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authorSergey Sharybin <sergey.vfx@gmail.com>2016-01-26 14:50:55 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2016-01-26 14:50:55 +0300
commit8126b0222d11e68b62f1d3d975ec6396b7e87af2 (patch)
tree125442ce2af8d610665f7412b34d57879e97b94c
parent0095c2dad2e66a2906fd60c417c845b35a645cf7 (diff)
Fix T47214: Keyed Particles don't render correctly when used for point density input
The issue was caused by different AABB used by Cycles and texture sampler. Instead of trying to keep this two functions in sync we now do have an utility call in the point density node to query the AABB.
-rw-r--r--intern/cycles/blender/blender_shader.cpp30
-rw-r--r--intern/cycles/blender/blender_texture.cpp89
-rw-r--r--intern/cycles/blender/blender_texture.h4
-rw-r--r--source/blender/makesrna/intern/rna_nodetree.c29
-rw-r--r--source/blender/render/extern/include/RE_render_ext.h6
-rw-r--r--source/blender/render/intern/source/pointdensity.c69
6 files changed, 117 insertions, 110 deletions
diff --git a/intern/cycles/blender/blender_shader.cpp b/intern/cycles/blender/blender_shader.cpp
index abf1fc25f7b..a06a6093c1c 100644
--- a/intern/cycles/blender/blender_shader.cpp
+++ b/intern/cycles/blender/blender_shader.cpp
@@ -803,19 +803,11 @@ static ShaderNode *add_node(Scene *scene,
(InterpolationType)b_point_density_node.interpolation();
point_density->builtin_data = b_point_density_node.ptr.data;
- /* Transformation form world space to texture space. */
- BL::Object b_ob(b_point_density_node.object());
- if(b_ob) {
- float3 loc, size;
- point_density_texture_space(b_point_density_node, loc, size);
- point_density->tfm =
- transform_translate(-loc) * transform_scale(size) *
- transform_inverse(get_transform(b_ob.matrix_world()));
- }
+ /* 1 - render settings, 0 - vewport settings. */
+ int settings = background ? 1 : 0;
/* TODO(sergey): Use more proper update flag. */
if(true) {
- int settings = background ? 1 : 0; /* 1 - render settings, 0 - vewport settings. */
b_point_density_node.cache_point_density(b_scene, settings);
scene->image_manager->tag_reload_image(
point_density->filename,
@@ -824,6 +816,24 @@ static ShaderNode *add_node(Scene *scene,
EXTENSION_CLIP);
}
node = point_density;
+
+ /* Transformation form world space to texture space.
+ *
+ * NOTE: Do this after the texture is cached, this is because getting
+ * min/max will need to access this cache.
+ */
+ BL::Object b_ob(b_point_density_node.object());
+ if(b_ob) {
+ float3 loc, size;
+ point_density_texture_space(b_scene,
+ b_point_density_node,
+ settings,
+ loc,
+ size);
+ point_density->tfm =
+ transform_translate(-loc) * transform_scale(size) *
+ transform_inverse(get_transform(b_ob.matrix_world()));
+ }
}
if(node)
diff --git a/intern/cycles/blender/blender_texture.cpp b/intern/cycles/blender/blender_texture.cpp
index 18f66560b10..55fc5352e3f 100644
--- a/intern/cycles/blender/blender_texture.cpp
+++ b/intern/cycles/blender/blender_texture.cpp
@@ -22,8 +22,8 @@ namespace {
/* Point density helpers. */
-static void density_texture_space_invert(float3& loc,
- float3& size)
+void density_texture_space_invert(float3& loc,
+ float3& size)
{
if(size.x != 0.0f) size.x = 0.5f/size.x;
if(size.y != 0.0f) size.y = 0.5f/size.y;
@@ -32,87 +32,28 @@ static void density_texture_space_invert(float3& loc,
loc = loc*size - make_float3(0.5f, 0.5f, 0.5f);
}
-static void density_object_texture_space(BL::Object b_ob,
- float radius,
- float3& loc,
- float3& size)
-{
- if(b_ob.type() == BL::Object::type_MESH) {
- BL::Mesh b_mesh(b_ob.data());
- loc = get_float3(b_mesh.texspace_location());
- size = get_float3(b_mesh.texspace_size());
- }
- else {
- /* TODO(sergey): Not supported currently. */
- }
- /* Adjust texture space to include density points on the boundaries. */
- size = size + make_float3(radius, radius, radius);
- density_texture_space_invert(loc, size);
-}
-
-static void density_particle_system_texture_space(
- BL::Object b_ob,
- BL::ParticleSystem b_particle_system,
- float radius,
- float3& loc,
- float3& size)
-{
- if(b_particle_system.settings().type() == BL::ParticleSettings::type_HAIR) {
- /* TODO(sergey): Not supported currently. */
- return;
- }
- Transform tfm = get_transform(b_ob.matrix_world());
- Transform itfm = transform_inverse(tfm);
- float3 min = make_float3(FLT_MAX, FLT_MAX, FLT_MAX),
- max = make_float3(-FLT_MAX, -FLT_MAX, -FLT_MAX);
- float3 particle_size = make_float3(radius, radius, radius);
- for(int i = 0; i < b_particle_system.particles.length(); ++i) {
- BL::Particle particle = b_particle_system.particles[i];
- if(particle.alive_state() == BL::Particle::alive_state_ALIVE) {
- float3 location = get_float3(particle.location());
- location = transform_point(&itfm, location);
- min = ccl::min(min, location - particle_size);
- max = ccl::max(max, location + particle_size);
- }
- }
- /* Calculate texture space from the particle bounds. */
- loc = (min + max) * 0.5f;
- size = (max - min) * 0.5f;
- density_texture_space_invert(loc, size);
-}
-
} /* namespace */
-void point_density_texture_space(BL::ShaderNodeTexPointDensity b_point_density_node,
+void point_density_texture_space(BL::Scene b_scene,
+ BL::ShaderNodeTexPointDensity b_point_density_node,
+ int settings,
float3& loc,
float3& size)
{
- /* Fallback values. */
- loc = make_float3(0.0f, 0.0f, 0.0f);
- size = make_float3(0.0f, 0.0f, 0.0f);
BL::Object b_ob(b_point_density_node.object());
if(!b_ob) {
+ loc = make_float3(0.0f, 0.0f, 0.0f);
+ size = make_float3(0.0f, 0.0f, 0.0f);
return;
}
- if(b_point_density_node.point_source() ==
- BL::ShaderNodeTexPointDensity::point_source_PARTICLE_SYSTEM)
- {
- BL::ParticleSystem b_particle_system(
- b_point_density_node.particle_system());
- if(b_particle_system) {
- density_particle_system_texture_space(b_ob,
- b_particle_system,
- b_point_density_node.radius(),
- loc,
- size);
- }
- }
- else {
- density_object_texture_space(b_ob,
- b_point_density_node.radius(),
- loc,
- size);
- }
+ float3 min, max;
+ b_point_density_node.calc_point_density_minmax(b_scene,
+ settings,
+ &min[0],
+ &max[0]);
+ loc = (min + max) * 0.5f;
+ size = (max - min) * 0.5f;
+ density_texture_space_invert(loc, size);
}
CCL_NAMESPACE_END
diff --git a/intern/cycles/blender/blender_texture.h b/intern/cycles/blender/blender_texture.h
index 74fbca02a9e..017b78b67e3 100644
--- a/intern/cycles/blender/blender_texture.h
+++ b/intern/cycles/blender/blender_texture.h
@@ -22,7 +22,9 @@
CCL_NAMESPACE_BEGIN
-void point_density_texture_space(BL::ShaderNodeTexPointDensity b_point_density_node,
+void point_density_texture_space(BL::Scene b_scene,
+ BL::ShaderNodeTexPointDensity b_point_density_node,
+ const int settings,
float3& loc,
float3& size);
diff --git a/source/blender/makesrna/intern/rna_nodetree.c b/source/blender/makesrna/intern/rna_nodetree.c
index 798f3cb9af3..14014186e0f 100644
--- a/source/blender/makesrna/intern/rna_nodetree.c
+++ b/source/blender/makesrna/intern/rna_nodetree.c
@@ -3100,6 +3100,22 @@ void rna_ShaderNodePointDensity_density_calc(bNode *self,
BKE_texture_pointdensity_free_data(pd);
}
+void rna_ShaderNodePointDensity_density_minmax(bNode *self,
+ Scene *scene,
+ int settings,
+ float r_min[3],
+ float r_max[3])
+{
+ NodeShaderTexPointDensity *shader_point_density = self->storage;
+ PointDensity *pd = &shader_point_density->pd;
+ if (scene == NULL) {
+ zero_v3(r_min);
+ zero_v3(r_max);
+ return;
+ }
+ RE_minmac_point_density(scene, pd, settings == 1, r_min, r_max);
+}
+
#else
static EnumPropertyItem prop_image_layer_items[] = {
@@ -4054,6 +4070,19 @@ static void def_sh_tex_pointdensity(StructRNA *srna)
prop = RNA_def_float_array(func, "rgba_values", 1, NULL, 0, 0, "", "RGBA Values", 0, 0);
RNA_def_property_flag(prop, PROP_DYNAMIC);
RNA_def_function_output(func, prop);
+
+ func = RNA_def_function(srna, "calc_point_density_minmax", "rna_ShaderNodePointDensity_density_minmax");
+ RNA_def_function_ui_description(func, "Calculate point density");
+ RNA_def_pointer(func, "scene", "Scene", "", "");
+ RNA_def_enum(func, "settings", calc_mode_items, 1, "", "Calculate density for rendering");
+ prop = RNA_def_property(func, "min", PROP_FLOAT, PROP_COORDS);
+ RNA_def_property_array(prop, 3);
+ RNA_def_property_flag(prop, PROP_THICK_WRAP);
+ RNA_def_function_output(func, prop);
+ prop = RNA_def_property(func, "max", PROP_FLOAT, PROP_COORDS);
+ RNA_def_property_array(prop, 3);
+ RNA_def_property_flag(prop, PROP_THICK_WRAP);
+ RNA_def_function_output(func, prop);
}
static void def_glossy(StructRNA *srna)
diff --git a/source/blender/render/extern/include/RE_render_ext.h b/source/blender/render/extern/include/RE_render_ext.h
index 81d1a00702d..d5af16d9b6e 100644
--- a/source/blender/render/extern/include/RE_render_ext.h
+++ b/source/blender/render/extern/include/RE_render_ext.h
@@ -67,6 +67,12 @@ void RE_cache_point_density(struct Scene *scene,
struct PointDensity *pd,
const bool use_render_params);
+void RE_minmac_point_density(struct Scene *scene,
+ struct PointDensity *pd,
+ const bool use_render_params,
+ float r_min[3],
+ float r_max[3]);
+
void RE_sample_point_density(struct Scene *scene,
struct PointDensity *pd,
const int resolution,
diff --git a/source/blender/render/intern/source/pointdensity.c b/source/blender/render/intern/source/pointdensity.c
index b4dfbc4a59f..d98c47249ad 100644
--- a/source/blender/render/intern/source/pointdensity.c
+++ b/source/blender/render/intern/source/pointdensity.c
@@ -727,38 +727,28 @@ void RE_cache_point_density(Scene *scene,
BLI_mutex_unlock(&sample_mutex);
}
-/* NOTE 1: Requires RE_cache_point_density() to be called first.
- * NOTE 2: Frees point density structure after sampling.
- */
-void RE_sample_point_density(Scene *scene,
- PointDensity *pd,
- const int resolution,
+void RE_minmac_point_density(struct Scene *scene,
+ struct PointDensity *pd,
const bool use_render_params,
- float *values)
+ float r_min[3],
+ float r_max[3])
{
- const size_t resolution2 = resolution * resolution;
Object *object = pd->object;
- size_t x, y, z;
- float min[3], max[3], dim[3];
-
- /* TODO(sergey): Implement some sort of assert() that point density
- * was cached already.
- */
-
if (object == NULL) {
- sample_dummy_point_density(resolution, values);
- return;
+ zero_v3(r_min);
+ zero_v3(r_max);
}
-
if (pd->source == TEX_PD_PSYS) {
ParticleSystem *psys;
if (pd->psys == 0) {
- sample_dummy_point_density(resolution, values);
+ zero_v3(r_min);
+ zero_v3(r_max);
return;
}
psys = BLI_findlink(&object->particlesystem, pd->psys - 1);
if (psys == NULL) {
- sample_dummy_point_density(resolution, values);
+ zero_v3(r_min);
+ zero_v3(r_max);
return;
}
particle_system_minmax(scene,
@@ -766,19 +756,48 @@ void RE_sample_point_density(Scene *scene,
psys,
pd->radius,
use_render_params,
- min, max);
+ r_min, r_max);
}
else {
float radius[3] = {pd->radius, pd->radius, pd->radius};
float *loc, *size;
BKE_object_obdata_texspace_get(pd->object, NULL, &loc, &size, NULL);
- sub_v3_v3v3(min, loc, size);
- add_v3_v3v3(max, loc, size);
+ sub_v3_v3v3(r_min, loc, size);
+ add_v3_v3v3(r_max, loc, size);
/* Adjust texture space to include density points on the boundaries. */
- sub_v3_v3(min, radius);
- add_v3_v3(max, radius);
+ sub_v3_v3(r_min, radius);
+ add_v3_v3(r_max, radius);
+ }
+}
+
+/* NOTE 1: Requires RE_cache_point_density() to be called first.
+ * NOTE 2: Frees point density structure after sampling.
+ */
+void RE_sample_point_density(Scene *scene,
+ PointDensity *pd,
+ const int resolution,
+ const bool use_render_params,
+ float *values)
+{
+ const size_t resolution2 = resolution * resolution;
+ Object *object = pd->object;
+ size_t x, y, z;
+ float min[3], max[3], dim[3];
+
+ /* TODO(sergey): Implement some sort of assert() that point density
+ * was cached already.
+ */
+
+ if (object == NULL) {
+ sample_dummy_point_density(resolution, values);
+ return;
}
+ RE_minmac_point_density(scene,
+ pd,
+ use_render_params,
+ min,
+ max);
sub_v3_v3v3(dim, max, min);
if (dim[0] <= 0.0f || dim[1] <= 0.0f || dim[2] <= 0.0f) {
sample_dummy_point_density(resolution, values);