
Cycles uses code from some great open source projects, many thanks them: * BVH building and traversal code from NVidia's "Understanding the Efficiency of Ray Traversal on GPUs": http://code.google.com/p/understanding-the-efficiency-of-ray-traversal-on-gpus/ * Open Shading Language for a large part of the shading system: http://code.google.com/p/openshadinglanguage/ * Blender for procedural textures and a few other nodes. * Approximate Catmull Clark subdivision from NVidia Mesh tools: http://code.google.com/p/nvidia-mesh-tools/ * Sobol direction vectors from: http://web.maths.unsw.edu.au/~fkuo/sobol/ * Film response functions from: http://www.cs.columbia.edu/CAVE/software/softlib/dorf.php
301 lines
8.1 KiB
C++
301 lines
8.1 KiB
C++
/*
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* Copyright 2011, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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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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CCL_NAMESPACE_BEGIN
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/* Find/Add */
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static bool mesh_need_attribute(Scene *scene, Mesh *mesh, Attribute::Standard std)
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{
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if(std == Attribute::STD_NONE)
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return false;
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foreach(uint shader, mesh->used_shaders)
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if(scene->shaders[shader]->attributes.find(std))
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return true;
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return false;
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}
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static bool mesh_need_attribute(Scene *scene, Mesh *mesh, ustring name)
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{
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if(name == ustring())
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return false;
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foreach(uint shader, mesh->used_shaders)
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if(scene->shaders[shader]->attributes.find(name))
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return true;
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return false;
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}
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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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/* create vertices */
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BL::Mesh::vertices_iterator v;
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for(v = b_mesh.vertices.begin(); v != b_mesh.vertices.end(); ++v)
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mesh->verts.push_back(get_float3(v->co()));
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/* create faces */
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BL::Mesh::faces_iterator f;
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vector<int> nverts;
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for(f = b_mesh.faces.begin(); f != b_mesh.faces.end(); ++f) {
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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 shader = used_shaders[f->material_index()];
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bool smooth = f->use_smooth();
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mesh->add_triangle(vi[0], vi[1], vi[2], shader, smooth);
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if(n == 4)
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mesh->add_triangle(vi[0], vi[2], vi[3], shader, smooth);
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nverts.push_back(n);
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}
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/* create generated coordinates. todo: we should actually get the orco
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coordinates from modifiers, for now we use texspace loc/size which
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is available in the api. */
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if(mesh_need_attribute(scene, mesh, Attribute::STD_GENERATED)) {
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Attribute *attr = mesh->attributes.add(Attribute::STD_GENERATED);
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float3 loc = get_float3(b_mesh.texspace_location());
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float3 size = get_float3(b_mesh.texspace_size());
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if(size.x != 0.0f) size.x = 0.5f/size.x;
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if(size.y != 0.0f) size.y = 0.5f/size.y;
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if(size.z != 0.0f) size.z = 0.5f/size.z;
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loc = loc*size - make_float3(0.5f, 0.5f, 0.5f);
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float3 *fdata = attr->data_float3();
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BL::Mesh::vertices_iterator v;
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size_t i = 0;
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for(v = b_mesh.vertices.begin(); v != b_mesh.vertices.end(); ++v)
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fdata[i++] = get_float3(v->co())*size - loc;
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}
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/* create vertex color attributes */
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{
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BL::Mesh::vertex_colors_iterator l;
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for(l = b_mesh.vertex_colors.begin(); l != b_mesh.vertex_colors.end(); ++l) {
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if(!mesh_need_attribute(scene, mesh, ustring(l->name())))
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continue;
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Attribute *attr = mesh->attributes.add(
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ustring(l->name()), TypeDesc::TypeColor, Attribute::CORNER);
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BL::MeshColorLayer::data_iterator c;
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float3 *fdata = attr->data_float3();
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size_t i = 0;
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for(c = l->data.begin(); c != l->data.end(); ++c, ++i) {
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fdata[0] = get_float3(c->color1());
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fdata[1] = get_float3(c->color2());
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fdata[2] = get_float3(c->color3());
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fdata += 3;
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if(nverts[i] == 4) {
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fdata[0] = get_float3(c->color1());
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fdata[1] = get_float3(c->color3());
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fdata[2] = get_float3(c->color4());
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fdata += 3;
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}
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}
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}
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}
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/* create uv layer attributes */
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{
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BL::Mesh::uv_textures_iterator l;
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for(l = b_mesh.uv_textures.begin(); l != b_mesh.uv_textures.end(); ++l) {
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Attribute::Standard std = (l->active_render())? Attribute::STD_UV: Attribute::STD_NONE;
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ustring name = ustring(l->name());
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if(!(mesh_need_attribute(scene, mesh, name) || mesh_need_attribute(scene, mesh, std)))
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continue;
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Attribute *attr;
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if(l->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, Attribute::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(t = l->data.begin(); 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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}
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}
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static void create_subd_mesh(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(v = b_mesh.vertices.begin(); v != b_mesh.vertices.end(); ++v)
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sdmesh.add_vert(get_float3(v->co()));
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/* create faces */
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BL::Mesh::faces_iterator f;
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for(f = b_mesh.faces.begin(); f != b_mesh.faces.end(); ++f) {
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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 shader = used_shaders[f->material_index()];
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if(n == 4)
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sdmesh.add_face(vi[0], vi[1], vi[2], vi[3]);
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/*else
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sdmesh.add_face(vi[0], vi[1], vi[2]);*/
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}
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/* finalize subd mesh */
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sdmesh.link_boundary();
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/* subdivide */
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DiagSplit dsplit;
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dsplit.camera = NULL;
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dsplit.dicing_rate = RNA_float_get(cmesh, "dicing_rate");
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sdmesh.tesselate(&dsplit, false, mesh, used_shaders[0], true);
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}
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/* Sync */
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Mesh *BlenderSync::sync_mesh(BL::Object b_ob, bool object_updated)
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{
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/* test if we can instance or if the object is modified */
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BL::ID b_ob_data = b_ob.data();
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BL::ID key = (object_is_modified(b_ob))? b_ob: b_ob_data;
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/* find shader indices */
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vector<uint> used_shaders;
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BL::Object::material_slots_iterator slot;
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for(slot = b_ob.material_slots.begin(); slot != b_ob.material_slots.end(); ++slot)
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find_shader(slot->material(), used_shaders);
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if(used_shaders.size() == 0)
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used_shaders.push_back(scene->default_surface);
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/* test if we need to sync */
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Mesh *mesh;
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if(!mesh_map.sync(&mesh, key)) {
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/* if transform was applied to mesh, need full update */
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if(object_updated && mesh->transform_applied);
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/* test if shaders changed, these can be object level so mesh
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does not get tagged for recalc */
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else if(mesh->used_shaders != used_shaders);
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else {
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/* even if not tagged for recalc, we may need to sync anyway
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* because the shader needs different mesh attributes */
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bool attribute_recalc = false;
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foreach(uint shader, mesh->used_shaders)
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if(scene->shaders[shader]->need_update_attributes)
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attribute_recalc = true;
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if(!attribute_recalc)
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return mesh;
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}
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}
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/* create derived mesh */
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BL::Mesh b_mesh = object_to_mesh(b_ob, b_scene, true, !preview);
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/* todo: this will crash on non-mesh types! */
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PointerRNA cmesh = RNA_pointer_get(&b_ob_data.ptr, "cycles");
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vector<Mesh::Triangle> oldtriangle = mesh->triangles;
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mesh->clear();
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mesh->used_shaders = used_shaders;
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mesh->name = ustring(b_ob_data.name());
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if(cmesh.data && RNA_boolean_get(&cmesh, "use_subdivision"))
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create_subd_mesh(mesh, b_mesh, &cmesh, used_shaders);
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else
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create_mesh(scene, mesh, b_mesh, used_shaders);
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/* free derived mesh */
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object_remove_mesh(b_data, b_mesh);
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/* displacement method */
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if(cmesh.data) {
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int method = RNA_enum_get(&cmesh, "displacement_method");
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if(method == 0)
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mesh->displacement_method = Mesh::DISPLACE_BUMP;
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else if(method == 1)
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mesh->displacement_method = Mesh::DISPLACE_TRUE;
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else
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mesh->displacement_method = Mesh::DISPLACE_BOTH;
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}
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/* tag update */
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bool rebuild = false;
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if(oldtriangle.size() != mesh->triangles.size())
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rebuild = true;
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else if(memcmp(&oldtriangle[0], &mesh->triangles[0], sizeof(Mesh::Triangle)*oldtriangle.size()) != 0)
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rebuild = true;
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mesh->tag_update(scene, rebuild);
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return mesh;
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}
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CCL_NAMESPACE_END
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