diff options
author | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2012-10-10 17:02:20 +0400 |
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committer | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2012-10-10 17:02:20 +0400 |
commit | f0a9b664694dacb0388a8e078d46753dc6a36352 (patch) | |
tree | 2abf4e68d65708dd36133f1ed83c2b578d34b859 /intern/cycles/blender/blender_mesh.cpp | |
parent | b4671d67edef053118ae53b12b2672603a8bf9b6 (diff) |
Cycles: Anisotropic BSDF enabled, with tangents now computed from the active UV map.
It's using the Ward BSDF currently, which has some energy loss so might be a bit
dark. More/better BSDF options can be implemented later.
Patch by Mike Farnsworth, some modifications by me. Currently it's not possible yet
to set a custom tangent, that will follow as part of per-bsdf normals patch.
Diffstat (limited to 'intern/cycles/blender/blender_mesh.cpp')
-rw-r--r-- | intern/cycles/blender/blender_mesh.cpp | 83 |
1 files changed, 83 insertions, 0 deletions
diff --git a/intern/cycles/blender/blender_mesh.cpp b/intern/cycles/blender/blender_mesh.cpp index 9764f24a893..8f737be9765 100644 --- a/intern/cycles/blender/blender_mesh.cpp +++ b/intern/cycles/blender/blender_mesh.cpp @@ -33,6 +33,28 @@ CCL_NAMESPACE_BEGIN /* Find/Add */ +static float3 tri_calc_tangent(float3 v0, float3 v1, float3 v2, float3 tx0, float3 tx1, float3 tx2) +{ + float3 duv1 = tx2 - tx0; + float3 duv2 = tx2 - tx1; + float3 dp1 = v2 - v0; + float3 dp2 = v2 - v1; + float det = duv1[0] * duv2[1] - duv1[1] * duv2[0]; + + if(det != 0.0f) { + return normalize(dp1 * duv2[1] - dp2 * duv1[1]); + } + else { + /* give back a sane default, using a valid edge as a fallback */ + float3 edge = v1 - v0; + + if(len(edge) == 0.0f) + edge = v2 - v0; + + return normalize(edge); + } +} + static void create_mesh(Scene *scene, Mesh *mesh, BL::Mesh b_mesh, const vector<uint>& used_shaders) { /* create vertices */ @@ -157,6 +179,67 @@ static void create_mesh(Scene *scene, Mesh *mesh, BL::Mesh b_mesh, const vector< } } } + + /* create texcoord-based tangent attributes */ + { + 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_TANGENT: ATTR_STD_NONE; + + if(!mesh->need_attribute(scene, std)) + continue; + + Attribute *attr = mesh->attributes.add(std, ustring("Tangent")); + + /* compute average tangents per vertex */ + float3 *tangents = attr->data_float3(); + memset(tangents, 0, sizeof(float3)*mesh->verts.size()); + + BL::MeshTextureFaceLayer::data_iterator t; + + size_t fi = 0; /* face index */ + b_mesh.tessfaces.begin(f); + for(l->data.begin(t); t != l->data.end() && f != b_mesh.tessfaces.end(); ++t, ++fi, ++f) { + int4 vi = get_int4(f->vertices_raw()); + + float3 tx0 = get_float3(t->uv1()); + float3 tx1 = get_float3(t->uv2()); + float3 tx2 = get_float3(t->uv3()); + + float3 v0 = mesh->verts[vi[0]]; + float3 v1 = mesh->verts[vi[1]]; + float3 v2 = mesh->verts[vi[2]]; + + /* calculate tangent for the triangle; + * get vertex positions, and find change in position with respect + * to the texture coords in the first texture coord dimension */ + float3 tangent0 = tri_calc_tangent(v0, v1, v2, tx0, tx1, tx2); + + if(nverts[fi] == 4) { + /* quad tangent */ + float3 tx3 = get_float3(t->uv4()); + float3 v3 = mesh->verts[vi[3]]; + float3 tangent1 = tri_calc_tangent(v0, v2, v3, tx0, tx2, tx3); + + tangents[vi[0]] += 0.5f*(tangent0 + tangent1); + tangents[vi[1]] += tangent0; + tangents[vi[2]] += 0.5f*(tangent0 + tangent1); + tangents[vi[3]] += tangent1; + } + else { + /* triangle tangent */ + tangents[vi[0]] += tangent0; + tangents[vi[1]] += tangent0; + tangents[vi[2]] += tangent0; + } + } + + /* normalize tangent vectors */ + for(int i = 0; i < mesh->verts.size(); i++) + tangents[i] = normalize(tangents[i]); + } + } } static void create_subd_mesh(Mesh *mesh, BL::Mesh b_mesh, PointerRNA *cmesh, const vector<uint>& used_shaders) |