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blender-archive/source/blender/render/intern/source/bake_api.c
Dalai Felinto 0b4da966f9 Bake-API: more MEM_callocN replacements by MEM_mallocN
Reviewed By: campbellbarton

Differential Revision: https://developer.blender.org/D561
2014-08-31 14:44:42 +02:00

992 lines
26 KiB
C

/*
* ***** 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.
*
* Contributors:
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/render/intern/source/bake_api.c
* \ingroup render
*
* \brief The API itself is simple. Blender sends a populated array of BakePixels to the renderer, and gets back an
* array of floats with the result.
*
* \section bake_api Development Notes for External Engines
*
* The Bake API is fully implemented with Python rna functions. The operator expects/call a function:
*
* ``def bake(scene, object, pass_type, pixel_array, num_pixels, depth, result)``
* - scene: current scene (Python object)
* - object: object to render (Python object)
* - pass_type: pass to render (string, e.g., "COMBINED", "AO", "NORMAL", ...)
* - pixel_array: list of primitive ids and barycentric coordinates to bake(Python object, see bake_pixel)
* - num_pixels: size of pixel_array, number of pixels to bake (int)
* - depth: depth of pixels to return (int, assuming always 4 now)
* - result: array to be populated by the engine (float array, PyLong_AsVoidPtr)
*
* \note Normals are expected to be in World Space and in the +X, +Y, +Z orientation.
*
* \subsection bake_pixel BakePixel data structure
*
* pixel_array is a Python object storing BakePixel elements:
*
* <pre>
* struct BakePixel {
* int primitive_id;
* float uv[2];
* float du_dx, du_dy;
* float dv_dx, dv_dy;
* };
* </pre>
*
* In python you have access to:
* - ``primitive_id``, ``uv``, ``du_dx``, ``du_dy``, ``next``
* - ``next()`` is a function that returns the next #BakePixel in the array.
*
* \note Pixels that should not be baked have ``primitive_id == -1``
*
* For a complete implementation example look at the Cycles Bake commit.
*/
#include "MEM_guardedalloc.h"
#include "BLI_math.h"
#include "DNA_mesh_types.h"
#include "BKE_cdderivedmesh.h"
#include "BKE_image.h"
#include "BKE_node.h"
#include "IMB_imbuf_types.h"
#include "IMB_imbuf.h"
#include "RE_bake.h"
/* local include */
#include "render_types.h"
#include "zbuf.h"
/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
/* defined in pipeline.c, is hardcopy of active dynamic allocated Render */
/* only to be used here in this file, it's for speed */
extern struct Render R;
/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
typedef struct BakeDataZSpan {
BakePixel *pixel_array;
int primitive_id;
BakeImage *bk_image;
ZSpan *zspan;
float du_dx, du_dy;
float dv_dx, dv_dy;
} BakeDataZSpan;
/**
* struct wrapping up tangent space data
*/
typedef struct TSpace {
float tangent[3];
float sign;
} TSpace;
typedef struct TriTessFace {
const MVert *mverts[3];
const TSpace *tspace[3];
float normal[3]; /* for flat faces */
bool is_smooth;
} TriTessFace;
static void store_bake_pixel(void *handle, int x, int y, float u, float v)
{
BakeDataZSpan *bd = (BakeDataZSpan *)handle;
BakePixel *pixel;
const int width = bd->bk_image->width;
const size_t offset = bd->bk_image->offset;
const int i = offset + y * width + x;
pixel = &bd->pixel_array[i];
pixel->primitive_id = bd->primitive_id;
copy_v2_fl2(pixel->uv, u, v);
pixel->du_dx = bd->du_dx;
pixel->du_dy = bd->du_dy;
pixel->dv_dx = bd->dv_dx;
pixel->dv_dy = bd->dv_dy;
}
void RE_bake_mask_fill(const BakePixel pixel_array[], const size_t num_pixels, char *mask)
{
size_t i;
if (!mask)
return;
/* only extend to pixels outside the mask area */
for (i = 0; i < num_pixels; i++) {
if (pixel_array[i].primitive_id != -1) {
mask[i] = FILTER_MASK_USED;
}
}
}
void RE_bake_margin(ImBuf *ibuf, char *mask, const int margin)
{
/* margin */
IMB_filter_extend(ibuf, mask, margin);
if (ibuf->planes != R_IMF_PLANES_RGBA)
/* clear alpha added by filtering */
IMB_rectfill_alpha(ibuf, 1.0f);
}
/**
* This function returns the coordinate and normal of a barycentric u,v for a face defined by the primitive_id index.
* The returned normal is actually the direction from the same barycentric coordinate in the cage to the base mesh
* The returned coordinate is the point in the cage mesh
*/
static void calc_point_from_barycentric_cage(
TriTessFace *triangles_low, TriTessFace *triangles_cage,
float mat_low[4][4], float mat_cage[4][4],
int primitive_id, float u, float v,
float r_co[3], float r_dir[3])
{
float data[2][3][3];
float coord[2][3];
float dir[3];
int i;
TriTessFace *triangle[2];
triangle[0] = &triangles_low[primitive_id];
triangle[1] = &triangles_cage[primitive_id];
for (i = 0; i < 2; i++) {
copy_v3_v3(data[i][0], triangle[i]->mverts[0]->co);
copy_v3_v3(data[i][1], triangle[i]->mverts[1]->co);
copy_v3_v3(data[i][2], triangle[i]->mverts[2]->co);
interp_barycentric_tri_v3(data[i], u, v, coord[i]);
}
/* convert from local to world space */
mul_m4_v3(mat_low, coord[0]);
mul_m4_v3(mat_cage, coord[1]);
sub_v3_v3v3(dir, coord[0], coord[1]);
normalize_v3(dir);
copy_v3_v3(r_co, coord[1]);
copy_v3_v3(r_dir, dir);
}
/**
* This function returns the coordinate and normal of a barycentric u,v for a face defined by the primitive_id index.
* The returned coordinate is extruded along the normal by cage_extrusion
*/
static void calc_point_from_barycentric_extrusion(
TriTessFace *triangles,
float mat[4][4], float imat[4][4],
int primitive_id, float u, float v,
float cage_extrusion,
float r_co[3], float r_dir[3],
const bool is_cage)
{
float data[3][3];
float coord[3];
float dir[3];
float cage[3];
bool is_smooth;
TriTessFace *triangle = &triangles[primitive_id];
is_smooth = triangle->is_smooth || is_cage;
copy_v3_v3(data[0], triangle->mverts[0]->co);
copy_v3_v3(data[1], triangle->mverts[1]->co);
copy_v3_v3(data[2], triangle->mverts[2]->co);
interp_barycentric_tri_v3(data, u, v, coord);
if (is_smooth) {
normal_short_to_float_v3(data[0], triangle->mverts[0]->no);
normal_short_to_float_v3(data[1], triangle->mverts[1]->no);
normal_short_to_float_v3(data[2], triangle->mverts[2]->no);
interp_barycentric_tri_v3(data, u, v, dir);
normalize_v3(dir);
}
else {
copy_v3_v3(dir, triangle->normal);
}
mul_v3_v3fl(cage, dir, cage_extrusion);
add_v3_v3(coord, cage);
normalize_v3(dir);
negate_v3(dir);
/* convert from local to world space */
mul_m4_v3(mat, coord);
mul_transposed_mat3_m4_v3(imat, dir);
normalize_v3(dir);
copy_v3_v3(r_co, coord);
copy_v3_v3(r_dir, dir);
}
/**
* This function returns the barycentric u,v of a face for a coordinate. The face is defined by its index.
*/
static void calc_barycentric_from_point(
TriTessFace *triangles, const int index, const float co[3],
int *r_primitive_id, float r_uv[2])
{
TriTessFace *triangle = &triangles[index];
resolve_tri_uv_v3(r_uv, co,
triangle->mverts[0]->co,
triangle->mverts[1]->co,
triangle->mverts[2]->co);
*r_primitive_id = index;
}
/**
* This function populates pixel_array and returns TRUE if things are correct
*/
static bool cast_ray_highpoly(
BVHTreeFromMesh *treeData, TriTessFace *triangles[], BakeHighPolyData *highpoly,
const float co[3], const float dir[3], const int pixel_id, const int tot_highpoly,
const float du_dx, const float du_dy, const float dv_dx, const float dv_dy)
{
int i;
int primitive_id = -1;
float uv[2];
int hit_mesh = -1;
float hit_distance = FLT_MAX;
BVHTreeRayHit *hits;
hits = MEM_mallocN(sizeof(BVHTreeRayHit) * tot_highpoly, "Bake Highpoly to Lowpoly: BVH Rays");
for (i = 0; i < tot_highpoly; i++) {
float co_high[3], dir_high[3];
hits[i].index = -1;
/* TODO: we should use FLT_MAX here, but sweepsphere code isn't prepared for that */
hits[i].dist = 10000.0f;
/* transform the ray from the world space to the highpoly space */
mul_v3_m4v3(co_high, highpoly[i].imat, co);
/* rotates */
mul_v3_m4v3(dir_high, highpoly[i].rotmat, dir);
normalize_v3(dir_high);
/* cast ray */
if (treeData[i].tree) {
BLI_bvhtree_ray_cast(treeData[i].tree, co_high, dir_high, 0.0f, &hits[i], treeData[i].raycast_callback, &treeData[i]);
}
if (hits[i].index != -1) {
/* cull backface */
const float dot = dot_v3v3(dir_high, hits[i].no);
if (dot < 0.0f) {
float distance;
float hit_world[3];
/* distance comparison in world space */
mul_v3_m4v3(hit_world, highpoly[i].obmat, hits[i].co);
distance = len_squared_v3v3(hit_world, co);
if (distance < hit_distance) {
hit_mesh = i;
hit_distance = distance;
}
}
}
}
for (i = 0; i < tot_highpoly; i++) {
if (hit_mesh == i) {
calc_barycentric_from_point(triangles[i], hits[i].index, hits[i].co, &primitive_id, uv);
highpoly[i].pixel_array[pixel_id].primitive_id = primitive_id;
copy_v2_v2(highpoly[i].pixel_array[pixel_id].uv, uv);
/* the differentials are relative to the UV/image space, so the highpoly differentials
* are the same as the low poly differentials */
highpoly[i].pixel_array[pixel_id].du_dx = du_dx;
highpoly[i].pixel_array[pixel_id].du_dy = du_dy;
highpoly[i].pixel_array[pixel_id].dv_dx = dv_dx;
highpoly[i].pixel_array[pixel_id].dv_dy = dv_dy;
}
else {
highpoly[i].pixel_array[pixel_id].primitive_id = -1;
}
}
MEM_freeN(hits);
return hit_mesh != -1;
}
/**
* This function populates an array of verts for the triangles of a mesh
* Tangent and Normals are also stored
*/
static void mesh_calc_tri_tessface(
TriTessFace *triangles, Mesh *me, bool tangent, DerivedMesh *dm)
{
int i;
int p_id;
MFace *mface;
MVert *mvert;
TSpace *tspace;
float *precomputed_normals = NULL;
bool calculate_normal;
mface = CustomData_get_layer(&me->fdata, CD_MFACE);
mvert = CustomData_get_layer(&me->vdata, CD_MVERT);
if (tangent) {
DM_ensure_normals(dm);
DM_add_tangent_layer(dm);
precomputed_normals = dm->getTessFaceDataArray(dm, CD_NORMAL);
calculate_normal = precomputed_normals ? false : true;
//mface = dm->getTessFaceArray(dm);
//mvert = dm->getVertArray(dm);
tspace = dm->getTessFaceDataArray(dm, CD_TANGENT);
BLI_assert(tspace);
}
p_id = -1;
for (i = 0; i < me->totface; i++) {
MFace *mf = &mface[i];
TSpace *ts = tangent ? &tspace[i * 4] : NULL;
p_id++;
triangles[p_id].mverts[0] = &mvert[mf->v1];
triangles[p_id].mverts[1] = &mvert[mf->v2];
triangles[p_id].mverts[2] = &mvert[mf->v3];
triangles[p_id].is_smooth = (mf->flag & ME_SMOOTH) != 0;
if (tangent) {
triangles[p_id].tspace[0] = &ts[0];
triangles[p_id].tspace[1] = &ts[1];
triangles[p_id].tspace[2] = &ts[2];
if (calculate_normal) {
if (mf->v4 != 0) {
normal_quad_v3(triangles[p_id].normal,
mvert[mf->v1].co,
mvert[mf->v2].co,
mvert[mf->v3].co,
mvert[mf->v4].co);
}
else {
normal_tri_v3(triangles[p_id].normal,
triangles[p_id].mverts[0]->co,
triangles[p_id].mverts[1]->co,
triangles[p_id].mverts[2]->co);
}
}
else {
copy_v3_v3(triangles[p_id].normal, &precomputed_normals[3 * i]);
}
}
/* 4 vertices in the face */
if (mf->v4 != 0) {
p_id++;
triangles[p_id].mverts[0] = &mvert[mf->v1];
triangles[p_id].mverts[1] = &mvert[mf->v3];
triangles[p_id].mverts[2] = &mvert[mf->v4];
triangles[p_id].is_smooth = (mf->flag & ME_SMOOTH) != 0;
if (tangent) {
triangles[p_id].tspace[0] = &ts[0];
triangles[p_id].tspace[1] = &ts[2];
triangles[p_id].tspace[2] = &ts[3];
/* same normal as the other "triangle" */
copy_v3_v3(triangles[p_id].normal, triangles[p_id - 1].normal);
}
}
}
BLI_assert(p_id < me->totface * 2);
}
bool RE_bake_pixels_populate_from_objects(
struct Mesh *me_low, BakePixel pixel_array_from[],
BakeHighPolyData highpoly[], const int tot_highpoly, const size_t num_pixels, const bool is_custom_cage,
const float cage_extrusion, float mat_low[4][4], float mat_cage[4][4], struct Mesh *me_cage)
{
size_t i;
int primitive_id;
float u, v;
float imat_low [4][4];
bool is_cage = me_cage != NULL;
bool result = true;
DerivedMesh *dm_low = NULL;
DerivedMesh **dm_highpoly;
BVHTreeFromMesh *treeData;
/* Note: all coordinates are in local space */
TriTessFace *tris_low = NULL;
TriTessFace *tris_cage = NULL;
TriTessFace **tris_high;
/* assume all lowpoly tessfaces can be quads */
tris_high = MEM_callocN(sizeof(TriTessFace *) * tot_highpoly, "MVerts Highpoly Mesh Array");
/* assume all highpoly tessfaces are triangles */
dm_highpoly = MEM_mallocN(sizeof(DerivedMesh *) * tot_highpoly, "Highpoly Derived Meshes");
treeData = MEM_callocN(sizeof(BVHTreeFromMesh) * tot_highpoly, "Highpoly BVH Trees");
if (!is_cage) {
dm_low = CDDM_from_mesh(me_low);
tris_low = MEM_mallocN(sizeof(TriTessFace) * (me_low->totface * 2), "MVerts Lowpoly Mesh");
mesh_calc_tri_tessface(tris_low, me_low, true, dm_low);
}
else if (is_custom_cage) {
tris_low = MEM_mallocN(sizeof(TriTessFace) * (me_low->totface * 2), "MVerts Lowpoly Mesh");
mesh_calc_tri_tessface(tris_low, me_low, false, NULL);
tris_cage = MEM_mallocN(sizeof(TriTessFace) * (me_low->totface * 2), "MVerts Cage Mesh");
mesh_calc_tri_tessface(tris_cage, me_cage, false, NULL);
}
else {
tris_cage = MEM_mallocN(sizeof(TriTessFace) * (me_low->totface * 2), "MVerts Cage Mesh");
mesh_calc_tri_tessface(tris_cage, me_cage, false, NULL);
}
invert_m4_m4(imat_low, mat_low);
for (i = 0; i < tot_highpoly; i++) {
tris_high[i] = MEM_mallocN(sizeof(TriTessFace) * highpoly[i].me->totface, "MVerts Highpoly Mesh");
mesh_calc_tri_tessface(tris_high[i], highpoly[i].me, false, NULL);
dm_highpoly[i] = CDDM_from_mesh(highpoly[i].me);
if (dm_highpoly[i]->getNumTessFaces(dm_highpoly[i]) != 0) {
/* Create a bvh-tree for each highpoly object */
bvhtree_from_mesh_faces(&treeData[i], dm_highpoly[i], 0.0, 2, 6);
if (treeData[i].tree == NULL) {
printf("Baking: out of memory while creating BHVTree for object \"%s\"\n", highpoly[i].ob->id.name + 2);
result = false;
goto cleanup;
}
}
}
for (i = 0; i < num_pixels; i++) {
float co[3];
float dir[3];
primitive_id = pixel_array_from[i].primitive_id;
if (primitive_id == -1) {
int j;
for (j = 0; j < tot_highpoly; j++) {
highpoly[j].pixel_array[i].primitive_id = -1;
}
continue;
}
u = pixel_array_from[i].uv[0];
v = pixel_array_from[i].uv[1];
/* calculate from low poly mesh cage */
if (is_custom_cage) {
calc_point_from_barycentric_cage(tris_low, tris_cage, mat_low, mat_cage, primitive_id, u, v, co, dir);
}
else if (is_cage) {
calc_point_from_barycentric_extrusion(tris_cage, mat_low, imat_low, primitive_id, u, v, cage_extrusion, co, dir, true);
}
else {
calc_point_from_barycentric_extrusion(tris_low, mat_low, imat_low, primitive_id, u, v, cage_extrusion, co, dir, false);
}
/* cast ray */
if (!cast_ray_highpoly(treeData, tris_high, highpoly, co, dir, i, tot_highpoly,
pixel_array_from[i].du_dx, pixel_array_from[i].du_dy,
pixel_array_from[i].dv_dx, pixel_array_from[i].dv_dy)) {
/* if it fails mask out the original pixel array */
pixel_array_from[i].primitive_id = -1;
}
}
/* garbage collection */
cleanup:
for (i = 0; i < tot_highpoly; i++) {
free_bvhtree_from_mesh(&treeData[i]);
if (dm_highpoly[i]) {
dm_highpoly[i]->release(dm_highpoly[i]);
}
if (tris_high[i]) {
MEM_freeN(tris_high[i]);
}
}
MEM_freeN(tris_high);
MEM_freeN(treeData);
MEM_freeN(dm_highpoly);
if (dm_low) {
dm_low->release(dm_low);
}
if (tris_low) {
MEM_freeN(tris_low);
}
if (tris_cage) {
MEM_freeN(tris_cage);
}
return result;
}
static void bake_differentials(BakeDataZSpan *bd, const float *uv1, const float *uv2, const float *uv3)
{
float A;
/* assumes dPdu = P1 - P3 and dPdv = P2 - P3 */
A = (uv2[0] - uv1[0]) * (uv3[1] - uv1[1]) - (uv3[0] - uv1[0]) * (uv2[1] - uv1[1]);
if (fabsf(A) > FLT_EPSILON) {
A = 0.5f / A;
bd->du_dx = (uv2[1] - uv3[1]) * A;
bd->dv_dx = (uv3[1] - uv1[1]) * A;
bd->du_dy = (uv3[0] - uv2[0]) * A;
bd->dv_dy = (uv1[0] - uv3[0]) * A;
}
else {
bd->du_dx = bd->du_dy = 0.0f;
bd->dv_dx = bd->dv_dy = 0.0f;
}
}
void RE_bake_pixels_populate(
Mesh *me, BakePixel pixel_array[],
const size_t num_pixels, const BakeImages *bake_images, const char *uv_layer)
{
BakeDataZSpan bd;
size_t i;
int a, p_id;
MTFace *mtface;
MFace *mface;
/* we can't bake in edit mode */
if (me->edit_btmesh)
return;
bd.pixel_array = pixel_array;
bd.zspan = MEM_callocN(sizeof(ZSpan) * bake_images->size, "bake zspan");
/* initialize all pixel arrays so we know which ones are 'blank' */
for (i = 0; i < num_pixels; i++) {
pixel_array[i].primitive_id = -1;
}
for (i = 0; i < bake_images->size; i++) {
zbuf_alloc_span(&bd.zspan[i], bake_images->data[i].width, bake_images->data[i].height, R.clipcrop);
}
if ((uv_layer == NULL) || (uv_layer[0] == '\0')) {
mtface = CustomData_get_layer(&me->fdata, CD_MTFACE);
}
else {
int uv_id = CustomData_get_named_layer(&me->fdata, CD_MTFACE, uv_layer);
mtface = CustomData_get_layer_n(&me->fdata, CD_MTFACE, uv_id);
}
mface = CustomData_get_layer(&me->fdata, CD_MFACE);
if (mtface == NULL)
return;
p_id = -1;
for (i = 0; i < me->totface; i++) {
float vec[4][2];
MTFace *mtf = &mtface[i];
MFace *mf = &mface[i];
int mat_nr = mf->mat_nr;
int image_id = bake_images->lookup[mat_nr];
bd.bk_image = &bake_images->data[image_id];
bd.primitive_id = ++p_id;
for (a = 0; a < 4; a++) {
/* Note, workaround for pixel aligned UVs which are common and can screw up our intersection tests
* where a pixel gets in between 2 faces or the middle of a quad,
* camera aligned quads also have this problem but they are less common.
* Add a small offset to the UVs, fixes bug #18685 - Campbell */
vec[a][0] = mtf->uv[a][0] * (float)bd.bk_image->width - (0.5f + 0.001f);
vec[a][1] = mtf->uv[a][1] * (float)bd.bk_image->height - (0.5f + 0.002f);
}
bake_differentials(&bd, vec[0], vec[1], vec[2]);
zspan_scanconvert(&bd.zspan[image_id], (void *)&bd, vec[0], vec[1], vec[2], store_bake_pixel);
/* 4 vertices in the face */
if (mf->v4 != 0) {
bd.primitive_id = ++p_id;
bake_differentials(&bd, vec[0], vec[2], vec[3]);
zspan_scanconvert(&bd.zspan[image_id], (void *)&bd, vec[0], vec[2], vec[3], store_bake_pixel);
}
}
for (i = 0; i < bake_images->size; i++) {
zbuf_free_span(&bd.zspan[i]);
}
MEM_freeN(bd.zspan);
}
/* ******************** NORMALS ************************ */
/**
* convert a normalized normal to the -1.0 1.0 range
* the input is expected to be POS_X, POS_Y, POS_Z
*/
static void normal_uncompress(float out[3], const float in[3])
{
int i;
for (i = 0; i < 3; i++)
out[i] = 2.0f * in[i] - 1.0f;
}
static void normal_compress(float out[3], const float in[3], const BakeNormalSwizzle normal_swizzle[3])
{
const int swizzle_index[6] = {
0, /* R_BAKE_POSX */
1, /* R_BAKE_POSY */
2, /* R_BAKE_POSZ */
0, /* R_BAKE_NEGX */
1, /* R_BAKE_NEGY */
2, /* R_BAKE_NEGZ */
};
const float swizzle_sign[6] = {
+1.0f, /* R_BAKE_POSX */
+1.0f, /* R_BAKE_POSY */
+1.0f, /* R_BAKE_POSZ */
-1.0f, /* R_BAKE_NEGX */
-1.0f, /* R_BAKE_NEGY */
-1.0f, /* R_BAKE_NEGZ */
};
int i;
for (i = 0; i < 3; i++) {
int index;
float sign;
sign = swizzle_sign[normal_swizzle[i]];
index = swizzle_index[normal_swizzle[i]];
/*
* There is a small 1e-5f bias for precision issues. otherwise
* we randomly get 127 or 128 for neutral colors in tangent maps.
* we choose 128 because it is the convention flat color. *
*/
out[i] = sign * in[index] / 2.0f + 0.5f + 1e-5f;
}
}
/**
* This function converts an object space normal map to a tangent space normal map for a given low poly mesh
*/
void RE_bake_normal_world_to_tangent(
const BakePixel pixel_array[], const size_t num_pixels, const int depth,
float result[], Mesh *me, const BakeNormalSwizzle normal_swizzle[3],
float mat[4][4])
{
size_t i;
TriTessFace *triangles;
DerivedMesh *dm = CDDM_from_mesh(me);
triangles = MEM_mallocN(sizeof(TriTessFace) * (me->totface * 2), "MVerts Mesh");
mesh_calc_tri_tessface(triangles, me, true, dm);
BLI_assert(num_pixels >= 3);
for (i = 0; i < num_pixels; i++) {
TriTessFace *triangle;
float tangents[3][3];
float normals[3][3];
float signs[3];
int j;
float tangent[3];
float normal[3];
float binormal[3];
float sign;
float u, v, w;
float tsm[3][3]; /* tangent space matrix */
float itsm[3][3];
size_t offset;
float nor[3]; /* texture normal */
bool is_smooth;
int primitive_id = pixel_array[i].primitive_id;
offset = i * depth;
if (primitive_id == -1) {
copy_v3_fl3(&result[offset], 0.5f, 0.5f, 1.0f);
continue;
}
triangle = &triangles[primitive_id];
is_smooth = triangle->is_smooth;
for (j = 0; j < 3; j++) {
const TSpace *ts;
if (is_smooth)
normal_short_to_float_v3(normals[j], triangle->mverts[j]->no);
else
normal[j] = triangle->normal[j];
ts = triangle->tspace[j];
copy_v3_v3(tangents[j], ts->tangent);
signs[j] = ts->sign;
}
u = pixel_array[i].uv[0];
v = pixel_array[i].uv[1];
w = 1.0f - u - v;
/* normal */
if (is_smooth)
interp_barycentric_tri_v3(normals, u, v, normal);
/* tangent */
interp_barycentric_tri_v3(tangents, u, v, tangent);
/* sign */
/* The sign is the same at all face vertices for any non degenerate face.
* Just in case we clamp the interpolated value though. */
sign = (signs[0] * u + signs[1] * v + signs[2] * w) < 0 ? (-1.0f) : 1.0f;
/* binormal */
/* B = sign * cross(N, T) */
cross_v3_v3v3(binormal, normal, tangent);
mul_v3_fl(binormal, sign);
/* populate tangent space matrix */
copy_v3_v3(tsm[0], tangent);
copy_v3_v3(tsm[1], binormal);
copy_v3_v3(tsm[2], normal);
/* texture values */
normal_uncompress(nor, &result[offset]);
/* converts from world space to local space */
mul_transposed_mat3_m4_v3(mat, nor);
invert_m3_m3(itsm, tsm);
mul_m3_v3(itsm, nor);
normalize_v3(nor);
/* save back the values */
normal_compress(&result[offset], nor, normal_swizzle);
}
/* garbage collection */
MEM_freeN(triangles);
if (dm)
dm->release(dm);
}
void RE_bake_normal_world_to_object(
const BakePixel pixel_array[], const size_t num_pixels, const int depth,
float result[], struct Object *ob, const BakeNormalSwizzle normal_swizzle[3])
{
size_t i;
float iobmat[4][4];
invert_m4_m4(iobmat, ob->obmat);
for (i = 0; i < num_pixels; i++) {
size_t offset;
float nor[3];
if (pixel_array[i].primitive_id == -1)
continue;
offset = i * depth;
normal_uncompress(nor, &result[offset]);
/* rotates only without translation */
mul_mat3_m4_v3(iobmat, nor);
normalize_v3(nor);
/* save back the values */
normal_compress(&result[offset], nor, normal_swizzle);
}
}
void RE_bake_normal_world_to_world(
const BakePixel pixel_array[], const size_t num_pixels, const int depth,
float result[], const BakeNormalSwizzle normal_swizzle[3])
{
size_t i;
for (i = 0; i < num_pixels; i++) {
size_t offset;
float nor[3];
if (pixel_array[i].primitive_id == -1)
continue;
offset = i * depth;
normal_uncompress(nor, &result[offset]);
/* save back the values */
normal_compress(&result[offset], nor, normal_swizzle);
}
}
void RE_bake_ibuf_clear(Image *image, const bool is_tangent)
{
ImBuf *ibuf;
void *lock;
const float vec_alpha[4] = {0.0f, 0.0f, 0.0f, 0.0f};
const float vec_solid[4] = {0.0f, 0.0f, 0.0f, 1.0f};
const float nor_alpha[4] = {0.5f, 0.5f, 1.0f, 0.0f};
const float nor_solid[4] = {0.5f, 0.5f, 1.0f, 1.0f};
ibuf = BKE_image_acquire_ibuf(image, NULL, &lock);
BLI_assert(ibuf);
if (is_tangent)
IMB_rectfill(ibuf, (ibuf->planes == R_IMF_PLANES_RGBA) ? nor_alpha : nor_solid);
else
IMB_rectfill(ibuf, (ibuf->planes == R_IMF_PLANES_RGBA) ? vec_alpha : vec_solid);
BKE_image_release_ibuf(image, ibuf, lock);
}
/* ************************************************************* */
/**
* not the real UV, but the internal per-face UV instead
* I'm using it to test if everything is correct */
static bool bake_uv(const BakePixel pixel_array[], const size_t num_pixels, const int depth, float result[])
{
size_t i;
for (i=0; i < num_pixels; i++) {
size_t offset = i * depth;
copy_v2_v2(&result[offset], pixel_array[i].uv);
}
return true;
}
bool RE_bake_internal(
Render *UNUSED(re), Object *UNUSED(object), const BakePixel pixel_array[],
const size_t num_pixels, const int depth, const ScenePassType pass_type, float result[])
{
switch (pass_type) {
case SCE_PASS_UV:
{
return bake_uv(pixel_array, num_pixels, depth, result);
break;
}
default:
break;
}
return false;
}
int RE_pass_depth(const ScenePassType pass_type)
{
/* IMB_buffer_byte_from_float assumes 4 channels
* making it work for now - XXX */
return 4;
switch (pass_type) {
case SCE_PASS_Z:
case SCE_PASS_AO:
case SCE_PASS_MIST:
{
return 1;
}
case SCE_PASS_UV:
{
return 2;
}
case SCE_PASS_RGBA:
{
return 4;
}
case SCE_PASS_COMBINED:
case SCE_PASS_DIFFUSE:
case SCE_PASS_SPEC:
case SCE_PASS_SHADOW:
case SCE_PASS_REFLECT:
case SCE_PASS_NORMAL:
case SCE_PASS_VECTOR:
case SCE_PASS_REFRACT:
case SCE_PASS_INDEXOB: /* XXX double check */
case SCE_PASS_INDIRECT:
case SCE_PASS_RAYHITS: /* XXX double check */
case SCE_PASS_EMIT:
case SCE_PASS_ENVIRONMENT:
case SCE_PASS_INDEXMA:
case SCE_PASS_DIFFUSE_DIRECT:
case SCE_PASS_DIFFUSE_INDIRECT:
case SCE_PASS_DIFFUSE_COLOR:
case SCE_PASS_GLOSSY_DIRECT:
case SCE_PASS_GLOSSY_INDIRECT:
case SCE_PASS_GLOSSY_COLOR:
case SCE_PASS_TRANSM_DIRECT:
case SCE_PASS_TRANSM_INDIRECT:
case SCE_PASS_TRANSM_COLOR:
case SCE_PASS_SUBSURFACE_DIRECT:
case SCE_PASS_SUBSURFACE_INDIRECT:
case SCE_PASS_SUBSURFACE_COLOR:
default:
{
return 3;
}
}
}