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authorSergey Sharybin <sergey.vfx@gmail.com>2011-06-06 00:54:04 +0400
committerSergey Sharybin <sergey.vfx@gmail.com>2011-06-06 00:54:04 +0400
commita1c22262fef25de91dbafd7b401e349538dc3d61 (patch)
treeeeb0092df131068785f7d0e03a5f47c111fb04a9 /source/blender/blenlib
parenta580b5ec80d5c0744b63f9b7e8048c0f16681a38 (diff)
Bake from multires mesh
======================= Added option to baked named "Bake From Multires" which is avaliable for normals baking and displacement baking. If this option is enabled, then no additional hi-res meshes and render structures would be created . This saves plenty of memory and meshes with millions of faces could be successfully baked in few minutes. Baking happens from highest level against viewport subdivision level, so workflow is following: - Set viewport level to level at which texture would be applied during final rendering. - Choose Displacement/Normals baking. - Enable "Bake From Multires" option. - You're ready to bake. Displacement baker had aditional option named "Low Resolution Mesh". This option is used to set if you want texture for realtime (games) usage. Internally it does the following: - If it's disabled, displacement is calculated from subdivided viewport level, so texture looks "smooth" (it's how default baked works). - If it's enabled, dispalcement is calculated against unsubdivided viewport levels. This leads to "scales". This isn;t useful for offline renders much, but very useful for creating game textures. Special thanks to Morten Mikkelsen (aka sparky) for all mathematics and other work he've done fr this patch!
Diffstat (limited to 'source/blender/blenlib')
-rw-r--r--source/blender/blenlib/BLI_math_geom.h3
-rw-r--r--source/blender/blenlib/intern/math_geom.c74
2 files changed, 77 insertions, 0 deletions
diff --git a/source/blender/blenlib/BLI_math_geom.h b/source/blender/blenlib/BLI_math_geom.h
index 634634f02e5..b34b9c4b70f 100644
--- a/source/blender/blenlib/BLI_math_geom.h
+++ b/source/blender/blenlib/BLI_math_geom.h
@@ -162,6 +162,9 @@ void barycentric_transform(float pt_tar[3], float const pt_src[3],
void barycentric_weights_v2(const float v1[2], const float v2[2], const float v3[2],
const float co[2], float w[3]);
+void resolve_tri_uv(float uv[2], const float st[2], const float st0[2], const float st1[2], const float st2[2]);
+void resolve_quad_uv(float uv[2], const float st[2], const float st0[2], const float st1[2], const float st2[2], const float st3[2]);
+
/***************************** View & Projection *****************************/
void lookat_m4(float mat[4][4], float vx, float vy,
diff --git a/source/blender/blenlib/intern/math_geom.c b/source/blender/blenlib/intern/math_geom.c
index 5979a24c807..96ed788a49f 100644
--- a/source/blender/blenlib/intern/math_geom.c
+++ b/source/blender/blenlib/intern/math_geom.c
@@ -1809,6 +1809,80 @@ void interp_cubic_v3(float x[3], float v[3], const float x1[3], const float v1[3
v[2]= 3*a[2]*t2 + 2*b[2]*t + v1[2];
}
+/* unfortunately internal calculations have to be done at double precision to achieve correct/stable results. */
+
+#define IS_ZERO(x) ((x>(-DBL_EPSILON) && x<DBL_EPSILON) ? 1 : 0)
+
+/* Barycentric reverse */
+void resolve_tri_uv(float uv[2], const float st[2], const float st0[2], const float st1[2], const float st2[2])
+{
+ /* find UV such that
+ t= u*t0 + v*t1 + (1-u-v)*t2
+ u*(t0-t2) + v*(t1-t2)= t-t2 */
+ const double a= st0[0]-st2[0], b= st1[0]-st2[0];
+ const double c= st0[1]-st2[1], d= st1[1]-st2[1];
+ const double det= a*d - c*b;
+
+ if(IS_ZERO(det)==0) { /* det should never be zero since the determinant is the signed ST area of the triangle. */
+ const double x[]= {st[0]-st2[0], st[1]-st2[1]};
+
+ uv[0]= (float)((d*x[0] - b*x[1])/det);
+ uv[1]= (float)(((-c)*x[0] + a*x[1])/det);
+ } else zero_v2(uv);
+}
+
+/* bilinear reverse */
+void resolve_quad_uv(float uv[2], const float st[2], const float st0[2], const float st1[2], const float st2[2], const float st3[2])
+{
+ const double signed_area= (st0[0]*st1[1] - st0[1]*st1[0]) + (st1[0]*st2[1] - st1[1]*st2[0]) +
+ (st2[0]*st3[1] - st2[1]*st3[0]) + (st3[0]*st0[1] - st3[1]*st0[0]);
+
+ /* X is 2D cross product (determinant)
+ A= (p0-p) X (p0-p3)*/
+ const double a= (st0[0]-st[0])*(st0[1]-st3[1]) - (st0[1]-st[1])*(st0[0]-st3[0]);
+
+ /* B= ( (p0-p) X (p1-p2) + (p1-p) X (p0-p3) ) / 2 */
+ const double b= 0.5 * ( ((st0[0]-st[0])*(st1[1]-st2[1]) - (st0[1]-st[1])*(st1[0]-st2[0])) +
+ ((st1[0]-st[0])*(st0[1]-st3[1]) - (st1[1]-st[1])*(st0[0]-st3[0])) );
+
+ /* C = (p1-p) X (p1-p2) */
+ const double fC= (st1[0]-st[0])*(st1[1]-st2[1]) - (st1[1]-st[1])*(st1[0]-st2[0]);
+ const double denom= a - 2*b + fC;
+
+ // clear outputs
+ zero_v2(uv);
+
+ if(IS_ZERO(denom)!=0) {
+ const double fDen= a-fC;
+ if(IS_ZERO(fDen)==0)
+ uv[0]= (float)(a / fDen);
+ } else {
+ const double desc_sq= b*b - a*fC;
+ const double desc= sqrt(desc_sq<0.0?0.0:desc_sq);
+ const double s= signed_area>0 ? (-1.0) : 1.0;
+
+ uv[0]= (float)(( (a-b) + s * desc ) / denom);
+ }
+
+ /* find UV such that
+ fST = (1-u)(1-v)*ST0 + u*(1-v)*ST1 + u*v*ST2 + (1-u)*v*ST3 */
+ {
+ const double denom_s= (1-uv[0])*(st0[0]-st3[0]) + uv[0]*(st1[0]-st2[0]);
+ const double denom_t= (1-uv[0])*(st0[1]-st3[1]) + uv[0]*(st1[1]-st2[1]);
+ int i= 0; double denom= denom_s;
+
+ if(fabs(denom_s)<fabs(denom_t)) {
+ i= 1;
+ denom=denom_t;
+ }
+
+ if(IS_ZERO(denom)==0)
+ uv[1]= (float) (( (1-uv[0])*(st0[i]-st[i]) + uv[0]*(st1[i]-st[i]) ) / denom);
+ }
+}
+
+#undef IS_ZERO
+
/***************************** View & Projection *****************************/
void orthographic_m4(float matrix[][4], const float left, const float right, const float bottom, const float top, const float nearClip, const float farClip)