++) = c[1] + vert_offset;
*(patch_data++) = c[2] + vert_offset;
*(patch_data++) = c[3] + vert_offset;
*(patch_data++) = f + face_offset;
*(patch_data++) = face.num_corners;
*(patch_data++) = face.start_corner + corner_offset;
*(patch_data++) = 0;
}
else {
for (int i = 0; i < face.num_corners; i++) {
int c[4];
c[0] = subd_face_corners[face.start_corner + mod(i + 0, face.num_corners)];
c[1] = subd_face_corners[face.start_corner + mod(i + 1, face.num_corners)];
c[2] = verts.size() - num_subd_verts + ngons;
c[3] = subd_face_corners[face.start_corner + mod(i - 1, face.num_corners)];
*(patch_data++) = c[0] + vert_offset;
*(patch_data++) = c[1] + vert_offset;
*(patch_data++) = c[2] + vert_offset;
*(patch_data++) = c[3] + vert_offset;
*(patch_data++) = f + face_offset;
*(patch_data++) = face.num_corners | (i << 16);
*(patch_data++) = face.start_corner + corner_offset;
*(patch_data++) = subd_face_corners.size() + ngons + corner_offset;
}
ngons++;
}
}
}
CCL_NAMESPACE_END