Cycles Hair: refactoring to support generic attributes for hair curves. There

should be no functional changes yet. UV, tangent and intercept are now stored
as attributes, with the intention to add more like multiple uv's, vertex
colors, generated coordinates and motion vectors later.

Things got a bit messy due to having both triangle and curve data in the same
mesh data structure, which also gives us two sets of attributes. This will get
cleaned up when we split the mesh class.
This commit is contained in:
Brecht Van Lommel
2013-01-03 12:08:54 +00:00
parent 8ca977b16e
commit 57cf48e7c6
41 changed files with 1052 additions and 945 deletions

View File

@@ -242,18 +242,15 @@ __device void svm_node_normal_map(KernelGlobals *kg, ShaderData *sd, float *stac
if(space == NODE_NORMAL_MAP_TANGENT) {
/* tangent space */
#ifdef __HAIR__
if(sd->object == ~0 || sd->curve_seg != ~0) {
#else
if(sd->object == ~0) {
#endif
if(sd->object == ~0) {
stack_store_float3(stack, normal_offset, make_float3(0.0f, 0.0f, 0.0f));
return;
}
/* first try to get tangent attribute */
int attr_offset = find_attribute(kg, sd, node.z);
int attr_sign_offset = find_attribute(kg, sd, node.w);
AttributeElement attr_elem, attr_sign_elem;
int attr_offset = find_attribute(kg, sd, node.z, &attr_elem);
int attr_sign_offset = find_attribute(kg, sd, node.w, &attr_sign_elem);
if(attr_offset == ATTR_STD_NOT_FOUND || attr_sign_offset == ATTR_STD_NOT_FOUND) {
stack_store_float3(stack, normal_offset, make_float3(0.0f, 0.0f, 0.0f));
@@ -261,8 +258,8 @@ __device void svm_node_normal_map(KernelGlobals *kg, ShaderData *sd, float *stac
}
/* ensure orthogonal and normalized (interpolation breaks it) */
float3 tangent = triangle_attribute_float3(kg, sd, ATTR_ELEMENT_CORNER, attr_offset, NULL, NULL);
float sign = triangle_attribute_float(kg, sd, ATTR_ELEMENT_CORNER, attr_sign_offset, NULL, NULL);
float3 tangent = primitive_attribute_float3(kg, sd, attr_elem, attr_offset, NULL, NULL);
float sign = primitive_attribute_float(kg, sd, attr_sign_elem, attr_sign_offset, NULL, NULL);
object_normal_transform(kg, sd, &tangent);
tangent = cross(sd->N, normalize(cross(tangent, sd->N)));;
@@ -299,30 +296,24 @@ __device void svm_node_tangent(KernelGlobals *kg, ShaderData *sd, float *stack,
if(direction_type == NODE_TANGENT_UVMAP) {
/* UV map */
int attr_offset = find_attribute(kg, sd, node.z);
AttributeElement attr_elem;
int attr_offset = find_attribute(kg, sd, node.z, &attr_elem);
#ifdef __HAIR__
if(attr_offset == ATTR_STD_NOT_FOUND || sd->curve_seg != ~0)
#else
if(attr_offset == ATTR_STD_NOT_FOUND)
#endif
tangent = make_float3(0.0f, 0.0f, 0.0f);
else
tangent = triangle_attribute_float3(kg, sd, ATTR_ELEMENT_CORNER, attr_offset, NULL, NULL);
tangent = primitive_attribute_float3(kg, sd, attr_elem, attr_offset, NULL, NULL);
}
else {
/* radial */
int attr_offset = find_attribute(kg, sd, node.z);
AttributeElement attr_elem;
int attr_offset = find_attribute(kg, sd, node.z, &attr_elem);
float3 generated;
#ifdef __HAIR__
if(attr_offset == ATTR_STD_NOT_FOUND || sd->curve_seg != ~0)
#else
if(attr_offset == ATTR_STD_NOT_FOUND)
#endif
generated = sd->P;
else
generated = triangle_attribute_float3(kg, sd, ATTR_ELEMENT_VERTEX, attr_offset, NULL, NULL);
generated = primitive_attribute_float3(kg, sd, attr_elem, attr_offset, NULL, NULL);
if(axis == NODE_TANGENT_AXIS_X)
tangent = make_float3(0.0f, -(generated.z - 0.5f), (generated.y - 0.5f));