Files
test/intern/cycles/scene/mesh_displace.cpp
Andrii Symkin c2a2f3553a Cycles: unify math functions names
This patch unifies the names of math functions for different data types and uses
overloading instead. The goal is to make it possible to swap out all the float3
variables containing RGB data with something else, with as few as possible
changes to the code. It's a requirement for future spectral rendering patches.

Differential Revision: https://developer.blender.org/D15276
2022-06-23 15:02:53 +02:00

398 lines
12 KiB
C++

/* SPDX-License-Identifier: Apache-2.0
* Copyright 2011-2022 Blender Foundation */
#include "device/device.h"
#include "integrator/shader_eval.h"
#include "scene/mesh.h"
#include "scene/object.h"
#include "scene/scene.h"
#include "scene/shader.h"
#include "util/foreach.h"
#include "util/map.h"
#include "util/progress.h"
#include "util/set.h"
CCL_NAMESPACE_BEGIN
static float3 compute_face_normal(const Mesh::Triangle &t, float3 *verts)
{
float3 v0 = verts[t.v[0]];
float3 v1 = verts[t.v[1]];
float3 v2 = verts[t.v[2]];
float3 norm = cross(v1 - v0, v2 - v0);
float normlen = len(norm);
if (normlen == 0.0f)
return make_float3(1.0f, 0.0f, 0.0f);
return norm / normlen;
}
/* Fill in coordinates for mesh displacement shader evaluation on device. */
static int fill_shader_input(const Scene *scene,
const Mesh *mesh,
const int object_index,
device_vector<KernelShaderEvalInput> &d_input)
{
int d_input_size = 0;
KernelShaderEvalInput *d_input_data = d_input.data();
const array<int> &mesh_shaders = mesh->get_shader();
const array<Node *> &mesh_used_shaders = mesh->get_used_shaders();
const array<float3> &mesh_verts = mesh->get_verts();
const int num_verts = mesh_verts.size();
vector<bool> done(num_verts, false);
int num_triangles = mesh->num_triangles();
for (int i = 0; i < num_triangles; i++) {
Mesh::Triangle t = mesh->get_triangle(i);
int shader_index = mesh_shaders[i];
Shader *shader = (shader_index < mesh_used_shaders.size()) ?
static_cast<Shader *>(mesh_used_shaders[shader_index]) :
scene->default_surface;
if (!shader->has_displacement || shader->get_displacement_method() == DISPLACE_BUMP) {
continue;
}
for (int j = 0; j < 3; j++) {
if (done[t.v[j]])
continue;
done[t.v[j]] = true;
/* set up object, primitive and barycentric coordinates */
int object = object_index;
int prim = mesh->prim_offset + i;
float u, v;
switch (j) {
case 0:
u = 1.0f;
v = 0.0f;
break;
case 1:
u = 0.0f;
v = 1.0f;
break;
default:
u = 0.0f;
v = 0.0f;
break;
}
/* back */
KernelShaderEvalInput in;
in.object = object;
in.prim = prim;
in.u = u;
in.v = v;
d_input_data[d_input_size++] = in;
}
}
return d_input_size;
}
/* Read back mesh displacement shader output. */
static void read_shader_output(const Scene *scene,
Mesh *mesh,
const device_vector<float> &d_output)
{
const array<int> &mesh_shaders = mesh->get_shader();
const array<Node *> &mesh_used_shaders = mesh->get_used_shaders();
array<float3> &mesh_verts = mesh->get_verts();
const int num_verts = mesh_verts.size();
const int num_motion_steps = mesh->get_motion_steps();
vector<bool> done(num_verts, false);
const float *d_output_data = d_output.data();
int d_output_index = 0;
Attribute *attr_mP = mesh->attributes.find(ATTR_STD_MOTION_VERTEX_POSITION);
int num_triangles = mesh->num_triangles();
for (int i = 0; i < num_triangles; i++) {
Mesh::Triangle t = mesh->get_triangle(i);
int shader_index = mesh_shaders[i];
Shader *shader = (shader_index < mesh_used_shaders.size()) ?
static_cast<Shader *>(mesh_used_shaders[shader_index]) :
scene->default_surface;
if (!shader->has_displacement || shader->get_displacement_method() == DISPLACE_BUMP) {
continue;
}
for (int j = 0; j < 3; j++) {
if (!done[t.v[j]]) {
done[t.v[j]] = true;
float3 off = make_float3(d_output_data[d_output_index + 0],
d_output_data[d_output_index + 1],
d_output_data[d_output_index + 2]);
d_output_index += 3;
/* Avoid illegal vertex coordinates. */
off = ensure_finite(off);
mesh_verts[t.v[j]] += off;
if (attr_mP != NULL) {
for (int step = 0; step < num_motion_steps - 1; step++) {
float3 *mP = attr_mP->data_float3() + step * num_verts;
mP[t.v[j]] += off;
}
}
}
}
}
}
bool GeometryManager::displace(Device *device, Scene *scene, Mesh *mesh, Progress &progress)
{
/* verify if we have a displacement shader */
if (!mesh->has_true_displacement()) {
return false;
}
const size_t num_verts = mesh->verts.size();
const size_t num_triangles = mesh->num_triangles();
if (num_triangles == 0) {
return false;
}
string msg = string_printf("Computing Displacement %s", mesh->name.c_str());
progress.set_status("Updating Mesh", msg);
/* find object index. todo: is arbitrary */
size_t object_index = OBJECT_NONE;
for (size_t i = 0; i < scene->objects.size(); i++) {
if (scene->objects[i]->get_geometry() == mesh) {
object_index = i;
break;
}
}
/* Evaluate shader on device. */
ShaderEval shader_eval(device, progress);
if (!shader_eval.eval(SHADER_EVAL_DISPLACE,
num_verts,
3,
function_bind(&fill_shader_input, scene, mesh, object_index, _1),
function_bind(&read_shader_output, scene, mesh, _1))) {
return false;
}
/* stitch */
unordered_set<int> stitch_keys;
for (pair<int, int> i : mesh->vert_to_stitching_key_map) {
stitch_keys.insert(i.second); /* stitching index */
}
typedef unordered_multimap<int, int>::iterator map_it_t;
for (int key : stitch_keys) {
pair<map_it_t, map_it_t> verts = mesh->vert_stitching_map.equal_range(key);
float3 pos = zero_float3();
int num = 0;
for (map_it_t v = verts.first; v != verts.second; ++v) {
int vert = v->second;
pos += mesh->verts[vert];
num++;
}
if (num <= 1) {
continue;
}
pos *= 1.0f / num;
for (map_it_t v = verts.first; v != verts.second; ++v) {
mesh->verts[v->second] = pos;
}
}
/* for displacement method both, we only need to recompute the face
* normals, as bump mapping in the shader will already alter the
* vertex normal, so we start from the non-displaced vertex normals
* to avoid applying the perturbation twice. */
mesh->attributes.remove(ATTR_STD_FACE_NORMAL);
mesh->add_face_normals();
bool need_recompute_vertex_normals = false;
foreach (Node *node, mesh->get_used_shaders()) {
Shader *shader = static_cast<Shader *>(node);
if (shader->has_displacement && shader->get_displacement_method() == DISPLACE_TRUE) {
need_recompute_vertex_normals = true;
break;
}
}
if (need_recompute_vertex_normals) {
bool flip = mesh->transform_negative_scaled;
vector<bool> tri_has_true_disp(num_triangles, false);
for (size_t i = 0; i < num_triangles; i++) {
int shader_index = mesh->shader[i];
Shader *shader = (shader_index < mesh->used_shaders.size()) ?
static_cast<Shader *>(mesh->used_shaders[shader_index]) :
scene->default_surface;
tri_has_true_disp[i] = shader->has_displacement &&
shader->get_displacement_method() == DISPLACE_TRUE;
}
/* static vertex normals */
/* get attributes */
Attribute *attr_fN = mesh->attributes.find(ATTR_STD_FACE_NORMAL);
Attribute *attr_vN = mesh->attributes.find(ATTR_STD_VERTEX_NORMAL);
float3 *fN = attr_fN->data_float3();
float3 *vN = attr_vN->data_float3();
/* compute vertex normals */
/* zero vertex normals on triangles with true displacement */
for (size_t i = 0; i < num_triangles; i++) {
if (tri_has_true_disp[i]) {
for (size_t j = 0; j < 3; j++) {
vN[mesh->get_triangle(i).v[j]] = zero_float3();
}
}
}
/* add face normals to vertex normals */
for (size_t i = 0; i < num_triangles; i++) {
if (tri_has_true_disp[i]) {
for (size_t j = 0; j < 3; j++) {
int vert = mesh->get_triangle(i).v[j];
vN[vert] += fN[i];
/* add face normals to stitched vertices */
if (stitch_keys.size()) {
map_it_t key = mesh->vert_to_stitching_key_map.find(vert);
if (key != mesh->vert_to_stitching_key_map.end()) {
pair<map_it_t, map_it_t> verts = mesh->vert_stitching_map.equal_range(key->second);
for (map_it_t v = verts.first; v != verts.second; ++v) {
if (v->second == vert) {
continue;
}
vN[v->second] += fN[i];
}
}
}
}
}
}
/* normalize vertex normals */
vector<bool> done(num_verts, false);
for (size_t i = 0; i < num_triangles; i++) {
if (tri_has_true_disp[i]) {
for (size_t j = 0; j < 3; j++) {
int vert = mesh->get_triangle(i).v[j];
if (done[vert]) {
continue;
}
vN[vert] = normalize(vN[vert]);
if (flip)
vN[vert] = -vN[vert];
done[vert] = true;
}
}
}
/* motion vertex normals */
Attribute *attr_mP = mesh->attributes.find(ATTR_STD_MOTION_VERTEX_POSITION);
Attribute *attr_mN = mesh->attributes.find(ATTR_STD_MOTION_VERTEX_NORMAL);
if (mesh->has_motion_blur() && attr_mP && attr_mN) {
for (int step = 0; step < mesh->motion_steps - 1; step++) {
float3 *mP = attr_mP->data_float3() + step * mesh->verts.size();
float3 *mN = attr_mN->data_float3() + step * mesh->verts.size();
/* compute */
/* zero vertex normals on triangles with true displacement */
for (size_t i = 0; i < num_triangles; i++) {
if (tri_has_true_disp[i]) {
for (size_t j = 0; j < 3; j++) {
mN[mesh->get_triangle(i).v[j]] = zero_float3();
}
}
}
/* add face normals to vertex normals */
for (size_t i = 0; i < num_triangles; i++) {
if (tri_has_true_disp[i]) {
for (size_t j = 0; j < 3; j++) {
int vert = mesh->get_triangle(i).v[j];
float3 fN = compute_face_normal(mesh->get_triangle(i), mP);
mN[vert] += fN;
/* add face normals to stitched vertices */
if (stitch_keys.size()) {
map_it_t key = mesh->vert_to_stitching_key_map.find(vert);
if (key != mesh->vert_to_stitching_key_map.end()) {
pair<map_it_t, map_it_t> verts = mesh->vert_stitching_map.equal_range(
key->second);
for (map_it_t v = verts.first; v != verts.second; ++v) {
if (v->second == vert) {
continue;
}
mN[v->second] += fN;
}
}
}
}
}
}
/* normalize vertex normals */
vector<bool> done(num_verts, false);
for (size_t i = 0; i < num_triangles; i++) {
if (tri_has_true_disp[i]) {
for (size_t j = 0; j < 3; j++) {
int vert = mesh->get_triangle(i).v[j];
if (done[vert]) {
continue;
}
mN[vert] = normalize(mN[vert]);
if (flip)
mN[vert] = -mN[vert];
done[vert] = true;
}
}
}
}
}
}
return true;
}
CCL_NAMESPACE_END