
* Added support for uchar4 attributes to Cycles' attribute system. * This is used for Vertex Colors now, which saves some memory (4 unsigned characters, instead of 4 floats). * GPU Texture Limit on sm_20 and sm_21 decreased from 95 to 94, because we need a new texture for the uchar4 attributes. This is no problem for sm_30 or newer. Part of my GSoC 2014.
765 lines
23 KiB
C++
765 lines
23 KiB
C++
/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License
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*/
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#include "mesh.h"
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#include "object.h"
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#include "scene.h"
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#include "blender_sync.h"
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#include "blender_util.h"
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#include "subd_mesh.h"
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#include "subd_patch.h"
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#include "subd_split.h"
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#include "util_foreach.h"
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#include "mikktspace.h"
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CCL_NAMESPACE_BEGIN
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/* Tangent Space */
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struct MikkUserData {
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MikkUserData(const BL::Mesh mesh_, const BL::MeshTextureFaceLayer layer_, int num_faces_)
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: mesh(mesh_), layer(layer_), num_faces(num_faces_)
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{
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tangent.resize(num_faces*4);
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}
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BL::Mesh mesh;
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BL::MeshTextureFaceLayer layer;
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int num_faces;
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vector<float4> tangent;
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};
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static int mikk_get_num_faces(const SMikkTSpaceContext *context)
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{
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MikkUserData *userdata = (MikkUserData*)context->m_pUserData;
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return userdata->num_faces;
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}
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static int mikk_get_num_verts_of_face(const SMikkTSpaceContext *context, const int face_num)
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{
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MikkUserData *userdata = (MikkUserData*)context->m_pUserData;
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BL::MeshTessFace f = userdata->mesh.tessfaces[face_num];
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int4 vi = get_int4(f.vertices_raw());
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return (vi[3] == 0)? 3: 4;
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}
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static void mikk_get_position(const SMikkTSpaceContext *context, float P[3], const int face_num, const int vert_num)
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{
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MikkUserData *userdata = (MikkUserData*)context->m_pUserData;
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BL::MeshTessFace f = userdata->mesh.tessfaces[face_num];
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int4 vi = get_int4(f.vertices_raw());
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BL::MeshVertex v = userdata->mesh.vertices[vi[vert_num]];
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float3 vP = get_float3(v.co());
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P[0] = vP.x;
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P[1] = vP.y;
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P[2] = vP.z;
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}
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static void mikk_get_texture_coordinate(const SMikkTSpaceContext *context, float uv[2], const int face_num, const int vert_num)
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{
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MikkUserData *userdata = (MikkUserData*)context->m_pUserData;
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BL::MeshTextureFace tf = userdata->layer.data[face_num];
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float3 tfuv;
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switch (vert_num) {
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case 0:
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tfuv = get_float3(tf.uv1());
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break;
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case 1:
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tfuv = get_float3(tf.uv2());
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break;
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case 2:
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tfuv = get_float3(tf.uv3());
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break;
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default:
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tfuv = get_float3(tf.uv4());
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break;
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}
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uv[0] = tfuv.x;
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uv[1] = tfuv.y;
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}
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static void mikk_get_normal(const SMikkTSpaceContext *context, float N[3], const int face_num, const int vert_num)
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{
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MikkUserData *userdata = (MikkUserData*)context->m_pUserData;
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BL::MeshTessFace f = userdata->mesh.tessfaces[face_num];
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float3 vN;
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if(f.use_smooth()) {
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int4 vi = get_int4(f.vertices_raw());
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BL::MeshVertex v = userdata->mesh.vertices[vi[vert_num]];
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vN = get_float3(v.normal());
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}
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else {
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vN = get_float3(f.normal());
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}
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N[0] = vN.x;
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N[1] = vN.y;
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N[2] = vN.z;
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}
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static void mikk_set_tangent_space(const SMikkTSpaceContext *context, const float T[], const float sign, const int face, const int vert)
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{
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MikkUserData *userdata = (MikkUserData*)context->m_pUserData;
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userdata->tangent[face*4 + vert] = make_float4(T[0], T[1], T[2], sign);
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}
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static void mikk_compute_tangents(BL::Mesh b_mesh, BL::MeshTextureFaceLayer b_layer, Mesh *mesh, vector<int>& nverts, bool need_sign, bool active_render)
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{
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/* setup userdata */
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MikkUserData userdata(b_mesh, b_layer, nverts.size());
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/* setup interface */
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SMikkTSpaceInterface sm_interface;
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memset(&sm_interface, 0, sizeof(sm_interface));
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sm_interface.m_getNumFaces = mikk_get_num_faces;
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sm_interface.m_getNumVerticesOfFace = mikk_get_num_verts_of_face;
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sm_interface.m_getPosition = mikk_get_position;
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sm_interface.m_getTexCoord = mikk_get_texture_coordinate;
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sm_interface.m_getNormal = mikk_get_normal;
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sm_interface.m_setTSpaceBasic = mikk_set_tangent_space;
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/* setup context */
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SMikkTSpaceContext context;
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memset(&context, 0, sizeof(context));
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context.m_pUserData = &userdata;
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context.m_pInterface = &sm_interface;
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/* compute tangents */
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genTangSpaceDefault(&context);
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/* create tangent attributes */
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Attribute *attr;
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ustring name = ustring((string(b_layer.name().c_str()) + ".tangent").c_str());
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if(active_render)
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attr = mesh->attributes.add(ATTR_STD_UV_TANGENT, name);
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else
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attr = mesh->attributes.add(name, TypeDesc::TypeVector, ATTR_ELEMENT_CORNER);
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float3 *tangent = attr->data_float3();
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/* create bitangent sign attribute */
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float *tangent_sign = NULL;
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if(need_sign) {
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Attribute *attr_sign;
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ustring name_sign = ustring((string(b_layer.name().c_str()) + ".tangent_sign").c_str());
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if(active_render)
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attr_sign = mesh->attributes.add(ATTR_STD_UV_TANGENT_SIGN, name_sign);
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else
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attr_sign = mesh->attributes.add(name_sign, TypeDesc::TypeFloat, ATTR_ELEMENT_CORNER);
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tangent_sign = attr_sign->data_float();
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}
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for(int i = 0; i < nverts.size(); i++) {
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tangent[0] = float4_to_float3(userdata.tangent[i*4 + 0]);
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tangent[1] = float4_to_float3(userdata.tangent[i*4 + 1]);
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tangent[2] = float4_to_float3(userdata.tangent[i*4 + 2]);
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tangent += 3;
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if(tangent_sign) {
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tangent_sign[0] = userdata.tangent[i*4 + 0].w;
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tangent_sign[1] = userdata.tangent[i*4 + 1].w;
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tangent_sign[2] = userdata.tangent[i*4 + 2].w;
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tangent_sign += 3;
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}
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if(nverts[i] == 4) {
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tangent[0] = float4_to_float3(userdata.tangent[i*4 + 0]);
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tangent[1] = float4_to_float3(userdata.tangent[i*4 + 2]);
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tangent[2] = float4_to_float3(userdata.tangent[i*4 + 3]);
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tangent += 3;
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if(tangent_sign) {
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tangent_sign[0] = userdata.tangent[i*4 + 0].w;
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tangent_sign[1] = userdata.tangent[i*4 + 2].w;
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tangent_sign[2] = userdata.tangent[i*4 + 3].w;
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tangent_sign += 3;
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}
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}
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}
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}
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/* Create Volume Attribute */
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static void create_mesh_volume_attribute(BL::Object b_ob, Mesh *mesh, ImageManager *image_manager, AttributeStandard std)
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{
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BL::SmokeDomainSettings b_domain = object_smoke_domain_find(b_ob);
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if(!b_domain)
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return;
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Attribute *attr = mesh->attributes.add(std);
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VoxelAttribute *volume_data = attr->data_voxel();
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bool is_float, is_linear;
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bool animated = false;
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volume_data->manager = image_manager;
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volume_data->slot = image_manager->add_image(Attribute::standard_name(std),
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b_ob.ptr.data, animated, is_float, is_linear, INTERPOLATION_LINEAR, true);
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}
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static void create_mesh_volume_attributes(Scene *scene, BL::Object b_ob, Mesh *mesh)
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{
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/* for smoke volume rendering */
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if(mesh->need_attribute(scene, ATTR_STD_VOLUME_DENSITY))
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create_mesh_volume_attribute(b_ob, mesh, scene->image_manager, ATTR_STD_VOLUME_DENSITY);
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if(mesh->need_attribute(scene, ATTR_STD_VOLUME_COLOR))
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create_mesh_volume_attribute(b_ob, mesh, scene->image_manager, ATTR_STD_VOLUME_COLOR);
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if(mesh->need_attribute(scene, ATTR_STD_VOLUME_FLAME))
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create_mesh_volume_attribute(b_ob, mesh, scene->image_manager, ATTR_STD_VOLUME_FLAME);
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if(mesh->need_attribute(scene, ATTR_STD_VOLUME_HEAT))
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create_mesh_volume_attribute(b_ob, mesh, scene->image_manager, ATTR_STD_VOLUME_HEAT);
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if(mesh->need_attribute(scene, ATTR_STD_VOLUME_VELOCITY))
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create_mesh_volume_attribute(b_ob, mesh, scene->image_manager, ATTR_STD_VOLUME_VELOCITY);
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}
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/* Create Mesh */
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static void create_mesh(Scene *scene, Mesh *mesh, BL::Mesh b_mesh, const vector<uint>& used_shaders)
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{
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/* count vertices and faces */
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int numverts = b_mesh.vertices.length();
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int numfaces = b_mesh.tessfaces.length();
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int numtris = 0;
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bool use_loop_normals = b_mesh.use_auto_smooth();
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BL::Mesh::vertices_iterator v;
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BL::Mesh::tessfaces_iterator f;
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for(b_mesh.tessfaces.begin(f); f != b_mesh.tessfaces.end(); ++f) {
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int4 vi = get_int4(f->vertices_raw());
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numtris += (vi[3] == 0)? 1: 2;
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}
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/* reserve memory */
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mesh->reserve(numverts, numtris, 0, 0);
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/* create vertex coordinates and normals */
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int i = 0;
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for(b_mesh.vertices.begin(v); v != b_mesh.vertices.end(); ++v, ++i)
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mesh->verts[i] = get_float3(v->co());
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Attribute *attr_N = mesh->attributes.add(ATTR_STD_VERTEX_NORMAL);
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float3 *N = attr_N->data_float3();
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for(b_mesh.vertices.begin(v); v != b_mesh.vertices.end(); ++v, ++N)
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*N = get_float3(v->normal());
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N = attr_N->data_float3();
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/* create generated coordinates from undeformed coordinates */
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if(mesh->need_attribute(scene, ATTR_STD_GENERATED)) {
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Attribute *attr = mesh->attributes.add(ATTR_STD_GENERATED);
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float3 loc, size;
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mesh_texture_space(b_mesh, loc, size);
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float3 *generated = attr->data_float3();
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size_t i = 0;
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for(b_mesh.vertices.begin(v); v != b_mesh.vertices.end(); ++v)
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generated[i++] = get_float3(v->undeformed_co())*size - loc;
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}
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/* create faces */
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vector<int> nverts(numfaces);
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int fi = 0, ti = 0;
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for(b_mesh.tessfaces.begin(f); f != b_mesh.tessfaces.end(); ++f, ++fi) {
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int4 vi = get_int4(f->vertices_raw());
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int n = (vi[3] == 0)? 3: 4;
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int mi = clamp(f->material_index(), 0, used_shaders.size()-1);
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int shader = used_shaders[mi];
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bool smooth = f->use_smooth();
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/* split vertices if normal is different
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*
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* note all vertex attributes must have been set here so we can split
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* and copy attributes in split_vertex without remapping later */
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if(use_loop_normals) {
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BL::Array<float, 12> loop_normals = f->split_normals();
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for(int i = 0; i < n; i++) {
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float3 loop_N = make_float3(loop_normals[i * 3], loop_normals[i * 3 + 1], loop_normals[i * 3 + 2]);
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if(N[vi[i]] != loop_N) {
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int new_vi = mesh->split_vertex(vi[i]);
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/* set new normal and vertex index */
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N = attr_N->data_float3();
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N[new_vi] = loop_N;
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vi[i] = new_vi;
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}
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}
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}
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/* create triangles */
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if(n == 4) {
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if(is_zero(cross(mesh->verts[vi[1]] - mesh->verts[vi[0]], mesh->verts[vi[2]] - mesh->verts[vi[0]])) ||
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is_zero(cross(mesh->verts[vi[2]] - mesh->verts[vi[0]], mesh->verts[vi[3]] - mesh->verts[vi[0]])))
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{
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mesh->set_triangle(ti++, vi[0], vi[1], vi[3], shader, smooth);
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mesh->set_triangle(ti++, vi[2], vi[3], vi[1], shader, smooth);
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}
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else {
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mesh->set_triangle(ti++, vi[0], vi[1], vi[2], shader, smooth);
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mesh->set_triangle(ti++, vi[0], vi[2], vi[3], shader, smooth);
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}
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}
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else
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mesh->set_triangle(ti++, vi[0], vi[1], vi[2], shader, smooth);
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nverts[fi] = n;
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}
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/* create vertex color attributes */
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{
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BL::Mesh::tessface_vertex_colors_iterator l;
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for(b_mesh.tessface_vertex_colors.begin(l); l != b_mesh.tessface_vertex_colors.end(); ++l) {
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if(!mesh->need_attribute(scene, ustring(l->name().c_str())))
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continue;
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Attribute *attr = mesh->attributes.add(
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ustring(l->name().c_str()), TypeDesc::TypeColor, ATTR_ELEMENT_CORNER_BYTE);
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BL::MeshColorLayer::data_iterator c;
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uchar4 *cdata = attr->data_uchar4();
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size_t i = 0;
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for(l->data.begin(c); c != l->data.end(); ++c, ++i) {
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cdata[0] = color_float_to_byte(color_srgb_to_scene_linear(get_float3(c->color1())));
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cdata[1] = color_float_to_byte(color_srgb_to_scene_linear(get_float3(c->color2())));
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cdata[2] = color_float_to_byte(color_srgb_to_scene_linear(get_float3(c->color3())));
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if(nverts[i] == 4) {
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cdata[3] = cdata[0];
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cdata[4] = cdata[2];
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cdata[5] = color_float_to_byte(color_srgb_to_scene_linear(get_float3(c->color4())));
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cdata += 6;
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}
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else
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cdata += 3;
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}
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}
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}
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/* create uv map attributes */
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{
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BL::Mesh::tessface_uv_textures_iterator l;
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for(b_mesh.tessface_uv_textures.begin(l); l != b_mesh.tessface_uv_textures.end(); ++l) {
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bool active_render = l->active_render();
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AttributeStandard std = (active_render)? ATTR_STD_UV: ATTR_STD_NONE;
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ustring name = ustring(l->name().c_str());
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/* UV map */
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if(mesh->need_attribute(scene, name) || mesh->need_attribute(scene, std)) {
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Attribute *attr;
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if(active_render)
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attr = mesh->attributes.add(std, name);
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else
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attr = mesh->attributes.add(name, TypeDesc::TypePoint, ATTR_ELEMENT_CORNER);
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BL::MeshTextureFaceLayer::data_iterator t;
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float3 *fdata = attr->data_float3();
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size_t i = 0;
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for(l->data.begin(t); t != l->data.end(); ++t, ++i) {
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fdata[0] = get_float3(t->uv1());
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fdata[1] = get_float3(t->uv2());
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fdata[2] = get_float3(t->uv3());
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fdata += 3;
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if(nverts[i] == 4) {
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fdata[0] = get_float3(t->uv1());
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fdata[1] = get_float3(t->uv3());
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fdata[2] = get_float3(t->uv4());
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fdata += 3;
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}
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}
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}
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/* UV tangent */
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std = (active_render)? ATTR_STD_UV_TANGENT: ATTR_STD_NONE;
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name = ustring((string(l->name().c_str()) + ".tangent").c_str());
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if(mesh->need_attribute(scene, name) || (active_render && mesh->need_attribute(scene, std))) {
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std = (active_render)? ATTR_STD_UV_TANGENT_SIGN: ATTR_STD_NONE;
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name = ustring((string(l->name().c_str()) + ".tangent_sign").c_str());
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bool need_sign = (mesh->need_attribute(scene, name) || mesh->need_attribute(scene, std));
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mikk_compute_tangents(b_mesh, *l, mesh, nverts, need_sign, active_render);
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}
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}
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}
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/* for volume objects, create a matrix to transform from object space to
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* mesh texture space. this does not work with deformations but that can
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* probably only be done well with a volume grid mapping of coordinates */
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if(mesh->need_attribute(scene, ATTR_STD_GENERATED_TRANSFORM)) {
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Attribute *attr = mesh->attributes.add(ATTR_STD_GENERATED_TRANSFORM);
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Transform *tfm = attr->data_transform();
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float3 loc, size;
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mesh_texture_space(b_mesh, loc, size);
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*tfm = transform_translate(-loc)*transform_scale(size);
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}
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}
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static void create_subd_mesh(Scene *scene, Mesh *mesh, BL::Mesh b_mesh, PointerRNA *cmesh, const vector<uint>& used_shaders)
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{
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/* create subd mesh */
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SubdMesh sdmesh;
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/* create vertices */
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BL::Mesh::vertices_iterator v;
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for(b_mesh.vertices.begin(v); v != b_mesh.vertices.end(); ++v)
|
|
sdmesh.add_vert(get_float3(v->co()));
|
|
|
|
/* create faces */
|
|
BL::Mesh::tessfaces_iterator f;
|
|
|
|
for(b_mesh.tessfaces.begin(f); f != b_mesh.tessfaces.end(); ++f) {
|
|
int4 vi = get_int4(f->vertices_raw());
|
|
int n = (vi[3] == 0) ? 3: 4;
|
|
//int shader = used_shaders[f->material_index()];
|
|
|
|
if(n == 4)
|
|
sdmesh.add_face(vi[0], vi[1], vi[2], vi[3]);
|
|
else
|
|
sdmesh.add_face(vi[0], vi[1], vi[2]);
|
|
}
|
|
|
|
/* finalize subd mesh */
|
|
sdmesh.finish();
|
|
|
|
/* parameters */
|
|
bool need_ptex = mesh->need_attribute(scene, ATTR_STD_PTEX_FACE_ID) ||
|
|
mesh->need_attribute(scene, ATTR_STD_PTEX_UV);
|
|
|
|
SubdParams sdparams(mesh, used_shaders[0], true, need_ptex);
|
|
sdparams.dicing_rate = RNA_float_get(cmesh, "dicing_rate");
|
|
//scene->camera->update();
|
|
//sdparams.camera = scene->camera;
|
|
|
|
/* tesselate */
|
|
DiagSplit dsplit(sdparams);
|
|
sdmesh.tessellate(&dsplit);
|
|
}
|
|
|
|
/* Sync */
|
|
|
|
Mesh *BlenderSync::sync_mesh(BL::Object b_ob, bool object_updated, bool hide_tris)
|
|
{
|
|
/* test if we can instance or if the object is modified */
|
|
BL::ID b_ob_data = b_ob.data();
|
|
BL::ID key = (BKE_object_is_modified(b_ob))? b_ob: b_ob_data;
|
|
BL::Material material_override = render_layer.material_override;
|
|
|
|
/* find shader indices */
|
|
vector<uint> used_shaders;
|
|
|
|
BL::Object::material_slots_iterator slot;
|
|
for(b_ob.material_slots.begin(slot); slot != b_ob.material_slots.end(); ++slot) {
|
|
if(material_override)
|
|
find_shader(material_override, used_shaders, scene->default_surface);
|
|
else
|
|
find_shader(slot->material(), used_shaders, scene->default_surface);
|
|
}
|
|
|
|
if(used_shaders.size() == 0) {
|
|
if(material_override)
|
|
find_shader(material_override, used_shaders, scene->default_surface);
|
|
else
|
|
used_shaders.push_back(scene->default_surface);
|
|
}
|
|
|
|
/* test if we need to sync */
|
|
Mesh *mesh;
|
|
|
|
if(!mesh_map.sync(&mesh, key)) {
|
|
|
|
/* if transform was applied to mesh, need full update */
|
|
if(object_updated && mesh->transform_applied);
|
|
/* test if shaders changed, these can be object level so mesh
|
|
* does not get tagged for recalc */
|
|
else if(mesh->used_shaders != used_shaders);
|
|
else {
|
|
/* even if not tagged for recalc, we may need to sync anyway
|
|
* because the shader needs different mesh attributes */
|
|
bool attribute_recalc = false;
|
|
|
|
foreach(uint shader, mesh->used_shaders)
|
|
if(scene->shaders[shader]->need_update_attributes)
|
|
attribute_recalc = true;
|
|
|
|
if(!attribute_recalc)
|
|
return mesh;
|
|
}
|
|
}
|
|
|
|
/* ensure we only sync instanced meshes once */
|
|
if(mesh_synced.find(mesh) != mesh_synced.end())
|
|
return mesh;
|
|
|
|
mesh_synced.insert(mesh);
|
|
|
|
/* create derived mesh */
|
|
PointerRNA cmesh = RNA_pointer_get(&b_ob_data.ptr, "cycles");
|
|
|
|
vector<Mesh::Triangle> oldtriangle = mesh->triangles;
|
|
|
|
/* compares curve_keys rather than strands in order to handle quick hair
|
|
* adjustsments in dynamic BVH - other methods could probably do this better*/
|
|
vector<float4> oldcurve_keys = mesh->curve_keys;
|
|
|
|
mesh->clear();
|
|
mesh->used_shaders = used_shaders;
|
|
mesh->name = ustring(b_ob_data.name().c_str());
|
|
|
|
if(render_layer.use_surfaces || render_layer.use_hair) {
|
|
if(preview)
|
|
b_ob.update_from_editmode();
|
|
|
|
bool need_undeformed = mesh->need_attribute(scene, ATTR_STD_GENERATED);
|
|
BL::Mesh b_mesh = object_to_mesh(b_data, b_ob, b_scene, true, !preview, need_undeformed);
|
|
|
|
if(b_mesh) {
|
|
if(render_layer.use_surfaces && !hide_tris) {
|
|
if(cmesh.data && experimental && RNA_boolean_get(&cmesh, "use_subdivision"))
|
|
create_subd_mesh(scene, mesh, b_mesh, &cmesh, used_shaders);
|
|
else
|
|
create_mesh(scene, mesh, b_mesh, used_shaders);
|
|
|
|
create_mesh_volume_attributes(scene, b_ob, mesh);
|
|
}
|
|
|
|
if(render_layer.use_hair)
|
|
sync_curves(mesh, b_mesh, b_ob, false);
|
|
|
|
/* free derived mesh */
|
|
b_data.meshes.remove(b_mesh);
|
|
}
|
|
}
|
|
|
|
/* displacement method */
|
|
if(cmesh.data) {
|
|
const int method = RNA_enum_get(&cmesh, "displacement_method");
|
|
|
|
if(method == 0 || !experimental)
|
|
mesh->displacement_method = Mesh::DISPLACE_BUMP;
|
|
else if(method == 1)
|
|
mesh->displacement_method = Mesh::DISPLACE_TRUE;
|
|
else
|
|
mesh->displacement_method = Mesh::DISPLACE_BOTH;
|
|
}
|
|
|
|
/* tag update */
|
|
bool rebuild = false;
|
|
|
|
if(oldtriangle.size() != mesh->triangles.size())
|
|
rebuild = true;
|
|
else if(oldtriangle.size()) {
|
|
if(memcmp(&oldtriangle[0], &mesh->triangles[0], sizeof(Mesh::Triangle)*oldtriangle.size()) != 0)
|
|
rebuild = true;
|
|
}
|
|
|
|
if(oldcurve_keys.size() != mesh->curve_keys.size())
|
|
rebuild = true;
|
|
else if(oldcurve_keys.size()) {
|
|
if(memcmp(&oldcurve_keys[0], &mesh->curve_keys[0], sizeof(float4)*oldcurve_keys.size()) != 0)
|
|
rebuild = true;
|
|
}
|
|
|
|
mesh->tag_update(scene, rebuild);
|
|
|
|
return mesh;
|
|
}
|
|
|
|
void BlenderSync::sync_mesh_motion(BL::Object b_ob, Object *object, float motion_time)
|
|
{
|
|
/* ensure we only sync instanced meshes once */
|
|
Mesh *mesh = object->mesh;
|
|
|
|
if(mesh_motion_synced.find(mesh) != mesh_motion_synced.end())
|
|
return;
|
|
|
|
mesh_motion_synced.insert(mesh);
|
|
|
|
/* ensure we only motion sync meshes that also had mesh synced, to avoid
|
|
* unnecessary work and to ensure that its attributes were clear */
|
|
if(mesh_synced.find(mesh) == mesh_synced.end())
|
|
return;
|
|
|
|
/* for motion pass always compute, for motion blur it can be disabled */
|
|
int time_index = 0;
|
|
|
|
if(scene->need_motion() == Scene::MOTION_BLUR) {
|
|
if(!mesh->use_motion_blur)
|
|
return;
|
|
|
|
/* see if this mesh needs motion data at this time */
|
|
vector<float> object_times = object->motion_times();
|
|
bool found = false;
|
|
|
|
foreach(float object_time, object_times) {
|
|
if(motion_time == object_time) {
|
|
found = true;
|
|
break;
|
|
}
|
|
else
|
|
time_index++;
|
|
}
|
|
|
|
if(!found)
|
|
return;
|
|
}
|
|
else {
|
|
if(motion_time == -1.0f)
|
|
time_index = 0;
|
|
else if(motion_time == 1.0f)
|
|
time_index = 1;
|
|
else
|
|
return;
|
|
}
|
|
|
|
/* skip empty meshes */
|
|
size_t numverts = mesh->verts.size();
|
|
size_t numkeys = mesh->curve_keys.size();
|
|
|
|
if(!numverts && !numkeys)
|
|
return;
|
|
|
|
/* skip objects without deforming modifiers. this is not totally reliable,
|
|
* would need a more extensive check to see which objects are animated */
|
|
BL::Mesh b_mesh(PointerRNA_NULL);
|
|
|
|
if(ccl::BKE_object_is_deform_modified(b_ob, b_scene, preview)) {
|
|
/* get derived mesh */
|
|
b_mesh = object_to_mesh(b_data, b_ob, b_scene, true, !preview, false);
|
|
}
|
|
|
|
if(!b_mesh) {
|
|
/* if we have no motion blur on this frame, but on other frames, copy */
|
|
if(numverts) {
|
|
/* triangles */
|
|
Attribute *attr_mP = mesh->attributes.find(ATTR_STD_MOTION_VERTEX_POSITION);
|
|
|
|
if(attr_mP) {
|
|
Attribute *attr_mN = mesh->attributes.find(ATTR_STD_MOTION_VERTEX_NORMAL);
|
|
Attribute *attr_N = mesh->attributes.find(ATTR_STD_VERTEX_NORMAL);
|
|
float3 *P = &mesh->verts[0];
|
|
float3 *N = (attr_N)? attr_N->data_float3(): NULL;
|
|
|
|
memcpy(attr_mP->data_float3() + time_index*numverts, P, sizeof(float3)*numverts);
|
|
if(attr_mN)
|
|
memcpy(attr_mN->data_float3() + time_index*numverts, N, sizeof(float3)*numverts);
|
|
}
|
|
}
|
|
|
|
if(numkeys) {
|
|
/* curves */
|
|
Attribute *attr_mP = mesh->curve_attributes.find(ATTR_STD_MOTION_VERTEX_POSITION);
|
|
|
|
if(attr_mP) {
|
|
float4 *keys = &mesh->curve_keys[0];
|
|
memcpy(attr_mP->data_float4() + time_index*numkeys, keys, sizeof(float4)*numkeys);
|
|
}
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
if(numverts) {
|
|
/* find attributes */
|
|
Attribute *attr_mP = mesh->attributes.find(ATTR_STD_MOTION_VERTEX_POSITION);
|
|
Attribute *attr_mN = mesh->attributes.find(ATTR_STD_MOTION_VERTEX_NORMAL);
|
|
Attribute *attr_N = mesh->attributes.find(ATTR_STD_VERTEX_NORMAL);
|
|
bool new_attribute = false;
|
|
|
|
/* add new attributes if they don't exist already */
|
|
if(!attr_mP) {
|
|
attr_mP = mesh->attributes.add(ATTR_STD_MOTION_VERTEX_POSITION);
|
|
if(attr_N)
|
|
attr_mN = mesh->attributes.add(ATTR_STD_MOTION_VERTEX_NORMAL);
|
|
|
|
new_attribute = true;
|
|
}
|
|
|
|
/* load vertex data from mesh */
|
|
float3 *mP = attr_mP->data_float3() + time_index*numverts;
|
|
float3 *mN = (attr_mN)? attr_mN->data_float3() + time_index*numverts: NULL;
|
|
|
|
BL::Mesh::vertices_iterator v;
|
|
int i = 0;
|
|
|
|
for(b_mesh.vertices.begin(v); v != b_mesh.vertices.end() && i < numverts; ++v, ++i) {
|
|
mP[i] = get_float3(v->co());
|
|
if(mN)
|
|
mN[i] = get_float3(v->normal());
|
|
}
|
|
|
|
/* in case of new attribute, we verify if there really was any motion */
|
|
if(new_attribute) {
|
|
if(i != numverts || memcmp(mP, &mesh->verts[0], sizeof(float3)*numverts) == 0) {
|
|
/* no motion, remove attributes again */
|
|
mesh->attributes.remove(ATTR_STD_MOTION_VERTEX_POSITION);
|
|
if(attr_mN)
|
|
mesh->attributes.remove(ATTR_STD_MOTION_VERTEX_NORMAL);
|
|
}
|
|
else if(time_index > 0) {
|
|
/* motion, fill up previous steps that we might have skipped because
|
|
* they had no motion, but we need them anyway now */
|
|
float3 *P = &mesh->verts[0];
|
|
float3 *N = (attr_N)? attr_N->data_float3(): NULL;
|
|
|
|
for(int step = 0; step < time_index; step++) {
|
|
memcpy(attr_mP->data_float3() + step*numverts, P, sizeof(float3)*numverts);
|
|
if(attr_mN)
|
|
memcpy(attr_mN->data_float3() + step*numverts, N, sizeof(float3)*numverts);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/* hair motion */
|
|
if(numkeys)
|
|
sync_curves(mesh, b_mesh, b_ob, true, time_index);
|
|
|
|
/* free derived mesh */
|
|
b_data.meshes.remove(b_mesh);
|
|
}
|
|
|
|
CCL_NAMESPACE_END
|
|
|