This patch unifies the names of math functions for different data types and uses overloading instead. The goal is to make it possible to swap out all the float3 variables containing RGB data with something else, with as few as possible changes to the code. It's a requirement for future spectral rendering patches. Differential Revision: https://developer.blender.org/D15276
819 lines
22 KiB
C++
819 lines
22 KiB
C++
/* SPDX-License-Identifier: Apache-2.0
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* Copyright 2011-2022 Blender Foundation */
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#include "bvh/build.h"
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#include "bvh/bvh.h"
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#include "device/device.h"
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#include "scene/hair.h"
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#include "scene/mesh.h"
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#include "scene/object.h"
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#include "scene/scene.h"
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#include "scene/shader_graph.h"
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#include "subd/patch_table.h"
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#include "subd/split.h"
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#include "util/foreach.h"
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#include "util/log.h"
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#include "util/progress.h"
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#include "util/set.h"
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CCL_NAMESPACE_BEGIN
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/* Triangle */
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void Mesh::Triangle::bounds_grow(const float3 *verts, BoundBox &bounds) const
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{
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bounds.grow(verts[v[0]]);
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bounds.grow(verts[v[1]]);
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bounds.grow(verts[v[2]]);
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}
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void Mesh::Triangle::motion_verts(const float3 *verts,
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const float3 *vert_steps,
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size_t num_verts,
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size_t num_steps,
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float time,
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float3 r_verts[3]) const
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{
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/* Figure out which steps we need to fetch and their interpolation factor. */
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const size_t max_step = num_steps - 1;
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const size_t step = min((size_t)(time * max_step), max_step - 1);
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const float t = time * max_step - step;
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/* Fetch vertex coordinates. */
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float3 curr_verts[3];
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float3 next_verts[3];
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verts_for_step(verts, vert_steps, num_verts, num_steps, step, curr_verts);
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verts_for_step(verts, vert_steps, num_verts, num_steps, step + 1, next_verts);
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/* Interpolate between steps. */
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r_verts[0] = (1.0f - t) * curr_verts[0] + t * next_verts[0];
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r_verts[1] = (1.0f - t) * curr_verts[1] + t * next_verts[1];
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r_verts[2] = (1.0f - t) * curr_verts[2] + t * next_verts[2];
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}
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void Mesh::Triangle::verts_for_step(const float3 *verts,
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const float3 *vert_steps,
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size_t num_verts,
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size_t num_steps,
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size_t step,
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float3 r_verts[3]) const
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{
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const size_t center_step = ((num_steps - 1) / 2);
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if (step == center_step) {
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/* Center step: regular vertex location. */
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r_verts[0] = verts[v[0]];
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r_verts[1] = verts[v[1]];
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r_verts[2] = verts[v[2]];
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}
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else {
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/* Center step not stored in the attribute array. */
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if (step > center_step) {
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step--;
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}
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size_t offset = step * num_verts;
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r_verts[0] = vert_steps[offset + v[0]];
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r_verts[1] = vert_steps[offset + v[1]];
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r_verts[2] = vert_steps[offset + v[2]];
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}
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}
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float3 Mesh::Triangle::compute_normal(const float3 *verts) const
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{
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const float3 &v0 = verts[v[0]];
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const float3 &v1 = verts[v[1]];
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const float3 &v2 = verts[v[2]];
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const float3 norm = cross(v1 - v0, v2 - v0);
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const float normlen = len(norm);
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if (normlen == 0.0f) {
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return make_float3(1.0f, 0.0f, 0.0f);
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}
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return norm / normlen;
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}
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bool Mesh::Triangle::valid(const float3 *verts) const
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{
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return isfinite_safe(verts[v[0]]) && isfinite_safe(verts[v[1]]) && isfinite_safe(verts[v[2]]);
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}
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/* SubdFace */
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float3 Mesh::SubdFace::normal(const Mesh *mesh) const
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{
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float3 v0 = mesh->verts[mesh->subd_face_corners[start_corner + 0]];
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float3 v1 = mesh->verts[mesh->subd_face_corners[start_corner + 1]];
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float3 v2 = mesh->verts[mesh->subd_face_corners[start_corner + 2]];
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return safe_normalize(cross(v1 - v0, v2 - v0));
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}
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/* Mesh */
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NODE_DEFINE(Mesh)
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{
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NodeType *type = NodeType::add("mesh", create, NodeType::NONE, Geometry::get_node_base_type());
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SOCKET_INT_ARRAY(triangles, "Triangles", array<int>());
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SOCKET_POINT_ARRAY(verts, "Vertices", array<float3>());
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SOCKET_INT_ARRAY(shader, "Shader", array<int>());
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SOCKET_BOOLEAN_ARRAY(smooth, "Smooth", array<bool>());
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SOCKET_INT_ARRAY(triangle_patch, "Triangle Patch", array<int>());
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SOCKET_POINT2_ARRAY(vert_patch_uv, "Patch UVs", array<float2>());
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static NodeEnum subdivision_type_enum;
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subdivision_type_enum.insert("none", SUBDIVISION_NONE);
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subdivision_type_enum.insert("linear", SUBDIVISION_LINEAR);
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subdivision_type_enum.insert("catmull_clark", SUBDIVISION_CATMULL_CLARK);
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SOCKET_ENUM(subdivision_type, "Subdivision Type", subdivision_type_enum, SUBDIVISION_NONE);
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SOCKET_INT_ARRAY(subd_vert_creases, "Subdivision Vertex Crease", array<int>());
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SOCKET_FLOAT_ARRAY(
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subd_vert_creases_weight, "Subdivision Vertex Crease Weights", array<float>());
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SOCKET_INT_ARRAY(subd_creases_edge, "Subdivision Crease Edges", array<int>());
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SOCKET_FLOAT_ARRAY(subd_creases_weight, "Subdivision Crease Weights", array<float>());
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SOCKET_INT_ARRAY(subd_face_corners, "Subdivision Face Corners", array<int>());
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SOCKET_INT_ARRAY(subd_start_corner, "Subdivision Face Start Corner", array<int>());
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SOCKET_INT_ARRAY(subd_num_corners, "Subdivision Face Corner Count", array<int>());
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SOCKET_INT_ARRAY(subd_shader, "Subdivision Face Shader", array<int>());
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SOCKET_BOOLEAN_ARRAY(subd_smooth, "Subdivision Face Smooth", array<bool>());
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SOCKET_INT_ARRAY(subd_ptex_offset, "Subdivision Face PTex Offset", array<int>());
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SOCKET_INT(num_ngons, "NGons Number", 0);
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/* Subdivisions parameters */
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SOCKET_FLOAT(subd_dicing_rate, "Subdivision Dicing Rate", 1.0f)
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SOCKET_INT(subd_max_level, "Max Subdivision Level", 1);
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SOCKET_TRANSFORM(subd_objecttoworld, "Subdivision Object Transform", transform_identity());
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return type;
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}
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SubdParams *Mesh::get_subd_params()
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{
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if (subdivision_type == SubdivisionType::SUBDIVISION_NONE) {
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return nullptr;
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}
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if (!subd_params) {
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subd_params = new SubdParams(this);
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}
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subd_params->dicing_rate = subd_dicing_rate;
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subd_params->max_level = subd_max_level;
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subd_params->objecttoworld = subd_objecttoworld;
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return subd_params;
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}
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bool Mesh::need_tesselation()
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{
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return get_subd_params() && (verts_is_modified() || subd_dicing_rate_is_modified() ||
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subd_objecttoworld_is_modified() || subd_max_level_is_modified());
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}
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Mesh::Mesh(const NodeType *node_type, Type geom_type_)
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: Geometry(node_type, geom_type_), subd_attributes(this, ATTR_PRIM_SUBD)
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{
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vert_offset = 0;
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patch_offset = 0;
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face_offset = 0;
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corner_offset = 0;
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num_subd_verts = 0;
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num_subd_faces = 0;
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num_ngons = 0;
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subdivision_type = SUBDIVISION_NONE;
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subd_params = NULL;
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patch_table = NULL;
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}
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Mesh::Mesh() : Mesh(get_node_type(), Geometry::MESH)
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{
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}
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Mesh::~Mesh()
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{
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delete patch_table;
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delete subd_params;
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}
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void Mesh::resize_mesh(int numverts, int numtris)
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{
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verts.resize(numverts);
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triangles.resize(numtris * 3);
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shader.resize(numtris);
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smooth.resize(numtris);
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if (get_num_subd_faces()) {
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triangle_patch.resize(numtris);
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vert_patch_uv.resize(numverts);
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}
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attributes.resize();
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}
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void Mesh::reserve_mesh(int numverts, int numtris)
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{
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/* reserve space to add verts and triangles later */
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verts.reserve(numverts);
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triangles.reserve(numtris * 3);
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shader.reserve(numtris);
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smooth.reserve(numtris);
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if (get_num_subd_faces()) {
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triangle_patch.reserve(numtris);
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vert_patch_uv.reserve(numverts);
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}
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attributes.resize(true);
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}
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void Mesh::resize_subd_faces(int numfaces, int num_ngons_, int numcorners)
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{
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subd_start_corner.resize(numfaces);
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subd_num_corners.resize(numfaces);
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subd_shader.resize(numfaces);
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subd_smooth.resize(numfaces);
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subd_ptex_offset.resize(numfaces);
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subd_face_corners.resize(numcorners);
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num_ngons = num_ngons_;
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num_subd_faces = numfaces;
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subd_attributes.resize();
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}
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void Mesh::reserve_subd_faces(int numfaces, int num_ngons_, int numcorners)
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{
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subd_start_corner.reserve(numfaces);
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subd_num_corners.reserve(numfaces);
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subd_shader.reserve(numfaces);
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subd_smooth.reserve(numfaces);
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subd_ptex_offset.reserve(numfaces);
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subd_face_corners.reserve(numcorners);
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num_ngons = num_ngons_;
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num_subd_faces = numfaces;
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subd_attributes.resize(true);
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}
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void Mesh::reserve_subd_creases(size_t num_creases)
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{
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subd_creases_edge.reserve(num_creases * 2);
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subd_creases_weight.reserve(num_creases);
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}
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void Mesh::clear_non_sockets()
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{
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Geometry::clear(true);
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num_subd_verts = 0;
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num_subd_faces = 0;
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vert_to_stitching_key_map.clear();
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vert_stitching_map.clear();
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delete patch_table;
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patch_table = NULL;
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}
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void Mesh::clear(bool preserve_shaders, bool preserve_voxel_data)
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{
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Geometry::clear(preserve_shaders);
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/* clear all verts and triangles */
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verts.clear();
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triangles.clear();
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shader.clear();
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smooth.clear();
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triangle_patch.clear();
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vert_patch_uv.clear();
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subd_start_corner.clear();
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subd_num_corners.clear();
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subd_shader.clear();
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subd_smooth.clear();
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subd_ptex_offset.clear();
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subd_face_corners.clear();
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subd_creases_edge.clear();
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subd_creases_weight.clear();
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subd_attributes.clear();
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attributes.clear(preserve_voxel_data);
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subdivision_type = SubdivisionType::SUBDIVISION_NONE;
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clear_non_sockets();
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}
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void Mesh::clear(bool preserve_shaders)
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{
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clear(preserve_shaders, false);
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}
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void Mesh::add_vertex(float3 P)
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{
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verts.push_back_reserved(P);
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tag_verts_modified();
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if (get_num_subd_faces()) {
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vert_patch_uv.push_back_reserved(zero_float2());
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tag_vert_patch_uv_modified();
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}
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}
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void Mesh::add_vertex_slow(float3 P)
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{
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verts.push_back_slow(P);
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tag_verts_modified();
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if (get_num_subd_faces()) {
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vert_patch_uv.push_back_slow(zero_float2());
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tag_vert_patch_uv_modified();
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}
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}
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void Mesh::add_triangle(int v0, int v1, int v2, int shader_, bool smooth_)
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{
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triangles.push_back_reserved(v0);
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triangles.push_back_reserved(v1);
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triangles.push_back_reserved(v2);
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shader.push_back_reserved(shader_);
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smooth.push_back_reserved(smooth_);
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tag_triangles_modified();
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tag_shader_modified();
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tag_smooth_modified();
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if (get_num_subd_faces()) {
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triangle_patch.push_back_reserved(-1);
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tag_triangle_patch_modified();
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}
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}
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void Mesh::add_subd_face(const int *corners, int num_corners, int shader_, bool smooth_)
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{
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int start_corner = subd_face_corners.size();
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for (int i = 0; i < num_corners; i++) {
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subd_face_corners.push_back_reserved(corners[i]);
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}
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int ptex_offset = 0;
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// cannot use get_num_subd_faces here as it holds the total number of subd_faces, but we do not
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// have the total amount of data yet
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if (subd_shader.size()) {
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SubdFace s = get_subd_face(subd_shader.size() - 1);
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ptex_offset = s.ptex_offset + s.num_ptex_faces();
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}
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subd_start_corner.push_back_reserved(start_corner);
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subd_num_corners.push_back_reserved(num_corners);
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subd_shader.push_back_reserved(shader_);
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subd_smooth.push_back_reserved(smooth_);
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subd_ptex_offset.push_back_reserved(ptex_offset);
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tag_subd_face_corners_modified();
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tag_subd_start_corner_modified();
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tag_subd_num_corners_modified();
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tag_subd_shader_modified();
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tag_subd_smooth_modified();
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tag_subd_ptex_offset_modified();
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}
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Mesh::SubdFace Mesh::get_subd_face(size_t index) const
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{
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Mesh::SubdFace s;
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s.shader = subd_shader[index];
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s.num_corners = subd_num_corners[index];
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s.smooth = subd_smooth[index];
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s.ptex_offset = subd_ptex_offset[index];
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s.start_corner = subd_start_corner[index];
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return s;
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}
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void Mesh::add_edge_crease(int v0, int v1, float weight)
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{
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subd_creases_edge.push_back_slow(v0);
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subd_creases_edge.push_back_slow(v1);
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subd_creases_weight.push_back_slow(weight);
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tag_subd_creases_edge_modified();
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tag_subd_creases_edge_modified();
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tag_subd_creases_weight_modified();
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}
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void Mesh::add_vertex_crease(int v, float weight)
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{
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subd_vert_creases.push_back_slow(v);
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subd_vert_creases_weight.push_back_slow(weight);
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tag_subd_vert_creases_modified();
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tag_subd_vert_creases_weight_modified();
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}
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void Mesh::copy_center_to_motion_step(const int motion_step)
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{
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Attribute *attr_mP = attributes.find(ATTR_STD_MOTION_VERTEX_POSITION);
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if (attr_mP) {
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Attribute *attr_mN = attributes.find(ATTR_STD_MOTION_VERTEX_NORMAL);
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Attribute *attr_N = attributes.find(ATTR_STD_VERTEX_NORMAL);
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float3 *P = &verts[0];
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float3 *N = (attr_N) ? attr_N->data_float3() : NULL;
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size_t numverts = verts.size();
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memcpy(attr_mP->data_float3() + motion_step * numverts, P, sizeof(float3) * numverts);
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if (attr_mN)
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memcpy(attr_mN->data_float3() + motion_step * numverts, N, sizeof(float3) * numverts);
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}
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}
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void Mesh::get_uv_tiles(ustring map, unordered_set<int> &tiles)
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{
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Attribute *attr, *subd_attr;
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if (map.empty()) {
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attr = attributes.find(ATTR_STD_UV);
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subd_attr = subd_attributes.find(ATTR_STD_UV);
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}
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else {
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attr = attributes.find(map);
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subd_attr = subd_attributes.find(map);
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}
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if (attr) {
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attr->get_uv_tiles(this, ATTR_PRIM_GEOMETRY, tiles);
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}
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if (subd_attr) {
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subd_attr->get_uv_tiles(this, ATTR_PRIM_SUBD, tiles);
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}
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}
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void Mesh::compute_bounds()
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{
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BoundBox bnds = BoundBox::empty;
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size_t verts_size = verts.size();
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if (verts_size > 0) {
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for (size_t i = 0; i < verts_size; i++)
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bnds.grow(verts[i]);
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Attribute *attr = attributes.find(ATTR_STD_MOTION_VERTEX_POSITION);
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if (use_motion_blur && attr) {
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size_t steps_size = verts.size() * (motion_steps - 1);
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float3 *vert_steps = attr->data_float3();
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for (size_t i = 0; i < steps_size; i++)
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bnds.grow(vert_steps[i]);
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}
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if (!bnds.valid()) {
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bnds = BoundBox::empty;
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/* skip nan or inf coordinates */
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for (size_t i = 0; i < verts_size; i++)
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bnds.grow_safe(verts[i]);
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if (use_motion_blur && attr) {
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size_t steps_size = verts.size() * (motion_steps - 1);
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float3 *vert_steps = attr->data_float3();
|
|
|
|
for (size_t i = 0; i < steps_size; i++)
|
|
bnds.grow_safe(vert_steps[i]);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!bnds.valid()) {
|
|
/* empty mesh */
|
|
bnds.grow(zero_float3());
|
|
}
|
|
|
|
bounds = bnds;
|
|
}
|
|
|
|
void Mesh::apply_transform(const Transform &tfm, const bool apply_to_motion)
|
|
{
|
|
transform_normal = transform_transposed_inverse(tfm);
|
|
|
|
/* apply to mesh vertices */
|
|
for (size_t i = 0; i < verts.size(); i++)
|
|
verts[i] = transform_point(&tfm, verts[i]);
|
|
|
|
tag_verts_modified();
|
|
|
|
if (apply_to_motion) {
|
|
Attribute *attr = attributes.find(ATTR_STD_MOTION_VERTEX_POSITION);
|
|
|
|
if (attr) {
|
|
size_t steps_size = verts.size() * (motion_steps - 1);
|
|
float3 *vert_steps = attr->data_float3();
|
|
|
|
for (size_t i = 0; i < steps_size; i++)
|
|
vert_steps[i] = transform_point(&tfm, vert_steps[i]);
|
|
}
|
|
|
|
Attribute *attr_N = attributes.find(ATTR_STD_MOTION_VERTEX_NORMAL);
|
|
|
|
if (attr_N) {
|
|
Transform ntfm = transform_normal;
|
|
size_t steps_size = verts.size() * (motion_steps - 1);
|
|
float3 *normal_steps = attr_N->data_float3();
|
|
|
|
for (size_t i = 0; i < steps_size; i++)
|
|
normal_steps[i] = normalize(transform_direction(&ntfm, normal_steps[i]));
|
|
}
|
|
}
|
|
}
|
|
|
|
void Mesh::add_face_normals()
|
|
{
|
|
/* don't compute if already there */
|
|
if (attributes.find(ATTR_STD_FACE_NORMAL))
|
|
return;
|
|
|
|
/* get attributes */
|
|
Attribute *attr_fN = attributes.add(ATTR_STD_FACE_NORMAL);
|
|
float3 *fN = attr_fN->data_float3();
|
|
|
|
/* compute face normals */
|
|
size_t triangles_size = num_triangles();
|
|
|
|
if (triangles_size) {
|
|
float3 *verts_ptr = verts.data();
|
|
|
|
for (size_t i = 0; i < triangles_size; i++) {
|
|
fN[i] = get_triangle(i).compute_normal(verts_ptr);
|
|
}
|
|
}
|
|
|
|
/* expected to be in local space */
|
|
if (transform_applied) {
|
|
Transform ntfm = transform_inverse(transform_normal);
|
|
|
|
for (size_t i = 0; i < triangles_size; i++)
|
|
fN[i] = normalize(transform_direction(&ntfm, fN[i]));
|
|
}
|
|
}
|
|
|
|
void Mesh::add_vertex_normals()
|
|
{
|
|
bool flip = transform_negative_scaled;
|
|
size_t verts_size = verts.size();
|
|
size_t triangles_size = num_triangles();
|
|
|
|
/* static vertex normals */
|
|
if (!attributes.find(ATTR_STD_VERTEX_NORMAL) && triangles_size) {
|
|
/* get attributes */
|
|
Attribute *attr_fN = attributes.find(ATTR_STD_FACE_NORMAL);
|
|
Attribute *attr_vN = attributes.add(ATTR_STD_VERTEX_NORMAL);
|
|
|
|
float3 *fN = attr_fN->data_float3();
|
|
float3 *vN = attr_vN->data_float3();
|
|
|
|
/* compute vertex normals */
|
|
memset(vN, 0, verts.size() * sizeof(float3));
|
|
|
|
for (size_t i = 0; i < triangles_size; i++) {
|
|
for (size_t j = 0; j < 3; j++) {
|
|
vN[get_triangle(i).v[j]] += fN[i];
|
|
}
|
|
}
|
|
|
|
for (size_t i = 0; i < verts_size; i++) {
|
|
vN[i] = normalize(vN[i]);
|
|
if (flip) {
|
|
vN[i] = -vN[i];
|
|
}
|
|
}
|
|
}
|
|
|
|
/* motion vertex normals */
|
|
Attribute *attr_mP = attributes.find(ATTR_STD_MOTION_VERTEX_POSITION);
|
|
Attribute *attr_mN = attributes.find(ATTR_STD_MOTION_VERTEX_NORMAL);
|
|
|
|
if (has_motion_blur() && attr_mP && !attr_mN && triangles_size) {
|
|
/* create attribute */
|
|
attr_mN = attributes.add(ATTR_STD_MOTION_VERTEX_NORMAL);
|
|
|
|
for (int step = 0; step < motion_steps - 1; step++) {
|
|
float3 *mP = attr_mP->data_float3() + step * verts.size();
|
|
float3 *mN = attr_mN->data_float3() + step * verts.size();
|
|
|
|
/* compute */
|
|
memset(mN, 0, verts.size() * sizeof(float3));
|
|
|
|
for (size_t i = 0; i < triangles_size; i++) {
|
|
for (size_t j = 0; j < 3; j++) {
|
|
float3 fN = get_triangle(i).compute_normal(mP);
|
|
mN[get_triangle(i).v[j]] += fN;
|
|
}
|
|
}
|
|
|
|
for (size_t i = 0; i < verts_size; i++) {
|
|
mN[i] = normalize(mN[i]);
|
|
if (flip) {
|
|
mN[i] = -mN[i];
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/* subd vertex normals */
|
|
if (!subd_attributes.find(ATTR_STD_VERTEX_NORMAL) && get_num_subd_faces()) {
|
|
/* get attributes */
|
|
Attribute *attr_vN = subd_attributes.add(ATTR_STD_VERTEX_NORMAL);
|
|
float3 *vN = attr_vN->data_float3();
|
|
|
|
/* compute vertex normals */
|
|
memset(vN, 0, verts.size() * sizeof(float3));
|
|
|
|
for (size_t i = 0; i < get_num_subd_faces(); i++) {
|
|
SubdFace face = get_subd_face(i);
|
|
float3 fN = face.normal(this);
|
|
|
|
for (size_t j = 0; j < face.num_corners; j++) {
|
|
size_t corner = subd_face_corners[face.start_corner + j];
|
|
vN[corner] += fN;
|
|
}
|
|
}
|
|
|
|
for (size_t i = 0; i < verts_size; i++) {
|
|
vN[i] = normalize(vN[i]);
|
|
if (flip) {
|
|
vN[i] = -vN[i];
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void Mesh::add_undisplaced()
|
|
{
|
|
AttributeSet &attrs = (subdivision_type == SUBDIVISION_NONE) ? attributes : subd_attributes;
|
|
|
|
/* don't compute if already there */
|
|
if (attrs.find(ATTR_STD_POSITION_UNDISPLACED)) {
|
|
return;
|
|
}
|
|
|
|
/* get attribute */
|
|
Attribute *attr = attrs.add(ATTR_STD_POSITION_UNDISPLACED);
|
|
attr->flags |= ATTR_SUBDIVIDED;
|
|
|
|
float3 *data = attr->data_float3();
|
|
|
|
/* copy verts */
|
|
size_t size = attr->buffer_size(this, ATTR_PRIM_GEOMETRY);
|
|
|
|
/* Center points for ngons aren't stored in Mesh::verts but are included in size since they will
|
|
* be calculated later, we subtract them from size here so we don't have an overflow while
|
|
* copying.
|
|
*/
|
|
size -= num_ngons * attr->data_sizeof();
|
|
|
|
if (size) {
|
|
memcpy(data, verts.data(), size);
|
|
}
|
|
}
|
|
|
|
void Mesh::pack_shaders(Scene *scene, uint *tri_shader)
|
|
{
|
|
uint shader_id = 0;
|
|
uint last_shader = -1;
|
|
bool last_smooth = false;
|
|
|
|
size_t triangles_size = num_triangles();
|
|
const int *shader_ptr = shader.data();
|
|
const bool *smooth_ptr = smooth.data();
|
|
|
|
for (size_t i = 0; i < triangles_size; i++) {
|
|
const int new_shader = shader_ptr ? shader_ptr[i] : INT_MAX;
|
|
const bool new_smooth = smooth_ptr ? smooth_ptr[i] : false;
|
|
|
|
if (new_shader != last_shader || last_smooth != new_smooth) {
|
|
last_shader = new_shader;
|
|
last_smooth = new_smooth;
|
|
Shader *shader = (last_shader < used_shaders.size()) ?
|
|
static_cast<Shader *>(used_shaders[last_shader]) :
|
|
scene->default_surface;
|
|
shader_id = scene->shader_manager->get_shader_id(shader, last_smooth);
|
|
}
|
|
|
|
tri_shader[i] = shader_id;
|
|
}
|
|
}
|
|
|
|
void Mesh::pack_normals(packed_float3 *vnormal)
|
|
{
|
|
Attribute *attr_vN = attributes.find(ATTR_STD_VERTEX_NORMAL);
|
|
if (attr_vN == NULL) {
|
|
/* Happens on objects with just hair. */
|
|
return;
|
|
}
|
|
|
|
bool do_transform = transform_applied;
|
|
Transform ntfm = transform_normal;
|
|
|
|
float3 *vN = attr_vN->data_float3();
|
|
size_t verts_size = verts.size();
|
|
|
|
for (size_t i = 0; i < verts_size; i++) {
|
|
float3 vNi = vN[i];
|
|
|
|
if (do_transform)
|
|
vNi = safe_normalize(transform_direction(&ntfm, vNi));
|
|
|
|
vnormal[i] = make_float3(vNi.x, vNi.y, vNi.z);
|
|
}
|
|
}
|
|
|
|
void Mesh::pack_verts(packed_float3 *tri_verts,
|
|
uint4 *tri_vindex,
|
|
uint *tri_patch,
|
|
float2 *tri_patch_uv)
|
|
{
|
|
size_t verts_size = verts.size();
|
|
|
|
if (verts_size && get_num_subd_faces()) {
|
|
float2 *vert_patch_uv_ptr = vert_patch_uv.data();
|
|
|
|
for (size_t i = 0; i < verts_size; i++) {
|
|
tri_patch_uv[i] = vert_patch_uv_ptr[i];
|
|
}
|
|
}
|
|
|
|
size_t triangles_size = num_triangles();
|
|
|
|
for (size_t i = 0; i < triangles_size; i++) {
|
|
const Triangle t = get_triangle(i);
|
|
tri_vindex[i] = make_uint4(
|
|
t.v[0] + vert_offset, t.v[1] + vert_offset, t.v[2] + vert_offset, 3 * (prim_offset + i));
|
|
|
|
tri_patch[i] = (!get_num_subd_faces()) ? -1 : (triangle_patch[i] * 8 + patch_offset);
|
|
|
|
tri_verts[i * 3] = verts[t.v[0]];
|
|
tri_verts[i * 3 + 1] = verts[t.v[1]];
|
|
tri_verts[i * 3 + 2] = verts[t.v[2]];
|
|
}
|
|
}
|
|
|
|
void Mesh::pack_patches(uint *patch_data)
|
|
{
|
|
size_t num_faces = get_num_subd_faces();
|
|
int ngons = 0;
|
|
|
|
for (size_t f = 0; f < num_faces; f++) {
|
|
SubdFace face = get_subd_face(f);
|
|
|
|
if (face.is_quad()) {
|
|
int c[4];
|
|
memcpy(c, &subd_face_corners[face.start_corner], sizeof(int) * 4);
|
|
|
|
*(patch_data++) = c[0] + vert_offset;
|
|
*(patch_data++) = c[1] + vert_offset;
|
|
*(patch_data++) = c[2] + vert_offset;
|
|
*(patch_data++) = c[3] + vert_offset;
|
|
|
|
*(patch_data++) = f + face_offset;
|
|
*(patch_data++) = face.num_corners;
|
|
*(patch_data++) = face.start_corner + corner_offset;
|
|
*(patch_data++) = 0;
|
|
}
|
|
else {
|
|
for (int i = 0; i < face.num_corners; i++) {
|
|
int c[4];
|
|
c[0] = subd_face_corners[face.start_corner + mod(i + 0, face.num_corners)];
|
|
c[1] = subd_face_corners[face.start_corner + mod(i + 1, face.num_corners)];
|
|
c[2] = verts.size() - num_subd_verts + ngons;
|
|
c[3] = subd_face_corners[face.start_corner + mod(i - 1, face.num_corners)];
|
|
|
|
*(patch_data++) = c[0] + vert_offset;
|
|
*(patch_data++) = c[1] + vert_offset;
|
|
*(patch_data++) = c[2] + vert_offset;
|
|
*(patch_data++) = c[3] + vert_offset;
|
|
|
|
*(patch_data++) = f + face_offset;
|
|
*(patch_data++) = face.num_corners | (i << 16);
|
|
*(patch_data++) = face.start_corner + corner_offset;
|
|
*(patch_data++) = subd_face_corners.size() + ngons + corner_offset;
|
|
}
|
|
|
|
ngons++;
|
|
}
|
|
}
|
|
}
|
|
|
|
PrimitiveType Mesh::primitive_type() const
|
|
{
|
|
return has_motion_blur() ? PRIMITIVE_MOTION_TRIANGLE : PRIMITIVE_TRIANGLE;
|
|
}
|
|
|
|
CCL_NAMESPACE_END
|