
Patch [#33445] - Experimental Cycles Hair Rendering (CPU only) This patch allows hair data to be exported to cycles and introduces a new line segment primitive to render with. The UI appears under the particle tab and there is a new hair info node available. It is only available under the experimental feature set and for cpu rendering.
529 lines
16 KiB
C++
529 lines
16 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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#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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if(vert_num == 0)
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tfuv = get_float3(tf.uv1());
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else if(vert_num == 1)
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tfuv = get_float3(tf.uv2());
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else if(vert_num == 2)
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tfuv = get_float3(tf.uv3());
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else
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tfuv = get_float3(tf.uv4());
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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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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 vN = get_float3(v.normal());
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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, Attribute::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, Attribute::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 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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/* 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)
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mesh->verts.push_back(get_float3(v->co()));
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/* create vertex normals */
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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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/* create faces */
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BL::Mesh::tessfaces_iterator f;
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vector<int> nverts;
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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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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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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 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, 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(l->data.begin(c); c != l->data.end(); ++c, ++i) {
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fdata[0] = color_srgb_to_scene_linear(get_float3(c->color1()));
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fdata[1] = color_srgb_to_scene_linear(get_float3(c->color2()));
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fdata[2] = color_srgb_to_scene_linear(get_float3(c->color3()));
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if(nverts[i] == 4) {
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fdata[3] = fdata[0];
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fdata[4] = fdata[2];
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fdata[5] = color_srgb_to_scene_linear(get_float3(c->color4()));
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fdata += 6;
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}
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else
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fdata += 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, 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(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) || 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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/* 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, ATTR_STD_GENERATED)) {
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Attribute *attr = mesh->attributes.add(ATTR_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 *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->co())*size - loc;
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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(b_mesh.vertices.begin(v); 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::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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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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#if 0
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else
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sdmesh.add_face(vi[0], vi[1], vi[2]);
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#endif
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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.tessellate(&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, bool hide_tris)
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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 = (BKE_object_is_modified(b_ob))? b_ob: b_ob_data;
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BL::Material material_override = render_layer.material_override;
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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(b_ob.material_slots.begin(slot); slot != b_ob.material_slots.end(); ++slot) {
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if(material_override)
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find_shader(material_override, used_shaders, scene->default_surface);
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else
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find_shader(slot->material(), used_shaders, scene->default_surface);
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}
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if(used_shaders.size() == 0) {
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if(material_override)
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find_shader(material_override, used_shaders, scene->default_surface);
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else
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used_shaders.push_back(scene->default_surface);
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}
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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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/* ensure we only sync instanced meshes once */
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if(mesh_synced.find(mesh) != mesh_synced.end())
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return mesh;
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mesh_synced.insert(mesh);
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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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PointerRNA cmesh = RNA_pointer_get(&b_ob_data.ptr, "cycles");
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vector<Mesh::Triangle> oldtriangle = mesh->triangles;
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/* compares curve_keys rather than strands in order to handle quick hair adjustsments in dynamic BVH - other methods could probably do this better*/
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vector<Mesh::CurveKey> oldcurve_keys = mesh->curve_keys;
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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().c_str());
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if(b_mesh) {
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if(!(hide_tris && experimental && is_cpu)) {
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if(cmesh.data && experimental && 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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}
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if(experimental && is_cpu)
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sync_curves(mesh, b_mesh, b_ob, object_updated);
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/* free derived mesh */
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b_data.meshes.remove(b_mesh);
|
|
}
|
|
|
|
/* displacement method */
|
|
if(cmesh.data) {
|
|
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(Mesh::CurveKey)*oldcurve_keys.size()) != 0)
|
|
rebuild = true;
|
|
}
|
|
|
|
mesh->tag_update(scene, rebuild);
|
|
|
|
return mesh;
|
|
}
|
|
|
|
void BlenderSync::sync_mesh_motion(BL::Object b_ob, Mesh *mesh, int motion)
|
|
{
|
|
/* todo: displacement, subdivision */
|
|
size_t size = mesh->verts.size();
|
|
|
|
/* skip objects without deforming modifiers. this is not a totally reliable,
|
|
* would need a more extensive check to see which objects are animated */
|
|
if(!size || !ccl::BKE_object_is_deform_modified(b_ob, b_scene, preview))
|
|
return;
|
|
|
|
/* get derived mesh */
|
|
BL::Mesh b_mesh = object_to_mesh(b_ob, b_scene, true, !preview);
|
|
|
|
if(b_mesh) {
|
|
BL::Mesh::vertices_iterator v;
|
|
AttributeStandard std = (motion == -1)? ATTR_STD_MOTION_PRE: ATTR_STD_MOTION_POST;
|
|
Attribute *attr_M = mesh->attributes.add(std);
|
|
float3 *M = attr_M->data_float3(), *cur_M;
|
|
size_t i = 0;
|
|
|
|
for(b_mesh.vertices.begin(v), cur_M = M; v != b_mesh.vertices.end() && i < size; ++v, cur_M++, i++)
|
|
*cur_M = get_float3(v->co());
|
|
|
|
/* if number of vertices changed, or if coordinates stayed the same, drop it */
|
|
if(i != size || memcmp(M, &mesh->verts[0], sizeof(float3)*size) == 0)
|
|
mesh->attributes.remove(std);
|
|
|
|
/* free derived mesh */
|
|
b_data.meshes.remove(b_mesh);
|
|
}
|
|
}
|
|
|
|
CCL_NAMESPACE_END
|
|
|