should be no functional changes yet. UV, tangent and intercept are now stored as attributes, with the intention to add more like multiple uv's, vertex colors, generated coordinates and motion vectors later. Things got a bit messy due to having both triangle and curve data in the same mesh data structure, which also gives us two sets of attributes. This will get cleaned up when we split the mesh class.
399 lines
11 KiB
C++
399 lines
11 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 "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 "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_id = 0;
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bounds = BoundBox::empty;
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motion.pre = 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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curverender = false;
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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, float shuttertime)
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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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float start_t = 0.5f - shuttertime*0.25f;
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float end_t = 0.5f + shuttertime*0.25f;
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for(float t = start_t; t < end_t; t += (1.0f/128.0f)*shuttertime) {
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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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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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for(size_t i = 0; i < mesh->curve_keys.size(); i++)
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mesh->curve_keys[i].co = transform_point(&tfm, mesh->curve_keys[i].co);
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Attribute *attr_tangent = mesh->curve_attributes.find(ATTR_STD_CURVE_TANGENT);
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Attribute *attr_fN = mesh->attributes.find(ATTR_STD_FACE_NORMAL);
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Attribute *attr_vN = mesh->attributes.find(ATTR_STD_VERTEX_NORMAL);
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Transform ntfm = transform_transpose(transform_inverse(tfm));
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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(attr_fN) {
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float3 *fN = attr_fN->data_float3();
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for(size_t i = 0; i < mesh->triangles.size(); i++)
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fN[i] = transform_direction(&ntfm, fN[i]);
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}
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if(attr_vN) {
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float3 *vN = attr_vN->data_float3();
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for(size_t i = 0; i < mesh->verts.size(); i++)
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vN[i] = transform_direction(&ntfm, vN[i]);
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}
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if(attr_tangent) {
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float3 *tangent = attr_tangent->data_float3();
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for(size_t i = 0; i < mesh->curve_keys.size(); i++)
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tangent[i] = transform_direction(&tfm, tangent[i]);
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}
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if(bounds.valid()) {
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mesh->compute_bounds();
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compute_bounds(false, 0.0f);
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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->sample_as_light && 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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/* 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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Scene::MotionType need_motion = scene->need_motion(device->info.advanced_shading);
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bool have_motion = 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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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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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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foreach(Mesh::CurveSegment& t, mesh->curve_segments) {
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float3 p1 = mesh->curve_keys[t.v[0]].co;
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float r1 = mesh->curve_keys[t.v[0]].radius;
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float3 p2 = mesh->curve_keys[t.v[1]].co;
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float r2 = mesh->curve_keys[t.v[1]].radius;
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/* currently ignores segment overlaps*/
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surface_area += M_PI_F *(r1 + r2) * len(p1 - p2);
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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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foreach(Mesh::CurveSegment& t, mesh->curve_segments) {
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float3 p1 = mesh->curve_keys[t.v[0]].co;
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float r1 = mesh->curve_keys[t.v[0]].radius;
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float3 p2 = mesh->curve_keys[t.v[1]].co;
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float r2 = mesh->curve_keys[t.v[1]].radius;
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/* currently ignores segment overlaps*/
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surface_area += M_PI_F *(r1 + r2) * len(p1 - p2);
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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(ob->particle_id));
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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_PRE))
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mtfm_pre = mtfm_pre * itfm;
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if(!mesh->attributes.find(ATTR_STD_MOTION_POST))
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mtfm_post = mtfm_post * itfm;
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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 */
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objects[offset+9] = make_float4(ob->dupli_generated[0], ob->dupli_generated[1], ob->dupli_generated[2], 0.0f);
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objects[offset+10] = make_float4(ob->dupli_uv[0], ob->dupli_uv[1], 0.0f, 0.0f);
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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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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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}
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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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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(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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need_update = false;
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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(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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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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}
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i++;
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}
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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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