diff options
author | Brecht Van Lommel <brecht@blender.org> | 2022-05-10 19:12:17 +0300 |
---|---|---|
committer | Brecht Van Lommel <brecht@blender.org> | 2022-05-10 19:29:00 +0300 |
commit | c171c99fa1bd7a5054bf04934a3ddc09678b7100 (patch) | |
tree | 35fce0671e941b17ed8b42b9aa609da8de8bfbae /intern/cycles/blender | |
parent | 3bc037a7eb8d214aac9d755f8b2dd0e04cdf3a85 (diff) |
Fix part of T97895: Cycles not rendering edge domain attributes
These aren't really ideal for rendering, but better to show something. Edge
values are averaged at vertices.
Diffstat (limited to 'intern/cycles/blender')
-rw-r--r-- | intern/cycles/blender/mesh.cpp | 51 |
1 files changed, 39 insertions, 12 deletions
diff --git a/intern/cycles/blender/mesh.cpp b/intern/cycles/blender/mesh.cpp index 624a07762f2..de67e27923d 100644 --- a/intern/cycles/blender/mesh.cpp +++ b/intern/cycles/blender/mesh.cpp @@ -301,11 +301,11 @@ static void attr_create_sculpt_vertex_color(Scene *scene, template<typename TypeInCycles, typename GetValueAtIndex> static void fill_generic_attribute(BL::Mesh &b_mesh, TypeInCycles *data, - const AttributeElement element, + const BL::Attribute::domain_enum b_domain, const GetValueAtIndex &get_value_at_index) { - switch (element) { - case ATTR_ELEMENT_CORNER: { + switch (b_domain) { + case BL::Attribute::domain_CORNER: { for (BL::MeshLoopTriangle &t : b_mesh.loop_triangles) { const int index = t.index() * 3; BL::Array<int, 3> loops = t.loops(); @@ -315,14 +315,37 @@ static void fill_generic_attribute(BL::Mesh &b_mesh, } break; } - case ATTR_ELEMENT_VERTEX: { + case BL::Attribute::domain_EDGE: { + /* Averge edge attributes at vertices. */ + const size_t num_verts = b_mesh.vertices.length(); + vector<int> count(num_verts, 0); + + for (BL::MeshEdge &e : b_mesh.edges) { + BL::Array<int, 2> vertices = e.vertices(); + TypeInCycles value = get_value_at_index(e.index()); + + data[vertices[0]] += value; + data[vertices[1]] += value; + count[vertices[0]]++; + count[vertices[1]]++; + } + + for (size_t i = 0; i < num_verts; i++) { + if (count[i] > 1) { + data[i] /= (float)count[i]; + } + } + + break; + } + case BL::Attribute::domain_POINT: { const int num_verts = b_mesh.vertices.length(); for (int i = 0; i < num_verts; i++) { data[i] = get_value_at_index(i); } break; } - case ATTR_ELEMENT_FACE: { + case BL::Attribute::domain_FACE: { for (BL::MeshLoopTriangle &t : b_mesh.loop_triangles) { data[t.index()] = get_value_at_index(t.polygon_index()); } @@ -404,6 +427,9 @@ static void attr_create_generic(Scene *scene, case BL::Attribute::domain_POINT: element = ATTR_ELEMENT_VERTEX; break; + case BL::Attribute::domain_EDGE: + element = ATTR_ELEMENT_VERTEX; + break; case BL::Attribute::domain_FACE: element = ATTR_ELEMENT_FACE; break; @@ -420,15 +446,16 @@ static void attr_create_generic(Scene *scene, Attribute *attr = attributes.add(name, TypeFloat, element); float *data = attr->data_float(); fill_generic_attribute( - b_mesh, data, element, [&](int i) { return b_float_attribute.data[i].value(); }); + b_mesh, data, b_domain, [&](int i) { return b_float_attribute.data[i].value(); }); break; } case BL::Attribute::data_type_BOOLEAN: { BL::BoolAttribute b_bool_attribute{b_attribute}; Attribute *attr = attributes.add(name, TypeFloat, element); float *data = attr->data_float(); - fill_generic_attribute( - b_mesh, data, element, [&](int i) { return (float)b_bool_attribute.data[i].value(); }); + fill_generic_attribute(b_mesh, data, b_domain, [&](int i) { + return (float)b_bool_attribute.data[i].value(); + }); break; } case BL::Attribute::data_type_INT: { @@ -436,14 +463,14 @@ static void attr_create_generic(Scene *scene, Attribute *attr = attributes.add(name, TypeFloat, element); float *data = attr->data_float(); fill_generic_attribute( - b_mesh, data, element, [&](int i) { return (float)b_int_attribute.data[i].value(); }); + b_mesh, data, b_domain, [&](int i) { return (float)b_int_attribute.data[i].value(); }); break; } case BL::Attribute::data_type_FLOAT_VECTOR: { BL::FloatVectorAttribute b_vector_attribute{b_attribute}; Attribute *attr = attributes.add(name, TypeVector, element); float3 *data = attr->data_float3(); - fill_generic_attribute(b_mesh, data, element, [&](int i) { + fill_generic_attribute(b_mesh, data, b_domain, [&](int i) { BL::Array<float, 3> v = b_vector_attribute.data[i].vector(); return make_float3(v[0], v[1], v[2]); }); @@ -453,7 +480,7 @@ static void attr_create_generic(Scene *scene, BL::FloatColorAttribute b_color_attribute{b_attribute}; Attribute *attr = attributes.add(name, TypeRGBA, element); float4 *data = attr->data_float4(); - fill_generic_attribute(b_mesh, data, element, [&](int i) { + fill_generic_attribute(b_mesh, data, b_domain, [&](int i) { BL::Array<float, 4> v = b_color_attribute.data[i].color(); return make_float4(v[0], v[1], v[2], v[3]); }); @@ -463,7 +490,7 @@ static void attr_create_generic(Scene *scene, BL::Float2Attribute b_float2_attribute{b_attribute}; Attribute *attr = attributes.add(name, TypeFloat2, element); float2 *data = attr->data_float2(); - fill_generic_attribute(b_mesh, data, element, [&](int i) { + fill_generic_attribute(b_mesh, data, b_domain, [&](int i) { BL::Array<float, 2> v = b_float2_attribute.data[i].vector(); return make_float2(v[0], v[1]); }); |