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/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2005 by the Blender Foundation.
* All rights reserved.
*
* Contributor(s): Daniel Dunbar
* Ton Roosendaal,
* Ben Batt,
* Brecht Van Lommel,
* Campbell Barton
*
* ***** END GPL LICENSE BLOCK *****
*
*/
/** \file blender/modifiers/intern/MOD_uvproject.c
* \ingroup modifiers
*/
/* UV Project modifier: Generates UVs projected from an object */
#include "DNA_meshdata_types.h"
#include "DNA_camera_types.h"
#include "DNA_object_types.h"
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#include "BLI_math.h"
#include "BLI_uvproject.h"
#include "BLI_utildefines.h"
#include "BKE_camera.h"
#include "BKE_library_query.h"
#include "BKE_mesh.h"
#include "BKE_DerivedMesh.h"
#include "MOD_modifiertypes.h"
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#include "MEM_guardedalloc.h"
Depsgraph: New dependency graph integration commit This commit integrates the work done so far on the new dependency graph system, where goal was to replace legacy depsgraph with the new one, supporting loads of neat features like: - More granular dependency relation nature, which solves issues with fake cycles in the dependencies. - Move towards all-animatable, by better integration of drivers into the system. - Lay down some basis for upcoming copy-on-write, overrides and so on. The new system is living side-by-side with the previous one and disabled by default, so nothing will become suddenly broken. The way to enable new depsgraph is to pass `--new-depsgraph` command line argument. It's a bit early to consider the system production-ready, there are some TODOs and issues were discovered during the merge period, they'll be addressed ASAP. But it's important to merge, because it's the only way to attract artists to really start testing this system. There are number of assorted documents related on the design of the new system: * http://wiki.blender.org/index.php/User:Aligorith/GSoC2013_Depsgraph#Design_Documents * http://wiki.blender.org/index.php/User:Nazg-gul/DependencyGraph There are also some user-related information online: * http://code.blender.org/2015/02/blender-dependency-graph-branch-for-users/ * http://code.blender.org/2015/03/more-dependency-graph-tricks/ Kudos to everyone who was involved into the project: - Joshua "Aligorith" Leung -- design specification, initial code - Lukas "lukas_t" Toenne -- integrating code into blender, with further fixes - Sergey "Sergey" "Sharybin" -- some mocking around, trying to wrap up the project and so - Bassam "slikdigit" Kurdali -- stressing the new system, reporting all the issues and recording/writing documentation. - Everyone else who i forgot to mention here :)
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#include "depsgraph_private.h"
Depsgraph: New dependency graph integration commit This commit integrates the work done so far on the new dependency graph system, where goal was to replace legacy depsgraph with the new one, supporting loads of neat features like: - More granular dependency relation nature, which solves issues with fake cycles in the dependencies. - Move towards all-animatable, by better integration of drivers into the system. - Lay down some basis for upcoming copy-on-write, overrides and so on. The new system is living side-by-side with the previous one and disabled by default, so nothing will become suddenly broken. The way to enable new depsgraph is to pass `--new-depsgraph` command line argument. It's a bit early to consider the system production-ready, there are some TODOs and issues were discovered during the merge period, they'll be addressed ASAP. But it's important to merge, because it's the only way to attract artists to really start testing this system. There are number of assorted documents related on the design of the new system: * http://wiki.blender.org/index.php/User:Aligorith/GSoC2013_Depsgraph#Design_Documents * http://wiki.blender.org/index.php/User:Nazg-gul/DependencyGraph There are also some user-related information online: * http://code.blender.org/2015/02/blender-dependency-graph-branch-for-users/ * http://code.blender.org/2015/03/more-dependency-graph-tricks/ Kudos to everyone who was involved into the project: - Joshua "Aligorith" Leung -- design specification, initial code - Lukas "lukas_t" Toenne -- integrating code into blender, with further fixes - Sergey "Sergey" "Sharybin" -- some mocking around, trying to wrap up the project and so - Bassam "slikdigit" Kurdali -- stressing the new system, reporting all the issues and recording/writing documentation. - Everyone else who i forgot to mention here :)
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#include "DEG_depsgraph_build.h"
static void initData(ModifierData *md)
{
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UVProjectModifierData *umd = (UVProjectModifierData *) md;
umd->flags = 0;
umd->num_projectors = 1;
umd->aspectx = umd->aspecty = 1.0f;
umd->scalex = umd->scaley = 1.0f;
}
static void copyData(ModifierData *md, ModifierData *target)
{
#if 0
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UVProjectModifierData *umd = (UVProjectModifierData *) md;
UVProjectModifierData *tumd = (UVProjectModifierData *) target;
#endif
modifier_copyData_generic(md, target);
}
static CustomDataMask requiredDataMask(Object *UNUSED(ob), ModifierData *UNUSED(md))
{
CustomDataMask dataMask = 0;
/* ask for UV coordinates */
dataMask |= CD_MLOOPUV | CD_MTEXPOLY;
return dataMask;
}
static void foreachObjectLink(ModifierData *md, Object *ob,
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ObjectWalkFunc walk, void *userData)
{
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UVProjectModifierData *umd = (UVProjectModifierData *) md;
int i;
for (i = 0; i < MOD_UVPROJECT_MAXPROJECTORS; ++i)
walk(userData, ob, &umd->projectors[i], IDWALK_NOP);
}
static void foreachIDLink(ModifierData *md, Object *ob,
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IDWalkFunc walk, void *userData)
{
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UVProjectModifierData *umd = (UVProjectModifierData *) md;
walk(userData, ob, (ID **)&umd->image, IDWALK_USER);
foreachObjectLink(md, ob, (ObjectWalkFunc)walk, userData);
}
static void updateDepgraph(ModifierData *md, DagForest *forest,
struct Main *UNUSED(bmain),
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struct Scene *UNUSED(scene),
Object *UNUSED(ob),
DagNode *obNode)
{
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UVProjectModifierData *umd = (UVProjectModifierData *) md;
int i;
for (i = 0; i < umd->num_projectors; ++i) {
if (umd->projectors[i]) {
DagNode *curNode = dag_get_node(forest, umd->projectors[i]);
dag_add_relation(forest, curNode, obNode,
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DAG_RL_DATA_DATA | DAG_RL_OB_DATA, "UV Project Modifier");
}
}
}
Depsgraph: New dependency graph integration commit This commit integrates the work done so far on the new dependency graph system, where goal was to replace legacy depsgraph with the new one, supporting loads of neat features like: - More granular dependency relation nature, which solves issues with fake cycles in the dependencies. - Move towards all-animatable, by better integration of drivers into the system. - Lay down some basis for upcoming copy-on-write, overrides and so on. The new system is living side-by-side with the previous one and disabled by default, so nothing will become suddenly broken. The way to enable new depsgraph is to pass `--new-depsgraph` command line argument. It's a bit early to consider the system production-ready, there are some TODOs and issues were discovered during the merge period, they'll be addressed ASAP. But it's important to merge, because it's the only way to attract artists to really start testing this system. There are number of assorted documents related on the design of the new system: * http://wiki.blender.org/index.php/User:Aligorith/GSoC2013_Depsgraph#Design_Documents * http://wiki.blender.org/index.php/User:Nazg-gul/DependencyGraph There are also some user-related information online: * http://code.blender.org/2015/02/blender-dependency-graph-branch-for-users/ * http://code.blender.org/2015/03/more-dependency-graph-tricks/ Kudos to everyone who was involved into the project: - Joshua "Aligorith" Leung -- design specification, initial code - Lukas "lukas_t" Toenne -- integrating code into blender, with further fixes - Sergey "Sergey" "Sharybin" -- some mocking around, trying to wrap up the project and so - Bassam "slikdigit" Kurdali -- stressing the new system, reporting all the issues and recording/writing documentation. - Everyone else who i forgot to mention here :)
2015-05-12 15:05:57 +05:00
static void updateDepsgraph(ModifierData *md,
struct Main *UNUSED(bmain),
struct Scene *UNUSED(scene),
Object *UNUSED(ob),
struct DepsNodeHandle *node)
{
UVProjectModifierData *umd = (UVProjectModifierData *)md;
int i;
for (i = 0; i < umd->num_projectors; ++i) {
if (umd->projectors[i] != NULL) {
DEG_add_object_relation(node, umd->projectors[i], DEG_OB_COMP_TRANSFORM, "UV Project Modifier");
}
}
}
typedef struct Projector {
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Object *ob; /* object this projector is derived from */
float projmat[4][4]; /* projection matrix */
float normal[3]; /* projector normal in world space */
void *uci; /* optional uv-project info (panorama projection) */
} Projector;
static DerivedMesh *uvprojectModifier_do(UVProjectModifierData *umd,
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Object *ob, DerivedMesh *dm)
{
float (*coords)[3], (*co)[3];
MLoopUV *mloop_uv;
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MTexPoly *mtexpoly, *mt = NULL;
int i, numVerts, numPolys, numLoops;
Image *image = umd->image;
MPoly *mpoly, *mp;
MLoop *mloop;
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const bool override_image = (umd->flags & MOD_UVPROJECT_OVERRIDEIMAGE) != 0;
Projector projectors[MOD_UVPROJECT_MAXPROJECTORS];
int num_projectors = 0;
char uvname[MAX_CUSTOMDATA_LAYER_NAME];
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float aspx = umd->aspectx ? umd->aspectx : 1.0f;
float aspy = umd->aspecty ? umd->aspecty : 1.0f;
float scax = umd->scalex ? umd->scalex : 1.0f;
float scay = umd->scaley ? umd->scaley : 1.0f;
int free_uci = 0;
for (i = 0; i < umd->num_projectors; ++i)
if (umd->projectors[i])
projectors[num_projectors++].ob = umd->projectors[i];
if (num_projectors == 0) return dm;
/* make sure there are UV Maps available */
if (!CustomData_has_layer(&dm->loopData, CD_MLOOPUV)) return dm;
/* make sure we're using an existing layer */
CustomData_validate_layer_name(&dm->loopData, CD_MLOOPUV, umd->uvlayer_name, uvname);
/* calculate a projection matrix and normal for each projector */
for (i = 0; i < num_projectors; ++i) {
float tmpmat[4][4];
float offsetmat[4][4];
Camera *cam = NULL;
/* calculate projection matrix */
invert_m4_m4(projectors[i].projmat, projectors[i].ob->obmat);
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projectors[i].uci = NULL;
if (projectors[i].ob->type == OB_CAMERA) {
cam = (Camera *)projectors[i].ob->data;
Fisheye Camera for Cycles For sample images see: http://www.dalaifelinto.com/?p=399 (equisolid) http://www.dalaifelinto.com/?p=389 (equidistant) The 'use_panorama' option is now part of a new Camera type: 'Panorama'. Created two other panorama cameras: - Equisolid: most of lens in the market simulate this lens - e.g. Nikon, Canon, ...) this works as a real lens up to an extent. The final result takes the sensor dimensions into account also. .:. to simulate a Nikon DX2S with a 10.5mm lens do: sensor: 23.7 x 15.7 fisheye lens: 10.5 fisheye fov: 180 render dimensions: 4288 x 2848 - Equidistant: this is not a real lens model. Although the old equidistant lens simulate this lens. The result is always as a circular fisheye that takes the whole sensor (in other words, it doesn't take the sensor into consideration). This is perfect for fulldomes ;) For the UI we have 10 to 360 as soft values and 10 to 3600 as hard values (because we can). Reference material: http://www.hdrlabs.com/tutorials/downloads_files/HDRI%20for%20CGI.pdf http://www.bobatkins.com/photography/technical/field_of_view.html Note, this is not a real simulation of the light path through the lens. The ideal solution would be this: https://graphics.stanford.edu/wikis/cs348b-11/Assignment3 http://www.graphics.stanford.edu/papers/camera/ Thanks Brecht for the fix, suggestions and code review. Kudos for the dome community for keeping me stimulated on the topic since 2009 ;) Patch partly implemented during lab time at VisGraf, IMPA - Rio de Janeiro.
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if (cam->type == CAM_PANO) {
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projectors[i].uci = BLI_uvproject_camera_info(projectors[i].ob, NULL, aspx, aspy);
BLI_uvproject_camera_info_scale(projectors[i].uci, scax, scay);
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free_uci = 1;
}
else {
CameraParams params;
/* setup parameters */
BKE_camera_params_init(&params);
BKE_camera_params_from_object(&params, projectors[i].ob);
/* compute matrix, viewplane, .. */
BKE_camera_params_compute_viewplane(&params, 1, 1, aspx, aspy);
/* scale the view-plane */
params.viewplane.xmin *= scax;
params.viewplane.xmax *= scax;
params.viewplane.ymin *= scay;
params.viewplane.ymax *= scay;
BKE_camera_params_compute_matrix(&params);
mul_m4_m4m4(tmpmat, params.winmat, projectors[i].projmat);
}
}
else {
copy_m4_m4(tmpmat, projectors[i].projmat);
}
unit_m4(offsetmat);
mul_mat3_m4_fl(offsetmat, 0.5);
offsetmat[3][0] = offsetmat[3][1] = offsetmat[3][2] = 0.5;
mul_m4_m4m4(projectors[i].projmat, offsetmat, tmpmat);
/* calculate worldspace projector normal (for best projector test) */
projectors[i].normal[0] = 0;
projectors[i].normal[1] = 0;
projectors[i].normal[2] = 1;
mul_mat3_m4_v3(projectors[i].ob->obmat, projectors[i].normal);
}
numPolys = dm->getNumPolys(dm);
numLoops = dm->getNumLoops(dm);
/* make sure we are not modifying the original UV map */
mloop_uv = CustomData_duplicate_referenced_layer_named(&dm->loopData,
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CD_MLOOPUV, uvname, numLoops);
/* can be NULL */
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mt = mtexpoly = CustomData_duplicate_referenced_layer_named(&dm->polyData,
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CD_MTEXPOLY, uvname, numPolys);
numVerts = dm->getNumVerts(dm);
coords = MEM_mallocN(sizeof(*coords) * numVerts,
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"uvprojectModifier_do coords");
dm->getVertCos(dm, coords);
/* convert coords to world space */
for (i = 0, co = coords; i < numVerts; ++i, ++co)
mul_m4_v3(ob->obmat, *co);
/* if only one projector, project coords to UVs */
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if (num_projectors == 1 && projectors[0].uci == NULL)
for (i = 0, co = coords; i < numVerts; ++i, ++co)
mul_project_m4_v3(projectors[0].projmat, *co);
mpoly = dm->getPolyArray(dm);
mloop = dm->getLoopArray(dm);
/* apply coords as UVs, and apply image if tfaces are new */
for (i = 0, mp = mpoly; i < numPolys; ++i, ++mp, ++mt) {
if (override_image || !image || (mtexpoly == NULL || mt->tpage == image)) {
if (num_projectors == 1) {
if (projectors[0].uci) {
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unsigned int fidx = mp->totloop - 1;
do {
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unsigned int lidx = mp->loopstart + fidx;
unsigned int vidx = mloop[lidx].v;
BLI_uvproject_from_camera(mloop_uv[lidx].uv, coords[vidx], projectors[0].uci);
} while (fidx--);
}
else {
/* apply transformed coords as UVs */
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unsigned int fidx = mp->totloop - 1;
do {
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unsigned int lidx = mp->loopstart + fidx;
unsigned int vidx = mloop[lidx].v;
copy_v2_v2(mloop_uv[lidx].uv, coords[vidx]);
} while (fidx--);
}
}
else {
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/* multiple projectors, select the closest to face normal direction */
float face_no[3];
int j;
Projector *best_projector;
float best_dot;
/* get the untransformed face normal */
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BKE_mesh_calc_poly_normal_coords(mp, mloop + mp->loopstart, (const float (*)[3])coords, face_no);
/* find the projector which the face points at most directly
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* (projector normal with largest dot product is best)
*/
best_dot = dot_v3v3(projectors[0].normal, face_no);
best_projector = &projectors[0];
for (j = 1; j < num_projectors; ++j) {
float tmp_dot = dot_v3v3(projectors[j].normal,
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face_no);
if (tmp_dot > best_dot) {
best_dot = tmp_dot;
best_projector = &projectors[j];
}
}
if (best_projector->uci) {
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unsigned int fidx = mp->totloop - 1;
do {
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unsigned int lidx = mp->loopstart + fidx;
unsigned int vidx = mloop[lidx].v;
BLI_uvproject_from_camera(mloop_uv[lidx].uv, coords[vidx], best_projector->uci);
} while (fidx--);
}
else {
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unsigned int fidx = mp->totloop - 1;
do {
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unsigned int lidx = mp->loopstart + fidx;
unsigned int vidx = mloop[lidx].v;
mul_v2_project_m4_v3(mloop_uv[lidx].uv, best_projector->projmat, coords[vidx]);
} while (fidx--);
}
}
}
if (override_image && mtexpoly) {
mt->tpage = image;
}
}
MEM_freeN(coords);
if (free_uci) {
int j;
for (j = 0; j < num_projectors; ++j) {
if (projectors[j].uci) {
MEM_freeN(projectors[j].uci);
}
}
}
/* Mark tessellated CD layers as dirty. */
dm->dirty |= DM_DIRTY_TESS_CDLAYERS;
return dm;
}
static DerivedMesh *applyModifier(ModifierData *md, Object *ob,
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DerivedMesh *derivedData,
ModifierApplyFlag UNUSED(flag))
{
DerivedMesh *result;
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UVProjectModifierData *umd = (UVProjectModifierData *) md;
result = uvprojectModifier_do(umd, ob, derivedData);
return result;
}
ModifierTypeInfo modifierType_UVProject = {
/* name */ "UVProject",
/* structName */ "UVProjectModifierData",
/* structSize */ sizeof(UVProjectModifierData),
/* type */ eModifierTypeType_NonGeometrical,
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/* flags */ eModifierTypeFlag_AcceptsMesh |
eModifierTypeFlag_SupportsMapping |
eModifierTypeFlag_SupportsEditmode |
eModifierTypeFlag_EnableInEditmode,
/* copyData */ copyData,
/* deformVerts */ NULL,
/* deformMatrices */ NULL,
/* deformVertsEM */ NULL,
/* deformMatricesEM */ NULL,
/* applyModifier */ applyModifier,
/* applyModifierEM */ NULL,
/* initData */ initData,
/* requiredDataMask */ requiredDataMask,
/* freeData */ NULL,
/* isDisabled */ NULL,
/* updateDepgraph */ updateDepgraph,
Depsgraph: New dependency graph integration commit This commit integrates the work done so far on the new dependency graph system, where goal was to replace legacy depsgraph with the new one, supporting loads of neat features like: - More granular dependency relation nature, which solves issues with fake cycles in the dependencies. - Move towards all-animatable, by better integration of drivers into the system. - Lay down some basis for upcoming copy-on-write, overrides and so on. The new system is living side-by-side with the previous one and disabled by default, so nothing will become suddenly broken. The way to enable new depsgraph is to pass `--new-depsgraph` command line argument. It's a bit early to consider the system production-ready, there are some TODOs and issues were discovered during the merge period, they'll be addressed ASAP. But it's important to merge, because it's the only way to attract artists to really start testing this system. There are number of assorted documents related on the design of the new system: * http://wiki.blender.org/index.php/User:Aligorith/GSoC2013_Depsgraph#Design_Documents * http://wiki.blender.org/index.php/User:Nazg-gul/DependencyGraph There are also some user-related information online: * http://code.blender.org/2015/02/blender-dependency-graph-branch-for-users/ * http://code.blender.org/2015/03/more-dependency-graph-tricks/ Kudos to everyone who was involved into the project: - Joshua "Aligorith" Leung -- design specification, initial code - Lukas "lukas_t" Toenne -- integrating code into blender, with further fixes - Sergey "Sergey" "Sharybin" -- some mocking around, trying to wrap up the project and so - Bassam "slikdigit" Kurdali -- stressing the new system, reporting all the issues and recording/writing documentation. - Everyone else who i forgot to mention here :)
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/* updateDepsgraph */ updateDepsgraph,
/* dependsOnTime */ NULL,
/* dependsOnNormals */ NULL,
/* foreachObjectLink */ foreachObjectLink,
/* foreachIDLink */ foreachIDLink,
/* foreachTexLink */ NULL,
};