Files
blender/intern/cycles/render/object.cpp
Lukas Toenne 5e1bbde01d Particle Info node for Cycles. This can be used to access particle information in material shaders for dupli objects. For now only the particle Age and individual Lifetime (in frames) are supported, more attributes can be added when needed.
The particle data is stored in a separate texture if any of the dupli objects uses particle info nodes in shaders. To map dupli objects onto particles the store an additional particle_index value, which is different from the simple dupli object index (only visible particles, also works for particle dupli groups mode).

Some simple use cases on the code.blender.org blog:
http://code.blender.org/index.php/2012/05/particle-info-node/
2012-06-08 16:17:57 +00:00

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9.8 KiB
C++

/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "device.h"
#include "light.h"
#include "mesh.h"
#include "object.h"
#include "scene.h"
#include "util_foreach.h"
#include "util_map.h"
#include "util_progress.h"
#include "util_vector.h"
CCL_NAMESPACE_BEGIN
/* Object */
Object::Object()
{
name = "";
mesh = NULL;
tfm = transform_identity();
visibility = ~0;
random_id = 0;
pass_id = 0;
particle_id = 0;
bounds = BoundBox::empty;
motion.pre = transform_identity();
motion.post = transform_identity();
use_motion = false;
use_holdout = false;
}
Object::~Object()
{
}
void Object::compute_bounds(bool motion_blur)
{
BoundBox mbounds = mesh->bounds;
if(motion_blur && use_motion) {
MotionTransform decomp;
transform_motion_decompose(&decomp, &motion);
bounds = BoundBox::empty;
/* todo: this is really terrible. according to pbrt there is a better
* way to find this iteratively, but did not find implementation yet
* or try to implement myself */
for(float t = 0.0f; t < 1.0f; t += 1.0f/128.0f) {
Transform ttfm;
transform_motion_interpolate(&ttfm, &decomp, t);
bounds.grow(mbounds.transformed(&ttfm));
}
}
else
bounds = mbounds.transformed(&tfm);
}
void Object::apply_transform()
{
if(!mesh || tfm == transform_identity())
return;
for(size_t i = 0; i < mesh->verts.size(); i++)
mesh->verts[i] = transform_point(&tfm, mesh->verts[i]);
Attribute *attr_fN = mesh->attributes.find(ATTR_STD_FACE_NORMAL);
Attribute *attr_vN = mesh->attributes.find(ATTR_STD_VERTEX_NORMAL);
Transform ntfm = transform_transpose(transform_inverse(tfm));
/* we keep normals pointing in same direction on negative scale, notify
mesh about this in it (re)calculates normals */
if(transform_negative_scale(tfm))
mesh->transform_negative_scaled = true;
if(attr_fN) {
float3 *fN = attr_fN->data_float3();
for(size_t i = 0; i < mesh->triangles.size(); i++)
fN[i] = transform_direction(&ntfm, fN[i]);
}
if(attr_vN) {
float3 *vN = attr_vN->data_float3();
for(size_t i = 0; i < mesh->verts.size(); i++)
vN[i] = transform_direction(&ntfm, vN[i]);
}
if(bounds.valid()) {
mesh->compute_bounds();
compute_bounds(false);
}
tfm = transform_identity();
}
void Object::tag_update(Scene *scene)
{
if(mesh) {
if(mesh->transform_applied)
mesh->need_update = true;
foreach(uint sindex, mesh->used_shaders) {
Shader *shader = scene->shaders[sindex];
if(shader->sample_as_light && shader->has_surface_emission)
scene->light_manager->need_update = true;
}
}
scene->mesh_manager->need_update = true;
scene->object_manager->need_update = true;
}
/* Object Manager */
ObjectManager::ObjectManager()
{
need_update = true;
}
ObjectManager::~ObjectManager()
{
}
void ObjectManager::device_update_transforms(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress)
{
float4 *objects = dscene->objects.resize(OBJECT_SIZE*scene->objects.size());
uint *object_flag = dscene->object_flag.resize(OBJECT_SIZE*scene->objects.size());
int i = 0;
map<Mesh*, float> surface_area_map;
Scene::MotionType need_motion = scene->need_motion();
foreach(Object *ob, scene->objects) {
Mesh *mesh = ob->mesh;
uint flag = 0;
/* compute transformations */
Transform tfm = ob->tfm;
Transform itfm = transform_inverse(tfm);
/* compute surface area. for uniform scale we can do avoid the many
transform calls and share computation for instances */
/* todo: correct for displacement, and move to a better place */
float uniform_scale;
float surface_area = 0.0f;
float pass_id = ob->pass_id;
float random_number = (float)ob->random_id * (1.0f/(float)0xFFFFFFFF);
if(transform_uniform_scale(tfm, uniform_scale)) {
map<Mesh*, float>::iterator it = surface_area_map.find(mesh);
if(it == surface_area_map.end()) {
foreach(Mesh::Triangle& t, mesh->triangles) {
float3 p1 = mesh->verts[t.v[0]];
float3 p2 = mesh->verts[t.v[1]];
float3 p3 = mesh->verts[t.v[2]];
surface_area += triangle_area(p1, p2, p3);
}
surface_area_map[mesh] = surface_area;
}
else
surface_area = it->second;
surface_area *= uniform_scale;
}
else {
foreach(Mesh::Triangle& t, mesh->triangles) {
float3 p1 = transform_point(&tfm, mesh->verts[t.v[0]]);
float3 p2 = transform_point(&tfm, mesh->verts[t.v[1]]);
float3 p3 = transform_point(&tfm, mesh->verts[t.v[2]]);
surface_area += triangle_area(p1, p2, p3);
}
}
/* pack in texture */
int offset = i*OBJECT_SIZE;
memcpy(&objects[offset], &tfm, sizeof(float4)*3);
memcpy(&objects[offset+3], &itfm, sizeof(float4)*3);
objects[offset+6] = make_float4(surface_area, pass_id, random_number, __int_as_float(ob->particle_id));
if(need_motion == Scene::MOTION_PASS) {
/* motion transformations, is world/object space depending if mesh
comes with deformed position in object space, or if we transform
the shading point in world space */
Transform mtfm_pre = ob->motion.pre;
Transform mtfm_post = ob->motion.post;
if(!mesh->attributes.find(ATTR_STD_MOTION_PRE))
mtfm_pre = mtfm_pre * itfm;
if(!mesh->attributes.find(ATTR_STD_MOTION_POST))
mtfm_post = mtfm_post * itfm;
memcpy(&objects[offset+8], &mtfm_pre, sizeof(float4)*4);
memcpy(&objects[offset+12], &mtfm_post, sizeof(float4)*4);
}
else if(need_motion == Scene::MOTION_BLUR) {
if(ob->use_motion) {
/* decompose transformations for interpolation */
MotionTransform decomp;
transform_motion_decompose(&decomp, &ob->motion);
memcpy(&objects[offset+8], &decomp, sizeof(float4)*8);
flag |= SD_OBJECT_MOTION;
}
else {
float4 no_motion = make_float4(FLT_MAX);
memcpy(&objects[offset+8], &no_motion, sizeof(float4));
}
}
/* object flag */
if(ob->use_holdout)
flag |= SD_HOLDOUT_MASK;
object_flag[i] = flag;
i++;
if(progress.get_cancel()) return;
}
device->tex_alloc("__objects", dscene->objects);
device->tex_alloc("__object_flag", dscene->object_flag);
}
void ObjectManager::device_update_particles(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress)
{
/* count particles.
* adds one dummy particle at the beginning to avoid invalid lookups,
* in case a shader uses particle info without actual particle data.
*/
int num_particles = 1;
foreach(Object *ob, scene->objects)
num_particles += ob->particles.size();
float4 *particles = dscene->particles.resize(PARTICLE_SIZE*num_particles);
/* dummy particle */
particles[0] = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
int i = 1;
foreach(Object *ob, scene->objects) {
foreach(Particle &pa, ob->particles) {
/* pack in texture */
int offset = i*PARTICLE_SIZE;
particles[offset] = make_float4(pa.age, pa.lifetime, 0.0f, 0.0f);
i++;
if(progress.get_cancel()) return;
}
}
device->tex_alloc("__particles", dscene->particles);
}
void ObjectManager::device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress)
{
if(!need_update)
return;
device_free(device, dscene);
if(scene->objects.size() == 0)
return;
/* set object transform matrices, before applying static transforms */
progress.set_status("Updating Objects", "Copying Transformations to device");
device_update_transforms(device, dscene, scene, progress);
if(progress.get_cancel()) return;
/* prepare for static BVH building */
/* todo: do before to support getting object level coords? */
if(scene->params.bvh_type == SceneParams::BVH_STATIC) {
progress.set_status("Updating Objects", "Applying Static Transformations");
apply_static_transforms(scene, progress);
}
if(progress.get_cancel()) return;
progress.set_status("Updating Objects", "Copying Particles to device");
device_update_particles(device, dscene, scene, progress);
if(progress.get_cancel()) return;
need_update = false;
}
void ObjectManager::device_free(Device *device, DeviceScene *dscene)
{
device->tex_free(dscene->objects);
dscene->objects.clear();
device->tex_free(dscene->object_flag);
dscene->object_flag.clear();
device->tex_free(dscene->particles);
dscene->particles.clear();
}
void ObjectManager::apply_static_transforms(Scene *scene, Progress& progress)
{
/* todo: normals and displacement should be done before applying transform! */
/* todo: create objects/meshes in right order! */
/* counter mesh users */
map<Mesh*, int> mesh_users;
bool motion_blur = scene->need_motion() == Scene::MOTION_BLUR;
foreach(Object *object, scene->objects) {
map<Mesh*, int>::iterator it = mesh_users.find(object->mesh);
if(it == mesh_users.end())
mesh_users[object->mesh] = 1;
else
it->second++;
}
if(progress.get_cancel()) return;
/* apply transforms for objects with single user meshes */
foreach(Object *object, scene->objects) {
if(mesh_users[object->mesh] == 1) {
if(!(motion_blur && object->use_motion)) {
if(!object->mesh->transform_applied) {
object->apply_transform();
object->mesh->transform_applied = true;
if(progress.get_cancel()) return;
}
}
}
}
}
void ObjectManager::tag_update(Scene *scene)
{
need_update = true;
scene->mesh_manager->need_update = true;
scene->light_manager->need_update = true;
}
CCL_NAMESPACE_END