diff options
author | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2012-11-06 23:59:02 +0400 |
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committer | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2012-11-06 23:59:02 +0400 |
commit | 27d647dcf8c5d9ea46133761c899bce0860e0fa2 (patch) | |
tree | 8c3ef1e71c55f5e79be2a73a1650c2a61a50a8d2 /intern/cycles/blender/blender_mesh.cpp | |
parent | ccffb6811c9db614047e9dba0eb5e509609128dc (diff) |
Cycles: 4 new nodes.
* Tangent: generate a tangent direction for anisotropic shading. Can be either
radial around X/Y/Z axis, or from a UV map. The default tangent for the
anisotropic BSDF and geometry node is now always radial Z, for UV tangent use
this node now.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Tangent
* Normal Map: generate a perturbed normal from an RGB normal map image. This
is usually chained with an Image Texture node in the color input, to specify
the normal map image. For tangent space normal maps, the UV coordinates for
the image must match, and the image texture should be set to Non-Color mode
to give correct results.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Normal_Map
* Refraction BSDF: for best results this node should be considered as a building
block and not be used on its own, but rather mixed with a glossy node using a
fresnel type factor. Otherwise it will give quite dark results at the edges for
glossy refraction.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Refraction
* Ambient Occlusion: controls the amount of AO a surface receives, rather than
having just a global factor in the world. Note that this outputs a shader and
not a color, that's for another time.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Ambient_Occlusion
Diffstat (limited to 'intern/cycles/blender/blender_mesh.cpp')
-rw-r--r-- | intern/cycles/blender/blender_mesh.cpp | 106 |
1 files changed, 71 insertions, 35 deletions
diff --git a/intern/cycles/blender/blender_mesh.cpp b/intern/cycles/blender/blender_mesh.cpp index 0e13479a761..69b330db483 100644 --- a/intern/cycles/blender/blender_mesh.cpp +++ b/intern/cycles/blender/blender_mesh.cpp @@ -116,7 +116,7 @@ static void mikk_set_tangent_space(const SMikkTSpaceContext *context, const floa userdata->tangent[face*4 + vert] = make_float4(T[0], T[1], T[2], sign); } -static void mikk_compute_tangents(BL::Mesh b_mesh, BL::MeshTextureFaceLayer b_layer, Mesh *mesh, vector<int>& nverts) +static void mikk_compute_tangents(BL::Mesh b_mesh, BL::MeshTextureFaceLayer b_layer, Mesh *mesh, vector<int>& nverts, bool need_sign, bool active_render) { /* setup userdata */ MikkUserData userdata(b_mesh, b_layer, nverts.size()); @@ -140,22 +140,57 @@ static void mikk_compute_tangents(BL::Mesh b_mesh, BL::MeshTextureFaceLayer b_la /* compute tangents */ genTangSpaceDefault(&context); - /* create attribute */ - /* todo: create float4 attribute for sign */ - Attribute *attr = mesh->attributes.add(ATTR_STD_TANGENT, ustring("tangent")); + /* create tangent attributes */ + Attribute *attr; + ustring name = ustring((string(b_layer.name().c_str()) + ".tangent").c_str()); + + if(active_render) + attr = mesh->attributes.add(ATTR_STD_UV_TANGENT, name); + else + attr = mesh->attributes.add(name, TypeDesc::TypeVector, Attribute::CORNER); + float3 *tangent = attr->data_float3(); - for (int i = 0; i < nverts.size(); i++) { + /* create bitangent sign attribute */ + float *tangent_sign = NULL; + + if(need_sign) { + Attribute *attr_sign; + ustring name_sign = ustring((string(b_layer.name().c_str()) + ".tangent_sign").c_str()); + + if(active_render) + attr_sign = mesh->attributes.add(ATTR_STD_UV_TANGENT_SIGN, name_sign); + else + attr_sign = mesh->attributes.add(name_sign, TypeDesc::TypeFloat, Attribute::CORNER); + + tangent_sign = attr_sign->data_float(); + } + + for(int i = 0; i < nverts.size(); i++) { tangent[0] = float4_to_float3(userdata.tangent[i*4 + 0]); tangent[1] = float4_to_float3(userdata.tangent[i*4 + 1]); tangent[2] = float4_to_float3(userdata.tangent[i*4 + 2]); tangent += 3; + if(tangent_sign) { + tangent_sign[0] = userdata.tangent[i*4 + 0].w; + tangent_sign[1] = userdata.tangent[i*4 + 1].w; + tangent_sign[2] = userdata.tangent[i*4 + 2].w; + tangent_sign += 3; + } + if(nverts[i] == 4) { tangent[0] = float4_to_float3(userdata.tangent[i*4 + 0]); tangent[1] = float4_to_float3(userdata.tangent[i*4 + 2]); tangent[2] = float4_to_float3(userdata.tangent[i*4 + 3]); tangent += 3; + + if(tangent_sign) { + tangent_sign[0] = userdata.tangent[i*4 + 0].w; + tangent_sign[1] = userdata.tangent[i*4 + 2].w; + tangent_sign[2] = userdata.tangent[i*4 + 3].w; + tangent_sign += 3; + } } } } @@ -233,48 +268,49 @@ static void create_mesh(Scene *scene, Mesh *mesh, BL::Mesh b_mesh, const vector< BL::Mesh::tessface_uv_textures_iterator l; for(b_mesh.tessface_uv_textures.begin(l); l != b_mesh.tessface_uv_textures.end(); ++l) { - AttributeStandard std = (l->active_render())? ATTR_STD_UV: ATTR_STD_NONE; + bool active_render = l->active_render(); + AttributeStandard std = (active_render)? ATTR_STD_UV: ATTR_STD_NONE; ustring name = ustring(l->name().c_str()); - if(!(mesh->need_attribute(scene, name) || mesh->need_attribute(scene, std))) - continue; + /* UV map */ + if(mesh->need_attribute(scene, name) || mesh->need_attribute(scene, std)) { + Attribute *attr; - Attribute *attr; - - if(l->active_render()) - attr = mesh->attributes.add(std, name); - else - attr = mesh->attributes.add(name, TypeDesc::TypePoint, Attribute::CORNER); - - BL::MeshTextureFaceLayer::data_iterator t; - float3 *fdata = attr->data_float3(); - size_t i = 0; + if(active_render) + attr = mesh->attributes.add(std, name); + else + attr = mesh->attributes.add(name, TypeDesc::TypePoint, Attribute::CORNER); - for(l->data.begin(t); t != l->data.end(); ++t, ++i) { - fdata[0] = get_float3(t->uv1()); - fdata[1] = get_float3(t->uv2()); - fdata[2] = get_float3(t->uv3()); - fdata += 3; + BL::MeshTextureFaceLayer::data_iterator t; + float3 *fdata = attr->data_float3(); + size_t i = 0; - if(nverts[i] == 4) { + for(l->data.begin(t); t != l->data.end(); ++t, ++i) { fdata[0] = get_float3(t->uv1()); - fdata[1] = get_float3(t->uv3()); - fdata[2] = get_float3(t->uv4()); + fdata[1] = get_float3(t->uv2()); + fdata[2] = get_float3(t->uv3()); fdata += 3; + + if(nverts[i] == 4) { + fdata[0] = get_float3(t->uv1()); + fdata[1] = get_float3(t->uv3()); + fdata[2] = get_float3(t->uv4()); + fdata += 3; + } } } - } - } - /* create texcoord-based tangent attributes */ - if(mesh->need_attribute(scene, ATTR_STD_TANGENT)) { - BL::Mesh::tessface_uv_textures_iterator l; + /* UV tangent */ + std = (active_render)? ATTR_STD_UV_TANGENT: ATTR_STD_NONE; + name = ustring((string(name.c_str()) + ".tangent").c_str()); - for(b_mesh.tessface_uv_textures.begin(l); l != b_mesh.tessface_uv_textures.end(); ++l) { - if(!l->active_render()) - continue; + if(mesh->need_attribute(scene, name) || mesh->need_attribute(scene, std)) { + std = (active_render)? ATTR_STD_UV_TANGENT_SIGN: ATTR_STD_NONE; + name = ustring((string(name.c_str()) + ".tangent_sign").c_str()); + bool need_sign = (mesh->need_attribute(scene, name) || mesh->need_attribute(scene, std)); - mikk_compute_tangents(b_mesh, *l, mesh, nverts); + mikk_compute_tangents(b_mesh, *l, mesh, nverts, need_sign, active_render); + } } } |