Files
test2/intern/cycles/scene/mesh_displace.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

332 lines
9.8 KiB
C++

/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
*
* SPDX-License-Identifier: Apache-2.0 */
#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/progress.h"
CCL_NAMESPACE_BEGIN
/* Fill in coordinates for mesh displacement shader evaluation on device. */
static int fill_shader_input(const Scene *scene,
const Mesh *mesh,
const size_t 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);
const int num_triangles = mesh->num_triangles();
for (int i = 0; i < num_triangles; i++) {
const Mesh::Triangle t = mesh->get_triangle(i);
const 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 */
const int object = object_index;
const int prim = mesh->prim_offset + i;
float u;
float v;
switch (j) {
case 0:
u = 0.0f;
v = 0.0f;
break;
case 1:
u = 1.0f;
v = 0.0f;
break;
default:
u = 0.0f;
v = 1.0f;
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();
const 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);
const int num_triangles = mesh->num_triangles();
for (int i = 0; i < num_triangles; i++) {
const Mesh::Triangle t = mesh->get_triangle(i);
const 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 != nullptr) {
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;
}
/* Add undisplaced attributes right before doing displacement. */
mesh->add_undisplaced(scene);
const size_t num_verts = mesh->verts.size();
const size_t num_triangles = mesh->num_triangles();
if (num_triangles == 0) {
return false;
}
const 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,
[scene, mesh, object_index](device_vector<KernelShaderEvalInput> &d_input) {
return fill_shader_input(scene, mesh, object_index, d_input);
},
[scene, mesh](const device_vector<float> &d_output) {
read_shader_output(scene, mesh, d_output);
}))
{
return false;
}
/* For displacement method both, we don't need to recompute the vertex 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. */
bool need_recompute_vertex_normals = false;
for (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) {
const bool flip = mesh->transform_negative_scaled;
vector<bool> tri_has_true_disp(num_triangles, false);
for (size_t i = 0; i < num_triangles; i++) {
const 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_vN = mesh->attributes.find(ATTR_STD_VERTEX_NORMAL);
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]) {
const Mesh::Triangle triangle = mesh->get_triangle(i);
for (size_t j = 0; j < 3; j++) {
vN[triangle.v[j]] = zero_float3();
}
}
}
/* add face normals to vertex normals */
const float3 *verts_data = mesh->get_verts().data();
for (size_t i = 0; i < num_triangles; i++) {
if (tri_has_true_disp[i]) {
const Mesh::Triangle triangle = mesh->get_triangle(i);
const float3 fN = triangle.compute_normal(verts_data);
for (size_t j = 0; j < 3; j++) {
const int vert = triangle.v[j];
vN[vert] += 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]) {
const Mesh::Triangle triangle = mesh->get_triangle(i);
for (size_t j = 0; j < 3; j++) {
const int vert = triangle.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]) {
const Mesh::Triangle triangle = mesh->get_triangle(i);
for (size_t j = 0; j < 3; j++) {
mN[triangle.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]) {
const Mesh::Triangle triangle = mesh->get_triangle(i);
const float3 fN = triangle.compute_normal(mP);
for (size_t j = 0; j < 3; j++) {
const int vert = triangle.v[j];
mN[vert] += 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]) {
const Mesh::Triangle triangle = mesh->get_triangle(i);
for (size_t j = 0; j < 3; j++) {
const int vert = triangle.v[j];
if (done[vert]) {
continue;
}
mN[vert] = normalize(mN[vert]);
if (flip) {
mN[vert] = -mN[vert];
}
done[vert] = true;
}
}
}
}
}
}
mesh->update_tangents(scene, false);
return true;
}
CCL_NAMESPACE_END