diff options
author | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2012-10-18 03:09:12 +0400 |
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committer | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2012-10-18 03:09:12 +0400 |
commit | 9d260eedeb83776416981e2f3a8af9bb5605e1d2 (patch) | |
tree | b0bff5e62f273ec1f7674027d70bdaf090a990fb /intern/cycles/blender | |
parent | b2142d6533d740b00ac1578de67f4a8d8dc94121 (diff) |
Fix #32904: strange pattern on subdivided cube with anistropic shader. Now
tangents from generated coordinates are computed per pixel on the fly, avoids
bad interpolation of singularities.
Diffstat (limited to 'intern/cycles/blender')
-rw-r--r-- | intern/cycles/blender/blender_mesh.cpp | 73 |
1 files changed, 2 insertions, 71 deletions
diff --git a/intern/cycles/blender/blender_mesh.cpp b/intern/cycles/blender/blender_mesh.cpp index bbc9b00b0dc..7055cf981c7 100644 --- a/intern/cycles/blender/blender_mesh.cpp +++ b/intern/cycles/blender/blender_mesh.cpp @@ -33,22 +33,6 @@ CCL_NAMESPACE_BEGIN /* Find/Add */ -static float3 tangent_uv_from_generated(float3 P) -{ - float length = len(P); - - if(length == 0.0f) - return make_float3(0.0f, 0.0f, 0.0f); - - float u = 0.0f; - if(!(P.x == 0.0f && P.y == 0.0f)) - u = (1.0f - atan2f(P.x, P.y))/(2.0f*M_PI_F); - - float v = 1.0f - acosf(clamp(P.z/length, -1.0f, 1.0f))/M_PI_F; - - return make_float3(u, v, 0.0f); -} - static float3 tangent_from_triangle(float3 v0, float3 v1, float3 v2, float3 tx0, float3 tx1, float3 tx2) { float3 duv1 = tx2 - tx0; @@ -176,9 +160,7 @@ static void create_mesh(Scene *scene, Mesh *mesh, BL::Mesh b_mesh, const vector< } /* create texcoord-based tangent attributes */ - bool need_tangent = mesh->need_attribute(scene, ATTR_STD_TANGENT); - - if(need_tangent) { + if(mesh->need_attribute(scene, ATTR_STD_TANGENT)) { BL::Mesh::tessface_uv_textures_iterator l; for(b_mesh.tessface_uv_textures.begin(l); l != b_mesh.tessface_uv_textures.end(); ++l) { @@ -233,15 +215,13 @@ static void create_mesh(Scene *scene, Mesh *mesh, BL::Mesh b_mesh, const vector< /* normalize tangent vectors */ for(int i = 0; i < mesh->verts.size(); i++) tangents[i] = normalize(tangents[i]); - - need_tangent = false; } } /* create generated coordinates. todo: we should actually get the orco * coordinates from modifiers, for now we use texspace loc/size which * is available in the api. */ - if(mesh->need_attribute(scene, ATTR_STD_GENERATED) || need_tangent) { + if(mesh->need_attribute(scene, ATTR_STD_GENERATED)) { Attribute *attr = mesh->attributes.add(ATTR_STD_GENERATED); float3 loc = get_float3(b_mesh.texspace_location()); float3 size = get_float3(b_mesh.texspace_size()); @@ -257,55 +237,6 @@ static void create_mesh(Scene *scene, Mesh *mesh, BL::Mesh b_mesh, const vector< for(b_mesh.vertices.begin(v); v != b_mesh.vertices.end(); ++v) generated[i++] = get_float3(v->co())*size - loc; - - /* if there is no UV map, we generated tangents from generated coordinates */ - if(need_tangent) { - Attribute *attr = mesh->attributes.add(ATTR_STD_TANGENT, ustring("Tangent")); - - /* compute average tangents per vertex */ - float3 *tangents = attr->data_float3(); - memset(tangents, 0, sizeof(float3)*mesh->verts.size()); - - size_t fi = 0; /* face index */ - for(b_mesh.tessfaces.begin(f); f != b_mesh.tessfaces.end(); ++fi, ++f) { - int4 vi = get_int4(f->vertices_raw()); - - float3 tx0 = tangent_uv_from_generated(generated[vi[0]]); - float3 tx1 = tangent_uv_from_generated(generated[vi[1]]); - float3 tx2 = tangent_uv_from_generated(generated[vi[2]]); - - float3 v0 = mesh->verts[vi[0]]; - float3 v1 = mesh->verts[vi[1]]; - float3 v2 = mesh->verts[vi[2]]; - - /* calculate tangent for the triangle; - * get vertex positions, and find change in position with respect - * to the texture coords in the first texture coord dimension */ - float3 tangent0 = tangent_from_triangle(v0, v1, v2, tx0, tx1, tx2); - - if(nverts[fi] == 4) { - /* quad tangent */ - float3 tx3 = tangent_uv_from_generated(generated[vi[3]]); - float3 v3 = mesh->verts[vi[3]]; - float3 tangent1 = tangent_from_triangle(v0, v2, v3, tx0, tx2, tx3); - - tangents[vi[0]] += 0.5f*(tangent0 + tangent1); - tangents[vi[1]] += tangent0; - tangents[vi[2]] += 0.5f*(tangent0 + tangent1); - tangents[vi[3]] += tangent1; - } - else { - /* triangle tangent */ - tangents[vi[0]] += tangent0; - tangents[vi[1]] += tangent0; - tangents[vi[2]] += tangent0; - } - } - - /* normalize tangent vectors */ - for(int i = 0; i < mesh->verts.size(); i++) - tangents[i] = normalize(tangents[i]); - } } } |