[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [51258] trunk/blender: Cycles: Anisotropic BSDF enabled, with tangents now computed from the active UV map.
Brecht Van Lommel
brechtvanlommel at pandora.be
Wed Oct 10 15:02:20 CEST 2012
Revision: 51258
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=51258
Author: blendix
Date: 2012-10-10 13:02:20 +0000 (Wed, 10 Oct 2012)
Log Message:
-----------
Cycles: Anisotropic BSDF enabled, with tangents now computed from the active UV map.
It's using the Ward BSDF currently, which has some energy loss so might be a bit
dark. More/better BSDF options can be implemented later.
Patch by Mike Farnsworth, some modifications by me. Currently it's not possible yet
to set a custom tangent, that will follow as part of per-bsdf normals patch.
Modified Paths:
--------------
trunk/blender/intern/cycles/blender/blender_mesh.cpp
trunk/blender/intern/cycles/blender/blender_shader.cpp
trunk/blender/intern/cycles/kernel/kernel_montecarlo.h
trunk/blender/intern/cycles/kernel/kernel_shader.h
trunk/blender/intern/cycles/kernel/kernel_types.h
trunk/blender/intern/cycles/kernel/svm/bsdf_ward.h
trunk/blender/intern/cycles/kernel/svm/svm.h
trunk/blender/intern/cycles/kernel/svm/svm_closure.h
trunk/blender/intern/cycles/kernel/svm/svm_geometry.h
trunk/blender/intern/cycles/kernel/svm/svm_types.h
trunk/blender/intern/cycles/render/attribute.cpp
trunk/blender/intern/cycles/render/graph.cpp
trunk/blender/intern/cycles/render/graph.h
trunk/blender/intern/cycles/render/nodes.cpp
trunk/blender/intern/cycles/render/nodes.h
trunk/blender/intern/cycles/util/util_types.h
trunk/blender/source/blender/blenkernel/intern/node.c
trunk/blender/source/blender/makesrna/intern/rna_nodetree_types.h
trunk/blender/source/blender/nodes/CMakeLists.txt
trunk/blender/source/blender/nodes/NOD_shader.h
trunk/blender/source/blender/nodes/shader/nodes/node_shader_bsdf_anisotropic.c
Modified: trunk/blender/intern/cycles/blender/blender_mesh.cpp
===================================================================
--- trunk/blender/intern/cycles/blender/blender_mesh.cpp 2012-10-10 12:54:36 UTC (rev 51257)
+++ trunk/blender/intern/cycles/blender/blender_mesh.cpp 2012-10-10 13:02:20 UTC (rev 51258)
@@ -33,6 +33,28 @@
/* Find/Add */
+static float3 tri_calc_tangent(float3 v0, float3 v1, float3 v2, float3 tx0, float3 tx1, float3 tx2)
+{
+ float3 duv1 = tx2 - tx0;
+ float3 duv2 = tx2 - tx1;
+ float3 dp1 = v2 - v0;
+ float3 dp2 = v2 - v1;
+ float det = duv1[0] * duv2[1] - duv1[1] * duv2[0];
+
+ if(det != 0.0f) {
+ return normalize(dp1 * duv2[1] - dp2 * duv1[1]);
+ }
+ else {
+ /* give back a sane default, using a valid edge as a fallback */
+ float3 edge = v1 - v0;
+
+ if(len(edge) == 0.0f)
+ edge = v2 - v0;
+
+ return normalize(edge);
+ }
+}
+
static void create_mesh(Scene *scene, Mesh *mesh, BL::Mesh b_mesh, const vector<uint>& used_shaders)
{
/* create vertices */
@@ -157,6 +179,67 @@
}
}
}
+
+ /* create texcoord-based tangent attributes */
+ {
+ BL::Mesh::tessface_uv_textures_iterator l;
+
+ for(b_mesh.tessface_uv_textures.begin(l); l != b_mesh.tessface_uv_textures.end(); ++l) {
+ AttributeStandard std = (l->active_render())? ATTR_STD_TANGENT: ATTR_STD_NONE;
+
+ if(!mesh->need_attribute(scene, std))
+ continue;
+
+ Attribute *attr = mesh->attributes.add(std, ustring("Tangent"));
+
+ /* compute average tangents per vertex */
+ float3 *tangents = attr->data_float3();
+ memset(tangents, 0, sizeof(float3)*mesh->verts.size());
+
+ BL::MeshTextureFaceLayer::data_iterator t;
+
+ size_t fi = 0; /* face index */
+ b_mesh.tessfaces.begin(f);
+ for(l->data.begin(t); t != l->data.end() && f != b_mesh.tessfaces.end(); ++t, ++fi, ++f) {
+ int4 vi = get_int4(f->vertices_raw());
+
+ float3 tx0 = get_float3(t->uv1());
+ float3 tx1 = get_float3(t->uv2());
+ float3 tx2 = get_float3(t->uv3());
+
+ float3 v0 = mesh->verts[vi[0]];
+ float3 v1 = mesh->verts[vi[1]];
+ float3 v2 = mesh->verts[vi[2]];
+
+ /* calculate tangent for the triangle;
+ * get vertex positions, and find change in position with respect
+ * to the texture coords in the first texture coord dimension */
+ float3 tangent0 = tri_calc_tangent(v0, v1, v2, tx0, tx1, tx2);
+
+ if(nverts[fi] == 4) {
+ /* quad tangent */
+ float3 tx3 = get_float3(t->uv4());
+ float3 v3 = mesh->verts[vi[3]];
+ float3 tangent1 = tri_calc_tangent(v0, v2, v3, tx0, tx2, tx3);
+
+ tangents[vi[0]] += 0.5f*(tangent0 + tangent1);
+ tangents[vi[1]] += tangent0;
+ tangents[vi[2]] += 0.5f*(tangent0 + tangent1);
+ tangents[vi[3]] += tangent1;
+ }
+ else {
+ /* triangle tangent */
+ tangents[vi[0]] += tangent0;
+ tangents[vi[1]] += tangent0;
+ tangents[vi[2]] += tangent0;
+ }
+ }
+
+ /* normalize tangent vectors */
+ for(int i = 0; i < mesh->verts.size(); i++)
+ tangents[i] = normalize(tangents[i]);
+ }
+ }
}
static void create_subd_mesh(Mesh *mesh, BL::Mesh b_mesh, PointerRNA *cmesh, const vector<uint>& used_shaders)
Modified: trunk/blender/intern/cycles/blender/blender_shader.cpp
===================================================================
--- trunk/blender/intern/cycles/blender/blender_shader.cpp 2012-10-10 12:54:36 UTC (rev 51257)
+++ trunk/blender/intern/cycles/blender/blender_shader.cpp 2012-10-10 13:02:20 UTC (rev 51258)
@@ -315,6 +315,10 @@
node = new HoldoutNode();
break;
}
+ case BL::ShaderNode::type_BSDF_ANISOTROPIC: {
+ node = new WardBsdfNode();
+ break;
+ }
case BL::ShaderNode::type_BSDF_DIFFUSE: {
node = new DiffuseBsdfNode();
break;
Modified: trunk/blender/intern/cycles/kernel/kernel_montecarlo.h
===================================================================
--- trunk/blender/intern/cycles/kernel/kernel_montecarlo.h 2012-10-10 12:54:36 UTC (rev 51257)
+++ trunk/blender/intern/cycles/kernel/kernel_montecarlo.h 2012-10-10 13:02:20 UTC (rev 51258)
@@ -72,7 +72,7 @@
__device void make_orthonormals_tangent(const float3 N, const float3 T, float3 *a, float3 *b)
{
- *b = cross(N, T);
+ *b = normalize(cross(N, T));
*a = cross(*b, N);
}
Modified: trunk/blender/intern/cycles/kernel/kernel_shader.h
===================================================================
--- trunk/blender/intern/cycles/kernel/kernel_shader.h 2012-10-10 12:54:36 UTC (rev 51257)
+++ trunk/blender/intern/cycles/kernel/kernel_shader.h 2012-10-10 13:02:20 UTC (rev 51258)
@@ -93,6 +93,7 @@
#ifdef __DPDU__
/* dPdu/dPdv */
triangle_dPdudv(kg, &sd->dPdu, &sd->dPdv, sd->prim);
+ sd->T = make_float3(0.0f, 0.0f, 0.0f);
#endif
#ifdef __INSTANCING__
@@ -117,6 +118,7 @@
#ifdef __DPDU__
sd->dPdu = -sd->dPdu;
sd->dPdv = -sd->dPdv;
+ sd->T = make_float3(0.0f, 0.0f, 0.0f);
#endif
}
@@ -208,6 +210,8 @@
}
#endif
}
+
+ sd->T = make_float3(0.0f, 0.0f, 0.0f);
#endif
/* backfacing test */
@@ -293,6 +297,7 @@
/* dPdu/dPdv */
sd->dPdu = make_float3(0.0f, 0.0f, 0.0f);
sd->dPdv = make_float3(0.0f, 0.0f, 0.0f);
+ sd->T = make_float3(0.0f, 0.0f, 0.0f);
#endif
#ifdef __RAY_DIFFERENTIALS__
Modified: trunk/blender/intern/cycles/kernel/kernel_types.h
===================================================================
--- trunk/blender/intern/cycles/kernel/kernel_types.h 2012-10-10 12:54:36 UTC (rev 51257)
+++ trunk/blender/intern/cycles/kernel/kernel_types.h 2012-10-10 13:02:20 UTC (rev 51258)
@@ -447,6 +447,9 @@
/* differential of P w.r.t. parametric coordinates. note that dPdu is
* not readily suitable as a tangent for shading on triangles. */
float3 dPdu, dPdv;
+
+ /* tangent for shading */
+ float3 T;
#endif
#ifdef __MULTI_CLOSURE__
Modified: trunk/blender/intern/cycles/kernel/svm/bsdf_ward.h
===================================================================
--- trunk/blender/intern/cycles/kernel/svm/bsdf_ward.h 2012-10-10 12:54:36 UTC (rev 51257)
+++ trunk/blender/intern/cycles/kernel/svm/bsdf_ward.h 2012-10-10 13:02:20 UTC (rev 51258)
@@ -67,7 +67,7 @@
float m_ax = sc->data0;
float m_ay = sc->data1;
float3 m_N = sd->N;
- float3 m_T = normalize(sd->dPdu);
+ float3 m_T = sd->T;
float cosNO = dot(m_N, I);
float cosNI = dot(m_N, omega_in);
@@ -90,6 +90,7 @@
*pdf = exp_val / denom;
return make_float3 (out, out, out);
}
+
return make_float3 (0, 0, 0);
}
@@ -108,7 +109,7 @@
float m_ax = sc->data0;
float m_ay = sc->data1;
float3 m_N = sd->N;
- float3 m_T = normalize(sd->dPdu);
+ float3 m_T = sd->T;
float cosNO = dot(m_N, sd->I);
if(cosNO > 0) {
Modified: trunk/blender/intern/cycles/kernel/svm/svm.h
===================================================================
--- trunk/blender/intern/cycles/kernel/svm/svm.h 2012-10-10 12:54:36 UTC (rev 51257)
+++ trunk/blender/intern/cycles/kernel/svm/svm.h 2012-10-10 13:02:20 UTC (rev 51258)
@@ -205,6 +205,14 @@
case NODE_CLOSURE_WEIGHT:
svm_node_closure_weight(sd, stack, node.y);
break;
+#ifdef __DPDU__
+ case NODE_CLOSURE_SET_TANGENT:
+ svm_node_closure_set_tangent(sd, node.y, node.z, node.w);
+ break;
+ case NODE_CLOSURE_TANGENT:
+ svm_node_closure_tangent(sd, stack, node.y);
+ break;
+#endif
case NODE_EMISSION_WEIGHT:
svm_node_emission_weight(kg, sd, stack, node);
break;
@@ -261,14 +269,14 @@
svm_node_camera(kg, sd, stack, node.y, node.z, node.w);
break;
case NODE_GEOMETRY:
- svm_node_geometry(sd, stack, node.y, node.z);
+ svm_node_geometry(kg, sd, stack, node.y, node.z);
break;
#ifdef __EXTRA_NODES__
case NODE_GEOMETRY_BUMP_DX:
- svm_node_geometry_bump_dx(sd, stack, node.y, node.z);
+ svm_node_geometry_bump_dx(kg, sd, stack, node.y, node.z);
break;
case NODE_GEOMETRY_BUMP_DY:
- svm_node_geometry_bump_dy(sd, stack, node.y, node.z);
+ svm_node_geometry_bump_dy(kg, sd, stack, node.y, node.z);
break;
case NODE_LIGHT_PATH:
svm_node_light_path(sd, stack, node.y, node.z, path_flag);
Modified: trunk/blender/intern/cycles/kernel/svm/svm_closure.h
===================================================================
--- trunk/blender/intern/cycles/kernel/svm/svm_closure.h 2012-10-10 12:54:36 UTC (rev 51257)
+++ trunk/blender/intern/cycles/kernel/svm/svm_closure.h 2012-10-10 13:02:20 UTC (rev 51258)
@@ -179,7 +179,7 @@
float roughness_u = param1;
float roughness_v = param2;
- bsdf_ward_setup(sd, sc, normalize(sd->dPdu), roughness_u, roughness_v);
+ bsdf_ward_setup(sd, sc, normalize(sd->T), roughness_u, roughness_v);
break;
}
#endif
@@ -425,5 +425,24 @@
#endif
}
+#ifdef __DPDU__
+__device_inline void svm_node_closure_store_tangent(ShaderData *sd, float3 tangent)
+{
+ sd->T = normalize(tangent);
+}
+
+__device void svm_node_closure_set_tangent(ShaderData *sd, uint x, uint y, uint z)
+{
+ float3 tangent = make_float3(__int_as_float(x), __int_as_float(y), __int_as_float(z));
+ svm_node_closure_store_tangent(sd, tangent);
+}
+
+__device void svm_node_closure_tangent(ShaderData *sd, float *stack, uint tangent_offset)
+{
+ float3 tangent = stack_load_float3(stack, tangent_offset);
+ svm_node_closure_store_tangent(sd, tangent);
+}
+#endif
+
CCL_NAMESPACE_END
Modified: trunk/blender/intern/cycles/kernel/svm/svm_geometry.h
===================================================================
--- trunk/blender/intern/cycles/kernel/svm/svm_geometry.h 2012-10-10 12:54:36 UTC (rev 51257)
+++ trunk/blender/intern/cycles/kernel/svm/svm_geometry.h 2012-10-10 13:02:20 UTC (rev 51258)
@@ -20,7 +20,7 @@
/* Geometry Node */
-__device void svm_node_geometry(ShaderData *sd, float *stack, uint type, uint out_offset)
+__device void svm_node_geometry(KernelGlobals *kg, ShaderData *sd, float *stack, uint type, uint out_offset)
{
float3 data;
@@ -28,7 +28,16 @@
case NODE_GEOM_P: data = sd->P; break;
case NODE_GEOM_N: data = sd->N; break;
#ifdef __DPDU__
- case NODE_GEOM_T: data = normalize(sd->dPdu); break;
+ case NODE_GEOM_T: {
+ int attr_offset = find_attribute(kg, sd, ATTR_STD_TANGENT);
+
+ if(attr_offset == ATTR_STD_NOT_FOUND)
+ data = normalize(sd->dPdu);
+ else
+ data = triangle_attribute_float3(kg, sd, ATTR_ELEMENT_VERTEX, attr_offset, NULL, NULL);
+
+ break;
+ }
#endif
case NODE_GEOM_I: data = sd->I; break;
case NODE_GEOM_Ng: data = sd->Ng; break;
@@ -40,7 +49,7 @@
stack_store_float3(stack, out_offset, data);
}
@@ Diff output truncated at 10240 characters. @@
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