Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorPascal Schoen <pascal_schoen@gmx.net>2016-08-03 12:42:02 +0300
committerPascal Schoen <pascal_schoen@gmx.net>2016-08-03 12:42:02 +0300
commit81f6c06b1f53180bf32a5c11ac1fa64e2b6abf52 (patch)
treec7ad4920e48e0eb529e2064fd0d3813c29d5383b /intern/cycles/blender
parentece5a08e0d6e51a83c223ea87346134216e5b34e (diff)
parent7065022f7aa23ba13d2999e1e40162a8f480af0e (diff)
Merge branch 'master' into cycles_disney_brdf
Diffstat (limited to 'intern/cycles/blender')
-rw-r--r--intern/cycles/blender/addon/engine.py3
-rw-r--r--intern/cycles/blender/addon/properties.py42
-rw-r--r--intern/cycles/blender/addon/ui.py181
-rw-r--r--intern/cycles/blender/addon/version_update.py1
-rw-r--r--intern/cycles/blender/blender_camera.cpp12
-rw-r--r--intern/cycles/blender/blender_curves.cpp87
-rw-r--r--intern/cycles/blender/blender_mesh.cpp403
-rw-r--r--intern/cycles/blender/blender_object.cpp22
-rw-r--r--intern/cycles/blender/blender_particles.cpp2
-rw-r--r--intern/cycles/blender/blender_shader.cpp261
-rw-r--r--intern/cycles/blender/blender_sync.cpp1
-rw-r--r--intern/cycles/blender/blender_sync.h4
-rw-r--r--intern/cycles/blender/blender_util.h49
13 files changed, 593 insertions, 475 deletions
diff --git a/intern/cycles/blender/addon/engine.py b/intern/cycles/blender/addon/engine.py
index d4b7535b9ee..2c5365c9189 100644
--- a/intern/cycles/blender/addon/engine.py
+++ b/intern/cycles/blender/addon/engine.py
@@ -82,7 +82,6 @@ def init():
import bpy
import _cycles
import os.path
- import sys
# Workaround possibly buggy legacy drivers which crashes on the OpenCL
# device enumeration.
@@ -103,10 +102,12 @@ def init():
_cycles.init(path, user_path, bpy.app.background)
_parse_command_line()
+
def exit():
import _cycles
_cycles.exit()
+
def create(engine, data, scene, region=None, v3d=None, rv3d=None, preview_osl=False):
import bpy
import _cycles
diff --git a/intern/cycles/blender/addon/properties.py b/intern/cycles/blender/addon/properties.py
index 140862721a8..81204eb8ae0 100644
--- a/intern/cycles/blender/addon/properties.py
+++ b/intern/cycles/blender/addon/properties.py
@@ -46,12 +46,6 @@ enum_displacement_methods = (
('BOTH', "Both", "Combination of displacement and bump mapping"),
)
-enum_subdivision_types = (
- ('NONE', "None", "No subdivision"),
- ('LINEAR', "Linear", "Use linear subdivision"),
- ('CATMULL_CLARK', "Catmull–Clark", "Use Catmull-Clark subdivision"),
- )
-
enum_bvh_types = (
('DYNAMIC_BVH', "Dynamic BVH", "Objects can be individually updated, at the cost of slower render time"),
('STATIC_BVH', "Static BVH", "Any object modification requires a complete BVH rebuild, but renders faster"),
@@ -503,6 +497,11 @@ class CyclesRenderSettings(bpy.types.PropertyGroup):
description="Use BVH spatial splits: longer builder time, faster render",
default=False,
)
+ cls.debug_use_hair_bvh = BoolProperty(
+ name="Use Hair BVH",
+ description="Use special type BVH optimized for hair (uses more ram but renders faster)",
+ default=True,
+ )
cls.tile_order = EnumProperty(
name="Tile Order",
description="Tile order for rendering",
@@ -959,18 +958,6 @@ class CyclesMeshSettings(bpy.types.PropertyGroup):
items=enum_displacement_methods,
default='BUMP',
)
- cls.subdivision_type = EnumProperty(
- name="Subdivision Type",
- description="Type of subdivision to use",
- items=enum_subdivision_types,
- default='NONE',
- )
- cls.dicing_rate = FloatProperty(
- name="Dicing Rate",
- description="Multiplier for scene dicing rate",
- min=0.1, max=1000.0,
- default=1.0,
- )
@classmethod
def unregister(cls):
@@ -979,11 +966,9 @@ class CyclesMeshSettings(bpy.types.PropertyGroup):
del bpy.types.MetaBall.cycles
-class CyclesObjectBlurSettings(bpy.types.PropertyGroup):
-
+class CyclesObjectSettings(bpy.types.PropertyGroup):
@classmethod
def register(cls):
-
bpy.types.Object.cycles = PointerProperty(
name="Cycles Object Settings",
description="Cycles object settings",
@@ -1015,6 +1000,19 @@ class CyclesObjectBlurSettings(bpy.types.PropertyGroup):
default=False,
)
+ cls.use_adaptive_subdivision = BoolProperty(
+ name="Use Adaptive Subdivision",
+ description="Use adaptive render time subdivision",
+ default=False,
+ )
+
+ cls.dicing_rate = FloatProperty(
+ name="Dicing Rate",
+ description="Multiplier for scene dicing rate",
+ min=0.1, max=1000.0,
+ default=1.0,
+ )
+
@classmethod
def unregister(cls):
del bpy.types.Object.cycles
@@ -1131,6 +1129,7 @@ def register():
bpy.utils.register_class(CyclesWorldSettings)
bpy.utils.register_class(CyclesVisibilitySettings)
bpy.utils.register_class(CyclesMeshSettings)
+ bpy.utils.register_class(CyclesObjectSettings)
bpy.utils.register_class(CyclesCurveRenderSettings)
bpy.utils.register_class(CyclesCurveSettings)
@@ -1142,6 +1141,7 @@ def unregister():
bpy.utils.unregister_class(CyclesLampSettings)
bpy.utils.unregister_class(CyclesWorldSettings)
bpy.utils.unregister_class(CyclesMeshSettings)
+ bpy.utils.unregister_class(CyclesObjectSettings)
bpy.utils.unregister_class(CyclesVisibilitySettings)
bpy.utils.unregister_class(CyclesCurveRenderSettings)
bpy.utils.unregister_class(CyclesCurveSettings)
diff --git a/intern/cycles/blender/addon/ui.py b/intern/cycles/blender/addon/ui.py
index 023841a7a17..42f7970769a 100644
--- a/intern/cycles/blender/addon/ui.py
+++ b/intern/cycles/blender/addon/ui.py
@@ -76,9 +76,8 @@ def use_cuda(context):
def use_branched_path(context):
cscene = context.scene.cycles
- device_type = context.user_preferences.system.compute_device_type
- return (cscene.progressive == 'BRANCHED_PATH' and device_type != 'OPENCL')
+ return (cscene.progressive == 'BRANCHED_PATH' and not use_opencl(context))
def use_sample_all_lights(context):
@@ -384,7 +383,6 @@ class CyclesRender_PT_performance(CyclesButtonsPanel, Panel):
sub.prop(cscene, "use_progressive_refine")
subsub = sub.column(align=True)
- subsub.enabled = not rd.use_border
subsub.prop(rd, "use_save_buffers")
col = split.column(align=True)
@@ -403,6 +401,7 @@ class CyclesRender_PT_performance(CyclesButtonsPanel, Panel):
col.label(text="Acceleration structure:")
col.prop(cscene, "debug_use_spatial_splits")
+ col.prop(cscene, "debug_use_hair_bvh")
class CyclesRender_PT_layer_options(CyclesButtonsPanel, Panel):
@@ -460,7 +459,9 @@ class CyclesRender_PT_layer_passes(CyclesButtonsPanel, Panel):
col.prop(rl, "use_pass_z")
col.prop(rl, "use_pass_mist")
col.prop(rl, "use_pass_normal")
- col.prop(rl, "use_pass_vector")
+ row = col.row()
+ row.prop(rl, "use_pass_vector")
+ row.active = not rd.use_motion_blur
col.prop(rl, "use_pass_uv")
col.prop(rl, "use_pass_object_index")
col.prop(rl, "use_pass_material_index")
@@ -704,17 +705,9 @@ class Cycles_PT_mesh_displacement(CyclesButtonsPanel, Panel):
col = split.column()
sub = col.column(align=True)
- sub.label(text="Displacment:")
+ sub.label(text="Displacement:")
sub.prop(cdata, "displacement_method", text="")
- col = split.column()
- sub = col.column(align=True)
- sub.label(text="Subdivision:")
- sub.prop(cdata, "subdivision_type", text="")
-
- if cdata.subdivision_type != 'NONE':
- sub.prop(cdata, "dicing_rate")
-
class CyclesObject_PT_motion_blur(CyclesButtonsPanel, Panel):
bl_label = "Motion Blur"
bl_context = "object"
@@ -894,7 +887,7 @@ class CyclesLamp_PT_lamp(CyclesButtonsPanel, Panel):
lamp = context.lamp
clamp = lamp.cycles
- cscene = context.scene.cycles
+ # cscene = context.scene.cycles
layout.prop(lamp, "type", expand=True)
@@ -1114,7 +1107,7 @@ class CyclesWorld_PT_settings(CyclesButtonsPanel, Panel):
world = context.world
cworld = world.cycles
- cscene = context.scene.cycles
+ # cscene = context.scene.cycles
split = layout.split()
@@ -1664,104 +1657,62 @@ def draw_pause(self, context):
def get_panels():
- types = bpy.types
- panels = [
- "RENDER_PT_render",
- "RENDER_PT_output",
- "RENDER_PT_encoding",
- "RENDER_PT_dimensions",
- "RENDER_PT_stamp",
- "RENDER_PT_freestyle",
- "RENDERLAYER_PT_layers",
- "RENDERLAYER_PT_freestyle",
- "RENDERLAYER_PT_freestyle_lineset",
- "RENDERLAYER_PT_freestyle_linestyle",
- "SCENE_PT_scene",
- "SCENE_PT_color_management",
- "SCENE_PT_custom_props",
- "SCENE_PT_audio",
- "SCENE_PT_unit",
- "SCENE_PT_keying_sets",
- "SCENE_PT_keying_set_paths",
- "SCENE_PT_physics",
- "WORLD_PT_context_world",
- "WORLD_PT_custom_props",
- "DATA_PT_context_mesh",
- "DATA_PT_context_camera",
- "DATA_PT_context_lamp",
- "DATA_PT_context_speaker",
- "DATA_PT_normals",
- "DATA_PT_texture_space",
- "DATA_PT_curve_texture_space",
- "DATA_PT_mball_texture_space",
- "DATA_PT_vertex_groups",
- "DATA_PT_shape_keys",
- "DATA_PT_uv_texture",
- "DATA_PT_vertex_colors",
- "DATA_PT_camera",
- "DATA_PT_camera_display",
- "DATA_PT_camera_stereoscopy",
- "DATA_PT_camera_safe_areas",
- "DATA_PT_lens",
- "DATA_PT_speaker",
- "DATA_PT_distance",
- "DATA_PT_cone",
- "DATA_PT_customdata",
- "DATA_PT_custom_props_mesh",
- "DATA_PT_custom_props_camera",
- "DATA_PT_custom_props_lamp",
- "DATA_PT_custom_props_speaker",
- "DATA_PT_custom_props_arm",
- "DATA_PT_custom_props_curve",
- "DATA_PT_custom_props_lattice",
- "DATA_PT_custom_props_metaball",
- "TEXTURE_PT_preview",
- "TEXTURE_PT_custom_props",
- "TEXTURE_PT_clouds",
- "TEXTURE_PT_wood",
- "TEXTURE_PT_marble",
- "TEXTURE_PT_magic",
- "TEXTURE_PT_blend",
- "TEXTURE_PT_stucci",
- "TEXTURE_PT_image",
- "TEXTURE_PT_image_sampling",
- "TEXTURE_PT_image_mapping",
- "TEXTURE_PT_musgrave",
- "TEXTURE_PT_voronoi",
- "TEXTURE_PT_distortednoise",
- "TEXTURE_PT_voxeldata",
- "TEXTURE_PT_pointdensity",
- "TEXTURE_PT_pointdensity_turbulence",
- "TEXTURE_PT_mapping",
- "TEXTURE_PT_ocean",
- "TEXTURE_PT_influence",
- "TEXTURE_PT_colors",
- "PARTICLE_PT_context_particles",
- "PARTICLE_PT_custom_props",
- "PARTICLE_PT_emission",
- "PARTICLE_PT_hair_dynamics",
- "PARTICLE_PT_cache",
- "PARTICLE_PT_velocity",
- "PARTICLE_PT_rotation",
- "PARTICLE_PT_physics",
- "SCENE_PT_rigid_body_world",
- "SCENE_PT_rigid_body_cache",
- "SCENE_PT_rigid_body_field_weights",
- "PARTICLE_PT_boidbrain",
- "PARTICLE_PT_render",
- "PARTICLE_PT_draw",
- "PARTICLE_PT_children",
- "PARTICLE_PT_field_weights",
- "PARTICLE_PT_force_fields",
- "PARTICLE_PT_vertexgroups",
- "MATERIAL_PT_custom_props",
- "MATERIAL_PT_freestyle_line",
- "BONE_PT_custom_props",
- "OBJECT_PT_custom_props",
- ]
-
- return [getattr(types, p) for p in panels if hasattr(types, p)]
-
+ exclude_panels = {
+ 'DATA_PT_area',
+ 'DATA_PT_camera_dof',
+ 'DATA_PT_falloff_curve',
+ 'DATA_PT_lamp',
+ 'DATA_PT_preview',
+ 'DATA_PT_shadow',
+ 'DATA_PT_spot',
+ 'DATA_PT_sunsky',
+ 'MATERIAL_PT_context_material',
+ 'MATERIAL_PT_diffuse',
+ 'MATERIAL_PT_flare',
+ 'MATERIAL_PT_halo',
+ 'MATERIAL_PT_mirror',
+ 'MATERIAL_PT_options',
+ 'MATERIAL_PT_pipeline',
+ 'MATERIAL_PT_preview',
+ 'MATERIAL_PT_shading',
+ 'MATERIAL_PT_shadow',
+ 'MATERIAL_PT_specular',
+ 'MATERIAL_PT_sss',
+ 'MATERIAL_PT_strand',
+ 'MATERIAL_PT_transp',
+ 'MATERIAL_PT_volume_density',
+ 'MATERIAL_PT_volume_integration',
+ 'MATERIAL_PT_volume_lighting',
+ 'MATERIAL_PT_volume_options',
+ 'MATERIAL_PT_volume_shading',
+ 'MATERIAL_PT_volume_transp',
+ 'RENDERLAYER_PT_layer_options',
+ 'RENDERLAYER_PT_layer_passes',
+ 'RENDERLAYER_PT_views',
+ 'RENDER_PT_antialiasing',
+ 'RENDER_PT_bake',
+ 'RENDER_PT_motion_blur',
+ 'RENDER_PT_performance',
+ 'RENDER_PT_post_processing',
+ 'RENDER_PT_shading',
+ 'SCENE_PT_simplify',
+ 'TEXTURE_PT_context_texture',
+ 'WORLD_PT_ambient_occlusion',
+ 'WORLD_PT_environment_lighting',
+ 'WORLD_PT_gather',
+ 'WORLD_PT_indirect_lighting',
+ 'WORLD_PT_mist',
+ 'WORLD_PT_preview',
+ 'WORLD_PT_world'
+ }
+
+ panels = []
+ for panel in bpy.types.Panel.__subclasses__():
+ if hasattr(panel, 'COMPAT_ENGINES') and 'BLENDER_RENDER' in panel.COMPAT_ENGINES:
+ if panel.__name__ not in exclude_panels:
+ panels.append(panel)
+
+ return panels
def register():
bpy.types.RENDER_PT_render.append(draw_device)
@@ -1770,10 +1721,10 @@ def register():
for panel in get_panels():
panel.COMPAT_ENGINES.add('CYCLES')
-
def unregister():
bpy.types.RENDER_PT_render.remove(draw_device)
bpy.types.VIEW3D_HT_header.remove(draw_pause)
for panel in get_panels():
- panel.COMPAT_ENGINES.remove('CYCLES')
+ if 'CYCLES' in panel.COMPAT_ENGINES:
+ panel.COMPAT_ENGINES.remove('CYCLES')
diff --git a/intern/cycles/blender/addon/version_update.py b/intern/cycles/blender/addon/version_update.py
index 221b1437128..830723d6149 100644
--- a/intern/cycles/blender/addon/version_update.py
+++ b/intern/cycles/blender/addon/version_update.py
@@ -104,7 +104,6 @@ def vector_curve_node_remap(node):
"""
Remap values of vector curve node from normalized to absolute values
"""
- from mathutils import Vector
if node.bl_idname == 'ShaderNodeVectorCurve':
node.mapping.use_clip = False
for curve in node.mapping.curves:
diff --git a/intern/cycles/blender/blender_camera.cpp b/intern/cycles/blender/blender_camera.cpp
index 9dec489ce33..f02fc553908 100644
--- a/intern/cycles/blender/blender_camera.cpp
+++ b/intern/cycles/blender/blender_camera.cpp
@@ -37,7 +37,7 @@ struct BlenderCamera {
float lens;
float shuttertime;
Camera::MotionPosition motion_position;
- float shutter_curve[RAMP_TABLE_SIZE];
+ array<float> shutter_curve;
Camera::RollingShutterType rolling_shutter_type;
float rolling_shutter_duration;
@@ -108,10 +108,6 @@ static void blender_camera_init(BlenderCamera *bcam,
/* render resolution */
bcam->full_width = render_resolution_x(b_render);
bcam->full_height = render_resolution_y(b_render);
-
- /* pixel aspect */
- bcam->pixelaspect.x = b_render.pixel_aspect_x();
- bcam->pixelaspect.y = b_render.pixel_aspect_y();
}
static float blender_camera_focal_distance(BL::RenderEngine& b_engine,
@@ -464,7 +460,7 @@ static void blender_camera_sync(Camera *cam, BlenderCamera *bcam, int width, int
cam->rolling_shutter_type = bcam->rolling_shutter_type;
cam->rolling_shutter_duration = bcam->rolling_shutter_duration;
- memcpy(cam->shutter_curve, bcam->shutter_curve, sizeof(cam->shutter_curve));
+ cam->shutter_curve = bcam->shutter_curve;
/* border */
cam->border = bcam->border;
@@ -563,6 +559,10 @@ void BlenderSync::sync_camera_motion(BL::RenderSettings& b_render,
float aspectratio, sensor_size;
blender_camera_init(&bcam, b_render);
+ /* TODO(sergey): Consider making it a part of blender_camera_init(). */
+ bcam.pixelaspect.x = b_render.pixel_aspect_x();
+ bcam.pixelaspect.y = b_render.pixel_aspect_y();
+
blender_camera_from_object(&bcam, b_engine, b_ob);
blender_camera_viewplane(&bcam,
width, height,
diff --git a/intern/cycles/blender/blender_curves.cpp b/intern/cycles/blender/blender_curves.cpp
index 64f1b66405e..378ae67f0c7 100644
--- a/intern/cycles/blender/blender_curves.cpp
+++ b/intern/cycles/blender/blender_curves.cpp
@@ -156,16 +156,16 @@ bool ObtainCacheParticleData(Mesh *mesh, BL::Mesh *b_mesh, BL::Object *b_ob, Par
PointerRNA cpsys = RNA_pointer_get(&b_part.ptr, "cycles");
- CData->psys_firstcurve.push_back(curvenum);
- CData->psys_curvenum.push_back(totcurves);
- CData->psys_shader.push_back(shader);
+ CData->psys_firstcurve.push_back_slow(curvenum);
+ CData->psys_curvenum.push_back_slow(totcurves);
+ CData->psys_shader.push_back_slow(shader);
float radius = get_float(cpsys, "radius_scale") * 0.5f;
- CData->psys_rootradius.push_back(radius * get_float(cpsys, "root_width"));
- CData->psys_tipradius.push_back(radius * get_float(cpsys, "tip_width"));
- CData->psys_shape.push_back(get_float(cpsys, "shape"));
- CData->psys_closetip.push_back(get_boolean(cpsys, "use_closetip"));
+ CData->psys_rootradius.push_back_slow(radius * get_float(cpsys, "root_width"));
+ CData->psys_tipradius.push_back_slow(radius * get_float(cpsys, "tip_width"));
+ CData->psys_shape.push_back_slow(get_float(cpsys, "shape"));
+ CData->psys_closetip.push_back_slow(get_boolean(cpsys, "use_closetip"));
int pa_no = 0;
if(!(b_part.child_type() == 0) && totchild != 0)
@@ -180,7 +180,7 @@ bool ObtainCacheParticleData(Mesh *mesh, BL::Mesh *b_mesh, BL::Object *b_ob, Par
for(; pa_no < totparts+totchild; pa_no++) {
int keynum = 0;
- CData->curve_firstkey.push_back(keyno);
+ CData->curve_firstkey.push_back_slow(keyno);
float curve_length = 0.0f;
float3 pcKey;
@@ -195,15 +195,15 @@ bool ObtainCacheParticleData(Mesh *mesh, BL::Mesh *b_mesh, BL::Object *b_ob, Par
continue;
curve_length += step_length;
}
- CData->curvekey_co.push_back(cKey);
- CData->curvekey_time.push_back(curve_length);
+ CData->curvekey_co.push_back_slow(cKey);
+ CData->curvekey_time.push_back_slow(curve_length);
pcKey = cKey;
keynum++;
}
keyno += keynum;
- CData->curve_keynum.push_back(keynum);
- CData->curve_length.push_back(curve_length);
+ CData->curve_keynum.push_back_slow(keynum);
+ CData->curve_length.push_back_slow(curve_length);
curvenum++;
}
}
@@ -255,7 +255,7 @@ bool ObtainCacheParticleUV(Mesh *mesh, BL::Mesh *b_mesh, BL::Object *b_ob, Parti
float3 uv = make_float3(0.0f, 0.0f, 0.0f);
if(b_mesh->tessface_uv_textures.length())
b_psys.uv_on_emitter(psmd, *b_pa, pa_no, uv_num, &uv.x);
- CData->curve_uv.push_back(uv);
+ CData->curve_uv.push_back_slow(uv);
if(pa_no < totparts && b_pa != b_psys.particles.end())
++b_pa;
@@ -309,7 +309,7 @@ bool ObtainCacheParticleVcol(Mesh *mesh, BL::Mesh *b_mesh, BL::Object *b_ob, Par
float3 vcol = make_float3(0.0f, 0.0f, 0.0f);
if(b_mesh->tessface_vertex_colors.length())
b_psys.mcol_on_emitter(psmd, *b_pa, pa_no, vcol_num, &vcol.x);
- CData->curve_vcol.push_back(vcol);
+ CData->curve_vcol.push_back_slow(vcol);
if(pa_no < totparts && b_pa != b_psys.particles.end())
++b_pa;
@@ -351,10 +351,7 @@ void ExportCurveTrianglePlanes(Mesh *mesh, ParticleCurveData *CData,
}
}
- mesh->verts.reserve(mesh->verts.size() + numverts);
- mesh->triangles.reserve(mesh->triangles.size() + numtris);
- mesh->shader.reserve(mesh->shader.size() + numtris);
- mesh->smooth.reserve(mesh->smooth.size() + numtris);
+ mesh->reserve_mesh(mesh->verts.size() + numverts, mesh->num_triangles() + numtris);
/* actually export */
for(int sys = 0; sys < CData->psys_firstcurve.size() ; sys++) {
@@ -374,8 +371,8 @@ void ExportCurveTrianglePlanes(Mesh *mesh, ParticleCurveData *CData,
xbasis = normalize(cross(RotCam - ickey_loc, v1));
float3 ickey_loc_shfl = ickey_loc - radius * xbasis;
float3 ickey_loc_shfr = ickey_loc + radius * xbasis;
- mesh->verts.push_back(ickey_loc_shfl);
- mesh->verts.push_back(ickey_loc_shfr);
+ mesh->add_vertex(ickey_loc_shfl);
+ mesh->add_vertex(ickey_loc_shfr);
vertexindex += 2;
for(int curvekey = CData->curve_firstkey[curve] + 1; curvekey < CData->curve_firstkey[curve] + CData->curve_keynum[curve]; curvekey++) {
@@ -401,8 +398,8 @@ void ExportCurveTrianglePlanes(Mesh *mesh, ParticleCurveData *CData,
xbasis = normalize(cross(RotCam - ickey_loc, v1));
float3 ickey_loc_shfl = ickey_loc - radius * xbasis;
float3 ickey_loc_shfr = ickey_loc + radius * xbasis;
- mesh->verts.push_back(ickey_loc_shfl);
- mesh->verts.push_back(ickey_loc_shfr);
+ mesh->add_vertex(ickey_loc_shfl);
+ mesh->add_vertex(ickey_loc_shfr);
mesh->add_triangle(vertexindex-2, vertexindex, vertexindex-1, CData->psys_shader[sys], true);
mesh->add_triangle(vertexindex+1, vertexindex-1, vertexindex, CData->psys_shader[sys], true);
vertexindex += 2;
@@ -410,7 +407,6 @@ void ExportCurveTrianglePlanes(Mesh *mesh, ParticleCurveData *CData,
}
}
- mesh->reserve(mesh->verts.size(), mesh->triangles.size(), 0, 0);
mesh->attributes.remove(ATTR_STD_VERTEX_NORMAL);
mesh->attributes.remove(ATTR_STD_FACE_NORMAL);
mesh->add_face_normals();
@@ -437,10 +433,7 @@ void ExportCurveTriangleGeometry(Mesh *mesh, ParticleCurveData *CData, int resol
}
}
- mesh->verts.reserve(mesh->verts.size() + numverts);
- mesh->triangles.reserve(mesh->triangles.size() + numtris);
- mesh->shader.reserve(mesh->shader.size() + numtris);
- mesh->smooth.reserve(mesh->smooth.size() + numtris);
+ mesh->reserve_mesh(mesh->verts.size() + numverts, mesh->num_triangles() + numtris);
/* actually export */
for(int sys = 0; sys < CData->psys_firstcurve.size() ; sys++) {
@@ -529,7 +522,7 @@ void ExportCurveTriangleGeometry(Mesh *mesh, ParticleCurveData *CData, int resol
float angle = M_2PI_F / (float)resolution;
for(int section = 0; section < resolution; section++) {
float3 ickey_loc_shf = ickey_loc + radius * (cosf(angle * section) * xbasis + sinf(angle * section) * ybasis);
- mesh->verts.push_back(ickey_loc_shf);
+ mesh->add_vertex(ickey_loc_shf);
}
if(subv != 0) {
@@ -546,7 +539,6 @@ void ExportCurveTriangleGeometry(Mesh *mesh, ParticleCurveData *CData, int resol
}
}
- mesh->reserve(mesh->verts.size(), mesh->triangles.size(), 0, 0);
mesh->attributes.remove(ATTR_STD_VERTEX_NORMAL);
mesh->attributes.remove(ATTR_STD_FACE_NORMAL);
mesh->add_face_normals();
@@ -561,7 +553,7 @@ void ExportCurveSegments(Scene *scene, Mesh *mesh, ParticleCurveData *CData)
int num_keys = 0;
int num_curves = 0;
- if(!(mesh->curves.empty() && mesh->curve_keys.empty()))
+ if(mesh->num_curves())
return;
Attribute *attr_intercept = NULL;
@@ -584,8 +576,7 @@ void ExportCurveSegments(Scene *scene, Mesh *mesh, ParticleCurveData *CData)
VLOG(1) << "Exporting curve segments for mesh " << mesh->name;
}
- mesh->curve_keys.reserve(mesh->curve_keys.size() + num_keys);
- mesh->curves.reserve(mesh->curves.size() + num_curves);
+ mesh->reserve_curves(mesh->num_curves() + num_curves, mesh->curve_keys.size() + num_keys);
num_keys = 0;
num_curves = 0;
@@ -613,18 +604,16 @@ void ExportCurveSegments(Scene *scene, Mesh *mesh, ParticleCurveData *CData)
num_curve_keys++;
}
- mesh->add_curve(num_keys, num_curve_keys, CData->psys_shader[sys]);
+ mesh->add_curve(num_keys, CData->psys_shader[sys]);
num_keys += num_curve_keys;
num_curves++;
}
}
/* check allocation */
- if((mesh->curve_keys.size() != num_keys) || (mesh->curves.size() != num_curves)) {
+ if((mesh->curve_keys.size() != num_keys) || (mesh->num_curves() != num_curves)) {
VLOG(1) << "Allocation failed, clearing data";
- mesh->curve_keys.clear();
- mesh->curves.clear();
- mesh->curve_attributes.clear();
+ mesh->clear();
}
}
@@ -667,13 +656,16 @@ static void ExportCurveSegmentsMotion(Mesh *mesh, ParticleCurveData *CData, int
if(CData->psys_closetip[sys] && (curvekey == CData->curve_firstkey[curve] + CData->curve_keynum[curve] - 1))
radius = 0.0f;
+ /* curve motion keys store both position and radius in float4 */
mP[i] = float3_to_float4(ickey_loc);
mP[i].w = radius;
/* unlike mesh coordinates, these tend to be slightly different
* between frames due to particle transforms into/out of object
* space, so we use an epsilon to detect actual changes */
- if(len_squared(mP[i] - mesh->curve_keys[i]) > 1e-5f*1e-5f)
+ float4 curve_key = float3_to_float4(mesh->curve_keys[i]);
+ curve_key.w = mesh->curve_radius[i];
+ if(len_squared(mP[i] - curve_key) > 1e-5f*1e-5f)
have_motion = true;
}
@@ -697,8 +689,10 @@ static void ExportCurveSegmentsMotion(Mesh *mesh, ParticleCurveData *CData, int
for(int step = 0; step < time_index; step++) {
float4 *mP = attr_mP->data_float4() + step*numkeys;
- for(int key = 0; key < numkeys; key++)
- mP[key] = mesh->curve_keys[key];
+ for(int key = 0; key < numkeys; key++) {
+ mP[key] = float3_to_float4(mesh->curve_keys[key]);
+ mP[key].w = mesh->curve_radius[key];
+ }
}
}
}
@@ -872,7 +866,9 @@ void BlenderSync::sync_curves(Mesh *mesh,
if(!motion) {
/* Clear stored curve data */
mesh->curve_keys.clear();
- mesh->curves.clear();
+ mesh->curve_radius.clear();
+ mesh->curve_first_key.clear();
+ mesh->curve_shader.clear();
mesh->curve_attributes.clear();
}
@@ -889,7 +885,7 @@ void BlenderSync::sync_curves(Mesh *mesh,
int triangle_method = scene->curve_system_manager->triangle_method;
int resolution = scene->curve_system_manager->resolution;
size_t vert_num = mesh->verts.size();
- size_t tri_num = mesh->triangles.size();
+ size_t tri_num = mesh->num_triangles();
int used_res = 1;
/* extract particle hair data - should be combined with connecting to mesh later*/
@@ -950,11 +946,10 @@ void BlenderSync::sync_curves(Mesh *mesh,
else {
Attribute *attr_generated = mesh->curve_attributes.add(ATTR_STD_GENERATED);
float3 *generated = attr_generated->data_float3();
- size_t i = 0;
- foreach(Mesh::Curve& curve, mesh->curves) {
- float3 co = float4_to_float3(mesh->curve_keys[curve.first_key]);
- generated[i++] = co*size - loc;
+ for(size_t i = 0; i < mesh->num_curves(); i++) {
+ float3 co = mesh->curve_keys[mesh->get_curve(i).first_key];
+ generated[i] = co*size - loc;
}
}
}
diff --git a/intern/cycles/blender/blender_mesh.cpp b/intern/cycles/blender/blender_mesh.cpp
index 4a0ad79f3ae..74fd4cb44a0 100644
--- a/intern/cycles/blender/blender_mesh.cpp
+++ b/intern/cycles/blender/blender_mesh.cpp
@@ -24,7 +24,6 @@
#include "blender_session.h"
#include "blender_util.h"
-#include "subd_mesh.h"
#include "subd_patch.h"
#include "subd_split.h"
@@ -335,44 +334,71 @@ static void attr_create_vertex_color(Scene *scene,
Mesh *mesh,
BL::Mesh& b_mesh,
const vector<int>& nverts,
- const vector<int>& face_flags)
+ const vector<int>& face_flags,
+ bool subdivision)
{
- BL::Mesh::tessface_vertex_colors_iterator l;
- for(b_mesh.tessface_vertex_colors.begin(l); l != b_mesh.tessface_vertex_colors.end(); ++l) {
- if(!mesh->need_attribute(scene, ustring(l->name().c_str())))
- continue;
+ if(subdivision) {
+ BL::Mesh::vertex_colors_iterator l;
- Attribute *attr = mesh->attributes.add(
- ustring(l->name().c_str()), TypeDesc::TypeColor, ATTR_ELEMENT_CORNER_BYTE);
+ for(b_mesh.vertex_colors.begin(l); l != b_mesh.vertex_colors.end(); ++l) {
+ if(!mesh->need_attribute(scene, ustring(l->name().c_str())))
+ continue;
- BL::MeshColorLayer::data_iterator c;
- uchar4 *cdata = attr->data_uchar4();
- size_t i = 0;
+ Attribute *attr = mesh->subd_attributes.add(ustring(l->name().c_str()),
+ TypeDesc::TypeColor,
+ ATTR_ELEMENT_CORNER_BYTE);
- for(l->data.begin(c); c != l->data.end(); ++c, ++i) {
- int tri_a[3], tri_b[3];
- face_split_tri_indices(nverts[i], face_flags[i], tri_a, tri_b);
+ BL::Mesh::polygons_iterator p;
+ uchar4 *cdata = attr->data_uchar4();
- uchar4 colors[4];
- colors[0] = color_float_to_byte(color_srgb_to_scene_linear(get_float3(c->color1())));
- colors[1] = color_float_to_byte(color_srgb_to_scene_linear(get_float3(c->color2())));
- colors[2] = color_float_to_byte(color_srgb_to_scene_linear(get_float3(c->color3())));
- if(nverts[i] == 4) {
- colors[3] = color_float_to_byte(color_srgb_to_scene_linear(get_float3(c->color4())));
+ for(b_mesh.polygons.begin(p); p != b_mesh.polygons.end(); ++p) {
+ int n = p->loop_total();
+ for(int i = 0; i < n; i++) {
+ float3 color = get_float3(l->data[p->loop_start() + i].color());
+ *(cdata++) = color_float_to_byte(color_srgb_to_scene_linear(color));
+ }
}
+ }
+ }
+ else {
+ BL::Mesh::tessface_vertex_colors_iterator l;
+ for(b_mesh.tessface_vertex_colors.begin(l); l != b_mesh.tessface_vertex_colors.end(); ++l) {
+ if(!mesh->need_attribute(scene, ustring(l->name().c_str())))
+ continue;
+
+ Attribute *attr = mesh->attributes.add(ustring(l->name().c_str()),
+ TypeDesc::TypeColor,
+ ATTR_ELEMENT_CORNER_BYTE);
+
+ BL::MeshColorLayer::data_iterator c;
+ uchar4 *cdata = attr->data_uchar4();
+ size_t i = 0;
+
+ for(l->data.begin(c); c != l->data.end(); ++c, ++i) {
+ int tri_a[3], tri_b[3];
+ face_split_tri_indices(nverts[i], face_flags[i], tri_a, tri_b);
+
+ uchar4 colors[4];
+ colors[0] = color_float_to_byte(color_srgb_to_scene_linear(get_float3(c->color1())));
+ colors[1] = color_float_to_byte(color_srgb_to_scene_linear(get_float3(c->color2())));
+ colors[2] = color_float_to_byte(color_srgb_to_scene_linear(get_float3(c->color3())));
+ if(nverts[i] == 4) {
+ colors[3] = color_float_to_byte(color_srgb_to_scene_linear(get_float3(c->color4())));
+ }
- cdata[0] = colors[tri_a[0]];
- cdata[1] = colors[tri_a[1]];
- cdata[2] = colors[tri_a[2]];
+ cdata[0] = colors[tri_a[0]];
+ cdata[1] = colors[tri_a[1]];
+ cdata[2] = colors[tri_a[2]];
- if(nverts[i] == 4) {
- cdata[3] = colors[tri_b[0]];
- cdata[4] = colors[tri_b[1]];
- cdata[5] = colors[tri_b[2]];
- cdata += 6;
+ if(nverts[i] == 4) {
+ cdata[3] = colors[tri_b[0]];
+ cdata[4] = colors[tri_b[1]];
+ cdata[5] = colors[tri_b[2]];
+ cdata += 6;
+ }
+ else
+ cdata += 3;
}
- else
- cdata += 3;
}
}
}
@@ -382,9 +408,40 @@ static void attr_create_uv_map(Scene *scene,
Mesh *mesh,
BL::Mesh& b_mesh,
const vector<int>& nverts,
- const vector<int>& face_flags)
+ const vector<int>& face_flags,
+ bool subdivision)
{
- if(b_mesh.tessface_uv_textures.length() != 0) {
+ if(subdivision) {
+ BL::Mesh::uv_layers_iterator l;
+ int i = 0;
+
+ for(b_mesh.uv_layers.begin(l); l != b_mesh.uv_layers.end(); ++l, ++i) {
+ bool active_render = b_mesh.uv_textures[i].active_render();
+ AttributeStandard std = (active_render)? ATTR_STD_UV: ATTR_STD_NONE;
+ ustring name = ustring(l->name().c_str());
+
+ /* UV map */
+ if(mesh->need_attribute(scene, name) || mesh->need_attribute(scene, std)) {
+ Attribute *attr;
+
+ if(active_render)
+ attr = mesh->subd_attributes.add(std, name);
+ else
+ attr = mesh->subd_attributes.add(name, TypeDesc::TypePoint, ATTR_ELEMENT_CORNER);
+
+ BL::Mesh::polygons_iterator p;
+ float3 *fdata = attr->data_float3();
+
+ for(b_mesh.polygons.begin(p); p != b_mesh.polygons.end(); ++p) {
+ int n = p->loop_total();
+ for(int j = 0; j < n; j++) {
+ *(fdata++) = get_float3(l->data[p->loop_start() + j].uv());
+ }
+ }
+ }
+ }
+ }
+ else if(b_mesh.tessface_uv_textures.length() != 0) {
BL::Mesh::tessface_uv_textures_iterator l;
for(b_mesh.tessface_uv_textures.begin(l); l != b_mesh.tessface_uv_textures.end(); ++l) {
@@ -465,11 +522,13 @@ static void attr_create_uv_map(Scene *scene,
/* Create vertex pointiness attributes. */
static void attr_create_pointiness(Scene *scene,
Mesh *mesh,
- BL::Mesh& b_mesh)
+ BL::Mesh& b_mesh,
+ bool subdivision)
{
if(mesh->need_attribute(scene, ATTR_STD_POINTINESS)) {
const int numverts = b_mesh.vertices.length();
- Attribute *attr = mesh->attributes.add(ATTR_STD_POINTINESS);
+ AttributeSet& attributes = (subdivision)? mesh->subd_attributes: mesh->attributes;
+ Attribute *attr = attributes.add(ATTR_STD_POINTINESS);
float *data = attr->data_float();
int *counter = new int[numverts];
float *raw_data = new float[numverts];
@@ -532,31 +591,44 @@ static void attr_create_pointiness(Scene *scene,
static void create_mesh(Scene *scene,
Mesh *mesh,
BL::Mesh& b_mesh,
- const vector<Shader*>& used_shaders)
+ const vector<Shader*>& used_shaders,
+ bool subdivision=false)
{
/* count vertices and faces */
int numverts = b_mesh.vertices.length();
- int numfaces = b_mesh.tessfaces.length();
+ int numfaces = (!subdivision) ? b_mesh.tessfaces.length() : b_mesh.polygons.length();
int numtris = 0;
+ int numcorners = 0;
+ int numngons = 0;
bool use_loop_normals = b_mesh.use_auto_smooth();
BL::Mesh::vertices_iterator v;
BL::Mesh::tessfaces_iterator f;
+ BL::Mesh::polygons_iterator p;
- for(b_mesh.tessfaces.begin(f); f != b_mesh.tessfaces.end(); ++f) {
- int4 vi = get_int4(f->vertices_raw());
- numtris += (vi[3] == 0)? 1: 2;
+ if(!subdivision) {
+ for(b_mesh.tessfaces.begin(f); f != b_mesh.tessfaces.end(); ++f) {
+ int4 vi = get_int4(f->vertices_raw());
+ numtris += (vi[3] == 0)? 1: 2;
+ }
+ }
+ else {
+ for(b_mesh.polygons.begin(p); p != b_mesh.polygons.end(); ++p) {
+ numngons += (p->loop_total() == 4)? 0: 1;
+ numcorners += p->loop_total();
+ }
}
- /* reserve memory */
- mesh->reserve(numverts, numtris, 0, 0);
+ /* allocate memory */
+ mesh->reserve_mesh(numverts, numtris);
+ mesh->reserve_subd_faces(numfaces, numngons, numcorners);
/* create vertex coordinates and normals */
- int i = 0;
- for(b_mesh.vertices.begin(v); v != b_mesh.vertices.end(); ++v, ++i)
- mesh->verts[i] = get_float3(v->co());
+ for(b_mesh.vertices.begin(v); v != b_mesh.vertices.end(); ++v)
+ mesh->add_vertex(get_float3(v->co()));
- Attribute *attr_N = mesh->attributes.add(ATTR_STD_VERTEX_NORMAL);
+ AttributeSet& attributes = (subdivision)? mesh->subd_attributes: mesh->attributes;
+ Attribute *attr_N = attributes.add(ATTR_STD_VERTEX_NORMAL);
float3 *N = attr_N->data_float3();
for(b_mesh.vertices.begin(v); v != b_mesh.vertices.end(); ++v, ++N)
@@ -565,7 +637,7 @@ static void create_mesh(Scene *scene,
/* create generated coordinates from undeformed coordinates */
if(mesh->need_attribute(scene, ATTR_STD_GENERATED)) {
- Attribute *attr = mesh->attributes.add(ATTR_STD_GENERATED);
+ Attribute *attr = attributes.add(ATTR_STD_GENERATED);
float3 loc, size;
mesh_texture_space(b_mesh, loc, size);
@@ -578,67 +650,103 @@ static void create_mesh(Scene *scene,
}
/* Create needed vertex attributes. */
- attr_create_pointiness(scene, mesh, b_mesh);
+ attr_create_pointiness(scene, mesh, b_mesh, subdivision);
/* create faces */
vector<int> nverts(numfaces);
vector<int> face_flags(numfaces, FACE_FLAG_NONE);
- int fi = 0, ti = 0;
-
- for(b_mesh.tessfaces.begin(f); f != b_mesh.tessfaces.end(); ++f, ++fi) {
- int4 vi = get_int4(f->vertices_raw());
- int n = (vi[3] == 0)? 3: 4;
- int shader = clamp(f->material_index(), 0, used_shaders.size()-1);
- bool smooth = f->use_smooth() || use_loop_normals;
-
- /* split vertices if normal is different
- *
- * note all vertex attributes must have been set here so we can split
- * and copy attributes in split_vertex without remapping later */
- if(use_loop_normals) {
- BL::Array<float, 12> loop_normals = f->split_normals();
-
- for(int i = 0; i < n; i++) {
- float3 loop_N = make_float3(loop_normals[i * 3], loop_normals[i * 3 + 1], loop_normals[i * 3 + 2]);
-
- if(N[vi[i]] != loop_N) {
- int new_vi = mesh->split_vertex(vi[i]);
-
- /* set new normal and vertex index */
- N = attr_N->data_float3();
- N[new_vi] = loop_N;
- vi[i] = new_vi;
+ int fi = 0;
+
+ if(!subdivision) {
+ for(b_mesh.tessfaces.begin(f); f != b_mesh.tessfaces.end(); ++f, ++fi) {
+ int4 vi = get_int4(f->vertices_raw());
+ int n = (vi[3] == 0)? 3: 4;
+ int shader = clamp(f->material_index(), 0, used_shaders.size()-1);
+ bool smooth = f->use_smooth() || use_loop_normals;
+
+ /* split vertices if normal is different
+ *
+ * note all vertex attributes must have been set here so we can split
+ * and copy attributes in split_vertex without remapping later */
+ if(use_loop_normals) {
+ BL::Array<float, 12> loop_normals = f->split_normals();
+
+ for(int i = 0; i < n; i++) {
+ float3 loop_N = make_float3(loop_normals[i * 3], loop_normals[i * 3 + 1], loop_normals[i * 3 + 2]);
+
+ if(N[vi[i]] != loop_N) {
+ int new_vi = mesh->split_vertex(vi[i]);
+
+ /* set new normal and vertex index */
+ N = attr_N->data_float3();
+ N[new_vi] = loop_N;
+ vi[i] = new_vi;
+ }
}
}
- }
- /* create triangles */
- if(n == 4) {
- if(is_zero(cross(mesh->verts[vi[1]] - mesh->verts[vi[0]], mesh->verts[vi[2]] - mesh->verts[vi[0]])) ||
- is_zero(cross(mesh->verts[vi[2]] - mesh->verts[vi[0]], mesh->verts[vi[3]] - mesh->verts[vi[0]])))
- {
- // TODO(mai): order here is probably wrong
- mesh->set_triangle(ti++, vi[0], vi[1], vi[3], shader, smooth, true);
- mesh->set_triangle(ti++, vi[2], vi[3], vi[1], shader, smooth, true);
- face_flags[fi] |= FACE_FLAG_DIVIDE_24;
+ /* create triangles */
+ if(n == 4) {
+ if(is_zero(cross(mesh->verts[vi[1]] - mesh->verts[vi[0]], mesh->verts[vi[2]] - mesh->verts[vi[0]])) ||
+ is_zero(cross(mesh->verts[vi[2]] - mesh->verts[vi[0]], mesh->verts[vi[3]] - mesh->verts[vi[0]])))
+ {
+ mesh->add_triangle(vi[0], vi[1], vi[3], shader, smooth);
+ mesh->add_triangle(vi[2], vi[3], vi[1], shader, smooth);
+ face_flags[fi] |= FACE_FLAG_DIVIDE_24;
+ }
+ else {
+ mesh->add_triangle(vi[0], vi[1], vi[2], shader, smooth);
+ mesh->add_triangle(vi[0], vi[2], vi[3], shader, smooth);
+ face_flags[fi] |= FACE_FLAG_DIVIDE_13;
+ }
}
else {
- mesh->set_triangle(ti++, vi[0], vi[1], vi[2], shader, smooth, true);
- mesh->set_triangle(ti++, vi[0], vi[2], vi[3], shader, smooth, true);
- face_flags[fi] |= FACE_FLAG_DIVIDE_13;
+ mesh->add_triangle(vi[0], vi[1], vi[2], shader, smooth);
}
+
+ nverts[fi] = n;
}
- else
- mesh->set_triangle(ti++, vi[0], vi[1], vi[2], shader, smooth, false);
+ }
+ else {
+ vector<int> vi;
+
+ for(b_mesh.polygons.begin(p); p != b_mesh.polygons.end(); ++p) {
+ int n = p->loop_total();
+ int shader = clamp(p->material_index(), 0, used_shaders.size()-1);
+ bool smooth = p->use_smooth() || use_loop_normals;
+
+ vi.reserve(n);
+ for(int i = 0; i < n; i++) {
+ vi[i] = b_mesh.loops[p->loop_start() + i].vertex_index();
+
+ /* split vertices if normal is different
+ *
+ * note all vertex attributes must have been set here so we can split
+ * and copy attributes in split_vertex without remapping later */
+ if(use_loop_normals) {
+ float3 loop_N = get_float3(b_mesh.loops[p->loop_start() + i].normal());
+
+ if(N[vi[i]] != loop_N) {
+ int new_vi = mesh->split_vertex(vi[i]);
+
+ /* set new normal and vertex index */
+ N = attr_N->data_float3();
+ N[new_vi] = loop_N;
+ vi[i] = new_vi;
+ }
+ }
+ }
- nverts[fi] = n;
+ /* create subd faces */
+ mesh->add_subd_face(&vi[0], n, shader, smooth);
+ }
}
/* Create all needed attributes.
* The calculate functions will check whether they're needed or not.
*/
- attr_create_vertex_color(scene, mesh, b_mesh, nverts, face_flags);
- attr_create_uv_map(scene, mesh, b_mesh, nverts, face_flags);
+ attr_create_vertex_color(scene, mesh, b_mesh, nverts, face_flags, subdivision);
+ attr_create_uv_map(scene, mesh, b_mesh, nverts, face_flags, subdivision);
/* for volume objects, create a matrix to transform from object space to
* mesh texture space. this does not work with deformations but that can
@@ -658,16 +766,17 @@ static void create_subd_mesh(Scene *scene,
Mesh *mesh,
BL::Object& b_ob,
BL::Mesh& b_mesh,
- PointerRNA *cmesh,
const vector<Shader*>& used_shaders,
float dicing_rate,
int max_subdivisions)
{
- Mesh basemesh;
- create_mesh(scene, &basemesh, b_mesh, used_shaders);
+ create_mesh(scene, mesh, b_mesh, used_shaders, true);
- SubdParams sdparams(mesh, 0, true, false);
- sdparams.dicing_rate = max(0.1f, RNA_float_get(cmesh, "dicing_rate") * dicing_rate);
+ SubdParams sdparams(mesh);
+
+ PointerRNA cobj = RNA_pointer_get(&b_ob.ptr, "cycles");
+
+ sdparams.dicing_rate = max(0.1f, RNA_float_get(&cobj, "dicing_rate") * dicing_rate);
sdparams.max_level = max_subdivisions;
scene->camera->update();
@@ -676,11 +785,48 @@ static void create_subd_mesh(Scene *scene,
/* tesselate */
DiagSplit dsplit(sdparams);
- basemesh.tessellate(&dsplit);
+ mesh->tessellate(&dsplit);
}
/* Sync */
+static void sync_mesh_fluid_motion(BL::Object& b_ob, Scene *scene, Mesh *mesh)
+{
+ if(scene->need_motion() == Scene::MOTION_NONE)
+ return;
+
+ BL::DomainFluidSettings b_fluid_domain = object_fluid_domain_find(b_ob);
+
+ if(!b_fluid_domain)
+ return;
+
+ /* If the mesh has modifiers following the fluid domain we can't export motion. */
+ if(b_fluid_domain.fluid_mesh_vertices.length() != mesh->verts.size())
+ return;
+
+ /* Find or add attribute */
+ float3 *P = &mesh->verts[0];
+ Attribute *attr_mP = mesh->attributes.find(ATTR_STD_MOTION_VERTEX_POSITION);
+
+ if(!attr_mP) {
+ attr_mP = mesh->attributes.add(ATTR_STD_MOTION_VERTEX_POSITION);
+ }
+
+ /* Only export previous and next frame, we don't have any in between data. */
+ float motion_times[2] = {-1.0f, 1.0f};
+ for (int step = 0; step < 2; step++) {
+ float relative_time = motion_times[step] * scene->motion_shutter_time() * 0.5f;
+ float3 *mP = attr_mP->data_float3() + step*mesh->verts.size();
+
+ BL::DomainFluidSettings::fluid_mesh_vertices_iterator fvi;
+ int i = 0;
+
+ for(b_fluid_domain.fluid_mesh_vertices.begin(fvi); fvi != b_fluid_domain.fluid_mesh_vertices.end(); ++fvi, ++i) {
+ mP[i] = P[i] + get_float3(fvi->velocity()) * relative_time;
+ }
+ }
+}
+
Mesh *BlenderSync::sync_mesh(BL::Object& b_ob,
bool object_updated,
bool hide_tris)
@@ -759,11 +905,12 @@ Mesh *BlenderSync::sync_mesh(BL::Object& b_ob,
/* create derived mesh */
PointerRNA cmesh = RNA_pointer_get(&b_ob_data.ptr, "cycles");
- vector<Mesh::Triangle> oldtriangle = mesh->triangles;
+ array<int> oldtriangle = mesh->triangles;
/* compares curve_keys rather than strands in order to handle quick hair
* adjustments in dynamic BVH - other methods could probably do this better*/
- vector<float4> oldcurve_keys = mesh->curve_keys;
+ array<float3> oldcurve_keys = mesh->curve_keys;
+ array<float> oldcurve_radius = mesh->curve_radius;
mesh->clear();
mesh->used_shaders = used_shaders;
@@ -780,20 +927,41 @@ Mesh *BlenderSync::sync_mesh(BL::Object& b_ob,
b_ob.update_from_editmode();
bool need_undeformed = mesh->need_attribute(scene, ATTR_STD_GENERATED);
- BL::Mesh b_mesh = object_to_mesh(b_data, b_ob, b_scene, true, !preview, need_undeformed);
+
+ mesh->subdivision_type = Mesh::SUBDIVISION_NONE;
+
+ PointerRNA cobj = RNA_pointer_get(&b_ob.ptr, "cycles");
+
+ if(cobj.data && b_ob.modifiers.length() > 0 && experimental) {
+ BL::Modifier mod = b_ob.modifiers[b_ob.modifiers.length()-1];
+ bool enabled = preview ? mod.show_viewport() : mod.show_render();
+
+ if(enabled && mod.type() == BL::Modifier::type_SUBSURF && RNA_int_get(&cobj, "use_adaptive_subdivision")) {
+ BL::SubsurfModifier subsurf(mod);
+
+ if(subsurf.subdivision_type() == BL::SubsurfModifier::subdivision_type_CATMULL_CLARK) {
+ mesh->subdivision_type = Mesh::SUBDIVISION_CATMULL_CLARK;
+ }
+ else {
+ mesh->subdivision_type = Mesh::SUBDIVISION_LINEAR;
+ }
+ }
+ }
+
+ BL::Mesh b_mesh = object_to_mesh(b_data, b_ob, b_scene, true, !preview, need_undeformed, mesh->subdivision_type);
if(b_mesh) {
if(render_layer.use_surfaces && !hide_tris) {
- if(cmesh.data && experimental && RNA_enum_get(&cmesh, "subdivision_type"))
- create_subd_mesh(scene, mesh, b_ob, b_mesh, &cmesh, used_shaders,
+ if(mesh->subdivision_type != Mesh::SUBDIVISION_NONE)
+ create_subd_mesh(scene, mesh, b_ob, b_mesh, used_shaders,
dicing_rate, max_subdivisions);
else
- create_mesh(scene, mesh, b_mesh, used_shaders);
+ create_mesh(scene, mesh, b_mesh, used_shaders, false);
create_mesh_volume_attributes(scene, b_ob, mesh, b_scene.frame_current());
}
- if(render_layer.use_hair)
+ if(render_layer.use_hair && mesh->subdivision_type == Mesh::SUBDIVISION_NONE)
sync_curves(mesh, b_mesh, b_ob, false);
if(can_free_caches) {
@@ -801,7 +969,7 @@ Mesh *BlenderSync::sync_mesh(BL::Object& b_ob,
}
/* free derived mesh */
- b_data.meshes.remove(b_mesh);
+ b_data.meshes.remove(b_mesh, false);
}
}
mesh->geometry_flags = requested_geometry_flags;
@@ -821,20 +989,30 @@ Mesh *BlenderSync::sync_mesh(BL::Object& b_ob,
mesh->displacement_method = Mesh::DISPLACE_BOTH;
}
+ /* fluid motion */
+ sync_mesh_fluid_motion(b_ob, scene, mesh);
+
/* tag update */
bool rebuild = false;
if(oldtriangle.size() != mesh->triangles.size())
rebuild = true;
else if(oldtriangle.size()) {
- if(memcmp(&oldtriangle[0], &mesh->triangles[0], sizeof(Mesh::Triangle)*oldtriangle.size()) != 0)
+ if(memcmp(&oldtriangle[0], &mesh->triangles[0], sizeof(int)*oldtriangle.size()) != 0)
rebuild = true;
}
if(oldcurve_keys.size() != mesh->curve_keys.size())
rebuild = true;
else if(oldcurve_keys.size()) {
- if(memcmp(&oldcurve_keys[0], &mesh->curve_keys[0], sizeof(float4)*oldcurve_keys.size()) != 0)
+ if(memcmp(&oldcurve_keys[0], &mesh->curve_keys[0], sizeof(float3)*oldcurve_keys.size()) != 0)
+ rebuild = true;
+ }
+
+ if(oldcurve_radius.size() != mesh->curve_radius.size())
+ rebuild = true;
+ else if(oldcurve_radius.size()) {
+ if(memcmp(&oldcurve_radius[0], &mesh->curve_radius[0], sizeof(float)*oldcurve_radius.size()) != 0)
rebuild = true;
}
@@ -903,9 +1081,14 @@ void BlenderSync::sync_mesh_motion(BL::Object& b_ob,
* would need a more extensive check to see which objects are animated */
BL::Mesh b_mesh(PointerRNA_NULL);
+ /* fluid motion is exported immediate with mesh, skip here */
+ BL::DomainFluidSettings b_fluid_domain = object_fluid_domain_find(b_ob);
+ if (b_fluid_domain)
+ return;
+
if(ccl::BKE_object_is_deform_modified(b_ob, b_scene, preview)) {
/* get derived mesh */
- b_mesh = object_to_mesh(b_data, b_ob, b_scene, true, !preview, false);
+ b_mesh = object_to_mesh(b_data, b_ob, b_scene, true, !preview, false, false);
}
if(!b_mesh) {
@@ -931,8 +1114,8 @@ void BlenderSync::sync_mesh_motion(BL::Object& b_ob,
Attribute *attr_mP = mesh->curve_attributes.find(ATTR_STD_MOTION_VERTEX_POSITION);
if(attr_mP) {
- float4 *keys = &mesh->curve_keys[0];
- memcpy(attr_mP->data_float4() + time_index*numkeys, keys, sizeof(float4)*numkeys);
+ float3 *keys = &mesh->curve_keys[0];
+ memcpy(attr_mP->data_float3() + time_index*numkeys, keys, sizeof(float3)*numkeys);
}
}
@@ -1006,7 +1189,7 @@ void BlenderSync::sync_mesh_motion(BL::Object& b_ob,
sync_curves(mesh, b_mesh, b_ob, true, time_index);
/* free derived mesh */
- b_data.meshes.remove(b_mesh);
+ b_data.meshes.remove(b_mesh, false);
}
CCL_NAMESPACE_END
diff --git a/intern/cycles/blender/blender_object.cpp b/intern/cycles/blender/blender_object.cpp
index 80768c096e3..4886735a18f 100644
--- a/intern/cycles/blender/blender_object.cpp
+++ b/intern/cycles/blender/blender_object.cpp
@@ -253,11 +253,20 @@ static bool object_boundbox_clip(Scene *scene,
boundbox[3 * i + 1],
boundbox[3 * i + 2]);
p = transform_point(&tfm, p);
- p = transform_point(&worldtondc, p);
- if(p.z >= -margin) {
+
+ float4 b = make_float4(p.x, p.y, p.z, 1.0f);
+ float4 c = make_float4(dot(worldtondc.x, b),
+ dot(worldtondc.y, b),
+ dot(worldtondc.z, b),
+ dot(worldtondc.w, b));
+ p = float4_to_float3(c / c.w);
+ if(c.z < 0.0f) {
+ p.x = 1.0f - p.x;
+ p.y = 1.0f - p.y;
+ }
+ if(c.z >= -margin) {
all_behind = false;
}
- p /= p.z;
bb_min = min(bb_min, p);
bb_max = max(bb_max, p);
}
@@ -720,12 +729,7 @@ void BlenderSync::sync_motion(BL::RenderSettings& b_render,
<< relative_time << ".";
/* fixed shutter time to get previous and next frame for motion pass */
- float shuttertime;
-
- if(scene->need_motion() == Scene::MOTION_PASS)
- shuttertime = 2.0f;
- else
- shuttertime = scene->camera->shuttertime;
+ float shuttertime = scene->motion_shutter_time();
/* compute frame and subframe time */
float time = frame_center + frame_center_delta + relative_time * shuttertime * 0.5f;
diff --git a/intern/cycles/blender/blender_particles.cpp b/intern/cycles/blender/blender_particles.cpp
index d1e702cfdc2..b9876cd604f 100644
--- a/intern/cycles/blender/blender_particles.cpp
+++ b/intern/cycles/blender/blender_particles.cpp
@@ -76,7 +76,7 @@ bool BlenderSync::sync_dupli_particle(BL::Object& b_ob,
pa.velocity = get_float3(b_pa.velocity());
pa.angular_velocity = get_float3(b_pa.angular_velocity());
- psys->particles.push_back(pa);
+ psys->particles.push_back_slow(pa);
if(object->particle_index != psys->particles.size() - 1)
scene->object_manager->tag_update(scene);
diff --git a/intern/cycles/blender/blender_shader.cpp b/intern/cycles/blender/blender_shader.cpp
index d2cd9307bab..7b8317a50a7 100644
--- a/intern/cycles/blender/blender_shader.cpp
+++ b/intern/cycles/blender/blender_shader.cpp
@@ -127,82 +127,60 @@ static float3 get_node_output_vector(BL::Node& b_node, const string& name)
return make_float3(value[0], value[1], value[2]);
}
-static ShaderSocketType convert_socket_type(BL::NodeSocket& b_socket)
+static SocketType::Type convert_socket_type(BL::NodeSocket& b_socket)
{
switch(b_socket.type()) {
case BL::NodeSocket::type_VALUE:
- return SHADER_SOCKET_FLOAT;
+ return SocketType::FLOAT;
case BL::NodeSocket::type_INT:
- return SHADER_SOCKET_INT;
+ return SocketType::INT;
case BL::NodeSocket::type_VECTOR:
- return SHADER_SOCKET_VECTOR;
+ return SocketType::VECTOR;
case BL::NodeSocket::type_RGBA:
- return SHADER_SOCKET_COLOR;
+ return SocketType::COLOR;
case BL::NodeSocket::type_STRING:
- return SHADER_SOCKET_STRING;
+ return SocketType::STRING;
case BL::NodeSocket::type_SHADER:
- return SHADER_SOCKET_CLOSURE;
+ return SocketType::CLOSURE;
default:
- return SHADER_SOCKET_UNDEFINED;
+ return SocketType::UNDEFINED;
}
}
-#ifdef WITH_OSL
-static ShaderSocketType convert_osl_socket_type(OSL::OSLQuery& query,
- BL::NodeSocket& b_socket)
-{
- ShaderSocketType socket_type = convert_socket_type(b_socket);
- if(socket_type == SHADER_SOCKET_VECTOR) {
- /* TODO(sergey): Do we need compatible_name() here? */
- const OSL::OSLQuery::Parameter *param = query.getparam(b_socket.name());
- assert(param != NULL);
- if(param != NULL) {
- if(param->type.vecsemantics == TypeDesc::POINT) {
- socket_type = SHADER_SOCKET_POINT;
- }
- else if(param->type.vecsemantics == TypeDesc::NORMAL) {
- socket_type = SHADER_SOCKET_NORMAL;
- }
- }
- }
-
- return socket_type;
-}
-#endif /* WITH_OSL */
-
static void set_default_value(ShaderInput *input,
BL::NodeSocket& b_sock,
BL::BlendData& b_data,
BL::ID& b_id)
{
+ Node *node = input->parent;
+ const SocketType& socket = input->socket_type;
+
/* copy values for non linked inputs */
- switch(input->type) {
- case SHADER_SOCKET_FLOAT: {
- input->set(get_float(b_sock.ptr, "default_value"));
+ switch(input->type()) {
+ case SocketType::FLOAT: {
+ node->set(socket, get_float(b_sock.ptr, "default_value"));
break;
}
- case SHADER_SOCKET_INT: {
- input->set((float)get_int(b_sock.ptr, "default_value"));
+ case SocketType::INT: {
+ node->set(socket, get_int(b_sock.ptr, "default_value"));
break;
}
- case SHADER_SOCKET_COLOR: {
- input->set(float4_to_float3(get_float4(b_sock.ptr, "default_value")));
+ case SocketType::COLOR: {
+ node->set(socket, float4_to_float3(get_float4(b_sock.ptr, "default_value")));
break;
}
- case SHADER_SOCKET_NORMAL:
- case SHADER_SOCKET_POINT:
- case SHADER_SOCKET_VECTOR: {
- input->set(get_float3(b_sock.ptr, "default_value"));
+ case SocketType::NORMAL:
+ case SocketType::POINT:
+ case SocketType::VECTOR: {
+ node->set(socket, get_float3(b_sock.ptr, "default_value"));
break;
}
- case SHADER_SOCKET_STRING: {
- input->set((ustring)blender_absolute_path(b_data, b_id, get_string(b_sock.ptr, "default_value")));
+ case SocketType::STRING: {
+ node->set(socket, (ustring)blender_absolute_path(b_data, b_id, get_string(b_sock.ptr, "default_value")));
break;
}
-
- case SHADER_SOCKET_CLOSURE:
- case SHADER_SOCKET_UNDEFINED:
+ default:
break;
}
}
@@ -315,7 +293,7 @@ static ShaderNode *add_node(Scene *scene,
else if(b_node.is_a(&RNA_ShaderNodeMixRGB)) {
BL::ShaderNodeMixRGB b_mix_node(b_node);
MixNode *mix = new MixNode();
- mix->type = MixNode::type_enum[b_mix_node.blend_type()];
+ mix->type = (NodeMix)b_mix_node.blend_type();
mix->use_clamp = b_mix_node.use_clamp();
node = mix;
}
@@ -341,27 +319,27 @@ static ShaderNode *add_node(Scene *scene,
node = new HSVNode();
}
else if(b_node.is_a(&RNA_ShaderNodeRGBToBW)) {
- node = new ConvertNode(SHADER_SOCKET_COLOR, SHADER_SOCKET_FLOAT);
+ node = new RGBToBWNode();
}
else if(b_node.is_a(&RNA_ShaderNodeMath)) {
BL::ShaderNodeMath b_math_node(b_node);
MathNode *math = new MathNode();
- math->type = MathNode::type_enum[b_math_node.operation()];
+ math->type = (NodeMath)b_math_node.operation();
math->use_clamp = b_math_node.use_clamp();
node = math;
}
else if(b_node.is_a(&RNA_ShaderNodeVectorMath)) {
BL::ShaderNodeVectorMath b_vector_math_node(b_node);
VectorMathNode *vmath = new VectorMathNode();
- vmath->type = VectorMathNode::type_enum[b_vector_math_node.operation()];
+ vmath->type = (NodeVectorMath)b_vector_math_node.operation();
node = vmath;
}
else if(b_node.is_a(&RNA_ShaderNodeVectorTransform)) {
BL::ShaderNodeVectorTransform b_vector_transform_node(b_node);
VectorTransformNode *vtransform = new VectorTransformNode();
- vtransform->type = VectorTransformNode::type_enum[b_vector_transform_node.vector_type()];
- vtransform->convert_from = VectorTransformNode::convert_space_enum[b_vector_transform_node.convert_from()];
- vtransform->convert_to = VectorTransformNode::convert_space_enum[b_vector_transform_node.convert_to()];
+ vtransform->type = (NodeVectorTransformType)b_vector_transform_node.vector_type();
+ vtransform->convert_from = (NodeVectorTransformConvertSpace)b_vector_transform_node.convert_from();
+ vtransform->convert_to = (NodeVectorTransformConvertSpace)b_vector_transform_node.convert_to();
node = vtransform;
}
else if(b_node.is_a(&RNA_ShaderNodeNormal)) {
@@ -410,13 +388,16 @@ static ShaderNode *add_node(Scene *scene,
switch(b_aniso_node.distribution()) {
case BL::ShaderNodeBsdfAnisotropic::distribution_BECKMANN:
- aniso->distribution = ustring("Beckmann");
+ aniso->distribution = CLOSURE_BSDF_MICROFACET_BECKMANN_ANISO_ID;
break;
case BL::ShaderNodeBsdfAnisotropic::distribution_GGX:
- aniso->distribution = ustring("GGX");
+ aniso->distribution = CLOSURE_BSDF_MICROFACET_GGX_ANISO_ID;
+ break;
+ case BL::ShaderNodeBsdfAnisotropic::distribution_MULTI_GGX:
+ aniso->distribution = CLOSURE_BSDF_MICROFACET_MULTI_GGX_ANISO_ID;
break;
case BL::ShaderNodeBsdfAnisotropic::distribution_ASHIKHMIN_SHIRLEY:
- aniso->distribution = ustring("Ashikhmin-Shirley");
+ aniso->distribution = CLOSURE_BSDF_ASHIKHMIN_SHIRLEY_ANISO_ID;
break;
}
@@ -432,13 +413,13 @@ static ShaderNode *add_node(Scene *scene,
switch(b_subsurface_node.falloff()) {
case BL::ShaderNodeSubsurfaceScattering::falloff_CUBIC:
- subsurface->closure = CLOSURE_BSSRDF_CUBIC_ID;
+ subsurface->falloff = CLOSURE_BSSRDF_CUBIC_ID;
break;
case BL::ShaderNodeSubsurfaceScattering::falloff_GAUSSIAN:
- subsurface->closure = CLOSURE_BSSRDF_GAUSSIAN_ID;
+ subsurface->falloff = CLOSURE_BSSRDF_GAUSSIAN_ID;
break;
case BL::ShaderNodeSubsurfaceScattering::falloff_BURLEY:
- subsurface->closure = CLOSURE_BSSRDF_BURLEY_ID;
+ subsurface->falloff = CLOSURE_BSSRDF_BURLEY_ID;
break;
}
@@ -450,16 +431,19 @@ static ShaderNode *add_node(Scene *scene,
switch(b_glossy_node.distribution()) {
case BL::ShaderNodeBsdfGlossy::distribution_SHARP:
- glossy->distribution = ustring("Sharp");
+ glossy->distribution = CLOSURE_BSDF_REFLECTION_ID;
break;
case BL::ShaderNodeBsdfGlossy::distribution_BECKMANN:
- glossy->distribution = ustring("Beckmann");
+ glossy->distribution = CLOSURE_BSDF_MICROFACET_BECKMANN_ID;
break;
case BL::ShaderNodeBsdfGlossy::distribution_GGX:
- glossy->distribution = ustring("GGX");
+ glossy->distribution = CLOSURE_BSDF_MICROFACET_GGX_ID;
break;
case BL::ShaderNodeBsdfGlossy::distribution_ASHIKHMIN_SHIRLEY:
- glossy->distribution = ustring("Ashikhmin-Shirley");
+ glossy->distribution = CLOSURE_BSDF_ASHIKHMIN_SHIRLEY_ID;
+ break;
+ case BL::ShaderNodeBsdfGlossy::distribution_MULTI_GGX:
+ glossy->distribution = CLOSURE_BSDF_MICROFACET_MULTI_GGX_ID;
break;
}
node = glossy;
@@ -469,13 +453,16 @@ static ShaderNode *add_node(Scene *scene,
GlassBsdfNode *glass = new GlassBsdfNode();
switch(b_glass_node.distribution()) {
case BL::ShaderNodeBsdfGlass::distribution_SHARP:
- glass->distribution = ustring("Sharp");
+ glass->distribution = CLOSURE_BSDF_SHARP_GLASS_ID;
break;
case BL::ShaderNodeBsdfGlass::distribution_BECKMANN:
- glass->distribution = ustring("Beckmann");
+ glass->distribution = CLOSURE_BSDF_MICROFACET_BECKMANN_GLASS_ID;
break;
case BL::ShaderNodeBsdfGlass::distribution_GGX:
- glass->distribution = ustring("GGX");
+ glass->distribution = CLOSURE_BSDF_MICROFACET_GGX_GLASS_ID;
+ break;
+ case BL::ShaderNodeBsdfGlass::distribution_MULTI_GGX:
+ glass->distribution = CLOSURE_BSDF_MICROFACET_MULTI_GGX_GLASS_ID;
break;
}
node = glass;
@@ -485,13 +472,13 @@ static ShaderNode *add_node(Scene *scene,
RefractionBsdfNode *refraction = new RefractionBsdfNode();
switch(b_refraction_node.distribution()) {
case BL::ShaderNodeBsdfRefraction::distribution_SHARP:
- refraction->distribution = ustring("Sharp");
+ refraction->distribution = CLOSURE_BSDF_REFRACTION_ID;
break;
case BL::ShaderNodeBsdfRefraction::distribution_BECKMANN:
- refraction->distribution = ustring("Beckmann");
+ refraction->distribution = CLOSURE_BSDF_MICROFACET_BECKMANN_REFRACTION_ID;
break;
case BL::ShaderNodeBsdfRefraction::distribution_GGX:
- refraction->distribution = ustring("GGX");
+ refraction->distribution = CLOSURE_BSDF_MICROFACET_GGX_REFRACTION_ID;
break;
}
node = refraction;
@@ -501,10 +488,10 @@ static ShaderNode *add_node(Scene *scene,
ToonBsdfNode *toon = new ToonBsdfNode();
switch(b_toon_node.component()) {
case BL::ShaderNodeBsdfToon::component_DIFFUSE:
- toon->component = ustring("Diffuse");
+ toon->component = CLOSURE_BSDF_DIFFUSE_TOON_ID;
break;
case BL::ShaderNodeBsdfToon::component_GLOSSY:
- toon->component = ustring("Glossy");
+ toon->component = CLOSURE_BSDF_GLOSSY_TOON_ID;
break;
}
node = toon;
@@ -514,10 +501,10 @@ static ShaderNode *add_node(Scene *scene,
HairBsdfNode *hair = new HairBsdfNode();
switch(b_hair_node.component()) {
case BL::ShaderNodeBsdfHair::component_Reflection:
- hair->component = ustring("Reflection");
+ hair->component = CLOSURE_BSDF_HAIR_REFLECTION_ID;
break;
case BL::ShaderNodeBsdfHair::component_Transmission:
- hair->component = ustring("Transmission");
+ hair->component = CLOSURE_BSDF_HAIR_TRANSMISSION_ID;
break;
}
node = hair;
@@ -587,62 +574,17 @@ static ShaderNode *add_node(Scene *scene,
if(scene->shader_manager->use_osl()) {
/* create script node */
BL::ShaderNodeScript b_script_node(b_node);
- OSLScriptNode *script_node = new OSLScriptNode();
OSLShaderManager *manager = (OSLShaderManager*)scene->shader_manager;
string bytecode_hash = b_script_node.bytecode_hash();
- /* Gather additional information from the shader, such as
- * input/output type info needed for proper node construction.
- */
- OSL::OSLQuery query;
- string absolute_filepath;
-
if(!bytecode_hash.empty()) {
- query.open_bytecode(b_script_node.bytecode());
+ node = manager->osl_node("", bytecode_hash, b_script_node.bytecode());
}
else {
- absolute_filepath = blender_absolute_path(b_data, b_ntree, b_script_node.filepath());
- OSLShaderManager::osl_query(query, absolute_filepath);
- }
- /* TODO(sergey): Add proper query info error parsing. */
-
- /* Generate inputs/outputs from node sockets
- *
- * Note: the node sockets are generated from OSL parameters,
- * so the names match those of the corresponding parameters exactly.
- *
- * Note 2: ShaderInput/ShaderOutput store shallow string copies only!
- * So we register them as ustring to ensure the pointer stays valid. */
- BL::Node::inputs_iterator b_input;
-
- for(b_script_node.inputs.begin(b_input); b_input != b_script_node.inputs.end(); ++b_input) {
- ShaderInput *input = script_node->add_input(ustring(b_input->name()).c_str(),
- convert_osl_socket_type(query, *b_input));
- set_default_value(input, *b_input, b_data, b_ntree);
- }
-
- BL::Node::outputs_iterator b_output;
-
- for(b_script_node.outputs.begin(b_output); b_output != b_script_node.outputs.end(); ++b_output) {
- script_node->add_output(ustring(b_output->name()).c_str(),
- convert_osl_socket_type(query, *b_output));
+ string absolute_filepath = blender_absolute_path(b_data, b_ntree, b_script_node.filepath());
+ node = manager->osl_node(absolute_filepath, "");
}
-
- /* load bytecode or filepath */
- if(!bytecode_hash.empty()) {
- /* loaded bytecode if not already done */
- if(!manager->shader_test_loaded(bytecode_hash))
- manager->shader_load_bytecode(bytecode_hash, b_script_node.bytecode());
-
- script_node->bytecode_hash = bytecode_hash;
- }
- else {
- /* set filepath */
- script_node->filepath = absolute_filepath;
- }
-
- node = script_node;
}
#else
(void)b_data;
@@ -689,14 +631,14 @@ static ShaderNode *add_node(Scene *scene,
/* TODO(sergey): Does not work properly when we change builtin type. */
if(b_image.is_updated()) {
scene->image_manager->tag_reload_image(
- image->filename,
+ image->filename.string(),
image->builtin_data,
get_image_interpolation(b_image_node),
get_image_extension(b_image_node));
}
}
- image->color_space = ImageTextureNode::color_space_enum[(int)b_image_node.color_space()];
- image->projection = ImageTextureNode::projection_enum[(int)b_image_node.projection()];
+ image->color_space = (NodeImageColorSpace)b_image_node.color_space();
+ image->projection = (NodeImageProjection)b_image_node.projection();
image->interpolation = get_image_interpolation(b_image_node);
image->extension = get_image_extension(b_image_node);
image->projection_blend = b_image_node.projection_blend();
@@ -735,15 +677,15 @@ static ShaderNode *add_node(Scene *scene,
/* TODO(sergey): Does not work properly when we change builtin type. */
if(b_image.is_updated()) {
scene->image_manager->tag_reload_image(
- env->filename,
+ env->filename.string(),
env->builtin_data,
get_image_interpolation(b_env_node),
EXTENSION_REPEAT);
}
}
- env->color_space = EnvironmentTextureNode::color_space_enum[(int)b_env_node.color_space()];
+ env->color_space = (NodeImageColorSpace)b_env_node.color_space();
env->interpolation = get_image_interpolation(b_env_node);
- env->projection = EnvironmentTextureNode::projection_enum[(int)b_env_node.projection()];
+ env->projection = (NodeEnvironmentProjection)b_env_node.projection();
BL::TexMapping b_texture_mapping(b_env_node.texture_mapping());
get_tex_mapping(&env->tex_mapping, b_texture_mapping);
node = env;
@@ -751,7 +693,7 @@ static ShaderNode *add_node(Scene *scene,
else if(b_node.is_a(&RNA_ShaderNodeTexGradient)) {
BL::ShaderNodeTexGradient b_gradient_node(b_node);
GradientTextureNode *gradient = new GradientTextureNode();
- gradient->type = GradientTextureNode::type_enum[(int)b_gradient_node.gradient_type()];
+ gradient->type = (NodeGradientType)b_gradient_node.gradient_type();
BL::TexMapping b_texture_mapping(b_gradient_node.texture_mapping());
get_tex_mapping(&gradient->tex_mapping, b_texture_mapping);
node = gradient;
@@ -759,7 +701,7 @@ static ShaderNode *add_node(Scene *scene,
else if(b_node.is_a(&RNA_ShaderNodeTexVoronoi)) {
BL::ShaderNodeTexVoronoi b_voronoi_node(b_node);
VoronoiTextureNode *voronoi = new VoronoiTextureNode();
- voronoi->coloring = VoronoiTextureNode::coloring_enum[(int)b_voronoi_node.coloring()];
+ voronoi->coloring = (NodeVoronoiColoring)b_voronoi_node.coloring();
BL::TexMapping b_texture_mapping(b_voronoi_node.texture_mapping());
get_tex_mapping(&voronoi->tex_mapping, b_texture_mapping);
node = voronoi;
@@ -775,8 +717,8 @@ static ShaderNode *add_node(Scene *scene,
else if(b_node.is_a(&RNA_ShaderNodeTexWave)) {
BL::ShaderNodeTexWave b_wave_node(b_node);
WaveTextureNode *wave = new WaveTextureNode();
- wave->type = WaveTextureNode::type_enum[(int)b_wave_node.wave_type()];
- wave->profile = WaveTextureNode::profile_enum[(int)b_wave_node.wave_profile()];
+ wave->type = (NodeWaveType)b_wave_node.wave_type();
+ wave->profile = (NodeWaveProfile)b_wave_node.wave_profile();
BL::TexMapping b_texture_mapping(b_wave_node.texture_mapping());
get_tex_mapping(&wave->tex_mapping, b_texture_mapping);
node = wave;
@@ -809,7 +751,7 @@ static ShaderNode *add_node(Scene *scene,
else if(b_node.is_a(&RNA_ShaderNodeTexMusgrave)) {
BL::ShaderNodeTexMusgrave b_musgrave_node(b_node);
MusgraveTextureNode *musgrave = new MusgraveTextureNode();
- musgrave->type = MusgraveTextureNode::type_enum[(int)b_musgrave_node.musgrave_type()];
+ musgrave->type = (NodeMusgraveType)b_musgrave_node.musgrave_type();
BL::TexMapping b_texture_mapping(b_musgrave_node.texture_mapping());
get_tex_mapping(&musgrave->tex_mapping, b_texture_mapping);
node = musgrave;
@@ -827,7 +769,7 @@ static ShaderNode *add_node(Scene *scene,
else if(b_node.is_a(&RNA_ShaderNodeTexSky)) {
BL::ShaderNodeTexSky b_sky_node(b_node);
SkyTextureNode *sky = new SkyTextureNode();
- sky->type = SkyTextureNode::type_enum[(int)b_sky_node.sky_type()];
+ sky->type = (NodeSkyType)b_sky_node.sky_type();
sky->sun_direction = normalize(get_float3(b_sky_node.sun_direction()));
sky->turbidity = b_sky_node.turbidity();
sky->ground_albedo = b_sky_node.ground_albedo();
@@ -838,15 +780,15 @@ static ShaderNode *add_node(Scene *scene,
else if(b_node.is_a(&RNA_ShaderNodeNormalMap)) {
BL::ShaderNodeNormalMap b_normal_map_node(b_node);
NormalMapNode *nmap = new NormalMapNode();
- nmap->space = NormalMapNode::space_enum[(int)b_normal_map_node.space()];
+ nmap->space = (NodeNormalMapSpace)b_normal_map_node.space();
nmap->attribute = b_normal_map_node.uv_map();
node = nmap;
}
else if(b_node.is_a(&RNA_ShaderNodeTangent)) {
BL::ShaderNodeTangent b_tangent_node(b_node);
TangentNode *tangent = new TangentNode();
- tangent->direction_type = TangentNode::direction_type_enum[(int)b_tangent_node.direction_type()];
- tangent->axis = TangentNode::axis_enum[(int)b_tangent_node.axis()];
+ tangent->direction_type = (NodeTangentDirectionType)b_tangent_node.direction_type();
+ tangent->axis = (NodeTangentAxis)b_tangent_node.axis();
tangent->attribute = b_tangent_node.uv_map();
node = tangent;
}
@@ -861,8 +803,7 @@ static ShaderNode *add_node(Scene *scene,
BL::ShaderNodeTexPointDensity b_point_density_node(b_node);
PointDensityTextureNode *point_density = new PointDensityTextureNode();
point_density->filename = b_point_density_node.name();
- point_density->space =
- PointDensityTextureNode::space_enum[(int)b_point_density_node.space()];
+ point_density->space = (NodeTexVoxelSpace)b_point_density_node.space();
point_density->interpolation = get_image_interpolation(b_point_density_node);
point_density->builtin_data = b_point_density_node.ptr.data;
@@ -873,7 +814,7 @@ static ShaderNode *add_node(Scene *scene,
if(true) {
b_point_density_node.cache_point_density(b_scene, settings);
scene->image_manager->tag_reload_image(
- point_density->filename,
+ point_density->filename.string(),
point_density->builtin_data,
point_density->interpolation,
EXTENSION_CLIP);
@@ -1023,7 +964,7 @@ static void add_nodes(Scene *scene,
BL::Node::internal_links_iterator b_link;
for(b_node->internal_links.begin(b_link); b_link != b_node->internal_links.end(); ++b_link) {
BL::NodeSocket to_socket(b_link->to_socket());
- ShaderSocketType to_socket_type = convert_socket_type(to_socket);
+ SocketType::Type to_socket_type = convert_socket_type(to_socket);
ConvertNode *proxy = new ConvertNode(to_socket_type, to_socket_type, true);
input_map[b_link->from_socket().ptr.data] = proxy->inputs[0];
@@ -1046,7 +987,7 @@ static void add_nodes(Scene *scene,
* so that links have something to connect to and assert won't fail.
*/
for(b_node->inputs.begin(b_input); b_input != b_node->inputs.end(); ++b_input) {
- ShaderSocketType input_type = convert_socket_type(*b_input);
+ SocketType::Type input_type = convert_socket_type(*b_input);
ConvertNode *proxy = new ConvertNode(input_type, input_type, true);
graph->add(proxy);
@@ -1058,7 +999,7 @@ static void add_nodes(Scene *scene,
set_default_value(proxy->inputs[0], *b_input, b_data, b_ntree);
}
for(b_node->outputs.begin(b_output); b_output != b_node->outputs.end(); ++b_output) {
- ShaderSocketType output_type = convert_socket_type(*b_output);
+ SocketType::Type output_type = convert_socket_type(*b_output);
ConvertNode *proxy = new ConvertNode(output_type, output_type, true);
graph->add(proxy);
@@ -1227,13 +1168,12 @@ void BlenderSync::sync_materials(bool update_all)
add_nodes(scene, b_engine, b_data, b_scene, !preview, graph, b_ntree);
}
else {
- ShaderNode *closure, *out;
-
- closure = graph->add(new DiffuseBsdfNode());
- closure->input("Color")->value = get_float3(b_mat->diffuse_color());
- out = graph->output();
+ DiffuseBsdfNode *diffuse = new DiffuseBsdfNode();
+ diffuse->color = get_float3(b_mat->diffuse_color());
+ graph->add(diffuse);
- graph->connect(closure->output("BSDF"), out->input("Surface"));
+ ShaderNode *out = graph->output();
+ graph->connect(diffuse->output("BSDF"), out->input("Surface"));
}
/* settings */
@@ -1276,13 +1216,12 @@ void BlenderSync::sync_world(bool update_all)
shader->volume_interpolation_method = get_volume_interpolation(cworld);
}
else if(b_world) {
- ShaderNode *closure, *out;
-
- closure = graph->add(new BackgroundNode());
- closure->input("Color")->value = get_float3(b_world.horizon_color());
- out = graph->output();
+ BackgroundNode *background = new BackgroundNode();
+ background->color = get_float3(b_world.horizon_color());
+ graph->add(background);
- graph->connect(closure->output("Background"), out->input("Surface"));
+ ShaderNode *out = graph->output();
+ graph->connect(background->output("Background"), out->input("Surface"));
}
if(b_world) {
@@ -1361,7 +1300,6 @@ void BlenderSync::sync_lamps(bool update_all)
add_nodes(scene, b_engine, b_data, b_scene, !preview, graph, b_ntree);
}
else {
- ShaderNode *closure, *out;
float strength = 1.0f;
if(b_lamp->type() == BL::Lamp::type_POINT ||
@@ -1371,12 +1309,13 @@ void BlenderSync::sync_lamps(bool update_all)
strength = 100.0f;
}
- closure = graph->add(new EmissionNode());
- closure->input("Color")->value = get_float3(b_lamp->color());
- closure->input("Strength")->value.x = strength;
- out = graph->output();
+ EmissionNode *emission = new EmissionNode();
+ emission->color = get_float3(b_lamp->color());
+ emission->strength = strength;
+ graph->add(emission);
- graph->connect(closure->output("Emission"), out->input("Surface"));
+ ShaderNode *out = graph->output();
+ graph->connect(emission->output("Emission"), out->input("Surface"));
}
shader->set_graph(graph);
diff --git a/intern/cycles/blender/blender_sync.cpp b/intern/cycles/blender/blender_sync.cpp
index 33084f1c163..e7e57b2be36 100644
--- a/intern/cycles/blender/blender_sync.cpp
+++ b/intern/cycles/blender/blender_sync.cpp
@@ -492,6 +492,7 @@ SceneParams BlenderSync::get_scene_params(BL::Scene& b_scene,
SceneParams::BVH_STATIC);
params.use_bvh_spatial_split = RNA_boolean_get(&cscene, "debug_use_spatial_splits");
+ params.use_bvh_unaligned_nodes = RNA_boolean_get(&cscene, "debug_use_hair_bvh");
if(background && params.shadingsystem != SHADINGSYSTEM_OSL)
params.persistent_data = r.use_persistent_data();
diff --git a/intern/cycles/blender/blender_sync.h b/intern/cycles/blender/blender_sync.h
index d690adb5662..b8b9597914e 100644
--- a/intern/cycles/blender/blender_sync.h
+++ b/intern/cycles/blender/blender_sync.h
@@ -131,7 +131,9 @@ private:
Transform& tfm,
bool *use_portal);
void sync_background_light(bool use_portal);
- void sync_mesh_motion(BL::Object& b_ob, Object *object, float motion_time);
+ void sync_mesh_motion(BL::Object& b_ob,
+ Object *object,
+ float motion_time);
void sync_camera_motion(BL::RenderSettings& b_render,
BL::Object& b_ob,
int width, int height,
diff --git a/intern/cycles/blender/blender_util.h b/intern/cycles/blender/blender_util.h
index e23d8bf4e2d..d5dbaba094b 100644
--- a/intern/cycles/blender/blender_util.h
+++ b/intern/cycles/blender/blender_util.h
@@ -45,14 +45,39 @@ static inline BL::Mesh object_to_mesh(BL::BlendData& data,
BL::Scene& scene,
bool apply_modifiers,
bool render,
- bool calc_undeformed)
+ bool calc_undeformed,
+ bool subdivision)
{
+ bool subsurf_mod_show_render;
+ bool subsurf_mod_show_viewport;
+
+ if(subdivision) {
+ BL::Modifier subsurf_mod = object.modifiers[object.modifiers.length()-1];
+
+ subsurf_mod_show_render = subsurf_mod.show_render();
+ subsurf_mod_show_viewport = subsurf_mod.show_render();
+
+ subsurf_mod.show_render(false);
+ subsurf_mod.show_viewport(false);
+
+ }
+
BL::Mesh me = data.meshes.new_from_object(scene, object, apply_modifiers, (render)? 2: 1, false, calc_undeformed);
+
+ if(subdivision) {
+ BL::Modifier subsurf_mod = object.modifiers[object.modifiers.length()-1];
+
+ subsurf_mod.show_render(subsurf_mod_show_render);
+ subsurf_mod.show_viewport(subsurf_mod_show_viewport);
+ }
+
if((bool)me) {
if(me.use_auto_smooth()) {
me.calc_normals_split();
}
- me.calc_tessface(true);
+ if(!subdivision) {
+ me.calc_tessface(true);
+ }
}
return me;
}
@@ -98,11 +123,12 @@ static inline void curvemapping_minmax(/*const*/ BL::CurveMapping& cumap,
}
static inline void curvemapping_to_array(BL::CurveMapping& cumap,
- float *data,
+ array<float>& data,
int size)
{
cumap.update();
BL::CurveMap curve = cumap.curves[0];
+ data.resize(size);
for(int i = 0; i < size; i++) {
float t = (float)i/(float)(size-1);
data[i] = curve.evaluate(t);
@@ -518,6 +544,23 @@ static inline BL::SmokeDomainSettings object_smoke_domain_find(BL::Object& b_ob)
return BL::SmokeDomainSettings(PointerRNA_NULL);
}
+static inline BL::DomainFluidSettings object_fluid_domain_find(BL::Object b_ob)
+{
+ BL::Object::modifiers_iterator b_mod;
+
+ for(b_ob.modifiers.begin(b_mod); b_mod != b_ob.modifiers.end(); ++b_mod) {
+ if(b_mod->is_a(&RNA_FluidSimulationModifier)) {
+ BL::FluidSimulationModifier b_fmd(*b_mod);
+ BL::FluidSettings fss = b_fmd.settings();
+
+ if(fss.type() == BL::FluidSettings::type_DOMAIN)
+ return (BL::DomainFluidSettings)b_fmd.settings();
+ }
+ }
+
+ return BL::DomainFluidSettings(PointerRNA_NULL);
+}
+
/* ID Map
*
* Utility class to keep in sync with blender data.