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blender-archive/intern/cycles/blender/blender_mesh.cpp
Lukas Stockner 3ee606621c Cycles: Query XYZ to/from Scene Linear conversion from OCIO instead of assuming sRGB
I've limited it to just the RGB<->XYZ stuff for now, correct image handling is the next step.

Reviewers: brecht, sergey

Differential Revision: https://developer.blender.org/D3478
2018-06-14 22:21:37 +02:00

1397 lines
44 KiB
C++

/*
* Copyright 2011-2013 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include "render/mesh.h"
#include "render/object.h"
#include "render/scene.h"
#include "render/camera.h"
#include "blender/blender_sync.h"
#include "blender/blender_session.h"
#include "blender/blender_util.h"
#include "subd/subd_patch.h"
#include "subd/subd_split.h"
#include "util/util_algorithm.h"
#include "util/util_foreach.h"
#include "util/util_logging.h"
#include "util/util_math.h"
#include "mikktspace.h"
CCL_NAMESPACE_BEGIN
/* Per-face bit flags. */
enum {
/* Face has no special flags. */
FACE_FLAG_NONE = (0 << 0),
/* Quad face was split using 1-3 diagonal. */
FACE_FLAG_DIVIDE_13 = (1 << 0),
/* Quad face was split using 2-4 diagonal. */
FACE_FLAG_DIVIDE_24 = (1 << 1),
};
/* Get vertex indices to create triangles from a given face.
*
* Two triangles has vertex indices in the original Blender-side face.
* If face is already a quad tri_b will not be initialized.
*/
inline void face_split_tri_indices(const int face_flag,
int tri_a[3],
int tri_b[3])
{
if(face_flag & FACE_FLAG_DIVIDE_24) {
tri_a[0] = 0;
tri_a[1] = 1;
tri_a[2] = 3;
tri_b[0] = 2;
tri_b[1] = 3;
tri_b[2] = 1;
}
else {
/* Quad with FACE_FLAG_DIVIDE_13 or single triangle. */
tri_a[0] = 0;
tri_a[1] = 1;
tri_a[2] = 2;
tri_b[0] = 0;
tri_b[1] = 2;
tri_b[2] = 3;
}
}
/* Tangent Space */
struct MikkUserData {
MikkUserData(const BL::Mesh& b_mesh,
const char *layer_name,
const Mesh *mesh,
float3 *tangent,
float *tangent_sign)
: mesh(mesh),
texface(NULL),
orco(NULL),
tangent(tangent),
tangent_sign(tangent_sign)
{
const AttributeSet& attributes = (mesh->subd_faces.size()) ?
mesh->subd_attributes : mesh->attributes;
Attribute *attr_vN = attributes.find(ATTR_STD_VERTEX_NORMAL);
vertex_normal = attr_vN->data_float3();
if(layer_name == NULL) {
Attribute *attr_orco = attributes.find(ATTR_STD_GENERATED);
if(attr_orco) {
orco = attr_orco->data_float3();
mesh_texture_space(*(BL::Mesh*)&b_mesh, orco_loc, orco_size);
}
}
else {
Attribute *attr_uv = attributes.find(ustring(layer_name));
if(attr_uv != NULL) {
texface = attr_uv->data_float3();
}
}
}
const Mesh *mesh;
int num_faces;
float3 *vertex_normal;
float3 *texface;
float3 *orco;
float3 orco_loc, orco_size;
float3 *tangent;
float *tangent_sign;
};
static int mikk_get_num_faces(const SMikkTSpaceContext *context)
{
const MikkUserData *userdata = (const MikkUserData *)context->m_pUserData;
if(userdata->mesh->subd_faces.size()) {
return userdata->mesh->subd_faces.size();
}
else {
return userdata->mesh->num_triangles();
}
}
static int mikk_get_num_verts_of_face(const SMikkTSpaceContext *context,
const int face_num)
{
const MikkUserData *userdata = (const MikkUserData *)context->m_pUserData;
if(userdata->mesh->subd_faces.size()) {
const Mesh *mesh = userdata->mesh;
return mesh->subd_faces[face_num].num_corners;
}
else {
return 3;
}
}
static int mikk_vertex_index(const Mesh *mesh, const int face_num, const int vert_num)
{
if(mesh->subd_faces.size()) {
const Mesh::SubdFace& face = mesh->subd_faces[face_num];
return mesh->subd_face_corners[face.start_corner + vert_num];
}
else {
return mesh->triangles[face_num * 3 + vert_num];
}
}
static int mikk_corner_index(const Mesh *mesh, const int face_num, const int vert_num)
{
if(mesh->subd_faces.size()) {
const Mesh::SubdFace& face = mesh->subd_faces[face_num];
return face.start_corner + vert_num;
}
else {
return face_num * 3 + vert_num;
}
}
static void mikk_get_position(const SMikkTSpaceContext *context,
float P[3],
const int face_num, const int vert_num)
{
const MikkUserData *userdata = (const MikkUserData *)context->m_pUserData;
const Mesh *mesh = userdata->mesh;
const int vertex_index = mikk_vertex_index(mesh, face_num, vert_num);
const float3 vP = mesh->verts[vertex_index];
P[0] = vP.x;
P[1] = vP.y;
P[2] = vP.z;
}
static void mikk_get_texture_coordinate(const SMikkTSpaceContext *context,
float uv[2],
const int face_num, const int vert_num)
{
const MikkUserData *userdata = (const MikkUserData *)context->m_pUserData;
const Mesh *mesh = userdata->mesh;
if(userdata->texface != NULL) {
const int corner_index = mikk_corner_index(mesh, face_num, vert_num);
float3 tfuv = userdata->texface[corner_index];
uv[0] = tfuv.x;
uv[1] = tfuv.y;
}
else if(userdata->orco != NULL) {
const int vertex_index = mikk_vertex_index(mesh, face_num, vert_num);
const float3 orco_loc = userdata->orco_loc;
const float3 orco_size = userdata->orco_size;
const float3 orco = (userdata->orco[vertex_index] + orco_loc) / orco_size;
const float2 tmp = map_to_sphere(orco);
uv[0] = tmp.x;
uv[1] = tmp.y;
}
else {
uv[0] = 0.0f;
uv[1] = 0.0f;
}
}
static void mikk_get_normal(const SMikkTSpaceContext *context, float N[3],
const int face_num, const int vert_num)
{
const MikkUserData *userdata = (const MikkUserData *)context->m_pUserData;
const Mesh *mesh = userdata->mesh;
float3 vN;
if(mesh->subd_faces.size()) {
const Mesh::SubdFace& face = mesh->subd_faces[face_num];
if(face.smooth) {
const int vertex_index = mikk_vertex_index(mesh, face_num, vert_num);
vN = userdata->vertex_normal[vertex_index];
}
else {
vN = face.normal(mesh);
}
}
else {
if(mesh->smooth[face_num]) {
const int vertex_index = mikk_vertex_index(mesh, face_num, vert_num);
vN = userdata->vertex_normal[vertex_index];
}
else {
const Mesh::Triangle tri = mesh->get_triangle(face_num);
vN = tri.compute_normal(&mesh->verts[0]);
}
}
N[0] = vN.x;
N[1] = vN.y;
N[2] = vN.z;
}
static void mikk_set_tangent_space(const SMikkTSpaceContext *context,
const float T[],
const float sign,
const int face_num, const int vert_num)
{
MikkUserData *userdata = (MikkUserData *)context->m_pUserData;
const Mesh *mesh = userdata->mesh;
const int corner_index = mikk_corner_index(mesh, face_num, vert_num);
userdata->tangent[corner_index] = make_float3(T[0], T[1], T[2]);
if(userdata->tangent_sign != NULL) {
userdata->tangent_sign[corner_index] = sign;
}
}
static void mikk_compute_tangents(const BL::Mesh& b_mesh,
const char *layer_name,
Mesh *mesh,
bool need_sign,
bool active_render)
{
/* Create tangent attributes. */
AttributeSet& attributes = (mesh->subd_faces.size()) ?
mesh->subd_attributes : mesh->attributes;
Attribute *attr;
ustring name;
if(layer_name != NULL) {
name = ustring((string(layer_name) + ".tangent").c_str());
}
else {
name = ustring("orco.tangent");
}
if(active_render) {
attr = attributes.add(ATTR_STD_UV_TANGENT, name);
}
else {
attr = attributes.add(name, TypeDesc::TypeVector, ATTR_ELEMENT_CORNER);
}
float3 *tangent = attr->data_float3();
/* Create bitangent sign attribute. */
float *tangent_sign = NULL;
if(need_sign) {
Attribute *attr_sign;
ustring name_sign;
if(layer_name != NULL) {
name_sign = ustring((string(layer_name) +
".tangent_sign").c_str());
}
else {
name_sign = ustring("orco.tangent_sign");
}
if(active_render) {
attr_sign = attributes.add(ATTR_STD_UV_TANGENT_SIGN, name_sign);
}
else {
attr_sign = attributes.add(name_sign,
TypeDesc::TypeFloat,
ATTR_ELEMENT_CORNER);
}
tangent_sign = attr_sign->data_float();
}
/* Setup userdata. */
MikkUserData userdata(b_mesh, layer_name, mesh, tangent, tangent_sign);
/* Setup interface. */
SMikkTSpaceInterface sm_interface;
memset(&sm_interface, 0, sizeof(sm_interface));
sm_interface.m_getNumFaces = mikk_get_num_faces;
sm_interface.m_getNumVerticesOfFace = mikk_get_num_verts_of_face;
sm_interface.m_getPosition = mikk_get_position;
sm_interface.m_getTexCoord = mikk_get_texture_coordinate;
sm_interface.m_getNormal = mikk_get_normal;
sm_interface.m_setTSpaceBasic = mikk_set_tangent_space;
/* Setup context. */
SMikkTSpaceContext context;
memset(&context, 0, sizeof(context));
context.m_pUserData = &userdata;
context.m_pInterface = &sm_interface;
/* Compute tangents. */
genTangSpaceDefault(&context);
}
/* Create Volume Attribute */
static void create_mesh_volume_attribute(BL::Object& b_ob,
Mesh *mesh,
ImageManager *image_manager,
AttributeStandard std,
float frame)
{
BL::SmokeDomainSettings b_domain = object_smoke_domain_find(b_ob);
if(!b_domain)
return;
mesh->volume_isovalue = b_domain.clipping();
Attribute *attr = mesh->attributes.add(std);
VoxelAttribute *volume_data = attr->data_voxel();
ImageMetaData metadata;
bool animated = false;
bool use_alpha = true;
volume_data->manager = image_manager;
volume_data->slot = image_manager->add_image(
Attribute::standard_name(std),
b_ob.ptr.data,
animated,
frame,
INTERPOLATION_LINEAR,
EXTENSION_CLIP,
use_alpha,
metadata);
}
static void create_mesh_volume_attributes(Scene *scene,
BL::Object& b_ob,
Mesh *mesh,
float frame)
{
/* for smoke volume rendering */
if(mesh->need_attribute(scene, ATTR_STD_VOLUME_DENSITY))
create_mesh_volume_attribute(b_ob, mesh, scene->image_manager, ATTR_STD_VOLUME_DENSITY, frame);
if(mesh->need_attribute(scene, ATTR_STD_VOLUME_COLOR))
create_mesh_volume_attribute(b_ob, mesh, scene->image_manager, ATTR_STD_VOLUME_COLOR, frame);
if(mesh->need_attribute(scene, ATTR_STD_VOLUME_FLAME))
create_mesh_volume_attribute(b_ob, mesh, scene->image_manager, ATTR_STD_VOLUME_FLAME, frame);
if(mesh->need_attribute(scene, ATTR_STD_VOLUME_HEAT))
create_mesh_volume_attribute(b_ob, mesh, scene->image_manager, ATTR_STD_VOLUME_HEAT, frame);
if(mesh->need_attribute(scene, ATTR_STD_VOLUME_TEMPERATURE))
create_mesh_volume_attribute(b_ob, mesh, scene->image_manager, ATTR_STD_VOLUME_TEMPERATURE, frame);
if(mesh->need_attribute(scene, ATTR_STD_VOLUME_VELOCITY))
create_mesh_volume_attribute(b_ob, mesh, scene->image_manager, ATTR_STD_VOLUME_VELOCITY, frame);
}
/* Create vertex color attributes. */
static void attr_create_vertex_color(Scene *scene,
Mesh *mesh,
BL::Mesh& b_mesh,
const vector<int>& nverts,
const vector<int>& face_flags,
bool subdivision)
{
if(subdivision) {
BL::Mesh::vertex_colors_iterator l;
for(b_mesh.vertex_colors.begin(l); l != b_mesh.vertex_colors.end(); ++l) {
if(!mesh->need_attribute(scene, ustring(l->name().c_str())))
continue;
Attribute *attr = mesh->subd_attributes.add(ustring(l->name().c_str()),
TypeDesc::TypeColor,
ATTR_ELEMENT_CORNER_BYTE);
BL::Mesh::polygons_iterator p;
uchar4 *cdata = attr->data_uchar4();
for(b_mesh.polygons.begin(p); p != b_mesh.polygons.end(); ++p) {
int n = p->loop_total();
for(int i = 0; i < n; i++) {
float3 color = get_float3(l->data[p->loop_start() + i].color());
/* Encode vertex color using the sRGB curve. */
*(cdata++) = color_float_to_byte(color_srgb_to_linear_v3(color));
}
}
}
}
else {
BL::Mesh::tessface_vertex_colors_iterator l;
for(b_mesh.tessface_vertex_colors.begin(l); l != b_mesh.tessface_vertex_colors.end(); ++l) {
if(!mesh->need_attribute(scene, ustring(l->name().c_str())))
continue;
Attribute *attr = mesh->attributes.add(ustring(l->name().c_str()),
TypeDesc::TypeColor,
ATTR_ELEMENT_CORNER_BYTE);
BL::MeshColorLayer::data_iterator c;
uchar4 *cdata = attr->data_uchar4();
size_t i = 0;
for(l->data.begin(c); c != l->data.end(); ++c, ++i) {
int tri_a[3], tri_b[3];
face_split_tri_indices(face_flags[i], tri_a, tri_b);
/* Encode vertex color using the sRGB curve. */
uchar4 colors[4];
colors[0] = color_float_to_byte(color_srgb_to_linear_v3(get_float3(c->color1())));
colors[1] = color_float_to_byte(color_srgb_to_linear_v3(get_float3(c->color2())));
colors[2] = color_float_to_byte(color_srgb_to_linear_v3(get_float3(c->color3())));
if(nverts[i] == 4) {
colors[3] = color_float_to_byte(color_srgb_to_linear_v3(get_float3(c->color4())));
}
cdata[0] = colors[tri_a[0]];
cdata[1] = colors[tri_a[1]];
cdata[2] = colors[tri_a[2]];
if(nverts[i] == 4) {
cdata[3] = colors[tri_b[0]];
cdata[4] = colors[tri_b[1]];
cdata[5] = colors[tri_b[2]];
cdata += 6;
}
else
cdata += 3;
}
}
}
}
/* Create uv map attributes. */
static void attr_create_uv_map(Scene *scene,
Mesh *mesh,
BL::Mesh& b_mesh,
const vector<int>& nverts,
const vector<int>& face_flags)
{
if(b_mesh.tessface_uv_textures.length() != 0) {
BL::Mesh::tessface_uv_textures_iterator l;
for(b_mesh.tessface_uv_textures.begin(l); l != b_mesh.tessface_uv_textures.end(); ++l) {
const bool active_render = l->active_render();
AttributeStandard uv_std = (active_render)? ATTR_STD_UV: ATTR_STD_NONE;
ustring uv_name = ustring(l->name().c_str());
AttributeStandard tangent_std = (active_render)? ATTR_STD_UV_TANGENT
: ATTR_STD_NONE;
ustring tangent_name = ustring(
(string(l->name().c_str()) + ".tangent").c_str());
/* Denotes whether UV map was requested directly. */
const bool need_uv = mesh->need_attribute(scene, uv_name) ||
mesh->need_attribute(scene, uv_std);
/* Denotes whether tangent was requested directly. */
const bool need_tangent =
mesh->need_attribute(scene, tangent_name) ||
(active_render && mesh->need_attribute(scene, tangent_std));
/* UV map */
/* NOTE: We create temporary UV layer if its needed for tangent but
* wasn't requested by other nodes in shaders.
*/
Attribute *uv_attr = NULL;
if(need_uv || need_tangent) {
if(active_render) {
uv_attr = mesh->attributes.add(uv_std, uv_name);
}
else {
uv_attr = mesh->attributes.add(uv_name,
TypeDesc::TypePoint,
ATTR_ELEMENT_CORNER);
}
BL::MeshTextureFaceLayer::data_iterator t;
float3 *fdata = uv_attr->data_float3();
size_t i = 0;
for(l->data.begin(t); t != l->data.end(); ++t, ++i) {
int tri_a[3], tri_b[3];
face_split_tri_indices(face_flags[i], tri_a, tri_b);
float3 uvs[4];
uvs[0] = get_float3(t->uv1());
uvs[1] = get_float3(t->uv2());
uvs[2] = get_float3(t->uv3());
if(nverts[i] == 4) {
uvs[3] = get_float3(t->uv4());
}
fdata[0] = uvs[tri_a[0]];
fdata[1] = uvs[tri_a[1]];
fdata[2] = uvs[tri_a[2]];
fdata += 3;
if(nverts[i] == 4) {
fdata[0] = uvs[tri_b[0]];
fdata[1] = uvs[tri_b[1]];
fdata[2] = uvs[tri_b[2]];
fdata += 3;
}
}
}
/* UV tangent */
if(need_tangent) {
AttributeStandard sign_std =
(active_render)? ATTR_STD_UV_TANGENT_SIGN
: ATTR_STD_NONE;
ustring sign_name = ustring(
(string(l->name().c_str()) + ".tangent_sign").c_str());
bool need_sign = (mesh->need_attribute(scene, sign_name) ||
mesh->need_attribute(scene, sign_std));
mikk_compute_tangents(b_mesh,
l->name().c_str(),
mesh,
need_sign,
active_render);
}
/* Remove temporarily created UV attribute. */
if(!need_uv && uv_attr != NULL) {
mesh->attributes.remove(uv_attr);
}
}
}
else if(mesh->need_attribute(scene, ATTR_STD_UV_TANGENT)) {
bool need_sign = mesh->need_attribute(scene, ATTR_STD_UV_TANGENT_SIGN);
mikk_compute_tangents(b_mesh, NULL, mesh, need_sign, true);
if(!mesh->need_attribute(scene, ATTR_STD_GENERATED)) {
mesh->attributes.remove(ATTR_STD_GENERATED);
}
}
}
static void attr_create_subd_uv_map(Scene *scene,
Mesh *mesh,
BL::Mesh& b_mesh,
bool subdivide_uvs)
{
if(b_mesh.uv_layers.length() != 0) {
BL::Mesh::uv_layers_iterator l;
int i = 0;
for(b_mesh.uv_layers.begin(l); l != b_mesh.uv_layers.end(); ++l, ++i) {
bool active_render = b_mesh.uv_textures[i].active_render();
AttributeStandard uv_std = (active_render)? ATTR_STD_UV: ATTR_STD_NONE;
ustring uv_name = ustring(l->name().c_str());
AttributeStandard tangent_std = (active_render)? ATTR_STD_UV_TANGENT
: ATTR_STD_NONE;
ustring tangent_name = ustring(
(string(l->name().c_str()) + ".tangent").c_str());
/* Denotes whether UV map was requested directly. */
const bool need_uv = mesh->need_attribute(scene, uv_name) ||
mesh->need_attribute(scene, uv_std);
/* Denotes whether tangent was requested directly. */
const bool need_tangent =
mesh->need_attribute(scene, tangent_name) ||
(active_render && mesh->need_attribute(scene, tangent_std));
Attribute *uv_attr = NULL;
/* UV map */
if(need_uv || need_tangent) {
if(active_render)
uv_attr = mesh->subd_attributes.add(uv_std, uv_name);
else
uv_attr = mesh->subd_attributes.add(uv_name, TypeDesc::TypePoint, ATTR_ELEMENT_CORNER);
if(subdivide_uvs) {
uv_attr->flags |= ATTR_SUBDIVIDED;
}
BL::Mesh::polygons_iterator p;
float3 *fdata = uv_attr->data_float3();
for(b_mesh.polygons.begin(p); p != b_mesh.polygons.end(); ++p) {
int n = p->loop_total();
for(int j = 0; j < n; j++) {
*(fdata++) = get_float3(l->data[p->loop_start() + j].uv());
}
}
}
/* UV tangent */
if(need_tangent) {
AttributeStandard sign_std =
(active_render)? ATTR_STD_UV_TANGENT_SIGN
: ATTR_STD_NONE;
ustring sign_name = ustring(
(string(l->name().c_str()) + ".tangent_sign").c_str());
bool need_sign = (mesh->need_attribute(scene, sign_name) ||
mesh->need_attribute(scene, sign_std));
mikk_compute_tangents(b_mesh,
l->name().c_str(),
mesh,
need_sign,
active_render);
}
/* Remove temporarily created UV attribute. */
if(!need_uv && uv_attr != NULL) {
mesh->subd_attributes.remove(uv_attr);
}
}
}
else if(mesh->need_attribute(scene, ATTR_STD_UV_TANGENT)) {
bool need_sign = mesh->need_attribute(scene, ATTR_STD_UV_TANGENT_SIGN);
mikk_compute_tangents(b_mesh, NULL, mesh, need_sign, true);
if(!mesh->need_attribute(scene, ATTR_STD_GENERATED)) {
mesh->subd_attributes.remove(ATTR_STD_GENERATED);
}
}
}
/* Create vertex pointiness attributes. */
/* Compare vertices by sum of their coordinates. */
class VertexAverageComparator {
public:
VertexAverageComparator(const array<float3>& verts)
: verts_(verts) {
}
bool operator()(const int& vert_idx_a, const int& vert_idx_b)
{
const float3 &vert_a = verts_[vert_idx_a];
const float3 &vert_b = verts_[vert_idx_b];
if(vert_a == vert_b) {
/* Special case for doubles, so we ensure ordering. */
return vert_idx_a > vert_idx_b;
}
const float x1 = vert_a.x + vert_a.y + vert_a.z;
const float x2 = vert_b.x + vert_b.y + vert_b.z;
return x1 < x2;
}
protected:
const array<float3>& verts_;
};
static void attr_create_pointiness(Scene *scene,
Mesh *mesh,
BL::Mesh& b_mesh,
bool subdivision)
{
if(!mesh->need_attribute(scene, ATTR_STD_POINTINESS)) {
return;
}
const int num_verts = b_mesh.vertices.length();
if(num_verts == 0) {
return;
}
/* STEP 1: Find out duplicated vertices and point duplicates to a single
* original vertex.
*/
vector<int> sorted_vert_indeices(num_verts);
for(int vert_index = 0; vert_index < num_verts; ++vert_index) {
sorted_vert_indeices[vert_index] = vert_index;
}
VertexAverageComparator compare(mesh->verts);
sort(sorted_vert_indeices.begin(), sorted_vert_indeices.end(), compare);
/* This array stores index of the original vertex for the given vertex
* index.
*/
vector<int> vert_orig_index(num_verts);
for(int sorted_vert_index = 0;
sorted_vert_index < num_verts;
++sorted_vert_index)
{
const int vert_index = sorted_vert_indeices[sorted_vert_index];
const float3 &vert_co = mesh->verts[vert_index];
bool found = false;
for(int other_sorted_vert_index = sorted_vert_index + 1;
other_sorted_vert_index < num_verts;
++other_sorted_vert_index)
{
const int other_vert_index =
sorted_vert_indeices[other_sorted_vert_index];
const float3 &other_vert_co = mesh->verts[other_vert_index];
/* We are too far away now, we wouldn't have duplicate. */
if((other_vert_co.x + other_vert_co.y + other_vert_co.z) -
(vert_co.x + vert_co.y + vert_co.z) > 3 * FLT_EPSILON)
{
break;
}
/* Found duplicate. */
if(len_squared(other_vert_co - vert_co) < FLT_EPSILON) {
found = true;
vert_orig_index[vert_index] = other_vert_index;
break;
}
}
if(!found) {
vert_orig_index[vert_index] = vert_index;
}
}
/* Make sure we always points to the very first orig vertex. */
for(int vert_index = 0; vert_index < num_verts; ++vert_index) {
int orig_index = vert_orig_index[vert_index];
while(orig_index != vert_orig_index[orig_index]) {
orig_index = vert_orig_index[orig_index];
}
vert_orig_index[vert_index] = orig_index;
}
sorted_vert_indeices.free_memory();
/* STEP 2: Calculate vertex normals taking into account their possible
* duplicates which gets "welded" together.
*/
vector<float3> vert_normal(num_verts, make_float3(0.0f, 0.0f, 0.0f));
/* First we accumulate all vertex normals in the original index. */
for(int vert_index = 0; vert_index < num_verts; ++vert_index) {
const float3 normal = get_float3(b_mesh.vertices[vert_index].normal());
const int orig_index = vert_orig_index[vert_index];
vert_normal[orig_index] += normal;
}
/* Then we normalize the accumulated result and flush it to all duplicates
* as well.
*/
for(int vert_index = 0; vert_index < num_verts; ++vert_index) {
const int orig_index = vert_orig_index[vert_index];
vert_normal[vert_index] = normalize(vert_normal[orig_index]);
}
/* STEP 3: Calculate pointiness using single ring neighborhood. */
vector<int> counter(num_verts, 0);
vector<float> raw_data(num_verts, 0.0f);
vector<float3> edge_accum(num_verts, make_float3(0.0f, 0.0f, 0.0f));
BL::Mesh::edges_iterator e;
EdgeMap visited_edges;
int edge_index = 0;
memset(&counter[0], 0, sizeof(int) * counter.size());
for(b_mesh.edges.begin(e); e != b_mesh.edges.end(); ++e, ++edge_index) {
const int v0 = vert_orig_index[b_mesh.edges[edge_index].vertices()[0]],
v1 = vert_orig_index[b_mesh.edges[edge_index].vertices()[1]];
if(visited_edges.exists(v0, v1)) {
continue;
}
visited_edges.insert(v0, v1);
float3 co0 = get_float3(b_mesh.vertices[v0].co()),
co1 = get_float3(b_mesh.vertices[v1].co());
float3 edge = normalize(co1 - co0);
edge_accum[v0] += edge;
edge_accum[v1] += -edge;
++counter[v0];
++counter[v1];
}
for(int vert_index = 0; vert_index < num_verts; ++vert_index) {
const int orig_index = vert_orig_index[vert_index];
if(orig_index != vert_index) {
/* Skip duplicates, they'll be overwritten later on. */
continue;
}
if(counter[vert_index] > 0) {
const float3 normal = vert_normal[vert_index];
const float angle =
safe_acosf(dot(normal,
edge_accum[vert_index] / counter[vert_index]));
raw_data[vert_index] = angle * M_1_PI_F;
}
else {
raw_data[vert_index] = 0.0f;
}
}
/* STEP 3: Blur vertices to approximate 2 ring neighborhood. */
AttributeSet& attributes = (subdivision)? mesh->subd_attributes: mesh->attributes;
Attribute *attr = attributes.add(ATTR_STD_POINTINESS);
float *data = attr->data_float();
memcpy(data, &raw_data[0], sizeof(float) * raw_data.size());
memset(&counter[0], 0, sizeof(int) * counter.size());
edge_index = 0;
visited_edges.clear();
for(b_mesh.edges.begin(e); e != b_mesh.edges.end(); ++e, ++edge_index) {
const int v0 = vert_orig_index[b_mesh.edges[edge_index].vertices()[0]],
v1 = vert_orig_index[b_mesh.edges[edge_index].vertices()[1]];
if(visited_edges.exists(v0, v1)) {
continue;
}
visited_edges.insert(v0, v1);
data[v0] += raw_data[v1];
data[v1] += raw_data[v0];
++counter[v0];
++counter[v1];
}
for(int vert_index = 0; vert_index < num_verts; ++vert_index) {
data[vert_index] /= counter[vert_index] + 1;
}
/* STEP 4: Copy attribute to the duplicated vertices. */
for(int vert_index = 0; vert_index < num_verts; ++vert_index) {
const int orig_index = vert_orig_index[vert_index];
data[vert_index] = data[orig_index];
}
}
/* Create Mesh */
static void create_mesh(Scene *scene,
Mesh *mesh,
BL::Mesh& b_mesh,
const vector<Shader*>& used_shaders,
bool subdivision = false,
bool subdivide_uvs = true)
{
/* count vertices and faces */
int numverts = b_mesh.vertices.length();
int numfaces = (!subdivision) ? b_mesh.tessfaces.length() : b_mesh.polygons.length();
int numtris = 0;
int numcorners = 0;
int numngons = 0;
bool use_loop_normals = b_mesh.use_auto_smooth() && (mesh->subdivision_type != Mesh::SUBDIVISION_CATMULL_CLARK);
/* If no faces, create empty mesh. */
if(numfaces == 0) {
return;
}
BL::Mesh::vertices_iterator v;
BL::Mesh::tessfaces_iterator f;
BL::Mesh::polygons_iterator p;
if(!subdivision) {
for(b_mesh.tessfaces.begin(f); f != b_mesh.tessfaces.end(); ++f) {
int4 vi = get_int4(f->vertices_raw());
numtris += (vi[3] == 0)? 1: 2;
}
}
else {
for(b_mesh.polygons.begin(p); p != b_mesh.polygons.end(); ++p) {
numngons += (p->loop_total() == 4)? 0: 1;
numcorners += p->loop_total();
}
}
/* allocate memory */
mesh->reserve_mesh(numverts, numtris);
mesh->reserve_subd_faces(numfaces, numngons, numcorners);
/* create vertex coordinates and normals */
for(b_mesh.vertices.begin(v); v != b_mesh.vertices.end(); ++v)
mesh->add_vertex(get_float3(v->co()));
AttributeSet& attributes = (subdivision)? mesh->subd_attributes: mesh->attributes;
Attribute *attr_N = attributes.add(ATTR_STD_VERTEX_NORMAL);
float3 *N = attr_N->data_float3();
for(b_mesh.vertices.begin(v); v != b_mesh.vertices.end(); ++v, ++N)
*N = get_float3(v->normal());
N = attr_N->data_float3();
/* create generated coordinates from undeformed coordinates */
const bool need_default_tangent =
(subdivision == false) &&
(b_mesh.tessface_uv_textures.length() == 0) &&
(mesh->need_attribute(scene, ATTR_STD_UV_TANGENT));
if(mesh->need_attribute(scene, ATTR_STD_GENERATED) ||
need_default_tangent)
{
Attribute *attr = attributes.add(ATTR_STD_GENERATED);
attr->flags |= ATTR_SUBDIVIDED;
float3 loc, size;
mesh_texture_space(b_mesh, loc, size);
float3 *generated = attr->data_float3();
size_t i = 0;
for(b_mesh.vertices.begin(v); v != b_mesh.vertices.end(); ++v) {
generated[i++] = get_float3(v->undeformed_co())*size - loc;
}
}
/* create faces */
vector<int> nverts(numfaces);
vector<int> face_flags(numfaces, FACE_FLAG_NONE);
int fi = 0;
if(!subdivision) {
for(b_mesh.tessfaces.begin(f); f != b_mesh.tessfaces.end(); ++f, ++fi) {
int4 vi = get_int4(f->vertices_raw());
int n = (vi[3] == 0)? 3: 4;
int shader = clamp(f->material_index(), 0, used_shaders.size()-1);
bool smooth = f->use_smooth() || use_loop_normals;
if(use_loop_normals) {
BL::Array<float, 12> loop_normals = f->split_normals();
for(int i = 0; i < n; i++) {
N[vi[i]] = make_float3(loop_normals[i * 3],
loop_normals[i * 3 + 1],
loop_normals[i * 3 + 2]);
}
}
/* Create triangles.
*
* NOTE: Autosmooth is already taken care about.
*/
if(n == 4) {
if(is_zero(cross(mesh->verts[vi[1]] - mesh->verts[vi[0]], mesh->verts[vi[2]] - mesh->verts[vi[0]])) ||
is_zero(cross(mesh->verts[vi[2]] - mesh->verts[vi[0]], mesh->verts[vi[3]] - mesh->verts[vi[0]])))
{
mesh->add_triangle(vi[0], vi[1], vi[3], shader, smooth);
mesh->add_triangle(vi[2], vi[3], vi[1], shader, smooth);
face_flags[fi] |= FACE_FLAG_DIVIDE_24;
}
else {
mesh->add_triangle(vi[0], vi[1], vi[2], shader, smooth);
mesh->add_triangle(vi[0], vi[2], vi[3], shader, smooth);
face_flags[fi] |= FACE_FLAG_DIVIDE_13;
}
}
else {
mesh->add_triangle(vi[0], vi[1], vi[2], shader, smooth);
}
nverts[fi] = n;
}
}
else {
vector<int> vi;
for(b_mesh.polygons.begin(p); p != b_mesh.polygons.end(); ++p) {
int n = p->loop_total();
int shader = clamp(p->material_index(), 0, used_shaders.size()-1);
bool smooth = p->use_smooth() || use_loop_normals;
vi.resize(n);
for(int i = 0; i < n; i++) {
/* NOTE: Autosmooth is already taken care about. */
vi[i] = b_mesh.loops[p->loop_start() + i].vertex_index();
}
/* create subd faces */
mesh->add_subd_face(&vi[0], n, shader, smooth);
}
}
/* Create all needed attributes.
* The calculate functions will check whether they're needed or not.
*/
attr_create_pointiness(scene, mesh, b_mesh, subdivision);
attr_create_vertex_color(scene, mesh, b_mesh, nverts, face_flags, subdivision);
if(subdivision) {
attr_create_subd_uv_map(scene, mesh, b_mesh, subdivide_uvs);
}
else {
attr_create_uv_map(scene, mesh, b_mesh, nverts, face_flags);
}
/* for volume objects, create a matrix to transform from object space to
* mesh texture space. this does not work with deformations but that can
* probably only be done well with a volume grid mapping of coordinates */
if(mesh->need_attribute(scene, ATTR_STD_GENERATED_TRANSFORM)) {
Attribute *attr = mesh->attributes.add(ATTR_STD_GENERATED_TRANSFORM);
Transform *tfm = attr->data_transform();
float3 loc, size;
mesh_texture_space(b_mesh, loc, size);
*tfm = transform_translate(-loc)*transform_scale(size);
}
}
static void create_subd_mesh(Scene *scene,
Mesh *mesh,
BL::Object& b_ob,
BL::Mesh& b_mesh,
const vector<Shader*>& used_shaders,
float dicing_rate,
int max_subdivisions)
{
BL::SubsurfModifier subsurf_mod(b_ob.modifiers[b_ob.modifiers.length()-1]);
bool subdivide_uvs = subsurf_mod.use_subsurf_uv();
create_mesh(scene, mesh, b_mesh, used_shaders, true, subdivide_uvs);
/* export creases */
size_t num_creases = 0;
BL::Mesh::edges_iterator e;
for(b_mesh.edges.begin(e); e != b_mesh.edges.end(); ++e) {
if(e->crease() != 0.0f) {
num_creases++;
}
}
mesh->subd_creases.resize(num_creases);
Mesh::SubdEdgeCrease* crease = mesh->subd_creases.data();
for(b_mesh.edges.begin(e); e != b_mesh.edges.end(); ++e) {
if(e->crease() != 0.0f) {
crease->v[0] = e->vertices()[0];
crease->v[1] = e->vertices()[1];
crease->crease = e->crease();
crease++;
}
}
/* set subd params */
if(!mesh->subd_params) {
mesh->subd_params = new SubdParams(mesh);
}
SubdParams& sdparams = *mesh->subd_params;
PointerRNA cobj = RNA_pointer_get(&b_ob.ptr, "cycles");
sdparams.dicing_rate = max(0.1f, RNA_float_get(&cobj, "dicing_rate") * dicing_rate);
sdparams.max_level = max_subdivisions;
scene->dicing_camera->update(scene);
sdparams.camera = scene->dicing_camera;
sdparams.objecttoworld = get_transform(b_ob.matrix_world());
}
/* Sync */
static void sync_mesh_fluid_motion(BL::Object& b_ob, Scene *scene, Mesh *mesh)
{
if(scene->need_motion() == Scene::MOTION_NONE)
return;
BL::DomainFluidSettings b_fluid_domain = object_fluid_domain_find(b_ob);
if(!b_fluid_domain)
return;
/* If the mesh has modifiers following the fluid domain we can't export motion. */
if(b_fluid_domain.fluid_mesh_vertices.length() != mesh->verts.size())
return;
/* Find or add attribute */
float3 *P = &mesh->verts[0];
Attribute *attr_mP = mesh->attributes.find(ATTR_STD_MOTION_VERTEX_POSITION);
if(!attr_mP) {
attr_mP = mesh->attributes.add(ATTR_STD_MOTION_VERTEX_POSITION);
}
/* Only export previous and next frame, we don't have any in between data. */
float motion_times[2] = {-1.0f, 1.0f};
for(int step = 0; step < 2; step++) {
float relative_time = motion_times[step] * scene->motion_shutter_time() * 0.5f;
float3 *mP = attr_mP->data_float3() + step*mesh->verts.size();
BL::DomainFluidSettings::fluid_mesh_vertices_iterator fvi;
int i = 0;
for(b_fluid_domain.fluid_mesh_vertices.begin(fvi); fvi != b_fluid_domain.fluid_mesh_vertices.end(); ++fvi, ++i) {
mP[i] = P[i] + get_float3(fvi->velocity()) * relative_time;
}
}
}
Mesh *BlenderSync::sync_mesh(BL::Object& b_ob,
bool object_updated,
bool hide_tris)
{
/* When viewport display is not needed during render we can force some
* caches to be releases from blender side in order to reduce peak memory
* footprint during synchronization process.
*/
const bool is_interface_locked = b_engine.render() &&
b_engine.render().use_lock_interface();
const bool can_free_caches = BlenderSession::headless || is_interface_locked;
/* test if we can instance or if the object is modified */
BL::ID b_ob_data = b_ob.data();
BL::ID key = (BKE_object_is_modified(b_ob))? b_ob: b_ob_data;
BL::Material material_override = render_layer.material_override;
/* find shader indices */
vector<Shader*> used_shaders;
BL::Object::material_slots_iterator slot;
for(b_ob.material_slots.begin(slot); slot != b_ob.material_slots.end(); ++slot) {
if(material_override) {
find_shader(material_override, used_shaders, scene->default_surface);
}
else {
BL::ID b_material(slot->material());
find_shader(b_material, used_shaders, scene->default_surface);
}
}
if(used_shaders.size() == 0) {
if(material_override)
find_shader(material_override, used_shaders, scene->default_surface);
else
used_shaders.push_back(scene->default_surface);
}
/* test if we need to sync */
int requested_geometry_flags = Mesh::GEOMETRY_NONE;
if(render_layer.use_surfaces) {
requested_geometry_flags |= Mesh::GEOMETRY_TRIANGLES;
}
if(render_layer.use_hair) {
requested_geometry_flags |= Mesh::GEOMETRY_CURVES;
}
Mesh *mesh;
if(!mesh_map.sync(&mesh, key)) {
/* if transform was applied to mesh, need full update */
if(object_updated && mesh->transform_applied);
/* test if shaders changed, these can be object level so mesh
* does not get tagged for recalc */
else if(mesh->used_shaders != used_shaders);
else if(requested_geometry_flags != mesh->geometry_flags);
else {
/* even if not tagged for recalc, we may need to sync anyway
* because the shader needs different mesh attributes */
bool attribute_recalc = false;
foreach(Shader *shader, mesh->used_shaders)
if(shader->need_update_mesh)
attribute_recalc = true;
if(!attribute_recalc)
return mesh;
}
}
/* ensure we only sync instanced meshes once */
if(mesh_synced.find(mesh) != mesh_synced.end())
return mesh;
mesh_synced.insert(mesh);
/* create derived mesh */
array<int> oldtriangles;
array<Mesh::SubdFace> oldsubd_faces;
array<int> oldsubd_face_corners;
oldtriangles.steal_data(mesh->triangles);
oldsubd_faces.steal_data(mesh->subd_faces);
oldsubd_face_corners.steal_data(mesh->subd_face_corners);
/* compares curve_keys rather than strands in order to handle quick hair
* adjustments in dynamic BVH - other methods could probably do this better*/
array<float3> oldcurve_keys;
array<float> oldcurve_radius;
oldcurve_keys.steal_data(mesh->curve_keys);
oldcurve_radius.steal_data(mesh->curve_radius);
mesh->clear();
mesh->used_shaders = used_shaders;
mesh->name = ustring(b_ob_data.name().c_str());
if(requested_geometry_flags != Mesh::GEOMETRY_NONE) {
/* mesh objects does have special handle in the dependency graph,
* they're ensured to have properly updated.
*
* updating meshes here will end up having derived mesh referencing
* freed data from the blender side.
*/
if(preview && b_ob.type() != BL::Object::type_MESH)
b_ob.update_from_editmode(b_data);
bool need_undeformed = mesh->need_attribute(scene, ATTR_STD_GENERATED);
mesh->subdivision_type = object_subdivision_type(b_ob, preview, experimental);
/* Disable adaptive subdivision while baking as the baking system
* currently doesnt support the topology and will crash.
*/
if(scene->bake_manager->get_baking()) {
mesh->subdivision_type = Mesh::SUBDIVISION_NONE;
}
BL::Mesh b_mesh = object_to_mesh(b_data,
b_ob,
b_scene,
true,
!preview,
need_undeformed,
mesh->subdivision_type);
if(b_mesh) {
if(render_layer.use_surfaces && !hide_tris) {
if(mesh->subdivision_type != Mesh::SUBDIVISION_NONE)
create_subd_mesh(scene, mesh, b_ob, b_mesh, used_shaders,
dicing_rate, max_subdivisions);
else
create_mesh(scene, mesh, b_mesh, used_shaders, false);
create_mesh_volume_attributes(scene, b_ob, mesh, b_scene.frame_current());
}
if(render_layer.use_hair && mesh->subdivision_type == Mesh::SUBDIVISION_NONE)
sync_curves(mesh, b_mesh, b_ob, false);
if(can_free_caches) {
b_ob.cache_release();
}
/* free derived mesh */
b_data.meshes.remove(b_mesh, false, true, false);
}
}
mesh->geometry_flags = requested_geometry_flags;
/* fluid motion */
sync_mesh_fluid_motion(b_ob, scene, mesh);
/* tag update */
bool rebuild = (oldtriangles != mesh->triangles) ||
(oldsubd_faces != mesh->subd_faces) ||
(oldsubd_face_corners != mesh->subd_face_corners) ||
(oldcurve_keys != mesh->curve_keys) ||
(oldcurve_radius != mesh->curve_radius);
mesh->tag_update(scene, rebuild);
return mesh;
}
void BlenderSync::sync_mesh_motion(BL::Object& b_ob,
Object *object,
float motion_time)
{
/* ensure we only sync instanced meshes once */
Mesh *mesh = object->mesh;
if(mesh_motion_synced.find(mesh) != mesh_motion_synced.end())
return;
mesh_motion_synced.insert(mesh);
/* ensure we only motion sync meshes that also had mesh synced, to avoid
* unnecessary work and to ensure that its attributes were clear */
if(mesh_synced.find(mesh) == mesh_synced.end())
return;
/* Find time matching motion step required by mesh. */
int motion_step = mesh->motion_step(motion_time);
if(motion_step < 0) {
return;
}
/* skip empty meshes */
const size_t numverts = mesh->verts.size();
const size_t numkeys = mesh->curve_keys.size();
if(!numverts && !numkeys)
return;
/* skip objects without deforming modifiers. this is not totally reliable,
* would need a more extensive check to see which objects are animated */
BL::Mesh b_mesh(PointerRNA_NULL);
/* fluid motion is exported immediate with mesh, skip here */
BL::DomainFluidSettings b_fluid_domain = object_fluid_domain_find(b_ob);
if(b_fluid_domain)
return;
if(ccl::BKE_object_is_deform_modified(b_ob, b_scene, preview)) {
/* get derived mesh */
b_mesh = object_to_mesh(b_data,
b_ob,
b_scene,
true,
!preview,
false,
Mesh::SUBDIVISION_NONE);
}
if(!b_mesh) {
/* if we have no motion blur on this frame, but on other frames, copy */
if(numverts) {
/* triangles */
Attribute *attr_mP = mesh->attributes.find(ATTR_STD_MOTION_VERTEX_POSITION);
if(attr_mP) {
Attribute *attr_mN = mesh->attributes.find(ATTR_STD_MOTION_VERTEX_NORMAL);
Attribute *attr_N = mesh->attributes.find(ATTR_STD_VERTEX_NORMAL);
float3 *P = &mesh->verts[0];
float3 *N = (attr_N)? attr_N->data_float3(): NULL;
memcpy(attr_mP->data_float3() + motion_step*numverts, P, sizeof(float3)*numverts);
if(attr_mN)
memcpy(attr_mN->data_float3() + motion_step*numverts, N, sizeof(float3)*numverts);
}
}
if(numkeys) {
/* curves */
Attribute *attr_mP = mesh->curve_attributes.find(ATTR_STD_MOTION_VERTEX_POSITION);
if(attr_mP) {
float3 *keys = &mesh->curve_keys[0];
memcpy(attr_mP->data_float3() + motion_step*numkeys, keys, sizeof(float3)*numkeys);
}
}
return;
}
/* TODO(sergey): Perform preliminary check for number of verticies. */
if(numverts) {
/* Find attributes. */
Attribute *attr_mP = mesh->attributes.find(ATTR_STD_MOTION_VERTEX_POSITION);
Attribute *attr_mN = mesh->attributes.find(ATTR_STD_MOTION_VERTEX_NORMAL);
Attribute *attr_N = mesh->attributes.find(ATTR_STD_VERTEX_NORMAL);
bool new_attribute = false;
/* Add new attributes if they don't exist already. */
if(!attr_mP) {
attr_mP = mesh->attributes.add(ATTR_STD_MOTION_VERTEX_POSITION);
if(attr_N)
attr_mN = mesh->attributes.add(ATTR_STD_MOTION_VERTEX_NORMAL);
new_attribute = true;
}
/* Load vertex data from mesh. */
float3 *mP = attr_mP->data_float3() + motion_step*numverts;
float3 *mN = (attr_mN)? attr_mN->data_float3() + motion_step*numverts: NULL;
/* NOTE: We don't copy more that existing amount of vertices to prevent
* possible memory corruption.
*/
BL::Mesh::vertices_iterator v;
int i = 0;
for(b_mesh.vertices.begin(v); v != b_mesh.vertices.end() && i < numverts; ++v, ++i) {
mP[i] = get_float3(v->co());
if(mN)
mN[i] = get_float3(v->normal());
}
if(new_attribute) {
/* In case of new attribute, we verify if there really was any motion. */
if(b_mesh.vertices.length() != numverts ||
memcmp(mP, &mesh->verts[0], sizeof(float3)*numverts) == 0)
{
/* no motion, remove attributes again */
if(b_mesh.vertices.length() != numverts) {
VLOG(1) << "Topology differs, disabling motion blur for object "
<< b_ob.name();
}
else {
VLOG(1) << "No actual deformation motion for object "
<< b_ob.name();
}
mesh->attributes.remove(ATTR_STD_MOTION_VERTEX_POSITION);
if(attr_mN)
mesh->attributes.remove(ATTR_STD_MOTION_VERTEX_NORMAL);
}
else if(motion_step > 0) {
VLOG(1) << "Filling deformation motion for object " << b_ob.name();
/* motion, fill up previous steps that we might have skipped because
* they had no motion, but we need them anyway now */
float3 *P = &mesh->verts[0];
float3 *N = (attr_N)? attr_N->data_float3(): NULL;
for(int step = 0; step < motion_step; step++) {
memcpy(attr_mP->data_float3() + step*numverts, P, sizeof(float3)*numverts);
if(attr_mN)
memcpy(attr_mN->data_float3() + step*numverts, N, sizeof(float3)*numverts);
}
}
}
else {
if(b_mesh.vertices.length() != numverts) {
VLOG(1) << "Topology differs, discarding motion blur for object "
<< b_ob.name() << " at time " << motion_step;
memcpy(mP, &mesh->verts[0], sizeof(float3)*numverts);
if(mN != NULL) {
memcpy(mN, attr_N->data_float3(), sizeof(float3)*numverts);
}
}
}
}
/* hair motion */
if(numkeys)
sync_curves(mesh, b_mesh, b_ob, true, motion_step);
/* free derived mesh */
b_data.meshes.remove(b_mesh, false, true, false);
}
CCL_NAMESPACE_END