New feature

Patch [#33445] - Experimental Cycles Hair Rendering (CPU only)

This patch allows hair data to be exported to cycles and introduces a new line segment primitive to render with.

The UI appears under the particle tab and there is a new hair info node available.

It is only available under the experimental feature set and for cpu rendering.
This commit is contained in:
Stuart Broadfoot
2012-12-28 14:21:30 +00:00
parent 857df8065f
commit e9ba345c46
50 changed files with 3126 additions and 245 deletions

View File

@@ -51,6 +51,9 @@ Mesh::Mesh()
tri_offset = 0;
vert_offset = 0;
curveseg_offset = 0;
curvekey_offset = 0;
attributes.mesh = this;
}
@@ -66,6 +69,7 @@ void Mesh::reserve(int numverts, int numtris)
triangles.resize(numtris);
shader.resize(numtris);
smooth.resize(numtris);
/*currently no need in hair segment resize and curve data needs including*/
attributes.reserve(numverts, numtris);
}
@@ -77,6 +81,11 @@ void Mesh::clear()
shader.clear();
smooth.clear();
curve_keys.clear();
curve_keysCD.clear();
curve_segs.clear();
curve_attrib.clear();
attributes.clear();
used_shaders.clear();
@@ -96,14 +105,48 @@ void Mesh::add_triangle(int v0, int v1, int v2, int shader_, bool smooth_)
smooth.push_back(smooth_);
}
void Mesh::add_curvekey(float3 loc, float radius, float time)
{
CurveKey ck;
ck.loc = loc;
ck.radius = radius;
ck.time = time;
curve_keys.push_back(ck);
}
void Mesh::add_curve(int v0, int v1, int shader, int curveid)
{
CurveSeg s;
s.v[0] = v0;
s.v[1] = v1;
s.curveshader = shader;
s.curve = curveid;
curve_segs.push_back(s);
}
void Mesh::add_curveattrib(float u, float v)
{
Curve_Attribute s;
s.uv[0] = u;
s.uv[1] = v;
curve_attrib.push_back(s);
}
void Mesh::compute_bounds()
{
BoundBox bnds = BoundBox::empty;
size_t verts_size = verts.size();
size_t curve_keys_size = curve_keys.size();
for(size_t i = 0; i < verts_size; i++)
bnds.grow(verts[i]);
for(size_t i = 0; i < curve_keys_size; i++)
bnds.grow(curve_keys[i].loc, curve_keys[i].radius);
/* happens mostly on empty meshes */
if(!bnds.valid())
bnds.grow(make_float3(0.0f, 0.0f, 0.0f));
@@ -243,6 +286,45 @@ void Mesh::pack_verts(float4 *tri_verts, float4 *tri_vindex, size_t vert_offset)
}
}
void Mesh::pack_curves(Scene *scene, float4 *curve_key_co, float4 *curve_seg_keys, size_t curvekey_offset)
{
size_t curve_keys_size = curve_keys.size();
CurveKey *keys_ptr = NULL;
if(curve_keys_size) {
keys_ptr = &curve_keys[0];
for(size_t i = 0; i < curve_keys_size; i++) {
float3 p = keys_ptr[i].loc;
curve_key_co[i] = make_float4(p.x, p.y, p.z, keys_ptr[i].radius);
}
}
size_t curve_seg_num = curve_segs.size();
if(curve_seg_num) {
CurveSeg *curve_ptr = &curve_segs[0];
int shader_id = 0;
for(size_t i = 0; i < curve_seg_num; i++) {
CurveSeg s = curve_ptr[i];
shader_id = scene->shader_manager->get_shader_id(s.curveshader, this, false);
float3 p1 = keys_ptr[s.v[0]].loc;
float3 p2 = keys_ptr[s.v[1]].loc;
float length = len(p2 - p1);
curve_seg_keys[i] = make_float4(
__int_as_float(s.v[0] + curvekey_offset),
__int_as_float(s.v[1] + curvekey_offset),
__int_as_float(shader_id),
length);
}
}
}
void Mesh::compute_bvh(SceneParams *params, Progress *progress, int n, int total)
{
if(progress->get_cancel())
@@ -573,39 +655,62 @@ void MeshManager::device_update_mesh(Device *device, DeviceScene *dscene, Scene
size_t vert_size = 0;
size_t tri_size = 0;
size_t CurveKey_size = 0;
size_t curve_seg_keys = 0;
foreach(Mesh *mesh, scene->meshes) {
mesh->vert_offset = vert_size;
mesh->tri_offset = tri_size;
mesh->curvekey_offset = CurveKey_size;
mesh->curveseg_offset = curve_seg_keys;
vert_size += mesh->verts.size();
tri_size += mesh->triangles.size();
CurveKey_size += mesh->curve_keys.size();
curve_seg_keys += mesh->curve_segs.size();
}
if(tri_size == 0)
return;
if(tri_size != 0) {
/* normals */
progress.set_status("Updating Mesh", "Computing normals");
/* normals */
progress.set_status("Updating Mesh", "Computing normals");
float4 *normal = dscene->tri_normal.resize(tri_size);
float4 *vnormal = dscene->tri_vnormal.resize(vert_size);
float4 *tri_verts = dscene->tri_verts.resize(vert_size);
float4 *tri_vindex = dscene->tri_vindex.resize(tri_size);
float4 *normal = dscene->tri_normal.resize(tri_size);
float4 *vnormal = dscene->tri_vnormal.resize(vert_size);
float4 *tri_verts = dscene->tri_verts.resize(vert_size);
float4 *tri_vindex = dscene->tri_vindex.resize(tri_size);
foreach(Mesh *mesh, scene->meshes) {
mesh->pack_normals(scene, &normal[mesh->tri_offset], &vnormal[mesh->vert_offset]);
mesh->pack_verts(&tri_verts[mesh->vert_offset], &tri_vindex[mesh->tri_offset], mesh->vert_offset);
foreach(Mesh *mesh, scene->meshes) {
mesh->pack_normals(scene, &normal[mesh->tri_offset], &vnormal[mesh->vert_offset]);
mesh->pack_verts(&tri_verts[mesh->vert_offset], &tri_vindex[mesh->tri_offset], mesh->vert_offset);
if(progress.get_cancel()) return;
}
if(progress.get_cancel()) return;
/* vertex coordinates */
progress.set_status("Updating Mesh", "Copying Mesh to device");
device->tex_alloc("__tri_normal", dscene->tri_normal);
device->tex_alloc("__tri_vnormal", dscene->tri_vnormal);
device->tex_alloc("__tri_verts", dscene->tri_verts);
device->tex_alloc("__tri_vindex", dscene->tri_vindex);
}
/* vertex coordinates */
progress.set_status("Updating Mesh", "Copying Mesh to device");
if(curve_seg_keys != 0) {
progress.set_status("Updating Mesh", "Copying Strands to device");
device->tex_alloc("__tri_normal", dscene->tri_normal);
device->tex_alloc("__tri_vnormal", dscene->tri_vnormal);
device->tex_alloc("__tri_verts", dscene->tri_verts);
device->tex_alloc("__tri_vindex", dscene->tri_vindex);
float4 *cur_keys = dscene->cur_keys.resize(CurveKey_size);
float4 *cur_segs = dscene->cur_segs.resize(curve_seg_keys);
foreach(Mesh *mesh, scene->meshes) {
mesh->pack_curves(scene, &cur_keys[mesh->curvekey_offset], &cur_segs[mesh->curveseg_offset], mesh->curvekey_offset);
if(progress.get_cancel()) return;
}
device->tex_alloc("__cur_keys", dscene->cur_keys);
device->tex_alloc("__cur_segs", dscene->cur_segs);
}
}
void MeshManager::device_update_bvh(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress)
@@ -642,6 +747,10 @@ void MeshManager::device_update_bvh(Device *device, DeviceScene *dscene, Scene *
dscene->tri_woop.reference(&pack.tri_woop[0], pack.tri_woop.size());
device->tex_alloc("__tri_woop", dscene->tri_woop);
}
if(pack.prim_type.size()) {
dscene->prim_type.reference((uint*)&pack.prim_type[0], pack.prim_type.size());
device->tex_alloc("__prim_type", dscene->prim_type);
}
if(pack.prim_visibility.size()) {
dscene->prim_visibility.reference((uint*)&pack.prim_visibility[0], pack.prim_visibility.size());
device->tex_alloc("__prim_visibility", dscene->prim_visibility);
@@ -751,6 +860,7 @@ void MeshManager::device_free(Device *device, DeviceScene *dscene)
device->tex_free(dscene->bvh_nodes);
device->tex_free(dscene->object_node);
device->tex_free(dscene->tri_woop);
device->tex_free(dscene->prim_type);
device->tex_free(dscene->prim_visibility);
device->tex_free(dscene->prim_index);
device->tex_free(dscene->prim_object);
@@ -758,6 +868,8 @@ void MeshManager::device_free(Device *device, DeviceScene *dscene)
device->tex_free(dscene->tri_vnormal);
device->tex_free(dscene->tri_vindex);
device->tex_free(dscene->tri_verts);
device->tex_free(dscene->cur_segs);
device->tex_free(dscene->cur_keys);
device->tex_free(dscene->attributes_map);
device->tex_free(dscene->attributes_float);
device->tex_free(dscene->attributes_float3);
@@ -765,6 +877,7 @@ void MeshManager::device_free(Device *device, DeviceScene *dscene)
dscene->bvh_nodes.clear();
dscene->object_node.clear();
dscene->tri_woop.clear();
dscene->prim_type.clear();
dscene->prim_visibility.clear();
dscene->prim_index.clear();
dscene->prim_object.clear();
@@ -772,6 +885,8 @@ void MeshManager::device_free(Device *device, DeviceScene *dscene)
dscene->tri_vnormal.clear();
dscene->tri_vindex.clear();
dscene->tri_verts.clear();
dscene->cur_segs.clear();
dscene->cur_keys.clear();
dscene->attributes_map.clear();
dscene->attributes_float.clear();
dscene->attributes_float3.clear();