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authorOmarSquircleArt <mail@OmarEmara.dev>2019-11-27 13:07:20 +0300
committerOmarSquircleArt <mail@OmarEmara.dev>2019-11-27 13:07:20 +0300
commit1c2f7b022a56b034e3e24d8bd5bf03d3beb5ca94 (patch)
treec40ab4fb676efce962fe833f858c311af6c0c8e4 /intern/cycles/blender/blender_mesh.cpp
parentfc1a073bcdc9d2a9ecd4b765724b0f4f4cab4d46 (diff)
Cycles: Add Random Per Island attribute.
The Random Per Island attribute is a random float associated with each connected component (island) of the mesh. It is particularly useful when artists want to add variations to meshes composed of separate units. Like tree leaves created using particle systems, wood planks created using array modifiers, or abstract splines created using AN. Reviewed By: Sergey Sharybin, Jacques Lucke Differential Revision: https://developer.blender.org/D6154
Diffstat (limited to 'intern/cycles/blender/blender_mesh.cpp')
-rw-r--r--intern/cycles/blender/blender_mesh.cpp52
1 files changed, 52 insertions, 0 deletions
diff --git a/intern/cycles/blender/blender_mesh.cpp b/intern/cycles/blender/blender_mesh.cpp
index 30417e85441..5c28404e745 100644
--- a/intern/cycles/blender/blender_mesh.cpp
+++ b/intern/cycles/blender/blender_mesh.cpp
@@ -29,8 +29,10 @@
#include "util/util_algorithm.h"
#include "util/util_foreach.h"
+#include "util/util_hash.h"
#include "util/util_logging.h"
#include "util/util_math.h"
+#include "util/util_disjoint_set.h"
#include "mikktspace.h"
@@ -679,6 +681,55 @@ static void attr_create_pointiness(Scene *scene, Mesh *mesh, BL::Mesh &b_mesh, b
}
}
+/* The Random Per Island attribute is a random float associated with each
+ * connected component (island) of the mesh. The attribute is computed by
+ * first classifying the vertices into different sets using a Disjoint Set
+ * data structure. Then the index of the root of each vertex (Which is the
+ * representative of the set the vertex belongs to) is hashed and stored.
+ *
+ * We are using a face attribute to avoid interpolation during rendering,
+ * allowing the user to safely hash the output further. Had we used vertex
+ * attribute, the interpolation will introduce very slight variations,
+ * making the output unsafe to hash. */
+static void attr_create_random_per_island(Scene *scene,
+ Mesh *mesh,
+ BL::Mesh &b_mesh,
+ bool subdivision)
+{
+ if (!mesh->need_attribute(scene, ATTR_STD_RANDOM_PER_ISLAND)) {
+ return;
+ }
+
+ int number_of_vertices = b_mesh.vertices.length();
+ if (number_of_vertices == 0) {
+ return;
+ }
+
+ DisjointSet vertices_sets(number_of_vertices);
+
+ BL::Mesh::edges_iterator e;
+ for (b_mesh.edges.begin(e); e != b_mesh.edges.end(); ++e) {
+ vertices_sets.join(e->vertices()[0], e->vertices()[1]);
+ }
+
+ AttributeSet &attributes = (subdivision) ? mesh->subd_attributes : mesh->attributes;
+ Attribute *attribute = attributes.add(ATTR_STD_RANDOM_PER_ISLAND);
+ float *data = attribute->data_float();
+
+ if (!subdivision) {
+ BL::Mesh::loop_triangles_iterator t;
+ for (b_mesh.loop_triangles.begin(t); t != b_mesh.loop_triangles.end(); ++t) {
+ data[t->index()] = hash_uint_to_float(vertices_sets.find(t->vertices()[0]));
+ }
+ }
+ else {
+ BL::Mesh::polygons_iterator p;
+ for (b_mesh.polygons.begin(p); p != b_mesh.polygons.end(); ++p) {
+ data[p->index()] = hash_uint_to_float(vertices_sets.find(p->vertices()[0]));
+ }
+ }
+}
+
/* Create Mesh */
static void create_mesh(Scene *scene,
@@ -799,6 +850,7 @@ static void create_mesh(Scene *scene,
*/
attr_create_pointiness(scene, mesh, b_mesh, subdivision);
attr_create_vertex_color(scene, mesh, b_mesh, subdivision);
+ attr_create_random_per_island(scene, mesh, b_mesh, subdivision);
if (subdivision) {
attr_create_subd_uv_map(scene, mesh, b_mesh, subdivide_uvs);