Long waited feature: Render Baking
Here's the full release log with example file. http://www.blender3d.org/cms/Render_Baking.827.0.html For people who don't read docs; just press ALT+CTRL+B on a Mesh with texture faces! Todos: - maybe some filter options extra? - Make normal maps in Tangent space
This commit is contained in:
@@ -240,7 +240,7 @@ void RE_FreeRender(Render *re) {}
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void RE_shade_external(Render *re, ShadeInput *shi, ShadeResult *shr) {}
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void RE_DataBase_GetView(Render *re, float mat[][4]) {}
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struct Render *RE_NewRender(const char *name) {return (struct Render *)NULL;}
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void RE_Database_Shaded(struct Render *re, struct Scene *scene) {};
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void RE_Database_Baking(struct Render *re, struct Scene *scene, int make_faces) {};
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/* node_composite.c */
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void RE_zbuf_accumulate_vecblur(struct NodeBlurData *nd, int xsize, int ysize, float *newrect, float *imgrect, float *vecbufrect, float *zbufrect) {}
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@@ -377,7 +377,7 @@ static Render *fastshade_get_render(void)
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if(re==NULL) {
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re= RE_NewRender("_Shade View_");
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RE_Database_Shaded(re, G.scene);
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RE_Database_Baking(re, G.scene, 0); /* 0= no faces */
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}
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return re;
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}
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@@ -393,7 +393,7 @@ void fastshade_free_render(void)
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}
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}
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static void fastshade(float *co, float *nor, float *orco, Material *ma, char *col1, char *col2, char *vertcol)
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static void fastshade(float *co, float *nor, float *orco, float *uv, Material *ma, char *col1, char *col2, char *vertcol)
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{
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ShadeResult shr;
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int a;
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@@ -409,6 +409,7 @@ static void fastshade(float *co, float *nor, float *orco, Material *ma, char *co
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shi.vn[1]= -nor[1];
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shi.vn[2]= -nor[2];
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VECCOPY(shi.vno, shi.vn);
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VECCOPY(shi.facenor, shi.vn);
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if(ma->texco) {
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VECCOPY(shi.lo, orco);
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@@ -423,7 +424,13 @@ static void fastshade(float *co, float *nor, float *orco, Material *ma, char *co
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VECCOPY(shi.sticky, shi.lo);
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}
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if(ma->texco & TEXCO_UV) {
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VECCOPY(shi.uv, shi.lo);
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if(uv) {
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shi.uv[0]= 2.0f*uv[0]-1.0f;
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shi.uv[1]= 2.0f*uv[1]-1.0f;
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}
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else {
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VECCOPY(shi.uv, shi.lo);
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}
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}
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if(ma->texco & TEXCO_OBJECT) {
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VECCOPY(shi.co, shi.lo);
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@@ -567,11 +574,12 @@ static void mesh_create_shadedColors(Render *re, Object *ob, int onlyForMesh, un
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for (i=0; i<dlm->totface; i++) {
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MFace *mf= &dlm->mface[i];
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TFace *tface= dlm->tface?&dlm->tface[i]:NULL;
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Material *ma= give_current_material(ob, mf->mat_nr+1);
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int j, vidx[4], nverts= mf->v4?4:3;
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unsigned char *col1base= (unsigned char*) &col1[i*4];
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unsigned char *col2base= (unsigned char*) (col2?&col2[i*4]:NULL);
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unsigned char *mcolbase;
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Material *ma= give_current_material(ob, mf->mat_nr+1);
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float nor[3], n1[3];
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if(ma==NULL) ma= &defmaterial;
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@@ -609,10 +617,14 @@ static void mesh_create_shadedColors(Render *re, Object *ob, int onlyForMesh, un
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char *col2= (char*)(col2base?&col2base[j*4]:NULL);
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char *mcol= (char*)(mcolbase?&mcolbase[j*4]:NULL);
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float *vn = (mf->flag & ME_SMOOTH)?&vnors[3*vidx[j]]:n1;
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float *uv= tface?tface->uv[j]:NULL;
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VECCOPY(vec, mv->co);
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Mat4MulVecfl(mat, vec);
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fastshade(vec, vn, orco?&orco[vidx[j]*3]:mv->co, ma, col1, col2, mcol);
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vec[0]+= 0.001*vn[0];
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vec[1]+= 0.001*vn[1];
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vec[2]+= 0.001*vn[2];
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fastshade(vec, vn, orco?&orco[vidx[j]*3]:mv->co, uv, ma, col1, col2, mcol);
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}
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}
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MEM_freeN(vnors);
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@@ -705,7 +717,7 @@ void shadeDispList(Base *base)
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VECCOPY(vec, fp);
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Mat4MulVecfl(mat, vec);
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fastshade(vec, n1, fp, ma, (char *)col1, 0, 0);
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fastshade(vec, n1, fp, NULL, ma, (char *)col1, NULL, NULL);
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fp+= 3; col1++;
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}
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@@ -726,7 +738,7 @@ void shadeDispList(Base *base)
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n1[2]= imat[2][0]*nor[0]+imat[2][1]*nor[1]+imat[2][2]*nor[2];
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Normalise(n1);
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fastshade(vec, n1, fp, ma, (char *)col1, 0, 0);
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fastshade(vec, n1, fp, NULL, ma, (char *)col1, NULL, NULL);
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fp+= 3; nor+= 3; col1++;
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}
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@@ -764,7 +776,7 @@ void shadeDispList(Base *base)
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n1[2]= imat[2][0]*nor[0]+imat[2][1]*nor[1]+imat[2][2]*nor[2];
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Normalise(n1);
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fastshade(vec, n1, fp, ma, (char *)col1, 0, 0);
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fastshade(vec, n1, fp, NULL, ma, (char *)col1, NULL, NULL);
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fp+= 3; col1++; nor+= 3;
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}
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@@ -314,6 +314,7 @@ void IMB_antialias(struct ImBuf * ibuf);
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*/
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void IMB_filter(struct ImBuf *ibuf);
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void IMB_filterN(struct ImBuf *out, struct ImBuf *in);
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void IMB_filter_extend(struct ImBuf *ibuf);
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/**
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*
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@@ -132,27 +132,27 @@ void IMB_filtery(struct ImBuf *ibuf)
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{
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unsigned char *point;
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float *pointf;
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int x, y, skip, do_float = 0;
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int x, y, skip;
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point = (unsigned char *)ibuf->rect;
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pointf = ibuf->rect_float;
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if (ibuf->rect_float != NULL) do_float = 1;
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x = ibuf->x;
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y = ibuf->y;
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skip = x<<2;
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for (;x>0;x--){
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if (ibuf->depth > 24) filtcolum(point,y,skip);
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point++;
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filtcolum(point,y,skip);
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point++;
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filtcolum(point,y,skip);
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point++;
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filtcolum(point,y,skip);
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point++;
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if (do_float) {
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if (point) {
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if (ibuf->depth > 24) filtcolum(point,y,skip);
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point++;
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filtcolum(point,y,skip);
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point++;
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filtcolum(point,y,skip);
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point++;
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filtcolum(point,y,skip);
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point++;
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}
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if (pointf) {
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if (ibuf->depth > 24) filtcolumf(pointf,y,skip);
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pointf++;
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filtcolumf(pointf,y,skip);
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@@ -170,27 +170,27 @@ void imb_filterx(struct ImBuf *ibuf)
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{
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unsigned char *point;
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float *pointf;
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int x, y, skip, do_float =0;
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int x, y, skip;
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point = (unsigned char *)ibuf->rect;
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pointf = ibuf->rect_float;
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if (ibuf->rect_float != NULL) do_float = 1;
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x = ibuf->x;
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y = ibuf->y;
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skip = (x<<2) - 3;
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for (;y>0;y--){
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if (ibuf->depth > 24) filtrow(point,x);
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point++;
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filtrow(point,x);
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point++;
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filtrow(point,x);
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point++;
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filtrow(point,x);
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point+=skip;
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if (do_float) {
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if (point) {
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if (ibuf->depth > 24) filtrow(point,x);
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point++;
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filtrow(point,x);
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point++;
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filtrow(point,x);
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point++;
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filtrow(point,x);
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point+=skip;
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}
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if (pointf) {
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if (ibuf->depth > 24) filtrowf(pointf,x);
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pointf++;
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filtrowf(pointf,x);
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@@ -239,3 +239,66 @@ void IMB_filter(struct ImBuf *ibuf)
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IMB_filtery(ibuf);
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imb_filterx(ibuf);
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}
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#define EXTEND_PIXEL(a, w) if((a)[3]) {r+= w*(a)[0]; g+= w*(a)[1]; b+= w*(a)[2]; tot+=w;}
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/* if alpha is zero, it checks surrounding pixels and averages color. sets new alphas to 255 */
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void IMB_filter_extend(struct ImBuf *ibuf)
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{
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register char *row1, *row2, *row3;
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register char *cp;
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int rowlen, x, y;
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rowlen= ibuf->x;
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if(ibuf->rect) {
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int *temprect;
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/* make a copy, to prevent flooding */
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temprect= MEM_dupallocN(ibuf->rect);
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for(y=1; y<=ibuf->y; y++) {
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/* setup rows */
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row1= (char *)(temprect + (y-2)*rowlen);
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row2= row1 + 4*rowlen;
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row3= row2 + 4*rowlen;
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if(y==1)
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row1= row2;
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else if(y==ibuf->y)
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row3= row2;
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cp= (char *)(ibuf->rect + (y-1)*rowlen);
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for(x=0; x<rowlen; x++) {
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if(cp[3]==0) {
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int tot= 0, r=0, g=0, b=0;
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EXTEND_PIXEL(row1, 1);
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EXTEND_PIXEL(row2, 2);
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EXTEND_PIXEL(row3, 1);
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EXTEND_PIXEL(row1+4, 2);
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EXTEND_PIXEL(row3+4, 2);
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if(x!=rowlen-1) {
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EXTEND_PIXEL(row1+8, 1);
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EXTEND_PIXEL(row2+8, 2);
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EXTEND_PIXEL(row3+8, 1);
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}
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if(tot) {
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cp[0]= r/tot;
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cp[1]= g/tot;
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cp[2]= b/tot;
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cp[3]= 255;
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}
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}
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cp+=4;
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if(x!=0) {
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row1+=4; row2+=4; row3+=4;
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}
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}
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}
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MEM_freeN(temprect);
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}
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}
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@@ -42,6 +42,7 @@ extern void fasterdraw(void);
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extern void slowerdraw(void);
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extern void sort_faces(void);
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extern void objects_bake_render(void);
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extern long mesh_octree_table(struct Object *ob, float *co, char mode);
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extern int mesh_get_x_mirror_vert(struct Object *ob, int index);
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@@ -187,8 +187,13 @@ float RE_filter_value(int type, float x);
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/* vector blur zbuffer method */
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void RE_zbuf_accumulate_vecblur(struct NodeBlurData *nbd, int xsize, int ysize, float *newrect, float *imgrect, float *vecbufrect, float *zbufrect);
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/* shaded view options */
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void RE_Database_Shaded(struct Render *re, struct Scene *scene);
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/* shaded view or baking options */
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#define RE_BAKE_LIGHT 0
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#define RE_BAKE_ALL 1
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#define RE_BAKE_AO 2
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#define RE_BAKE_NORMALS 3
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void RE_Database_Baking(struct Render *re, struct Scene *scene, int type);
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void RE_DataBase_GetView(struct Render *re, float mat[][4]);
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#endif /* RE_PIPELINE_H */
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@@ -115,10 +115,10 @@ typedef struct ShadeInput
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struct Tex;
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int multitex_ext(struct Tex *tex, float *texvec, float *dxt, float *dyt, int osatex, struct TexResult *texres);
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/* shaded view */
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/* shaded view and bake */
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struct Render;
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void RE_shade_external(struct Render *re, struct ShadeInput *shi, struct ShadeResult *shr);
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void RE_bake_shade_all_selected(struct Render *re, int type);
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#endif /* RE_SHADER_EXT_H */
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@@ -95,6 +95,9 @@ typedef struct ZSpan {
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void zbufclip4(struct ZSpan *zspan, int zvlnr, float *f1, float *f2, float *f3, float *f4, int c1, int c2, int c3, int c4);
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void zbuf_free_span(struct ZSpan *zspan);
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/* to rendercore.c */
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void zspan_scanconvert(struct ZSpan *zpan, void *handle, float *v1, float *v2, float *v3, void (*func)(void *, int, int, float, float) );
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/* exported to edge render... */
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void zbufclip(struct ZSpan *zspan, int zvlnr, float *f1, float *f2, float *f3, int c1, int c2, int c3);
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void zbuf_alloc_span(struct ZSpan *zspan, int rectx, int recty);
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@@ -3892,17 +3892,38 @@ void RE_DataBase_ApplyWindow(Render *re)
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project_renderdata(re, projectverto, 0, 0);
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}
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/* setup for shaded view, so only lamps and materials are initialized */
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void RE_Database_Shaded(Render *re, Scene *scene)
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/* setup for shaded view or bake, so only lamps and materials are initialized */
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/* type:
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RE_BAKE_LIGHT: for shaded view, only add lamps
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RE_BAKE_ALL: for baking, all lamps and objects
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RE_BAKE_NORMALS:for baking, no lamps and only selected objects
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RE_BAKE_AO: for baking, no lamps, but all objects
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*/
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void RE_Database_Baking(Render *re, Scene *scene, int type)
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{
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Base *base;
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Object *ob;
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Scene *sce;
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GroupObject *go;
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float mat[4][4];
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unsigned int lay;
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re->scene= scene;
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/* renderdata setup and exceptions */
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re->r= scene->r;
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re->r.mode &= ~R_OSA;
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if( ELEM(type, RE_BAKE_LIGHT, RE_BAKE_NORMALS) ) {
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re->r.mode &= ~R_SHADOW;
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re->r.mode &= ~R_RAYTRACE;
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}
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/* setup render stuff */
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if(type!=RE_BAKE_LIGHT)
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re->memArena = BLI_memarena_new(BLI_MEMARENA_STD_BUFSIZE);
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re->totvlak=re->totvert=re->totlamp=re->tothalo= 0;
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re->lights.first= re->lights.last= NULL;
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/* in localview, lamps are using normal layers, objects only local bits */
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@@ -3920,9 +3941,18 @@ void RE_Database_Shaded(Render *re, Scene *scene)
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RE_SetView(re, mat);
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}
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/* initializes global */
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init_render_world(re); /* do first, because of ambient. also requires re->osa set correct */
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if( (re->wrld.mode & WO_AMB_OCC) && (re->r.mode & R_RAYTRACE) ) {
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re->wrld.aosphere= MEM_mallocN(2*3*re->wrld.aosamp*re->wrld.aosamp*sizeof(float), "AO sphere");
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/* we make twice the amount of samples, because only a hemisphere is used */
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init_ao_sphere(re->wrld.aosphere, 2*re->wrld.aosamp*re->wrld.aosamp, 16);
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}
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/* still bad... doing all */
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init_render_textures(re);
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init_render_materials(re->osa, &re->wrld.ambr);
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set_node_shader_lamp_loop(shade_material_loop);
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for(SETLOOPER(re->scene, base)) {
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ob= base->object;
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/* imat objects has to be done here, since displace can have texture using Object map-input */
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@@ -3938,13 +3968,46 @@ void RE_Database_Shaded(Render *re, Scene *scene)
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/* OB_DONE means the object itself got duplicated, so was already converted */
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if(ob->flag & OB_DONE);
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else if(ob->type==OB_LAMP) {
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if( (base->lay & lay) || ((base->lay & re->scene->lay)) ) {
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init_render_object(re, ob, NULL, 0, 0);
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else if( (base->lay & lay) || ((base->lay & re->scene->lay)) ) {
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if(ob->type==OB_LAMP) {
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if(type!=RE_BAKE_NORMALS && type!=RE_BAKE_AO)
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init_render_object(re, ob, NULL, 0, 0);
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}
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else if(type!=RE_BAKE_LIGHT) {
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if(type!=RE_BAKE_NORMALS || (ob->flag & SELECT))
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init_render_object(re, ob, NULL, 0, 0);
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}
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}
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}
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set_material_lightgroups(re);
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check_non_flat_quads(re);
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/* don't call set_normalflags(), no flipping */
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if(type!=RE_BAKE_LIGHT) {
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if(re->r.mode & R_SHADOW) {
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/* SHADOW BUFFER */
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for(go=re->lights.first; go; go= go->next) {
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LampRen *lar= go->lampren;
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if(re->test_break()) break;
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if(lar->shb) {
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/* if type is irregular, this only sets the perspective matrix and autoclips */
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/* but, that's not supported for bake... */
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makeshadowbuf(re, lar);
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}
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}
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}
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}
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if(type!=RE_BAKE_LIGHT) {
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/* octree */
|
||||
if(!re->test_break()) {
|
||||
if(re->r.mode & R_RAYTRACE) {
|
||||
makeoctree(re);
|
||||
}
|
||||
}
|
||||
}
|
||||
set_material_lightgroups(re);
|
||||
}
|
||||
|
||||
void RE_DataBase_GetView(Render *re, float mat[][4])
|
||||
|
||||
@@ -667,6 +667,10 @@ static int intersection2(VlakRen *vlr, float r0, float r1, float r2, float rx1,
|
||||
float m0, m1, m2, divdet, det, det1;
|
||||
float u1, v, u2;
|
||||
|
||||
/* happens for baking with non existing face */
|
||||
if(vlr->v1==NULL)
|
||||
return 1;
|
||||
|
||||
v1= vlr->v1;
|
||||
v2= vlr->v2;
|
||||
if(vlr->v4) {
|
||||
|
||||
@@ -56,9 +56,13 @@
|
||||
|
||||
#include "BKE_global.h"
|
||||
#include "BKE_material.h"
|
||||
#include "BKE_main.h"
|
||||
#include "BKE_node.h"
|
||||
#include "BKE_texture.h"
|
||||
|
||||
#include "IMB_imbuf_types.h"
|
||||
#include "IMB_imbuf.h"
|
||||
|
||||
/* local include */
|
||||
#include "renderpipeline.h"
|
||||
#include "render_types.h"
|
||||
@@ -1934,6 +1938,28 @@ void shade_lamp_loop(ShadeInput *shi, ShadeResult *shr)
|
||||
|
||||
}
|
||||
|
||||
static void vlr_set_uv_indices(VlakRen *vlr, int *i1, int *i2, int *i3)
|
||||
{
|
||||
/* to prevent storing new tfaces or vcols, we check a split runtime */
|
||||
/* 4---3 4---3 */
|
||||
/* |\ 1| or |1 /| */
|
||||
/* |0\ | |/ 0| */
|
||||
/* 1---2 1---2 0 = orig face, 1 = new face */
|
||||
|
||||
/* Update vert nums to point to correct verts of original face */
|
||||
if(vlr->flag & R_DIVIDE_24) {
|
||||
if(vlr->flag & R_FACE_SPLIT) {
|
||||
(*i1)++; (*i2)++; (*i3)++;
|
||||
}
|
||||
else {
|
||||
(*i3)++;
|
||||
}
|
||||
}
|
||||
else if(vlr->flag & R_FACE_SPLIT) {
|
||||
(*i2)++; (*i3)++;
|
||||
}
|
||||
}
|
||||
|
||||
/* this function sets all coords for render (shared with raytracer) */
|
||||
/* warning; exception for ortho render is here, can be done better! */
|
||||
void shade_input_set_coords(ShadeInput *shi, float u, float v, int i1, int i2, int i3)
|
||||
@@ -2202,24 +2228,8 @@ void shade_input_set_coords(ShadeInput *shi, float u, float v, int i1, int i2, i
|
||||
if((texco & TEXCO_UV) || (mode & (MA_VERTEXCOL|MA_VERTEXCOLP|MA_FACETEXTURE))) {
|
||||
int j1=i1, j2=i2, j3=i3;
|
||||
|
||||
/* to prevent storing new tfaces or vcols, we check a split runtime */
|
||||
/* 4---3 4---3 */
|
||||
/* |\ 1| or |1 /| */
|
||||
/* |0\ | |/ 0| */
|
||||
/* 1---2 1---2 0 = orig face, 1 = new face */
|
||||
|
||||
/* Update vert nums to point to correct verts of original face */
|
||||
if(vlr->flag & R_DIVIDE_24) {
|
||||
if(vlr->flag & R_FACE_SPLIT) {
|
||||
j1++; j2++; j3++;
|
||||
}
|
||||
else {
|
||||
j3++;
|
||||
}
|
||||
}
|
||||
else if(vlr->flag & R_FACE_SPLIT) {
|
||||
j2++; j3++;
|
||||
}
|
||||
/* uv and vcols are not copied on split, so set them according vlr divide flag */
|
||||
vlr_set_uv_indices(vlr, &j1, &j2, &j3);
|
||||
|
||||
if(mode & (MA_VERTEXCOL|MA_VERTEXCOLP)) {
|
||||
|
||||
@@ -3653,5 +3663,206 @@ void RE_shade_external(Render *re, ShadeInput *shi, ShadeResult *shr)
|
||||
shade_material_loop(shi, shr);
|
||||
}
|
||||
}
|
||||
/* ************************* bake ************************ */
|
||||
|
||||
#define FTOCHAR(val) val<=0.0f?0: (val>=1.0f?255: (char)(255.0f*val))
|
||||
|
||||
typedef struct BakeShade {
|
||||
ShadeInput shi;
|
||||
VlakRen *vlr;
|
||||
|
||||
int rectx, recty, quad, type;
|
||||
unsigned int *rect;
|
||||
float *rect_float;
|
||||
} BakeShade;
|
||||
|
||||
static void do_bake_shade(void *handle, int x, int y, float u, float v)
|
||||
{
|
||||
BakeShade *bs= handle;
|
||||
ShadeInput *shi= &bs->shi;
|
||||
ShadeResult shr;
|
||||
VlakRen *vlr= bs->vlr;
|
||||
float l, *v1, *v2, *v3;
|
||||
|
||||
shi->xs= x;
|
||||
shi->ys= y;
|
||||
|
||||
/* setup render coordinates, it's a copy of shade_ray mostly, but different.
|
||||
like for shadepixel, useful to restructure once. */
|
||||
if(bs->quad) {
|
||||
v1= vlr->v1->co;
|
||||
v2= vlr->v3->co;
|
||||
v3= vlr->v4->co;
|
||||
}
|
||||
else {
|
||||
v1= vlr->v1->co;
|
||||
v2= vlr->v2->co;
|
||||
v3= vlr->v3->co;
|
||||
}
|
||||
|
||||
/* renderco */
|
||||
l= 1.0-u-v;
|
||||
|
||||
shi->co[0]= l*v3[0]+u*v1[0]+v*v2[0];
|
||||
shi->co[1]= l*v3[1]+u*v1[1]+v*v2[1];
|
||||
shi->co[2]= l*v3[2]+u*v1[2]+v*v2[2];
|
||||
|
||||
/* set up view vector */
|
||||
VECCOPY(shi->view, shi->co);
|
||||
Normalise(shi->view);
|
||||
|
||||
shi->vlr= vlr;
|
||||
shi->mat= vlr->mat;
|
||||
memcpy(&shi->r, &shi->mat->r, 23*sizeof(float)); // note, keep this synced with render_types.h
|
||||
shi->har= shi->mat->har;
|
||||
|
||||
/* no face normal flip */
|
||||
VECCOPY(shi->facenor, vlr->n);
|
||||
shi->puno= vlr->puno;
|
||||
|
||||
if(bs->quad)
|
||||
shade_input_set_coords(shi, -u, -v, 0, 3, 4);
|
||||
else
|
||||
shade_input_set_coords(shi, -u, -v, 0, 1, 2);
|
||||
|
||||
if(bs->type==RE_BAKE_AO) {
|
||||
shr.ao[0]= shr.ao[1]= shr.ao[2]= 0.0f;
|
||||
ambient_occlusion(shi, &shr);
|
||||
VECCOPY(shr.diff, shr.ao);
|
||||
}
|
||||
else {
|
||||
if(shi->mat->nodetree && shi->mat->use_nodes) {
|
||||
ntreeShaderExecTree(shi->mat->nodetree, shi, &shr);
|
||||
shi->mat= vlr->mat; /* shi->mat is being set in nodetree */
|
||||
}
|
||||
else
|
||||
shade_material_loop(shi, &shr);
|
||||
|
||||
if(bs->type==RE_BAKE_NORMALS) {
|
||||
shr.diff[0]= shi->vn[0]/2.0f + 0.5f;
|
||||
shr.diff[1]= 0.5f - shi->vn[1]/2.0f;
|
||||
shr.diff[2]= shi->vn[2]/2.0f + 0.5f;
|
||||
}
|
||||
}
|
||||
|
||||
if(bs->rect) {
|
||||
char *col= (char *)(bs->rect + bs->rectx*y + x);
|
||||
col[0]= FTOCHAR(shr.diff[0]);
|
||||
col[1]= FTOCHAR(shr.diff[1]);
|
||||
col[2]= FTOCHAR(shr.diff[2]);
|
||||
col[3]= 255;
|
||||
}
|
||||
else {
|
||||
float *col= bs->rect_float + 4*(bs->rectx*y + x);
|
||||
VECCOPY(col, shr.diff);
|
||||
col[3]= 1.0f;
|
||||
}
|
||||
}
|
||||
|
||||
/* already have tested for tface and ima */
|
||||
static void shade_tface(BakeShade *bs, VlakRen *vlr)
|
||||
{
|
||||
TFace *tface= vlr->tface;
|
||||
Image *ima= tface->tpage;
|
||||
ZSpan *zspan= (ZSpan *)ima->id.newid;
|
||||
float vec[4][2];
|
||||
int a, i1, i2, i3;
|
||||
|
||||
if(ima->ibuf==NULL)
|
||||
return;
|
||||
|
||||
/* signal we find this image for the first time */
|
||||
if(zspan==NULL) {
|
||||
if(ima->ibuf->rect==NULL && ima->ibuf->rect_float==NULL)
|
||||
return;
|
||||
/* we either fill in float or char, this ensures things go fine */
|
||||
if(ima->ibuf->rect_float)
|
||||
imb_freerectImBuf(ima->ibuf);
|
||||
|
||||
zspan= MEM_mallocN(sizeof(ZSpan), "zspan for bake");
|
||||
zbuf_alloc_span(zspan, ima->ibuf->x, ima->ibuf->y);
|
||||
ima->id.newid= (ID *)zspan;
|
||||
|
||||
memset(vec, 0, sizeof(vec));
|
||||
IMB_rectfill(ima->ibuf, vec[0]);
|
||||
}
|
||||
|
||||
bs->vlr= vlr;
|
||||
bs->rectx= ima->ibuf->x;
|
||||
bs->recty= ima->ibuf->y;
|
||||
bs->rect= ima->ibuf->rect;
|
||||
bs->rect_float= ima->ibuf->rect_float;
|
||||
bs->quad= 0;
|
||||
|
||||
/* get pixel level vertex coordinates */
|
||||
for(a=0; a<4; a++) {
|
||||
vec[a][0]= tface->uv[a][0]*(float)bs->rectx - 0.5f;
|
||||
vec[a][1]= tface->uv[a][1]*(float)bs->recty - 0.5f;
|
||||
}
|
||||
|
||||
/* UV indices have to be corrected for possible quad->tria splits */
|
||||
i1= 0; i2= 1; i3= 2;
|
||||
vlr_set_uv_indices(vlr, &i1, &i2, &i3);
|
||||
zspan_scanconvert(zspan, bs, vec[i1], vec[i2], vec[i3], do_bake_shade);
|
||||
|
||||
if(vlr->v4) {
|
||||
bs->quad= 1;
|
||||
zspan_scanconvert(zspan, bs, vec[0], vec[2], vec[3], do_bake_shade);
|
||||
}
|
||||
}
|
||||
|
||||
/* using object selection tags, the faces with UV maps get baked */
|
||||
/* render should have been setup */
|
||||
void RE_bake_shade_all_selected(Render *re, int type)
|
||||
{
|
||||
BakeShade handle;
|
||||
Image *ima;
|
||||
VlakRen *vlr= NULL;
|
||||
int v, vdone=0;
|
||||
|
||||
/* initialize render global */
|
||||
R= *re;
|
||||
|
||||
/* set defaults in handle */
|
||||
memset(&handle, 0, sizeof(BakeShade));
|
||||
handle.shi.lay= re->scene->lay;
|
||||
handle.type= type;
|
||||
|
||||
/* baker abuses newid for zspans */
|
||||
for(ima= G.main->image.first; ima; ima= ima->id.next)
|
||||
ima->id.newid= NULL;
|
||||
|
||||
for(v=0; v<R.totvlak; v++) {
|
||||
if((v & 255)==0)
|
||||
vlr= R.blovl[v>>8];
|
||||
else vlr++;
|
||||
|
||||
if(vlr->ob->flag & SELECT) {
|
||||
if(vlr->tface && vlr->tface->tpage) {
|
||||
shade_tface(&handle, vlr);
|
||||
vdone++;
|
||||
|
||||
if((vdone & 1023)==1)
|
||||
R.timecursor(vdone>>10);
|
||||
|
||||
if(R.test_break()) break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/* free zspans, filter images */
|
||||
for(ima= G.main->image.first; ima; ima= ima->id.next) {
|
||||
if(ima->id.newid) {
|
||||
extern void free_realtime_image(Image *ima); /* bad level call */
|
||||
|
||||
zbuf_free_span((ZSpan *)ima->id.newid);
|
||||
MEM_freeN(ima->id.newid);
|
||||
ima->id.newid= NULL;
|
||||
|
||||
IMB_filter_extend(ima->ibuf);
|
||||
ima->ibuf->userflags |= IB_BITMAPDIRTY;
|
||||
free_realtime_image(ima); /* force OpenGL reload */
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@@ -1308,6 +1308,96 @@ static void zbuffillGL_onlyZ(ZSpan *zspan, int zvlnr, float *v1, float *v2, floa
|
||||
}
|
||||
}
|
||||
|
||||
/* 2d scanconvert for tria, calls func for each x,y coordinate and gives UV barycentrics */
|
||||
/* zspan should be initialized, has rect size and span buffers */
|
||||
|
||||
void zspan_scanconvert(ZSpan *zspan, void *handle, float *v1, float *v2, float *v3, void (*func)(void *, int, int, float, float) )
|
||||
{
|
||||
float x0, y0, x1, y1, x2, y2, z0, z1, z2;
|
||||
float u, v, uxd, uyd, vxd, vyd, uy0, vy0, xx1;
|
||||
float *span1, *span2;
|
||||
int x, y, sn1, sn2, rectx= zspan->rectx, my0, my2;
|
||||
|
||||
/* init */
|
||||
zbuf_init_span(zspan);
|
||||
|
||||
/* set spans */
|
||||
zbuf_add_to_span(zspan, v1, v2);
|
||||
zbuf_add_to_span(zspan, v2, v3);
|
||||
zbuf_add_to_span(zspan, v3, v1);
|
||||
|
||||
/* clipped */
|
||||
if(zspan->minp2==NULL || zspan->maxp2==NULL) return;
|
||||
|
||||
if(zspan->miny1 < zspan->miny2) my0= zspan->miny2; else my0= zspan->miny1;
|
||||
if(zspan->maxy1 > zspan->maxy2) my2= zspan->maxy2; else my2= zspan->maxy1;
|
||||
|
||||
// printf("my %d %d\n", my0, my2);
|
||||
if(my2<my0) return;
|
||||
|
||||
/* ZBUF DX DY, in floats still */
|
||||
x1= v1[0]- v2[0];
|
||||
x2= v2[0]- v3[0];
|
||||
y1= v1[1]- v2[1];
|
||||
y2= v2[1]- v3[1];
|
||||
|
||||
z1= 1.0f; // (u1 - u2)
|
||||
z2= 0.0f; // (u2 - u3)
|
||||
|
||||
x0= y1*z2-z1*y2;
|
||||
y0= z1*x2-x1*z2;
|
||||
z0= x1*y2-y1*x2;
|
||||
|
||||
if(z0==0.0f) return;
|
||||
|
||||
xx1= (x0*v1[0] + y0*v1[1])/z0 + 1.0f;
|
||||
uxd= -(double)x0/(double)z0;
|
||||
uyd= -(double)y0/(double)z0;
|
||||
uy0= ((double)my2)*uyd + (double)xx1;
|
||||
|
||||
z1= -1.0f; // (v1 - v2)
|
||||
z2= 1.0f; // (v2 - v3)
|
||||
|
||||
x0= y1*z2-z1*y2;
|
||||
y0= z1*x2-x1*z2;
|
||||
|
||||
xx1= (x0*v1[0] + y0*v1[1])/z0;
|
||||
vxd= -(double)x0/(double)z0;
|
||||
vyd= -(double)y0/(double)z0;
|
||||
vy0= ((double)my2)*vyd + (double)xx1;
|
||||
|
||||
/* correct span */
|
||||
sn1= (my0 + my2)/2;
|
||||
if(zspan->span1[sn1] < zspan->span2[sn1]) {
|
||||
span1= zspan->span1+my2;
|
||||
span2= zspan->span2+my2;
|
||||
}
|
||||
else {
|
||||
span1= zspan->span2+my2;
|
||||
span2= zspan->span1+my2;
|
||||
}
|
||||
|
||||
for(y=my2; y>=my0; y--, span1--, span2--) {
|
||||
|
||||
sn1= floor(*span1);
|
||||
sn2= floor(*span2);
|
||||
sn1++;
|
||||
|
||||
if(sn2>=rectx) sn2= rectx-1;
|
||||
if(sn1<0) sn1= 0;
|
||||
|
||||
u= (double)sn1*uxd + uy0;
|
||||
v= (double)sn1*vxd + vy0;
|
||||
|
||||
for(x= sn1; x<=sn2; x++, u+=uxd, v+=vxd)
|
||||
func(handle, x, y, u, v);
|
||||
|
||||
uy0 -= uyd;
|
||||
vy0 -= vyd;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
/**
|
||||
* (clip pyramid)
|
||||
|
||||
@@ -68,6 +68,7 @@
|
||||
#include "BIF_interface.h"
|
||||
#include "BIF_language.h"
|
||||
#include "BIF_mainqueue.h"
|
||||
#include "BIF_meshtools.h"
|
||||
#include "BIF_previewrender.h"
|
||||
#include "BIF_renderwin.h"
|
||||
#include "BIF_resources.h"
|
||||
@@ -1672,6 +1673,9 @@ static void do_info_rendermenu(void *arg, int event)
|
||||
case 7:
|
||||
extern_set_butspace(F10KEY, 0);
|
||||
break;
|
||||
case 8:
|
||||
objects_bake_render();
|
||||
break;
|
||||
}
|
||||
allqueue(REDRAWINFO, 0);
|
||||
}
|
||||
@@ -1688,6 +1692,7 @@ static uiBlock *info_rendermenu(void *arg_unused)
|
||||
|
||||
uiDefIconTextBut(block, BUTM, 1, ICON_BLANK1, "Render Current Frame|F12", 0, yco-=20, menuwidth, 19, NULL, 0.0, 0.0, 1, 0, "");
|
||||
uiDefIconTextBut(block, BUTM, 1, ICON_BLANK1, "Render Animation|Ctrl F12", 0, yco-=20, menuwidth, 19, NULL, 0.0, 0.0, 1, 1, "");
|
||||
uiDefIconTextBut(block, BUTM, 1, ICON_BLANK1, "Bake-Render Meshes|ALT+Ctrl B", 0, yco-=20, menuwidth, 19, NULL, 0.0, 0.0, 1, 8, "");
|
||||
|
||||
uiDefBut(block, SEPR, 0, "", 0, yco-=6, menuwidth, 6, NULL, 0.0, 0.0, 0, 0, "");
|
||||
|
||||
|
||||
@@ -60,6 +60,7 @@ void sort_faces(void);
|
||||
#include "DNA_scene_types.h"
|
||||
#include "DNA_screen_types.h"
|
||||
#include "DNA_view3d_types.h"
|
||||
#include "DNA_world_types.h"
|
||||
|
||||
#include "BLI_blenlib.h"
|
||||
#include "BLI_arithb.h"
|
||||
@@ -75,6 +76,7 @@ void sort_faces(void);
|
||||
|
||||
#include "BIF_editmesh.h"
|
||||
#include "BIF_graphics.h"
|
||||
#include "BIF_interface.h"
|
||||
#include "BIF_mywindow.h"
|
||||
#include "BIF_screen.h"
|
||||
#include "BIF_space.h"
|
||||
@@ -91,6 +93,9 @@ void sort_faces(void);
|
||||
|
||||
#include "BIF_meshtools.h" /* include ourself for prototypes */
|
||||
|
||||
#include "RE_pipeline.h"
|
||||
#include "RE_shader_ext.h"
|
||||
|
||||
|
||||
/* * ********************** no editmode!!! *********** */
|
||||
|
||||
@@ -852,3 +857,45 @@ EditVert *editmesh_get_x_mirror_vert(Object *ob, float *co)
|
||||
return NULL;
|
||||
}
|
||||
|
||||
|
||||
/* ****************** render BAKING ********************** */
|
||||
|
||||
/* all selected meshes with UV maps are rendered for current scene visibility */
|
||||
void objects_bake_render(void)
|
||||
{
|
||||
short event;
|
||||
|
||||
event= pupmenu("Bake Selected Meshes %t|Full Render %x1|Ambient Occlusion %x2|Normals %x3");
|
||||
if(event>0) {
|
||||
Render *re= RE_NewRender("_Bake View_");
|
||||
|
||||
if(event==1) event= RE_BAKE_ALL;
|
||||
else if(event==2) event= RE_BAKE_AO;
|
||||
else event= RE_BAKE_NORMALS;
|
||||
|
||||
if(event==RE_BAKE_AO) {
|
||||
if((G.scene->r.mode & R_RAYTRACE)==0 || G.scene->world==NULL
|
||||
|| (G.scene->world->mode & WO_AMB_OCC)==0) {
|
||||
error("No AO set up");
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
waitcursor(1);
|
||||
RE_timecursor_cb(re, set_timecursor);
|
||||
RE_test_break_cb(re, blender_test_break);
|
||||
G.afbreek= 0; /* blender_test_break uses this global */
|
||||
|
||||
RE_Database_Baking(re, G.scene, event);
|
||||
|
||||
RE_bake_shade_all_selected(re, event);
|
||||
|
||||
RE_Database_Free(re);
|
||||
waitcursor(0);
|
||||
|
||||
allqueue(REDRAWIMAGE, 0);
|
||||
allqueue(REDRAWVIEW3D, 0);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -1328,6 +1328,8 @@ static void winqreadview3dspace(ScrArea *sa, void *spacedata, BWinEvent *evt)
|
||||
fluidsimBake(NULL);
|
||||
}
|
||||
}
|
||||
else if(G.qual== (LR_ALTKEY|LR_CTRLKEY))
|
||||
objects_bake_render();
|
||||
else if(G.qual==0)
|
||||
borderselect();
|
||||
break;
|
||||
|
||||
Reference in New Issue
Block a user