Files
test/intern/cycles/scene/geometry_attributes.cpp
Brecht Van Lommel 2193096106 Cycles: Change normal map node to work with undisplaced normal and tangent
This fits better with the way normal and displacement maps are typically
combined. Previously there was a mixing of displaced normal and undisplaced
tangent, which was broken behavior.

Additionally, to undisplaced_N and undisplaced_tangent attributes must now
always be used to get undisplaced coordinates. The regular N and tangent
attributes now always include displacement.

Ref #142022

Pull Request: https://projects.blender.org/blender/blender/pulls/143109
2025-08-11 12:08:12 +02:00

612 lines
18 KiB
C++

/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
*
* SPDX-License-Identifier: Apache-2.0 */
#include "bvh/bvh.h"
#include "device/device.h"
#include "scene/attribute.h"
#include "scene/camera.h"
#include "scene/geometry.h"
#include "scene/hair.h"
#include "scene/light.h"
#include "scene/mesh.h"
#include "scene/object.h"
#include "scene/scene.h"
#include "scene/shader.h"
#include "scene/shader_nodes.h"
#include "util/progress.h"
CCL_NAMESPACE_BEGIN
bool Geometry::need_attribute(Scene *scene, AttributeStandard std)
{
if (std == ATTR_STD_NONE) {
return false;
}
if (scene->need_global_attribute(std)) {
return true;
}
for (Node *node : used_shaders) {
Shader *shader = static_cast<Shader *>(node);
if (shader->attributes.find(std)) {
return true;
}
}
return false;
}
bool Geometry::need_attribute(Scene * /*scene*/, ustring name)
{
if (name.empty()) {
return false;
}
for (Node *node : used_shaders) {
Shader *shader = static_cast<Shader *>(node);
if (shader->attributes.find(name)) {
return true;
}
}
return false;
}
AttributeRequestSet Geometry::needed_attributes()
{
AttributeRequestSet result;
for (Node *node : used_shaders) {
Shader *shader = static_cast<Shader *>(node);
result.add(shader->attributes);
}
return result;
}
bool Geometry::has_voxel_attributes() const
{
for (const Attribute &attr : attributes.attributes) {
if (attr.element == ATTR_ELEMENT_VOXEL) {
return true;
}
}
return false;
}
/* Generate a normal attribute map entry from an attribute descriptor. */
static void emit_attribute_map_entry(AttributeMap *attr_map,
const size_t index,
const uint64_t id,
const TypeDesc type,
const AttributeDescriptor &desc)
{
attr_map[index].id = id;
attr_map[index].element = desc.element;
attr_map[index].offset = as_uint(desc.offset);
if (type == TypeFloat) {
attr_map[index].type = NODE_ATTR_FLOAT;
}
else if (type == TypeMatrix) {
attr_map[index].type = NODE_ATTR_MATRIX;
}
else if (type == TypeFloat2) {
attr_map[index].type = NODE_ATTR_FLOAT2;
}
else if (type == TypeFloat4) {
attr_map[index].type = NODE_ATTR_FLOAT4;
}
else if (type == TypeRGBA) {
attr_map[index].type = NODE_ATTR_RGBA;
}
else {
attr_map[index].type = NODE_ATTR_FLOAT3;
}
}
/* Generate an attribute map end marker, optionally including a link to another map.
* Links are used to connect object attribute maps to mesh attribute maps. */
static void emit_attribute_map_terminator(AttributeMap *attr_map,
const size_t index,
const bool chain,
const uint chain_link)
{
for (int j = 0; j < ATTR_PRIM_TYPES; j++) {
attr_map[index + j].id = ATTR_STD_NONE;
attr_map[index + j].element = chain; /* link is valid flag */
attr_map[index + j].offset = chain ? chain_link + j : 0; /* link to the correct sub-entry */
attr_map[index + j].type = 0;
}
}
/* Generate all necessary attribute map entries from the attribute request. */
static void emit_attribute_mapping(AttributeMap *attr_map,
const size_t index,
const uint64_t id,
AttributeRequest &req)
{
emit_attribute_map_entry(attr_map, index, id, req.type, req.desc);
}
void GeometryManager::update_svm_attributes(Device * /*unused*/,
DeviceScene *dscene,
Scene *scene,
vector<AttributeRequestSet> &geom_attributes,
vector<AttributeRequestSet> &object_attributes)
{
/* for SVM, the attributes_map table is used to lookup the offset of an
* attribute, based on a unique shader attribute id. */
const bool use_osl = scene->shader_manager->use_osl();
/* compute array stride */
size_t 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;
size_t attr_count = 0;
if (use_osl) {
for (const AttributeRequest &req : geom_attributes[i].requests) {
if (req.std != ATTR_STD_NONE &&
scene->shader_manager->get_attribute_id(req.std) != (uint64_t)req.std)
{
attr_count += 2;
}
else {
attr_count += 1;
}
}
}
else {
attr_count = geom_attributes[i].size();
}
attr_map_size += (attr_count + 1) * ATTR_PRIM_TYPES;
}
for (size_t i = 0; i < scene->objects.size(); i++) {
Object *object = scene->objects[i];
/* only allocate a table for the object if it actually has attributes */
if (object_attributes[i].size() == 0) {
object->attr_map_offset = 0;
}
else {
object->attr_map_offset = attr_map_size;
attr_map_size += (object_attributes[i].size() + 1) * ATTR_PRIM_TYPES;
}
}
if (attr_map_size == 0) {
return;
}
if (!dscene->attributes_map.need_realloc()) {
return;
}
/* create attribute map */
AttributeMap *attr_map = dscene->attributes_map.alloc(attr_map_size);
memset(attr_map, 0, dscene->attributes_map.size() * sizeof(*attr_map));
for (size_t i = 0; i < scene->geometry.size(); i++) {
Geometry *geom = scene->geometry[i];
AttributeRequestSet &attributes = geom_attributes[i];
/* set geometry attributes */
size_t index = geom->attr_map_offset;
for (AttributeRequest &req : attributes.requests) {
uint64_t 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);
}
emit_attribute_mapping(attr_map, index, id, req);
index += ATTR_PRIM_TYPES;
if (use_osl) {
/* Some standard attributes are explicitly referenced via their standard ID, so add those
* again in case they were added under a different attribute ID. */
if (req.std != ATTR_STD_NONE && id != (uint64_t)req.std) {
emit_attribute_mapping(attr_map, index, (uint64_t)req.std, req);
index += ATTR_PRIM_TYPES;
}
}
}
emit_attribute_map_terminator(attr_map, index, false, 0);
}
for (size_t i = 0; i < scene->objects.size(); i++) {
Object *object = scene->objects[i];
AttributeRequestSet &attributes = object_attributes[i];
/* set object attributes */
if (attributes.size() > 0) {
size_t index = object->attr_map_offset;
for (AttributeRequest &req : attributes.requests) {
uint64_t 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);
}
emit_attribute_mapping(attr_map, index, id, req);
index += ATTR_PRIM_TYPES;
}
emit_attribute_map_terminator(attr_map, index, true, object->geometry->attr_map_offset);
}
}
/* copy to device */
dscene->attributes_map.copy_to_device();
}
template<typename T> struct AttributeTableEntry {
device_vector<T> &data;
size_t offset;
size_t size;
void reserve(const size_t attr_size)
{
size += attr_size;
}
/* Templated on U since we'll want to assign float3 values to a packed_float3 device_vector. */
template<typename U> size_t add(const U *attr_data, const size_t attr_size, const bool modified)
{
assert(data.size() >= offset + attr_size);
size_t start_offset = offset;
if (modified) {
for (size_t k = 0; k < attr_size; k++) {
data[offset + k] = attr_data[k];
}
data.tag_modified();
}
offset += attr_size;
return start_offset;
}
void alloc()
{
data.alloc(size);
}
};
class AttributeTableBuilder {
public:
AttributeTableBuilder(DeviceScene *dscene)
: attr_float{dscene->attributes_float, 0, 0},
attr_float2{dscene->attributes_float2, 0, 0},
attr_float3{dscene->attributes_float3, 0, 0},
attr_float4{dscene->attributes_float4, 0, 0},
attr_uchar4{dscene->attributes_uchar4, 0, 0}
{
}
AttributeTableEntry<float> attr_float;
AttributeTableEntry<float2> attr_float2;
AttributeTableEntry<packed_float3> attr_float3;
AttributeTableEntry<float4> attr_float4;
AttributeTableEntry<uchar4> attr_uchar4;
void add(Geometry *geom,
Attribute *mattr,
AttributePrimitive prim,
TypeDesc &type,
AttributeDescriptor &desc)
{
if (mattr == nullptr) {
/* attribute not found */
desc.element = ATTR_ELEMENT_NONE;
desc.offset = 0;
return;
}
/* store element and type */
desc.element = mattr->element;
type = mattr->type;
/* store attribute data in arrays */
const size_t size = mattr->element_size(geom, prim);
const AttributeElement &element = desc.element;
int &offset = desc.offset;
if (mattr->element == ATTR_ELEMENT_VOXEL) {
/* store slot in offset value */
const ImageHandle &handle = mattr->data_voxel();
offset = handle.svm_slot();
}
else if (mattr->element == ATTR_ELEMENT_CORNER_BYTE) {
offset = attr_uchar4.add(mattr->data_uchar4(), size, mattr->modified);
}
else if (mattr->type == TypeFloat) {
offset = attr_float.add(mattr->data_float(), size, mattr->modified);
}
else if (mattr->type == TypeFloat2) {
offset = attr_float2.add(mattr->data_float2(), size, mattr->modified);
}
else if (mattr->type == TypeMatrix) {
offset = attr_float4.add((float4 *)mattr->data_transform(), size * 3, mattr->modified);
}
else if (mattr->type == TypeFloat4 || mattr->type == TypeRGBA) {
offset = attr_float4.add(mattr->data_float4(), size, mattr->modified);
}
else {
offset = attr_float3.add(mattr->data_float3(), size, mattr->modified);
}
/* mesh vertex/curve index is global, not per object, so we sneak
* a correction for that in here */
if (geom->is_mesh()) {
Mesh *mesh = static_cast<Mesh *>(geom);
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) {
offset -= mesh->prim_offset;
}
else if (element == ATTR_ELEMENT_CORNER || element == ATTR_ELEMENT_CORNER_BYTE) {
offset -= 3 * mesh->prim_offset;
}
}
else if (geom->is_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->curve_key_offset;
}
else if (element == ATTR_ELEMENT_CURVE_KEY_MOTION) {
offset -= hair->curve_key_offset;
}
}
else if (geom->is_pointcloud()) {
if (element == ATTR_ELEMENT_VERTEX) {
offset -= geom->prim_offset;
}
else if (element == ATTR_ELEMENT_VERTEX_MOTION) {
offset -= geom->prim_offset;
}
}
}
void reserve(Geometry *geom, Attribute *mattr, AttributePrimitive prim)
{
if (mattr == nullptr) {
return;
}
const 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.reserve(size);
}
else if (mattr->type == TypeFloat) {
attr_float.reserve(size);
}
else if (mattr->type == TypeFloat2) {
attr_float2.reserve(size);
}
else if (mattr->type == TypeMatrix) {
attr_float4.reserve(size * 3);
}
else if (mattr->type == TypeFloat4 || mattr->type == TypeRGBA) {
attr_float4.reserve(size);
}
else {
attr_float3.reserve(size);
}
}
void alloc()
{
attr_float.alloc();
attr_float2.alloc();
attr_float3.alloc();
attr_float4.alloc();
attr_uchar4.alloc();
}
void copy_to_device_if_modified()
{
attr_float.data.copy_to_device_if_modified();
attr_float2.data.copy_to_device_if_modified();
attr_float3.data.copy_to_device_if_modified();
attr_float4.data.copy_to_device_if_modified();
attr_uchar4.data.copy_to_device_if_modified();
}
};
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];
geom->index = i;
scene->need_global_attributes(geom_attributes[i]);
for (Node *node : geom->get_used_shaders()) {
Shader *shader = static_cast<Shader *>(node);
geom_attributes[i].add(shader->attributes);
}
if (geom->is_hair() && static_cast<Hair *>(geom)->need_shadow_transparency()) {
geom_attributes[i].add(ATTR_STD_SHADOW_TRANSPARENCY);
}
}
/* convert object attributes to use the same data structures as geometry ones */
vector<AttributeRequestSet> object_attributes(scene->objects.size());
vector<AttributeSet> object_attribute_values;
object_attribute_values.reserve(scene->objects.size());
for (size_t i = 0; i < scene->objects.size(); i++) {
Object *object = scene->objects[i];
Geometry *geom = object->geometry;
const size_t geom_idx = geom->index;
assert(geom_idx < scene->geometry.size() && scene->geometry[geom_idx] == geom);
object_attribute_values.push_back(AttributeSet(geom, ATTR_PRIM_GEOMETRY));
AttributeRequestSet &geom_requests = geom_attributes[geom_idx];
AttributeRequestSet &attributes = object_attributes[i];
AttributeSet &values = object_attribute_values[i];
for (size_t j = 0; j < object->attributes.size(); j++) {
const ParamValue &param = object->attributes[j];
/* add attributes that are requested and not already handled by the mesh */
if (geom_requests.find(param.name()) && !geom->attributes.find(param.name())) {
attributes.add(param.name());
Attribute *attr = values.add(param.name(), param.type(), ATTR_ELEMENT_OBJECT);
assert(param.datasize() == attr->buffer.size());
memcpy(attr->buffer.data(), param.data(), param.datasize());
}
}
}
/* 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.
*/
AttributeTableBuilder builder(dscene);
for (size_t i = 0; i < scene->geometry.size(); i++) {
Geometry *geom = scene->geometry[i];
AttributeRequestSet &attributes = geom_attributes[i];
for (AttributeRequest &req : attributes.requests) {
Attribute *attr = geom->attributes.find(req);
builder.reserve(geom, attr, ATTR_PRIM_GEOMETRY);
}
}
for (size_t i = 0; i < scene->objects.size(); i++) {
Object *object = scene->objects[i];
for (Attribute &attr : object_attribute_values[i].attributes) {
builder.reserve(object->geometry, &attr, ATTR_PRIM_GEOMETRY);
}
}
builder.alloc();
/* The order of those flags needs to match that of AttrKernelDataType. */
const bool attributes_need_realloc[AttrKernelDataType::NUM] = {
dscene->attributes_float.need_realloc(),
dscene->attributes_float2.need_realloc(),
dscene->attributes_float3.need_realloc(),
dscene->attributes_float4.need_realloc(),
dscene->attributes_uchar4.need_realloc(),
};
/* 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 */
for (AttributeRequest &req : attributes.requests) {
Attribute *attr = geom->attributes.find(req);
if (attr) {
/* force a copy if we need to reallocate all the data */
attr->modified |= attributes_need_realloc[Attribute::kernel_type(*attr)];
}
builder.add(geom, attr, ATTR_PRIM_GEOMETRY, req.type, req.desc);
if (progress.get_cancel()) {
return;
}
}
}
for (size_t i = 0; i < scene->objects.size(); i++) {
Object *object = scene->objects[i];
AttributeRequestSet &attributes = object_attributes[i];
AttributeSet &values = object_attribute_values[i];
for (AttributeRequest &req : attributes.requests) {
Attribute *attr = values.find(req);
if (attr) {
attr->modified |= attributes_need_realloc[Attribute::kernel_type(*attr)];
}
builder.add(object->geometry, attr, ATTR_PRIM_GEOMETRY, req.type, req.desc);
if (progress.get_cancel()) {
return;
}
}
}
/* create attribute lookup maps */
if (scene->shader_manager->use_osl()) {
update_osl_globals(device, scene);
}
update_svm_attributes(device, dscene, scene, geom_attributes, object_attributes);
if (progress.get_cancel()) {
return;
}
/* copy to device */
progress.set_status("Updating Mesh", "Copying Attributes to device");
builder.copy_to_device_if_modified();
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_geom_offsets(device, dscene, scene);
}
CCL_NAMESPACE_END