diff options
author | Mai Lavelle <mai.lavelle@gmail.com> | 2016-07-17 02:42:28 +0300 |
---|---|---|
committer | Mai Lavelle <mai.lavelle@gmail.com> | 2016-07-29 10:36:30 +0300 |
commit | c96ae81160ad1a943fafaca44a7d5e97c2d7a0d7 (patch) | |
tree | 83905d5a6bf2583f44d9dcf90410b5a0c024822c /intern/cycles/blender | |
parent | f74645578c9dd38c2543d1211b779a019363b04f (diff) |
Cycles microdisplacement: ngons and attributes for subdivision meshes
This adds support for ngons and attributes on subdivision meshes. Ngons are
needed for proper attribute interpolation as well as correct Catmull-Clark
subdivision. Several changes are made to achieve this:
- new primitive `SubdFace` added to `Mesh`
- 3 more textures are used to store info on patches from subd meshes
- Blender export uses loop interface instead of tessface for subd meshes
- `Attribute` class is updated with a simplified way to pass primitive counts
around and to support ngons.
- extra points for ngons are generated for O(1) attribute interpolation
- curves are temporally disabled on subd meshes to avoid various bugs with
implementation
- old unneeded code is removed from `subd/`
- various fixes and improvements
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D2108
Diffstat (limited to 'intern/cycles/blender')
-rw-r--r-- | intern/cycles/blender/blender_mesh.cpp | 293 | ||||
-rw-r--r-- | intern/cycles/blender/blender_util.h | 7 |
2 files changed, 206 insertions, 94 deletions
diff --git a/intern/cycles/blender/blender_mesh.cpp b/intern/cycles/blender/blender_mesh.cpp index ec11a893b5a..0744bbf1a0a 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]; @@ -532,30 +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(); + } } /* allocate memory */ mesh->reserve_mesh(numverts, numtris); + mesh->reserve_subd_faces(numfaces, numngons, numcorners); /* create vertex coordinates and normals */ 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) @@ -564,7 +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); @@ -577,67 +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; - 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; + 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->add_triangle(vi[0], vi[1], vi[3], shader, smooth, true); - mesh->add_triangle(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->add_triangle(vi[0], vi[1], vi[2], shader, smooth, true); - mesh->add_triangle(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->add_triangle(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; - nverts[fi] = n; + 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; + } + } + } + + /* 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 @@ -662,10 +771,9 @@ static void create_subd_mesh(Scene *scene, 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); + SubdParams sdparams(mesh); sdparams.dicing_rate = max(0.1f, RNA_float_get(cmesh, "dicing_rate") * dicing_rate); sdparams.max_level = max_subdivisions; @@ -675,7 +783,7 @@ static void create_subd_mesh(Scene *scene, /* tesselate */ DiagSplit dsplit(sdparams); - basemesh.tessellate(&dsplit); + mesh->tessellate(&dsplit); } /* Sync */ @@ -817,20 +925,21 @@ 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); + bool subdivision = experimental && cmesh.data && RNA_enum_get(&cmesh, "subdivision_type"); + BL::Mesh b_mesh = object_to_mesh(b_data, b_ob, b_scene, true, !preview, need_undeformed, subdivision); if(b_mesh) { if(render_layer.use_surfaces && !hide_tris) { - if(cmesh.data && experimental && RNA_enum_get(&cmesh, "subdivision_type")) + if(subdivision) create_subd_mesh(scene, mesh, b_ob, b_mesh, &cmesh, 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 && !subdivision) sync_curves(mesh, b_mesh, b_ob, false); if(can_free_caches) { @@ -957,7 +1066,7 @@ void BlenderSync::sync_mesh_motion(BL::Object& b_ob, 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) { diff --git a/intern/cycles/blender/blender_util.h b/intern/cycles/blender/blender_util.h index 188d23d0c59..34405c3ea1a 100644 --- a/intern/cycles/blender/blender_util.h +++ b/intern/cycles/blender/blender_util.h @@ -45,14 +45,17 @@ 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) { BL::Mesh me = data.meshes.new_from_object(scene, object, apply_modifiers, (render)? 2: 1, false, calc_undeformed); if((bool)me) { if(me.use_auto_smooth()) { me.calc_normals_split(); } - me.calc_tessface(true); + if(!subdivision) { + me.calc_tessface(true); + } } return me; } |