2 * Copyright 2011, Blender Foundation.
4 * This program is free software; you can redistribute it and/or
5 * modify it under the terms of the GNU General Public License
6 * as published by the Free Software Foundation; either version 2
7 * of the License, or (at your option) any later version.
9 * This program is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
14 * You should have received a copy of the GNU General Public License
15 * along with this program; if not, write to the Free Software Foundation,
16 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
20 #include "bvh_build.h"
29 #include "osl_globals.h"
31 #include "util_cache.h"
32 #include "util_foreach.h"
33 #include "util_progress.h"
44 transform_applied = false;
45 transform_negative_scaled = false;
46 displacement_method = DISPLACE_BUMP;
59 void Mesh::reserve(int numverts, int numtris)
61 /* reserve space to add verts and triangles later */
62 verts.resize(numverts);
63 triangles.resize(numtris);
64 shader.resize(numtris);
65 smooth.resize(numtris);
66 attributes.reserve(numverts, numtris);
71 /* clear all verts and triangles */
80 transform_applied = false;
81 transform_negative_scaled = false;
84 void Mesh::add_triangle(int v0, int v1, int v2, int shader_, bool smooth_)
91 triangles.push_back(t);
92 shader.push_back(shader_);
93 smooth.push_back(smooth_);
96 void Mesh::compute_bounds()
99 size_t verts_size = verts.size();
101 for(size_t i = 0; i < verts_size; i++)
104 /* happens mostly on empty meshes */
106 bnds.grow(make_float3(0.0f, 0.0f, 0.0f));
111 void Mesh::add_face_normals()
113 /* don't compute if already there */
114 if(attributes.find(Attribute::STD_FACE_NORMAL))
118 Attribute *attr_fN = attributes.add(Attribute::STD_FACE_NORMAL);
119 float3 *fN = attr_fN->data_float3();
121 /* compute face normals */
122 size_t triangles_size = triangles.size();
123 bool flip = transform_negative_scaled;
126 float3 *verts_ptr = &verts[0];
127 Triangle *triangles_ptr = &triangles[0];
129 for(size_t i = 0; i < triangles_size; i++) {
130 Triangle t = triangles_ptr[i];
131 float3 v0 = verts_ptr[t.v[0]];
132 float3 v1 = verts_ptr[t.v[1]];
133 float3 v2 = verts_ptr[t.v[2]];
135 fN[i] = normalize(cross(v1 - v0, v2 - v0));
143 void Mesh::add_vertex_normals()
145 /* don't compute if already there */
146 if(attributes.find(Attribute::STD_VERTEX_NORMAL))
150 Attribute *attr_fN = attributes.find(Attribute::STD_FACE_NORMAL);
151 Attribute *attr_vN = attributes.add(Attribute::STD_VERTEX_NORMAL);
153 float3 *fN = attr_fN->data_float3();
154 float3 *vN = attr_vN->data_float3();
156 /* compute vertex normals */
157 memset(vN, 0, verts.size()*sizeof(float3));
159 size_t verts_size = verts.size();
160 size_t triangles_size = triangles.size();
161 bool flip = transform_negative_scaled;
164 Triangle *triangles_ptr = &triangles[0];
166 for(size_t i = 0; i < triangles_size; i++)
167 for(size_t j = 0; j < 3; j++)
168 vN[triangles_ptr[i].v[j]] += fN[i];
171 for(size_t i = 0; i < verts_size; i++) {
172 vN[i] = normalize(vN[i]);
178 void Mesh::pack_normals(Scene *scene, float4 *normal, float4 *vnormal)
180 Attribute *attr_fN = attributes.find(Attribute::STD_FACE_NORMAL);
181 Attribute *attr_vN = attributes.find(Attribute::STD_VERTEX_NORMAL);
183 float3 *fN = attr_fN->data_float3();
184 float3 *vN = attr_vN->data_float3();
186 uint last_shader = -1;
187 bool last_smooth = false;
189 size_t triangles_size = triangles.size();
190 uint *shader_ptr = (shader.size())? &shader[0]: NULL;
192 for(size_t i = 0; i < triangles_size; i++) {
193 normal[i].x = fN[i].x;
194 normal[i].y = fN[i].y;
195 normal[i].z = fN[i].z;
197 /* stuff shader id in here too */
198 if(shader_ptr[i] != last_shader || last_smooth != smooth[i]) {
199 last_shader = shader_ptr[i];
200 last_smooth = smooth[i];
201 shader_id = scene->shader_manager->get_shader_id(last_shader, this, last_smooth);
204 normal[i].w = __int_as_float(shader_id);
207 size_t verts_size = verts.size();
209 for(size_t i = 0; i < verts_size; i++)
210 vnormal[i] = make_float4(vN[i].x, vN[i].y, vN[i].z, 0.0f);
213 void Mesh::pack_verts(float4 *tri_verts, float4 *tri_vindex, size_t vert_offset)
215 size_t verts_size = verts.size();
218 float3 *verts_ptr = &verts[0];
220 for(size_t i = 0; i < verts_size; i++) {
221 float3 p = verts_ptr[i];
222 tri_verts[i] = make_float4(p.x, p.y, p.z, 0.0f);
226 size_t triangles_size = triangles.size();
229 Triangle *triangles_ptr = &triangles[0];
231 for(size_t i = 0; i < triangles_size; i++) {
232 Triangle t = triangles_ptr[i];
234 tri_vindex[i] = make_float4(
235 __int_as_float(t.v[0] + vert_offset),
236 __int_as_float(t.v[1] + vert_offset),
237 __int_as_float(t.v[2] + vert_offset),
243 void Mesh::compute_bvh(SceneParams *params, Progress& progress)
248 vector<Object*> objects;
249 objects.push_back(&object);
251 if(bvh && !need_update_rebuild) {
252 progress.set_substatus("Refitting BVH");
253 bvh->objects = objects;
254 bvh->refit(progress);
257 progress.set_substatus("Building BVH");
260 bparams.use_cache = params->use_bvh_cache;
261 bparams.use_spatial_split = params->use_bvh_spatial_split;
262 bparams.use_qbvh = params->use_qbvh;
265 bvh = BVH::create(bparams, objects);
266 bvh->build(progress);
270 void Mesh::tag_update(Scene *scene, bool rebuild)
274 need_update_rebuild = true;
276 scene->mesh_manager->need_update = true;
277 scene->object_manager->need_update = true;
279 foreach(uint sindex, used_shaders)
280 if(scene->shaders[sindex]->has_surface_emission)
281 scene->light_manager->need_update = true;
286 MeshManager::MeshManager()
292 MeshManager::~MeshManager()
297 void MeshManager::update_osl_attributes(Device *device, Scene *scene, vector<AttributeRequestSet>& mesh_attributes)
300 /* for OSL, a hash map is used to lookup the attribute by name. */
301 OSLGlobals *og = (OSLGlobals*)device->osl_memory();
303 og->object_name_map.clear();
304 og->attribute_map.clear();
306 og->attribute_map.resize(scene->objects.size());
308 for(size_t i = 0; i < scene->objects.size(); i++) {
309 /* set object name to object index map */
310 Object *object = scene->objects[i];
311 og->object_name_map[object->name] = i;
313 /* set object attributes */
314 foreach(ParamValue& attr, object->attributes) {
315 OSLGlobals::Attribute osl_attr;
317 osl_attr.type = attr.type();
318 osl_attr.elem = ATTR_ELEMENT_VALUE;
319 osl_attr.value = attr;
321 og->attribute_map[i][attr.name()] = osl_attr;
324 /* find mesh attributes */
327 for(j = 0; j < scene->meshes.size(); j++)
328 if(scene->meshes[j] == object->mesh)
331 AttributeRequestSet& attributes = mesh_attributes[j];
333 /* set object attributes */
334 foreach(AttributeRequest& req, attributes.requests) {
335 OSLGlobals::Attribute osl_attr;
337 osl_attr.elem = req.element;
338 osl_attr.offset = req.offset;
340 if(req.type == TypeDesc::TypeFloat)
341 osl_attr.type = TypeDesc::TypeFloat;
343 osl_attr.type = TypeDesc::TypeColor;
345 if(req.std != Attribute::STD_NONE) {
346 /* if standard attribute, add lookup by std:: name convention */
347 ustring stdname = ustring(string("std::") + Attribute::standard_name(req.std).c_str());
348 og->attribute_map[i][stdname] = osl_attr;
350 else if(req.name != ustring()) {
351 /* add lookup by mesh attribute name */
352 og->attribute_map[i][req.name] = osl_attr;
359 void MeshManager::update_svm_attributes(Device *device, DeviceScene *dscene, Scene *scene, vector<AttributeRequestSet>& mesh_attributes)
361 /* for SVM, the attributes_map table is used to lookup the offset of an
362 * attribute, based on a unique shader attribute id. */
364 /* compute array stride */
365 int attr_map_stride = 0;
367 for(size_t i = 0; i < scene->meshes.size(); i++)
368 attr_map_stride = max(attr_map_stride, mesh_attributes[i].size());
370 if(attr_map_stride == 0)
373 /* create attribute map */
374 uint4 *attr_map = dscene->attributes_map.resize(attr_map_stride*scene->objects.size());
375 memset(attr_map, 0, dscene->attributes_map.size()*sizeof(uint));
377 for(size_t i = 0; i < scene->objects.size(); i++) {
378 Object *object = scene->objects[i];
380 /* find mesh attributes */
383 for(j = 0; j < scene->meshes.size(); j++)
384 if(scene->meshes[j] == object->mesh)
387 AttributeRequestSet& attributes = mesh_attributes[j];
389 /* set object attributes */
392 foreach(AttributeRequest& req, attributes.requests) {
393 int index = i*attr_map_stride + j;
396 if(req.std == Attribute::STD_NONE)
397 id = scene->shader_manager->get_attribute_id(req.name);
399 id = scene->shader_manager->get_attribute_id(req.std);
401 attr_map[index].x = id;
402 attr_map[index].y = req.element;
403 attr_map[index].z = req.offset;
405 if(req.type == TypeDesc::TypeFloat)
406 attr_map[index].w = NODE_ATTR_FLOAT;
408 attr_map[index].w = NODE_ATTR_FLOAT3;
415 dscene->data.bvh.attributes_map_stride = attr_map_stride;
416 device->tex_alloc("__attributes_map", dscene->attributes_map);
419 void MeshManager::device_update_attributes(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress)
421 progress.set_status("Updating Mesh", "Computing attributes");
423 /* gather per mesh requested attributes. as meshes may have multiple
424 * shaders assigned, this merges the requested attributes that have
425 * been set per shader by the shader manager */
426 vector<AttributeRequestSet> mesh_attributes(scene->meshes.size());
428 for(size_t i = 0; i < scene->meshes.size(); i++) {
429 Mesh *mesh = scene->meshes[i];
431 foreach(uint sindex, mesh->used_shaders) {
432 Shader *shader = scene->shaders[sindex];
433 mesh_attributes[i].add(shader->attributes);
437 /* mesh attribute are stored in a single array per data type. here we fill
438 * those arrays, and set the offset and element type to create attribute
440 vector<float> attr_float;
441 vector<float4> attr_float3;
443 for(size_t i = 0; i < scene->meshes.size(); i++) {
444 Mesh *mesh = scene->meshes[i];
445 AttributeRequestSet& attributes = mesh_attributes[i];
447 /* todo: we now store std and name attributes from requests even if
448 they actually refer to the same mesh attributes, optimize */
449 foreach(AttributeRequest& req, attributes.requests) {
450 Attribute *mattr = mesh->attributes.find(req);
452 /* todo: get rid of this exception */
453 if(!mattr && req.std == Attribute::STD_GENERATED) {
454 mattr = mesh->attributes.add(Attribute::STD_GENERATED);
455 if(mesh->verts.size())
456 memcpy(mattr->data_float3(), &mesh->verts[0], sizeof(float3)*mesh->verts.size());
459 /* attribute not found */
461 req.element = ATTR_ELEMENT_NONE;
466 /* we abuse AttributeRequest to pass on info like element and
467 offset, it doesn't really make sense but is convenient */
469 /* store element and type */
470 if(mattr->element == Attribute::VERTEX)
471 req.element = ATTR_ELEMENT_VERTEX;
472 else if(mattr->element == Attribute::FACE)
473 req.element = ATTR_ELEMENT_FACE;
474 else if(mattr->element == Attribute::CORNER)
475 req.element = ATTR_ELEMENT_CORNER;
477 req.type = mattr->type;
479 /* store attribute data in arrays */
480 size_t size = mattr->element_size(mesh->verts.size(), mesh->triangles.size());
482 if(mattr->type == TypeDesc::TypeFloat) {
483 float *data = mattr->data_float();
484 req.offset = attr_float.size();
486 for(size_t k = 0; k < size; k++)
487 attr_float.push_back(data[k]);
490 float3 *data = mattr->data_float3();
491 req.offset = attr_float3.size();
493 for(size_t k = 0; k < size; k++) {
495 float4 f4 = make_float4(f3.x, f3.y, f3.z, 0.0f);
497 attr_float3.push_back(f4);
501 /* mesh vertex/triangle index is global, not per object, so we sneak
502 a correction for that in here */
503 if(req.element == ATTR_ELEMENT_VERTEX)
504 req.offset -= mesh->vert_offset;
505 else if(mattr->element == Attribute::FACE)
506 req.offset -= mesh->tri_offset;
507 else if(mattr->element == Attribute::CORNER)
508 req.offset -= 3*mesh->tri_offset;
510 if(progress.get_cancel()) return;
514 /* create attribute lookup maps */
515 if(scene->params.shadingsystem == SceneParams::OSL)
516 update_osl_attributes(device, scene, mesh_attributes);
518 update_svm_attributes(device, dscene, scene, mesh_attributes);
520 if(progress.get_cancel()) return;
523 progress.set_status("Updating Mesh", "Copying Attributes to device");
525 if(attr_float.size()) {
526 dscene->attributes_float.copy(&attr_float[0], attr_float.size());
527 device->tex_alloc("__attributes_float", dscene->attributes_float);
529 if(attr_float3.size()) {
530 dscene->attributes_float3.copy(&attr_float3[0], attr_float3.size());
531 device->tex_alloc("__attributes_float3", dscene->attributes_float3);
535 void MeshManager::device_update_mesh(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress)
537 /* count and update offsets */
538 size_t vert_size = 0;
541 foreach(Mesh *mesh, scene->meshes) {
542 mesh->vert_offset = vert_size;
543 mesh->tri_offset = tri_size;
545 vert_size += mesh->verts.size();
546 tri_size += mesh->triangles.size();
553 progress.set_status("Updating Mesh", "Computing normals");
555 float4 *normal = dscene->tri_normal.resize(tri_size);
556 float4 *vnormal = dscene->tri_vnormal.resize(vert_size);
557 float4 *tri_verts = dscene->tri_verts.resize(vert_size);
558 float4 *tri_vindex = dscene->tri_vindex.resize(tri_size);
560 foreach(Mesh *mesh, scene->meshes) {
561 mesh->pack_normals(scene, &normal[mesh->tri_offset], &vnormal[mesh->vert_offset]);
562 mesh->pack_verts(&tri_verts[mesh->vert_offset], &tri_vindex[mesh->tri_offset], mesh->vert_offset);
564 if(progress.get_cancel()) return;
567 /* vertex coordinates */
568 progress.set_status("Updating Mesh", "Copying Mesh to device");
570 device->tex_alloc("__tri_normal", dscene->tri_normal);
571 device->tex_alloc("__tri_vnormal", dscene->tri_vnormal);
572 device->tex_alloc("__tri_verts", dscene->tri_verts);
573 device->tex_alloc("__tri_vindex", dscene->tri_vindex);
576 void MeshManager::device_update_bvh(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress)
579 progress.set_status("Updating Scene BVH", "Building");
582 bparams.top_level = true;
583 bparams.use_qbvh = scene->params.use_qbvh;
584 bparams.use_spatial_split = scene->params.use_bvh_spatial_split;
587 bvh = BVH::create(bparams, scene->objects);
588 bvh->build(progress);
590 if(progress.get_cancel()) return;
593 progress.set_status("Updating Scene BVH", "Copying BVH to device");
595 PackedBVH& pack = bvh->pack;
597 if(pack.nodes.size()) {
598 dscene->bvh_nodes.reference((float4*)&pack.nodes[0], pack.nodes.size());
599 device->tex_alloc("__bvh_nodes", dscene->bvh_nodes);
601 if(pack.object_node.size()) {
602 dscene->object_node.reference((uint*)&pack.object_node[0], pack.object_node.size());
603 device->tex_alloc("__object_node", dscene->object_node);
605 if(pack.tri_woop.size()) {
606 dscene->tri_woop.reference(&pack.tri_woop[0], pack.tri_woop.size());
607 device->tex_alloc("__tri_woop", dscene->tri_woop);
609 if(pack.prim_visibility.size()) {
610 dscene->prim_visibility.reference((uint*)&pack.prim_visibility[0], pack.prim_visibility.size());
611 device->tex_alloc("__prim_visibility", dscene->prim_visibility);
613 if(pack.prim_index.size()) {
614 dscene->prim_index.reference((uint*)&pack.prim_index[0], pack.prim_index.size());
615 device->tex_alloc("__prim_index", dscene->prim_index);
617 if(pack.prim_object.size()) {
618 dscene->prim_object.reference((uint*)&pack.prim_object[0], pack.prim_object.size());
619 device->tex_alloc("__prim_object", dscene->prim_object);
622 dscene->data.bvh.root = pack.root_index;
625 void MeshManager::device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress)
631 foreach(Mesh *mesh, scene->meshes) {
632 foreach(uint shader, mesh->used_shaders)
633 if(scene->shaders[shader]->need_update_attributes)
634 mesh->need_update = true;
636 if(mesh->need_update) {
637 mesh->add_face_normals();
638 mesh->add_vertex_normals();
640 if(progress.get_cancel()) return;
645 device_free(device, dscene);
647 device_update_mesh(device, dscene, scene, progress);
648 if(progress.get_cancel()) return;
650 device_update_attributes(device, dscene, scene, progress);
651 if(progress.get_cancel()) return;
653 /* update displacement */
654 bool displacement_done = false;
656 foreach(Mesh *mesh, scene->meshes)
657 if(mesh->need_update && displace(device, scene, mesh, progress))
658 displacement_done = true;
660 /* todo: properly handle cancel halfway displacement */
661 if(progress.get_cancel()) return;
663 /* device re-update after displacement */
664 if(displacement_done) {
665 device_free(device, dscene);
667 device_update_mesh(device, dscene, scene, progress);
668 if(progress.get_cancel()) return;
670 device_update_attributes(device, dscene, scene, progress);
671 if(progress.get_cancel()) return;
675 size_t i = 0, num_instance_bvh = 0;
677 foreach(Mesh *mesh, scene->meshes)
678 if(mesh->need_update && !mesh->transform_applied)
681 foreach(Mesh *mesh, scene->meshes) {
682 if(mesh->need_update) {
683 mesh->compute_bounds();
685 if(!mesh->transform_applied) {
686 string msg = "Updating Mesh BVH ";
688 msg += string_printf("%ld/%ld", i+1, num_instance_bvh);
690 msg += string_printf("%s %ld/%ld", mesh->name.c_str(), i+1, num_instance_bvh);
691 progress.set_status(msg, "Building BVH");
693 mesh->compute_bvh(&scene->params, progress);
696 if(progress.get_cancel()) return;
698 mesh->need_update = false;
699 mesh->need_update_rebuild = false;
705 foreach(Shader *shader, scene->shaders)
706 shader->need_update_attributes = false;
708 foreach(Object *object, scene->objects)
709 object->compute_bounds();
711 if(progress.get_cancel()) return;
713 device_update_bvh(device, dscene, scene, progress);
718 void MeshManager::device_free(Device *device, DeviceScene *dscene)
720 device->tex_free(dscene->bvh_nodes);
721 device->tex_free(dscene->object_node);
722 device->tex_free(dscene->tri_woop);
723 device->tex_free(dscene->prim_visibility);
724 device->tex_free(dscene->prim_index);
725 device->tex_free(dscene->prim_object);
726 device->tex_free(dscene->tri_normal);
727 device->tex_free(dscene->tri_vnormal);
728 device->tex_free(dscene->tri_vindex);
729 device->tex_free(dscene->tri_verts);
730 device->tex_free(dscene->attributes_map);
731 device->tex_free(dscene->attributes_float);
732 device->tex_free(dscene->attributes_float3);
734 dscene->bvh_nodes.clear();
735 dscene->object_node.clear();
736 dscene->tri_woop.clear();
737 dscene->prim_visibility.clear();
738 dscene->prim_index.clear();
739 dscene->prim_object.clear();
740 dscene->tri_normal.clear();
741 dscene->tri_vnormal.clear();
742 dscene->tri_vindex.clear();
743 dscene->tri_verts.clear();
744 dscene->attributes_map.clear();
745 dscene->attributes_float.clear();
746 dscene->attributes_float3.clear();
749 void MeshManager::tag_update(Scene *scene)
752 scene->object_manager->need_update = true;