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authorCampbell Barton <ideasman42@gmail.com>2008-06-05 22:26:34 +0400
committerCampbell Barton <ideasman42@gmail.com>2008-06-05 22:26:34 +0400
commitf2407fec559fe5853db935499b37b52c67578290 (patch)
treee4354e700d13d54785cbb96a471bf176848fd023
parent172fe6ed2f963b952833f39729e1bac52b479a2f (diff)
Apricot feature, thats fit for trunk.
Baking would split non-planer quads in an unpredictable way, which is fine for rending but game engines often use a fixed order (0,1,2), (0,2,3) or (1,2,3) (1,3,0). Added an option to use a fixed order when baking.
-rw-r--r--source/blender/makesdna/DNA_scene_types.h2
-rw-r--r--source/blender/render/intern/include/render_types.h1
-rw-r--r--source/blender/render/intern/source/convertblender.c34
-rw-r--r--source/blender/src/buttons_scene.c4
4 files changed, 30 insertions, 11 deletions
diff --git a/source/blender/makesdna/DNA_scene_types.h b/source/blender/makesdna/DNA_scene_types.h
index 7b1b979b777..aae8a697cbe 100644
--- a/source/blender/makesdna/DNA_scene_types.h
+++ b/source/blender/makesdna/DNA_scene_types.h
@@ -274,7 +274,7 @@ typedef struct RenderData {
/* Bake Render options */
short bake_osa, bake_filter, bake_mode, bake_flag;
- short bake_normal_space, bpad;
+ short bake_normal_space, bake_quad_split;
float bake_maxdist, bake_biasdist, bake_pad;
/* yafray: global panel params. TODO: move elsewhere */
diff --git a/source/blender/render/intern/include/render_types.h b/source/blender/render/intern/include/render_types.h
index d7e71b3e531..8414b6aefe3 100644
--- a/source/blender/render/intern/include/render_types.h
+++ b/source/blender/render/intern/include/render_types.h
@@ -499,6 +499,7 @@ typedef struct LampRen {
#define R_NEED_TANGENT 32
#define R_SKIP_MULTIRES 64
#define R_BAKE_TRACE 128
+#define R_BAKING 256
/* vlakren->flag (vlak = face in dutch) char!!! */
#define R_SMOOTH 1
diff --git a/source/blender/render/intern/source/convertblender.c b/source/blender/render/intern/source/convertblender.c
index dbade68ba1d..bef3690a43a 100644
--- a/source/blender/render/intern/source/convertblender.c
+++ b/source/blender/render/intern/source/convertblender.c
@@ -3935,7 +3935,7 @@ static void set_fullsample_flag(Render *re, ObjectRen *obr)
}
}
-static void check_non_flat_quads(ObjectRen *obr)
+static void check_non_flat_quads(ObjectRen *obr, int quad_flip)
{
VlakRen *vlr, *vlr1;
VertRen *v1, *v2, *v3, *v4;
@@ -3997,20 +3997,27 @@ static void check_non_flat_quads(ObjectRen *obr)
xn= nor[0]*vlr->n[0] + nor[1]*vlr->n[1] + nor[2]*vlr->n[2];
if(ABS(xn) < 0.999995 ) { // checked on noisy fractal grid
+
float d1, d2;
vlr1= RE_vlakren_copy(obr, vlr);
vlr1->flag |= R_FACE_SPLIT;
- /* split direction based on vnorms */
- CalcNormFloat(vlr->v1->co, vlr->v2->co, vlr->v3->co, nor);
- d1= nor[0]*vlr->v1->n[0] + nor[1]*vlr->v1->n[1] + nor[2]*vlr->v1->n[2];
+ if (quad_flip==0) { /* nonzero quad_flip is used to force dividing one way */
+ /* split direction based on vnorms */
+ CalcNormFloat(vlr->v1->co, vlr->v2->co, vlr->v3->co, nor);
+ d1= nor[0]*vlr->v1->n[0] + nor[1]*vlr->v1->n[1] + nor[2]*vlr->v1->n[2];
- CalcNormFloat(vlr->v2->co, vlr->v3->co, vlr->v4->co, nor);
- d2= nor[0]*vlr->v2->n[0] + nor[1]*vlr->v2->n[1] + nor[2]*vlr->v2->n[2];
+ CalcNormFloat(vlr->v2->co, vlr->v3->co, vlr->v4->co, nor);
+ d2= nor[0]*vlr->v2->n[0] + nor[1]*vlr->v2->n[1] + nor[2]*vlr->v2->n[2];
- if( fabs(d1) < fabs(d2) ) vlr->flag |= R_DIVIDE_24;
- else vlr->flag &= ~R_DIVIDE_24;
+ if( fabs(d1) < fabs(d2) ) vlr->flag |= R_DIVIDE_24;
+ else vlr->flag &= ~R_DIVIDE_24;
+ } else if (quad_flip==1) {
+ vlr->flag &= ~R_DIVIDE_24;
+ } else { /* quad_flip == 3 */
+ vlr->flag |= R_DIVIDE_24;
+ }
/* new vertex pointers */
if (vlr->flag & R_DIVIDE_24) {
@@ -4064,8 +4071,14 @@ static void finalize_render_object(Render *re, ObjectRen *obr, int timeoffset)
ob->smoothresh= 0.0;
if((re->r.mode & R_RAYTRACE) && (re->r.mode & R_SHADOW))
set_phong_threshold(obr);
-
- check_non_flat_quads(obr);
+
+ if (re->flag & R_BAKING) {
+ /* Baking lets us define a quad split order */
+ check_non_flat_quads(obr, re->r.bake_quad_split);
+ } else {
+ check_non_flat_quads(obr, 0);
+ }
+
set_fullsample_flag(re, obr);
/* compute bounding boxes for clipping */
@@ -5421,6 +5434,7 @@ void RE_Database_Baking(Render *re, Scene *scene, int type, Object *actob)
RE_init_threadcount(re);
re->flag |= R_GLOB_NOPUNOFLIP;
+ re->flag |= R_BAKING;
re->excludeob= actob;
if(type == RE_BAKE_LIGHT)
re->flag |= R_SKIP_MULTIRES;
diff --git a/source/blender/src/buttons_scene.c b/source/blender/src/buttons_scene.c
index b98a8c58102..cc26f1fc2bf 100644
--- a/source/blender/src/buttons_scene.c
+++ b/source/blender/src/buttons_scene.c
@@ -2150,6 +2150,10 @@ static void render_panel_bake(void)
"Normalized displacement value to fit the 'Dist' range"
);
}
+
+ uiDefButS(block, MENU, B_NOP, "Quad Split Order%t|Quad Split Auto%x0|Quad Split A (0,1,2) (0,2,3)%x1|Quad Split B (1,2,3) (1,3,0)%x2",
+ 10,30,190,20, &G.scene->r.bake_quad_split, 0, 0, 0, 0, "Method to divide quads (use A or B for external applications that use a fixed order)");
+
#if 0
uiBlockBeginAlign(block);
uiDefButBitS(block, TOG, R_BAKE_OSA, B_DIFF, "OSA", 10,120,190,20, &G.scene->r.bake_flag, 0, 0, 0, 0, "Enables Oversampling (Anti-aliasing)");