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1097 lines
38 KiB
1097 lines
38 KiB
/*
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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 "render/camera.h"
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#include "render/colorspace.h"
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#include "render/mesh.h"
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#include "render/object.h"
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#include "render/scene.h"
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#include "blender/blender_session.h"
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#include "blender/blender_sync.h"
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#include "blender/blender_util.h"
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#include "subd/subd_patch.h"
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#include "subd/subd_split.h"
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#include "util/util_algorithm.h"
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#include "util/util_disjoint_set.h"
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#include "util/util_foreach.h"
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#include "util/util_hash.h"
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#include "util/util_logging.h"
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#include "util/util_math.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 &b_mesh,
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const char *layer_name,
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const Mesh *mesh,
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float3 *tangent,
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float *tangent_sign)
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: mesh(mesh), texface(NULL), orco(NULL), tangent(tangent), tangent_sign(tangent_sign)
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{
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const AttributeSet &attributes = (mesh->subd_faces.size()) ? mesh->subd_attributes :
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mesh->attributes;
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Attribute *attr_vN = attributes.find(ATTR_STD_VERTEX_NORMAL);
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vertex_normal = attr_vN->data_float3();
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if (layer_name == NULL) {
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Attribute *attr_orco = attributes.find(ATTR_STD_GENERATED);
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if (attr_orco) {
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orco = attr_orco->data_float3();
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mesh_texture_space(*(BL::Mesh *)&b_mesh, orco_loc, orco_size);
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}
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}
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else {
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Attribute *attr_uv = attributes.find(ustring(layer_name));
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if (attr_uv != NULL) {
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texface = attr_uv->data_float2();
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}
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}
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}
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const Mesh *mesh;
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int num_faces;
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float3 *vertex_normal;
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float2 *texface;
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float3 *orco;
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float3 orco_loc, orco_size;
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float3 *tangent;
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float *tangent_sign;
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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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const MikkUserData *userdata = (const MikkUserData *)context->m_pUserData;
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if (userdata->mesh->subd_faces.size()) {
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return userdata->mesh->subd_faces.size();
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}
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else {
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return userdata->mesh->num_triangles();
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}
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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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const MikkUserData *userdata = (const MikkUserData *)context->m_pUserData;
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if (userdata->mesh->subd_faces.size()) {
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const Mesh *mesh = userdata->mesh;
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return mesh->subd_faces[face_num].num_corners;
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}
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else {
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return 3;
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}
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}
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static int mikk_vertex_index(const Mesh *mesh, const int face_num, const int vert_num)
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{
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if (mesh->subd_faces.size()) {
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const Mesh::SubdFace &face = mesh->subd_faces[face_num];
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return mesh->subd_face_corners[face.start_corner + vert_num];
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}
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else {
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return mesh->triangles[face_num * 3 + vert_num];
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}
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}
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static int mikk_corner_index(const Mesh *mesh, const int face_num, const int vert_num)
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{
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if (mesh->subd_faces.size()) {
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const Mesh::SubdFace &face = mesh->subd_faces[face_num];
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return face.start_corner + vert_num;
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}
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else {
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return face_num * 3 + vert_num;
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}
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}
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static void mikk_get_position(const SMikkTSpaceContext *context,
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float P[3],
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const int face_num,
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const int vert_num)
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{
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const MikkUserData *userdata = (const MikkUserData *)context->m_pUserData;
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const Mesh *mesh = userdata->mesh;
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const int vertex_index = mikk_vertex_index(mesh, face_num, vert_num);
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const float3 vP = mesh->verts[vertex_index];
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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,
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float uv[2],
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const int face_num,
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const int vert_num)
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{
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const MikkUserData *userdata = (const MikkUserData *)context->m_pUserData;
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const Mesh *mesh = userdata->mesh;
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if (userdata->texface != NULL) {
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const int corner_index = mikk_corner_index(mesh, face_num, vert_num);
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float2 tfuv = userdata->texface[corner_index];
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uv[0] = tfuv.x;
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uv[1] = tfuv.y;
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}
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else if (userdata->orco != NULL) {
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const int vertex_index = mikk_vertex_index(mesh, face_num, vert_num);
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const float3 orco_loc = userdata->orco_loc;
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const float3 orco_size = userdata->orco_size;
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const float3 orco = (userdata->orco[vertex_index] + orco_loc) / orco_size;
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const float2 tmp = map_to_sphere(orco);
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uv[0] = tmp.x;
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uv[1] = tmp.y;
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}
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else {
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uv[0] = 0.0f;
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uv[1] = 0.0f;
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}
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}
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static void mikk_get_normal(const SMikkTSpaceContext *context,
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float N[3],
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const int face_num,
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const int vert_num)
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{
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const MikkUserData *userdata = (const MikkUserData *)context->m_pUserData;
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const Mesh *mesh = userdata->mesh;
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float3 vN;
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if (mesh->subd_faces.size()) {
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const Mesh::SubdFace &face = mesh->subd_faces[face_num];
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if (face.smooth) {
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const int vertex_index = mikk_vertex_index(mesh, face_num, vert_num);
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vN = userdata->vertex_normal[vertex_index];
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}
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else {
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vN = face.normal(mesh);
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}
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}
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else {
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if (mesh->smooth[face_num]) {
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const int vertex_index = mikk_vertex_index(mesh, face_num, vert_num);
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vN = userdata->vertex_normal[vertex_index];
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}
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else {
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const Mesh::Triangle tri = mesh->get_triangle(face_num);
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vN = tri.compute_normal(&mesh->verts[0]);
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}
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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,
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const float T[],
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const float sign,
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const int face_num,
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const int vert_num)
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{
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MikkUserData *userdata = (MikkUserData *)context->m_pUserData;
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const Mesh *mesh = userdata->mesh;
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const int corner_index = mikk_corner_index(mesh, face_num, vert_num);
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userdata->tangent[corner_index] = make_float3(T[0], T[1], T[2]);
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if (userdata->tangent_sign != NULL) {
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userdata->tangent_sign[corner_index] = sign;
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}
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}
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static void mikk_compute_tangents(
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const BL::Mesh &b_mesh, const char *layer_name, Mesh *mesh, bool need_sign, bool active_render)
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{
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/* Create tangent attributes. */
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AttributeSet &attributes = (mesh->subd_faces.size()) ? mesh->subd_attributes : mesh->attributes;
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Attribute *attr;
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ustring name;
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if (layer_name != NULL) {
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name = ustring((string(layer_name) + ".tangent").c_str());
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}
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else {
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name = ustring("orco.tangent");
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}
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if (active_render) {
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attr = attributes.add(ATTR_STD_UV_TANGENT, name);
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}
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else {
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attr = attributes.add(name, TypeDesc::TypeVector, ATTR_ELEMENT_CORNER);
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}
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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;
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if (layer_name != NULL) {
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name_sign = ustring((string(layer_name) + ".tangent_sign").c_str());
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}
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else {
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name_sign = ustring("orco.tangent_sign");
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}
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if (active_render) {
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attr_sign = attributes.add(ATTR_STD_UV_TANGENT_SIGN, name_sign);
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}
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else {
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attr_sign = attributes.add(name_sign, TypeDesc::TypeFloat, ATTR_ELEMENT_CORNER);
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}
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tangent_sign = attr_sign->data_float();
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}
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/* Setup userdata. */
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MikkUserData userdata(b_mesh, layer_name, mesh, tangent, tangent_sign);
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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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}
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/* Create vertex color attributes. */
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static void attr_create_vertex_color(Scene *scene, Mesh *mesh, BL::Mesh &b_mesh, bool subdivision)
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{
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if (subdivision) {
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BL::Mesh::vertex_colors_iterator l;
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for (b_mesh.vertex_colors.begin(l); l != b_mesh.vertex_colors.end(); ++l) {
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const bool active_render = l->active_render();
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AttributeStandard vcol_std = (active_render) ? ATTR_STD_VERTEX_COLOR : ATTR_STD_NONE;
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ustring vcol_name = ustring(l->name().c_str());
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const bool need_vcol = mesh->need_attribute(scene, vcol_name) ||
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mesh->need_attribute(scene, vcol_std);
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if (!need_vcol) {
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continue;
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}
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Attribute *vcol_attr = NULL;
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if (active_render) {
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vcol_attr = mesh->subd_attributes.add(vcol_std, vcol_name);
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}
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else {
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vcol_attr = mesh->subd_attributes.add(vcol_name, TypeRGBA, ATTR_ELEMENT_CORNER_BYTE);
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}
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BL::Mesh::polygons_iterator p;
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uchar4 *cdata = vcol_attr->data_uchar4();
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for (b_mesh.polygons.begin(p); p != b_mesh.polygons.end(); ++p) {
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int n = p->loop_total();
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for (int i = 0; i < n; i++) {
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float4 color = get_float4(l->data[p->loop_start() + i].color());
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/* Compress/encode vertex color using the sRGB curve. */
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*(cdata++) = color_float4_to_uchar4(color_srgb_to_linear_v4(color));
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}
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}
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}
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}
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else {
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BL::Mesh::vertex_colors_iterator l;
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for (b_mesh.vertex_colors.begin(l); l != b_mesh.vertex_colors.end(); ++l) {
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const bool active_render = l->active_render();
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AttributeStandard vcol_std = (active_render) ? ATTR_STD_VERTEX_COLOR : ATTR_STD_NONE;
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ustring vcol_name = ustring(l->name().c_str());
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const bool need_vcol = mesh->need_attribute(scene, vcol_name) ||
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mesh->need_attribute(scene, vcol_std);
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if (!need_vcol) {
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continue;
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}
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Attribute *vcol_attr = NULL;
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if (active_render) {
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vcol_attr = mesh->attributes.add(vcol_std, vcol_name);
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}
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else {
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vcol_attr = mesh->attributes.add(vcol_name, TypeRGBA, ATTR_ELEMENT_CORNER_BYTE);
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}
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BL::Mesh::loop_triangles_iterator t;
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uchar4 *cdata = vcol_attr->data_uchar4();
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for (b_mesh.loop_triangles.begin(t); t != b_mesh.loop_triangles.end(); ++t) {
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int3 li = get_int3(t->loops());
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float4 c1 = get_float4(l->data[li[0]].color());
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float4 c2 = get_float4(l->data[li[1]].color());
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float4 c3 = get_float4(l->data[li[2]].color());
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/* Compress/encode vertex color using the sRGB curve. */
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cdata[0] = color_float4_to_uchar4(color_srgb_to_linear_v4(c1));
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cdata[1] = color_float4_to_uchar4(color_srgb_to_linear_v4(c2));
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cdata[2] = color_float4_to_uchar4(color_srgb_to_linear_v4(c3));
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cdata += 3;
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}
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}
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}
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}
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/* Create uv map attributes. */
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static void attr_create_uv_map(Scene *scene, Mesh *mesh, BL::Mesh &b_mesh)
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{
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if (b_mesh.uv_layers.length() != 0) {
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BL::Mesh::uv_layers_iterator l;
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for (b_mesh.uv_layers.begin(l); l != b_mesh.uv_layers.end(); ++l) {
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const bool active_render = l->active_render();
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AttributeStandard uv_std = (active_render) ? ATTR_STD_UV : ATTR_STD_NONE;
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ustring uv_name = ustring(l->name().c_str());
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AttributeStandard tangent_std = (active_render) ? ATTR_STD_UV_TANGENT : ATTR_STD_NONE;
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ustring tangent_name = ustring((string(l->name().c_str()) + ".tangent").c_str());
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/* Denotes whether UV map was requested directly. */
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const bool need_uv = mesh->need_attribute(scene, uv_name) ||
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mesh->need_attribute(scene, uv_std);
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/* Denotes whether tangent was requested directly. */
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const bool need_tangent = mesh->need_attribute(scene, tangent_name) ||
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(active_render && mesh->need_attribute(scene, tangent_std));
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/* UV map */
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/* NOTE: We create temporary UV layer if its needed for tangent but
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* wasn't requested by other nodes in shaders.
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*/
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Attribute *uv_attr = NULL;
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if (need_uv || need_tangent) {
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if (active_render) {
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uv_attr = mesh->attributes.add(uv_std, uv_name);
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}
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else {
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uv_attr = mesh->attributes.add(uv_name, TypeFloat2, ATTR_ELEMENT_CORNER);
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}
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BL::Mesh::loop_triangles_iterator t;
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float2 *fdata = uv_attr->data_float2();
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for (b_mesh.loop_triangles.begin(t); t != b_mesh.loop_triangles.end(); ++t) {
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int3 li = get_int3(t->loops());
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fdata[0] = get_float2(l->data[li[0]].uv());
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fdata[1] = get_float2(l->data[li[1]].uv());
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fdata[2] = get_float2(l->data[li[2]].uv());
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fdata += 3;
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}
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}
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/* UV tangent */
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if (need_tangent) {
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AttributeStandard sign_std = (active_render) ? ATTR_STD_UV_TANGENT_SIGN : ATTR_STD_NONE;
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ustring sign_name = ustring((string(l->name().c_str()) + ".tangent_sign").c_str());
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bool need_sign = (mesh->need_attribute(scene, sign_name) ||
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mesh->need_attribute(scene, sign_std));
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mikk_compute_tangents(b_mesh, l->name().c_str(), mesh, need_sign, active_render);
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}
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/* Remove temporarily created UV attribute. */
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if (!need_uv && uv_attr != NULL) {
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mesh->attributes.remove(uv_attr);
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}
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}
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}
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else if (mesh->need_attribute(scene, ATTR_STD_UV_TANGENT)) {
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bool need_sign = mesh->need_attribute(scene, ATTR_STD_UV_TANGENT_SIGN);
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mikk_compute_tangents(b_mesh, NULL, mesh, need_sign, true);
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if (!mesh->need_attribute(scene, ATTR_STD_GENERATED)) {
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mesh->attributes.remove(ATTR_STD_GENERATED);
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}
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}
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}
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static void attr_create_subd_uv_map(Scene *scene, Mesh *mesh, BL::Mesh &b_mesh, bool subdivide_uvs)
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{
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if (b_mesh.uv_layers.length() != 0) {
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BL::Mesh::uv_layers_iterator l;
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int i = 0;
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for (b_mesh.uv_layers.begin(l); l != b_mesh.uv_layers.end(); ++l, ++i) {
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bool active_render = l->active_render();
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AttributeStandard uv_std = (active_render) ? ATTR_STD_UV : ATTR_STD_NONE;
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ustring uv_name = ustring(l->name().c_str());
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AttributeStandard tangent_std = (active_render) ? ATTR_STD_UV_TANGENT : ATTR_STD_NONE;
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ustring tangent_name = ustring((string(l->name().c_str()) + ".tangent").c_str());
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/* Denotes whether UV map was requested directly. */
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const bool need_uv = mesh->need_attribute(scene, uv_name) ||
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mesh->need_attribute(scene, uv_std);
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/* Denotes whether tangent was requested directly. */
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const bool need_tangent = mesh->need_attribute(scene, tangent_name) ||
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(active_render && mesh->need_attribute(scene, tangent_std));
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Attribute *uv_attr = NULL;
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/* UV map */
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if (need_uv || need_tangent) {
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if (active_render)
|
|
uv_attr = mesh->subd_attributes.add(uv_std, uv_name);
|
|
else
|
|
uv_attr = mesh->subd_attributes.add(uv_name, TypeFloat2, ATTR_ELEMENT_CORNER);
|
|
|
|
if (subdivide_uvs) {
|
|
uv_attr->flags |= ATTR_SUBDIVIDED;
|
|
}
|
|
|
|
BL::Mesh::polygons_iterator p;
|
|
float2 *fdata = uv_attr->data_float2();
|
|
|
|
for (b_mesh.polygons.begin(p); p != b_mesh.polygons.end(); ++p) {
|
|
int n = p->loop_total();
|
|
for (int j = 0; j < n; j++) {
|
|
*(fdata++) = get_float2(l->data[p->loop_start() + j].uv());
|
|
}
|
|
}
|
|
}
|
|
|
|
/* UV tangent */
|
|
if (need_tangent) {
|
|
AttributeStandard sign_std = (active_render) ? ATTR_STD_UV_TANGENT_SIGN : ATTR_STD_NONE;
|
|
ustring sign_name = ustring((string(l->name().c_str()) + ".tangent_sign").c_str());
|
|
bool need_sign = (mesh->need_attribute(scene, sign_name) ||
|
|
mesh->need_attribute(scene, sign_std));
|
|
mikk_compute_tangents(b_mesh, l->name().c_str(), mesh, need_sign, active_render);
|
|
}
|
|
/* Remove temporarily created UV attribute. */
|
|
if (!need_uv && uv_attr != NULL) {
|
|
mesh->subd_attributes.remove(uv_attr);
|
|
}
|
|
}
|
|
}
|
|
else if (mesh->need_attribute(scene, ATTR_STD_UV_TANGENT)) {
|
|
bool need_sign = mesh->need_attribute(scene, ATTR_STD_UV_TANGENT_SIGN);
|
|
mikk_compute_tangents(b_mesh, NULL, mesh, need_sign, true);
|
|
if (!mesh->need_attribute(scene, ATTR_STD_GENERATED)) {
|
|
mesh->subd_attributes.remove(ATTR_STD_GENERATED);
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Create vertex pointiness attributes. */
|
|
|
|
/* Compare vertices by sum of their coordinates. */
|
|
class VertexAverageComparator {
|
|
public:
|
|
VertexAverageComparator(const array<float3> &verts) : verts_(verts)
|
|
{
|
|
}
|
|
|
|
bool operator()(const int &vert_idx_a, const int &vert_idx_b)
|
|
{
|
|
const float3 &vert_a = verts_[vert_idx_a];
|
|
const float3 &vert_b = verts_[vert_idx_b];
|
|
if (vert_a == vert_b) {
|
|
/* Special case for doubles, so we ensure ordering. */
|
|
return vert_idx_a > vert_idx_b;
|
|
}
|
|
const float x1 = vert_a.x + vert_a.y + vert_a.z;
|
|
const float x2 = vert_b.x + vert_b.y + vert_b.z;
|
|
return x1 < x2;
|
|
}
|
|
|
|
protected:
|
|
const array<float3> &verts_;
|
|
};
|
|
|
|
static void attr_create_pointiness(Scene *scene, Mesh *mesh, BL::Mesh &b_mesh, bool subdivision)
|
|
{
|
|
if (!mesh->need_attribute(scene, ATTR_STD_POINTINESS)) {
|
|
return;
|
|
}
|
|
const int num_verts = b_mesh.vertices.length();
|
|
if (num_verts == 0) {
|
|
return;
|
|
}
|
|
/* STEP 1: Find out duplicated vertices and point duplicates to a single
|
|
* original vertex.
|
|
*/
|
|
vector<int> sorted_vert_indeices(num_verts);
|
|
for (int vert_index = 0; vert_index < num_verts; ++vert_index) {
|
|
sorted_vert_indeices[vert_index] = vert_index;
|
|
}
|
|
VertexAverageComparator compare(mesh->verts);
|
|
sort(sorted_vert_indeices.begin(), sorted_vert_indeices.end(), compare);
|
|
/* This array stores index of the original vertex for the given vertex
|
|
* index.
|
|
*/
|
|
vector<int> vert_orig_index(num_verts);
|
|
for (int sorted_vert_index = 0; sorted_vert_index < num_verts; ++sorted_vert_index) {
|
|
const int vert_index = sorted_vert_indeices[sorted_vert_index];
|
|
const float3 &vert_co = mesh->verts[vert_index];
|
|
bool found = false;
|
|
for (int other_sorted_vert_index = sorted_vert_index + 1; other_sorted_vert_index < num_verts;
|
|
++other_sorted_vert_index) {
|
|
const int other_vert_index = sorted_vert_indeices[other_sorted_vert_index];
|
|
const float3 &other_vert_co = mesh->verts[other_vert_index];
|
|
/* We are too far away now, we wouldn't have duplicate. */
|
|
if ((other_vert_co.x + other_vert_co.y + other_vert_co.z) -
|
|
(vert_co.x + vert_co.y + vert_co.z) >
|
|
3 * FLT_EPSILON) {
|
|
break;
|
|
}
|
|
/* Found duplicate. */
|
|
if (len_squared(other_vert_co - vert_co) < FLT_EPSILON) {
|
|
found = true;
|
|
vert_orig_index[vert_index] = other_vert_index;
|
|
break;
|
|
}
|
|
}
|
|
if (!found) {
|
|
vert_orig_index[vert_index] = vert_index;
|
|
}
|
|
}
|
|
/* Make sure we always points to the very first orig vertex. */
|
|
for (int vert_index = 0; vert_index < num_verts; ++vert_index) {
|
|
int orig_index = vert_orig_index[vert_index];
|
|
while (orig_index != vert_orig_index[orig_index]) {
|
|
orig_index = vert_orig_index[orig_index];
|
|
}
|
|
vert_orig_index[vert_index] = orig_index;
|
|
}
|
|
sorted_vert_indeices.free_memory();
|
|
/* STEP 2: Calculate vertex normals taking into account their possible
|
|
* duplicates which gets "welded" together.
|
|
*/
|
|
vector<float3> vert_normal(num_verts, make_float3(0.0f, 0.0f, 0.0f));
|
|
/* First we accumulate all vertex normals in the original index. */
|
|
for (int vert_index = 0; vert_index < num_verts; ++vert_index) {
|
|
const float3 normal = get_float3(b_mesh.vertices[vert_index].normal());
|
|
const int orig_index = vert_orig_index[vert_index];
|
|
vert_normal[orig_index] += normal;
|
|
}
|
|
/* Then we normalize the accumulated result and flush it to all duplicates
|
|
* as well.
|
|
*/
|
|
for (int vert_index = 0; vert_index < num_verts; ++vert_index) {
|
|
const int orig_index = vert_orig_index[vert_index];
|
|
vert_normal[vert_index] = normalize(vert_normal[orig_index]);
|
|
}
|
|
/* STEP 3: Calculate pointiness using single ring neighborhood. */
|
|
vector<int> counter(num_verts, 0);
|
|
vector<float> raw_data(num_verts, 0.0f);
|
|
vector<float3> edge_accum(num_verts, make_float3(0.0f, 0.0f, 0.0f));
|
|
BL::Mesh::edges_iterator e;
|
|
EdgeMap visited_edges;
|
|
int edge_index = 0;
|
|
memset(&counter[0], 0, sizeof(int) * counter.size());
|
|
for (b_mesh.edges.begin(e); e != b_mesh.edges.end(); ++e, ++edge_index) {
|
|
const int v0 = vert_orig_index[b_mesh.edges[edge_index].vertices()[0]],
|
|
v1 = vert_orig_index[b_mesh.edges[edge_index].vertices()[1]];
|
|
if (visited_edges.exists(v0, v1)) {
|
|
continue;
|
|
}
|
|
visited_edges.insert(v0, v1);
|
|
float3 co0 = get_float3(b_mesh.vertices[v0].co()), co1 = get_float3(b_mesh.vertices[v1].co());
|
|
float3 edge = normalize(co1 - co0);
|
|
edge_accum[v0] += edge;
|
|
edge_accum[v1] += -edge;
|
|
++counter[v0];
|
|
++counter[v1];
|
|
}
|
|
for (int vert_index = 0; vert_index < num_verts; ++vert_index) {
|
|
const int orig_index = vert_orig_index[vert_index];
|
|
if (orig_index != vert_index) {
|
|
/* Skip duplicates, they'll be overwritten later on. */
|
|
continue;
|
|
}
|
|
if (counter[vert_index] > 0) {
|
|
const float3 normal = vert_normal[vert_index];
|
|
const float angle = safe_acosf(dot(normal, edge_accum[vert_index] / counter[vert_index]));
|
|
raw_data[vert_index] = angle * M_1_PI_F;
|
|
}
|
|
else {
|
|
raw_data[vert_index] = 0.0f;
|
|
}
|
|
}
|
|
/* STEP 3: Blur vertices to approximate 2 ring neighborhood. */
|
|
AttributeSet &attributes = (subdivision) ? mesh->subd_attributes : mesh->attributes;
|
|
Attribute *attr = attributes.add(ATTR_STD_POINTINESS);
|
|
float *data = attr->data_float();
|
|
memcpy(data, &raw_data[0], sizeof(float) * raw_data.size());
|
|
memset(&counter[0], 0, sizeof(int) * counter.size());
|
|
edge_index = 0;
|
|
visited_edges.clear();
|
|
for (b_mesh.edges.begin(e); e != b_mesh.edges.end(); ++e, ++edge_index) {
|
|
const int v0 = vert_orig_index[b_mesh.edges[edge_index].vertices()[0]],
|
|
v1 = vert_orig_index[b_mesh.edges[edge_index].vertices()[1]];
|
|
if (visited_edges.exists(v0, v1)) {
|
|
continue;
|
|
}
|
|
visited_edges.insert(v0, v1);
|
|
data[v0] += raw_data[v1];
|
|
data[v1] += raw_data[v0];
|
|
++counter[v0];
|
|
++counter[v1];
|
|
}
|
|
for (int vert_index = 0; vert_index < num_verts; ++vert_index) {
|
|
data[vert_index] /= counter[vert_index] + 1;
|
|
}
|
|
/* STEP 4: Copy attribute to the duplicated vertices. */
|
|
for (int vert_index = 0; vert_index < num_verts; ++vert_index) {
|
|
const int orig_index = vert_orig_index[vert_index];
|
|
data[vert_index] = data[orig_index];
|
|
}
|
|
}
|
|
|
|
/* The Random Per Island attribute is a random float associated with each
|
|
* connected component (island) of the mesh. The attribute is computed by
|
|
* first classifying the vertices into different sets using a Disjoint Set
|
|
* data structure. Then the index of the root of each vertex (Which is the
|
|
* representative of the set the vertex belongs to) is hashed and stored.
|
|
*
|
|
* We are using a face attribute to avoid interpolation during rendering,
|
|
* allowing the user to safely hash the output further. Had we used vertex
|
|
* attribute, the interpolation will introduce very slight variations,
|
|
* making the output unsafe to hash. */
|
|
static void attr_create_random_per_island(Scene *scene,
|
|
Mesh *mesh,
|
|
BL::Mesh &b_mesh,
|
|
bool subdivision)
|
|
{
|
|
if (!mesh->need_attribute(scene, ATTR_STD_RANDOM_PER_ISLAND)) {
|
|
return;
|
|
}
|
|
|
|
int number_of_vertices = b_mesh.vertices.length();
|
|
if (number_of_vertices == 0) {
|
|
return;
|
|
}
|
|
|
|
DisjointSet vertices_sets(number_of_vertices);
|
|
|
|
BL::Mesh::edges_iterator e;
|
|
for (b_mesh.edges.begin(e); e != b_mesh.edges.end(); ++e) {
|
|
vertices_sets.join(e->vertices()[0], e->vertices()[1]);
|
|
}
|
|
|
|
AttributeSet &attributes = (subdivision) ? mesh->subd_attributes : mesh->attributes;
|
|
Attribute *attribute = attributes.add(ATTR_STD_RANDOM_PER_ISLAND);
|
|
float *data = attribute->data_float();
|
|
|
|
if (!subdivision) {
|
|
BL::Mesh::loop_triangles_iterator t;
|
|
for (b_mesh.loop_triangles.begin(t); t != b_mesh.loop_triangles.end(); ++t) {
|
|
data[t->index()] = hash_uint_to_float(vertices_sets.find(t->vertices()[0]));
|
|
}
|
|
}
|
|
else {
|
|
BL::Mesh::polygons_iterator p;
|
|
for (b_mesh.polygons.begin(p); p != b_mesh.polygons.end(); ++p) {
|
|
data[p->index()] = hash_uint_to_float(vertices_sets.find(p->vertices()[0]));
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Create Mesh */
|
|
|
|
static void create_mesh(Scene *scene,
|
|
Mesh *mesh,
|
|
BL::Mesh &b_mesh,
|
|
const vector<Shader *> &used_shaders,
|
|
bool subdivision = false,
|
|
bool subdivide_uvs = true)
|
|
{
|
|
/* count vertices and faces */
|
|
int numverts = b_mesh.vertices.length();
|
|
int numfaces = (!subdivision) ? b_mesh.loop_triangles.length() : b_mesh.polygons.length();
|
|
int numtris = 0;
|
|
int numcorners = 0;
|
|
int numngons = 0;
|
|
bool use_loop_normals = b_mesh.use_auto_smooth() &&
|
|
(mesh->subdivision_type != Mesh::SUBDIVISION_CATMULL_CLARK);
|
|
|
|
/* If no faces, create empty mesh. */
|
|
if (numfaces == 0) {
|
|
return;
|
|
}
|
|
|
|
if (!subdivision) {
|
|
numtris = numfaces;
|
|
}
|
|
else {
|
|
BL::Mesh::polygons_iterator p;
|
|
for (b_mesh.polygons.begin(p); p != b_mesh.polygons.end(); ++p) {
|
|
numngons += (p->loop_total() == 4) ? 0 : 1;
|
|
numcorners += p->loop_total();
|
|
}
|
|
}
|
|
|
|
/* allocate memory */
|
|
mesh->reserve_mesh(numverts, numtris);
|
|
mesh->reserve_subd_faces(numfaces, numngons, numcorners);
|
|
|
|
/* create vertex coordinates and normals */
|
|
BL::Mesh::vertices_iterator v;
|
|
for (b_mesh.vertices.begin(v); v != b_mesh.vertices.end(); ++v)
|
|
mesh->add_vertex(get_float3(v->co()));
|
|
|
|
AttributeSet &attributes = (subdivision) ? mesh->subd_attributes : mesh->attributes;
|
|
Attribute *attr_N = attributes.add(ATTR_STD_VERTEX_NORMAL);
|
|
float3 *N = attr_N->data_float3();
|
|
|
|
for (b_mesh.vertices.begin(v); v != b_mesh.vertices.end(); ++v, ++N)
|
|
*N = get_float3(v->normal());
|
|
N = attr_N->data_float3();
|
|
|
|
/* create generated coordinates from undeformed coordinates */
|
|
const bool need_default_tangent = (subdivision == false) && (b_mesh.uv_layers.length() == 0) &&
|
|
(mesh->need_attribute(scene, ATTR_STD_UV_TANGENT));
|
|
if (mesh->need_attribute(scene, ATTR_STD_GENERATED) || need_default_tangent) {
|
|
Attribute *attr = attributes.add(ATTR_STD_GENERATED);
|
|
attr->flags |= ATTR_SUBDIVIDED;
|
|
|
|
float3 loc, size;
|
|
mesh_texture_space(b_mesh, loc, size);
|
|
|
|
float3 *generated = attr->data_float3();
|
|
size_t i = 0;
|
|
|
|
for (b_mesh.vertices.begin(v); v != b_mesh.vertices.end(); ++v) {
|
|
generated[i++] = get_float3(v->undeformed_co()) * size - loc;
|
|
}
|
|
}
|
|
|
|
/* create faces */
|
|
if (!subdivision) {
|
|
BL::Mesh::loop_triangles_iterator t;
|
|
|
|
for (b_mesh.loop_triangles.begin(t); t != b_mesh.loop_triangles.end(); ++t) {
|
|
BL::MeshPolygon p = b_mesh.polygons[t->polygon_index()];
|
|
int3 vi = get_int3(t->vertices());
|
|
|
|
int shader = clamp(p.material_index(), 0, used_shaders.size() - 1);
|
|
bool smooth = p.use_smooth() || use_loop_normals;
|
|
|
|
if (use_loop_normals) {
|
|
BL::Array<float, 9> loop_normals = t->split_normals();
|
|
for (int i = 0; i < 3; i++) {
|
|
N[vi[i]] = make_float3(
|
|
loop_normals[i * 3], loop_normals[i * 3 + 1], loop_normals[i * 3 + 2]);
|
|
}
|
|
}
|
|
|
|
/* Create triangles.
|
|
*
|
|
* NOTE: Autosmooth is already taken care about.
|
|
*/
|
|
mesh->add_triangle(vi[0], vi[1], vi[2], shader, smooth);
|
|
}
|
|
}
|
|
else {
|
|
BL::Mesh::polygons_iterator p;
|
|
vector<int> vi;
|
|
|
|
for (b_mesh.polygons.begin(p); p != b_mesh.polygons.end(); ++p) {
|
|
int n = p->loop_total();
|
|
int shader = clamp(p->material_index(), 0, used_shaders.size() - 1);
|
|
bool smooth = p->use_smooth() || use_loop_normals;
|
|
|
|
vi.resize(n);
|
|
for (int i = 0; i < n; i++) {
|
|
/* NOTE: Autosmooth is already taken care about. */
|
|
vi[i] = b_mesh.loops[p->loop_start() + i].vertex_index();
|
|
}
|
|
|
|
/* create subd faces */
|
|
mesh->add_subd_face(&vi[0], n, shader, smooth);
|
|
}
|
|
}
|
|
|
|
/* Create all needed attributes.
|
|
* The calculate functions will check whether they're needed or not.
|
|
*/
|
|
attr_create_pointiness(scene, mesh, b_mesh, subdivision);
|
|
attr_create_vertex_color(scene, mesh, b_mesh, subdivision);
|
|
attr_create_random_per_island(scene, mesh, b_mesh, subdivision);
|
|
|
|
if (subdivision) {
|
|
attr_create_subd_uv_map(scene, mesh, b_mesh, subdivide_uvs);
|
|
}
|
|
else {
|
|
attr_create_uv_map(scene, mesh, b_mesh);
|
|
}
|
|
|
|
/* For volume objects, create a matrix to transform from object space to
|
|
* mesh texture space. this does not work with deformations but that can
|
|
* probably only be done well with a volume grid mapping of coordinates. */
|
|
if (mesh->need_attribute(scene, ATTR_STD_GENERATED_TRANSFORM)) {
|
|
Attribute *attr = mesh->attributes.add(ATTR_STD_GENERATED_TRANSFORM);
|
|
Transform *tfm = attr->data_transform();
|
|
|
|
float3 loc, size;
|
|
mesh_texture_space(b_mesh, loc, size);
|
|
|
|
*tfm = transform_translate(-loc) * transform_scale(size);
|
|
}
|
|
}
|
|
|
|
static void create_subd_mesh(Scene *scene,
|
|
Mesh *mesh,
|
|
BL::Object &b_ob,
|
|
BL::Mesh &b_mesh,
|
|
const vector<Shader *> &used_shaders,
|
|
float dicing_rate,
|
|
int max_subdivisions)
|
|
{
|
|
BL::SubsurfModifier subsurf_mod(b_ob.modifiers[b_ob.modifiers.length() - 1]);
|
|
bool subdivide_uvs = subsurf_mod.uv_smooth() != BL::SubsurfModifier::uv_smooth_NONE;
|
|
|
|
create_mesh(scene, mesh, b_mesh, used_shaders, true, subdivide_uvs);
|
|
|
|
/* export creases */
|
|
size_t num_creases = 0;
|
|
BL::Mesh::edges_iterator e;
|
|
|
|
for (b_mesh.edges.begin(e); e != b_mesh.edges.end(); ++e) {
|
|
if (e->crease() != 0.0f) {
|
|
num_creases++;
|
|
}
|
|
}
|
|
|
|
mesh->subd_creases.resize(num_creases);
|
|
|
|
Mesh::SubdEdgeCrease *crease = mesh->subd_creases.data();
|
|
for (b_mesh.edges.begin(e); e != b_mesh.edges.end(); ++e) {
|
|
if (e->crease() != 0.0f) {
|
|
crease->v[0] = e->vertices()[0];
|
|
crease->v[1] = e->vertices()[1];
|
|
crease->crease = e->crease();
|
|
|
|
crease++;
|
|
}
|
|
}
|
|
|
|
/* set subd params */
|
|
if (!mesh->subd_params) {
|
|
mesh->subd_params = new SubdParams(mesh);
|
|
}
|
|
SubdParams &sdparams = *mesh->subd_params;
|
|
|
|
PointerRNA cobj = RNA_pointer_get(&b_ob.ptr, "cycles");
|
|
|
|
sdparams.dicing_rate = max(0.1f, RNA_float_get(&cobj, "dicing_rate") * dicing_rate);
|
|
sdparams.max_level = max_subdivisions;
|
|
|
|
sdparams.objecttoworld = get_transform(b_ob.matrix_world());
|
|
}
|
|
|
|
/* Sync */
|
|
|
|
static void sync_mesh_fluid_motion(BL::Object &b_ob, Scene *scene, Mesh *mesh)
|
|
{
|
|
if (scene->need_motion() == Scene::MOTION_NONE)
|
|
return;
|
|
|
|
BL::FluidDomainSettings b_fluid_domain = object_fluid_liquid_domain_find(b_ob);
|
|
|
|
if (!b_fluid_domain)
|
|
return;
|
|
|
|
/* If the mesh has modifiers following the fluid domain we can't export motion. */
|
|
if (b_fluid_domain.mesh_vertices.length() != mesh->verts.size())
|
|
return;
|
|
|
|
/* Find or add attribute */
|
|
float3 *P = &mesh->verts[0];
|
|
Attribute *attr_mP = mesh->attributes.find(ATTR_STD_MOTION_VERTEX_POSITION);
|
|
|
|
if (!attr_mP) {
|
|
attr_mP = mesh->attributes.add(ATTR_STD_MOTION_VERTEX_POSITION);
|
|
}
|
|
|
|
/* Only export previous and next frame, we don't have any in between data. */
|
|
float motion_times[2] = {-1.0f, 1.0f};
|
|
for (int step = 0; step < 2; step++) {
|
|
float relative_time = motion_times[step] * scene->motion_shutter_time() * 0.5f;
|
|
float3 *mP = attr_mP->data_float3() + step * mesh->verts.size();
|
|
|
|
BL::FluidDomainSettings::mesh_vertices_iterator svi;
|
|
int i = 0;
|
|
|
|
for (b_fluid_domain.mesh_vertices.begin(svi); svi != b_fluid_domain.mesh_vertices.end();
|
|
++svi, ++i) {
|
|
mP[i] = P[i] + get_float3(svi->velocity()) * relative_time;
|
|
}
|
|
}
|
|
}
|
|
|
|
void BlenderSync::sync_mesh(BL::Depsgraph b_depsgraph,
|
|
BL::Object b_ob,
|
|
Mesh *mesh,
|
|
const vector<Shader *> &used_shaders)
|
|
{
|
|
array<int> oldtriangles;
|
|
array<Mesh::SubdFace> oldsubd_faces;
|
|
array<int> oldsubd_face_corners;
|
|
oldtriangles.steal_data(mesh->triangles);
|
|
oldsubd_faces.steal_data(mesh->subd_faces);
|
|
oldsubd_face_corners.steal_data(mesh->subd_face_corners);
|
|
|
|
mesh->clear();
|
|
mesh->used_shaders = used_shaders;
|
|
|
|
mesh->subdivision_type = Mesh::SUBDIVISION_NONE;
|
|
|
|
if (view_layer.use_surfaces) {
|
|
/* Adaptive subdivision setup. Not for baking since that requires
|
|
* exact mapping to the Blender mesh. */
|
|
if (!scene->bake_manager->get_baking()) {
|
|
mesh->subdivision_type = object_subdivision_type(b_ob, preview, experimental);
|
|
}
|
|
|
|
/* For some reason, meshes do not need this... */
|
|
bool need_undeformed = mesh->need_attribute(scene, ATTR_STD_GENERATED);
|
|
BL::Mesh b_mesh = object_to_mesh(
|
|
b_data, b_ob, b_depsgraph, need_undeformed, mesh->subdivision_type);
|
|
|
|
if (b_mesh) {
|
|
/* Sync mesh itself. */
|
|
if (mesh->subdivision_type != Mesh::SUBDIVISION_NONE)
|
|
create_subd_mesh(
|
|
scene, mesh, b_ob, b_mesh, mesh->used_shaders, dicing_rate, max_subdivisions);
|
|
else
|
|
create_mesh(scene, mesh, b_mesh, mesh->used_shaders, false);
|
|
|
|
free_object_to_mesh(b_data, b_ob, b_mesh);
|
|
}
|
|
}
|
|
|
|
/* mesh fluid motion mantaflow */
|
|
sync_mesh_fluid_motion(b_ob, scene, mesh);
|
|
|
|
/* tag update */
|
|
bool rebuild = (oldtriangles != mesh->triangles) || (oldsubd_faces != mesh->subd_faces) ||
|
|
(oldsubd_face_corners != mesh->subd_face_corners);
|
|
|
|
mesh->tag_update(scene, rebuild);
|
|
}
|
|
|
|
void BlenderSync::sync_mesh_motion(BL::Depsgraph b_depsgraph,
|
|
BL::Object b_ob,
|
|
Mesh *mesh,
|
|
int motion_step)
|
|
{
|
|
/* Fluid motion blur already exported. */
|
|
BL::FluidDomainSettings b_fluid_domain = object_fluid_liquid_domain_find(b_ob);
|
|
if (b_fluid_domain) {
|
|
return;
|
|
}
|
|
|
|
/* Skip if no vertices were exported. */
|
|
size_t numverts = mesh->verts.size();
|
|
if (numverts == 0) {
|
|
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_depsgraph, false, Mesh::SUBDIVISION_NONE);
|
|
}
|
|
|
|
/* TODO(sergey): Perform preliminary check for number of vertices. */
|
|
if (b_mesh) {
|
|
/* Export deformed coordinates. */
|
|
/* 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() + motion_step * numverts;
|
|
float3 *mN = (attr_mN) ? attr_mN->data_float3() + motion_step * numverts : NULL;
|
|
/* NOTE: We don't copy more that existing amount of vertices to prevent
|
|
* possible memory corruption.
|
|
*/
|
|
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());
|
|
}
|
|
if (new_attribute) {
|
|
/* In case of new attribute, we verify if there really was any motion. */
|
|
if (b_mesh.vertices.length() != numverts ||
|
|
memcmp(mP, &mesh->verts[0], sizeof(float3) * numverts) == 0) {
|
|
/* no motion, remove attributes again */
|
|
if (b_mesh.vertices.length() != numverts) {
|
|
VLOG(1) << "Topology differs, disabling motion blur for object " << b_ob.name();
|
|
}
|
|
else {
|
|
VLOG(1) << "No actual deformation motion for object " << b_ob.name();
|
|
}
|
|
mesh->attributes.remove(ATTR_STD_MOTION_VERTEX_POSITION);
|
|
if (attr_mN)
|
|
mesh->attributes.remove(ATTR_STD_MOTION_VERTEX_NORMAL);
|
|
}
|
|
else if (motion_step > 0) {
|
|
VLOG(1) << "Filling deformation motion for object " << b_ob.name();
|
|
/* 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 < motion_step; 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);
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
if (b_mesh.vertices.length() != numverts) {
|
|
VLOG(1) << "Topology differs, discarding motion blur for object " << b_ob.name()
|
|
<< " at time " << motion_step;
|
|
memcpy(mP, &mesh->verts[0], sizeof(float3) * numverts);
|
|
if (mN != NULL) {
|
|
memcpy(mN, attr_N->data_float3(), sizeof(float3) * numverts);
|
|
}
|
|
}
|
|
}
|
|
|
|
free_object_to_mesh(b_data, b_ob, b_mesh);
|
|
return;
|
|
}
|
|
|
|
/* No deformation on this frame, copy coordinates if other frames did have it. */
|
|
mesh->copy_center_to_motion_step(motion_step);
|
|
}
|
|
|
|
CCL_NAMESPACE_END
|