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Diffstat (limited to 'intern/cycles/blender/blender_mesh.cpp')
-rw-r--r--intern/cycles/blender/blender_mesh.cpp321
1 files changed, 321 insertions, 0 deletions
diff --git a/intern/cycles/blender/blender_mesh.cpp b/intern/cycles/blender/blender_mesh.cpp
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+++ b/intern/cycles/blender/blender_mesh.cpp
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+/*
+ * Copyright 2011, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ */
+
+#include "mesh.h"
+#include "object.h"
+#include "scene.h"
+
+#include "blender_sync.h"
+#include "blender_util.h"
+
+#include "subd_mesh.h"
+#include "subd_patch.h"
+#include "subd_split.h"
+
+#include "util_foreach.h"
+
+CCL_NAMESPACE_BEGIN
+
+/* Find/Add */
+
+static bool mesh_need_attribute(Scene *scene, Mesh *mesh, Attribute::Standard std)
+{
+ if(std == Attribute::STD_NONE)
+ return false;
+
+ foreach(uint shader, mesh->used_shaders)
+ if(scene->shaders[shader]->attributes.find(std))
+ return true;
+
+ return false;
+}
+
+static bool mesh_need_attribute(Scene *scene, Mesh *mesh, ustring name)
+{
+ if(name == ustring())
+ return false;
+
+ foreach(uint shader, mesh->used_shaders)
+ if(scene->shaders[shader]->attributes.find(name))
+ return true;
+
+ return false;
+}
+
+static void create_mesh(Scene *scene, Mesh *mesh, BL::Mesh b_mesh, const vector<uint>& used_shaders)
+{
+ /* create vertices */
+ BL::Mesh::vertices_iterator v;
+
+ for(b_mesh.vertices.begin(v); v != b_mesh.vertices.end(); ++v)
+ mesh->verts.push_back(get_float3(v->co()));
+
+ /* create vertex normals */
+ Attribute *attr_N = mesh->attributes.add(Attribute::STD_VERTEX_NORMAL);
+ float3 *N = attr_N->data_float3();
+
+ for(b_mesh.vertices.begin(v); v != b_mesh.vertices.end(); ++v, ++N)
+ *N= get_float3(v->normal());
+
+ /* create faces */
+ BL::Mesh::faces_iterator f;
+ vector<int> nverts;
+
+ for(b_mesh.faces.begin(f); f != b_mesh.faces.end(); ++f) {
+ int4 vi = get_int4(f->vertices_raw());
+ int n= (vi[3] == 0)? 3: 4;
+ int shader = used_shaders[f->material_index()];
+ bool smooth = f->use_smooth();
+
+ mesh->add_triangle(vi[0], vi[1], vi[2], shader, smooth);
+
+ if(n == 4)
+ mesh->add_triangle(vi[0], vi[2], vi[3], shader, smooth);
+
+ nverts.push_back(n);
+ }
+
+ /* 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, mesh, Attribute::STD_GENERATED)) {
+ Attribute *attr = mesh->attributes.add(Attribute::STD_GENERATED);
+ float3 loc = get_float3(b_mesh.texspace_location());
+ float3 size = get_float3(b_mesh.texspace_size());
+
+ if(size.x != 0.0f) size.x = 0.5f/size.x;
+ if(size.y != 0.0f) size.y = 0.5f/size.y;
+ if(size.z != 0.0f) size.z = 0.5f/size.z;
+
+ loc = loc*size - make_float3(0.5f, 0.5f, 0.5f);
+
+ float3 *fdata = attr->data_float3();
+ BL::Mesh::vertices_iterator v;
+ size_t i = 0;
+
+ for(b_mesh.vertices.begin(v); v != b_mesh.vertices.end(); ++v)
+ fdata[i++] = get_float3(v->co())*size - loc;
+ }
+
+ /* create vertex color attributes */
+ {
+ BL::Mesh::vertex_colors_iterator l;
+
+ for(b_mesh.vertex_colors.begin(l); l != b_mesh.vertex_colors.end(); ++l) {
+ if(!mesh_need_attribute(scene, mesh, ustring(l->name().c_str())))
+ continue;
+
+ Attribute *attr = mesh->attributes.add(
+ ustring(l->name().c_str()), TypeDesc::TypeColor, Attribute::CORNER);
+
+ BL::MeshColorLayer::data_iterator c;
+ float3 *fdata = attr->data_float3();
+ size_t i = 0;
+
+ for(l->data.begin(c); c != l->data.end(); ++c, ++i) {
+ fdata[0] = color_srgb_to_scene_linear(get_float3(c->color1()));
+ fdata[1] = color_srgb_to_scene_linear(get_float3(c->color2()));
+ fdata[2] = color_srgb_to_scene_linear(get_float3(c->color3()));
+
+ if(nverts[i] == 4) {
+ fdata[3] = fdata[0];
+ fdata[4] = fdata[2];
+ fdata[5] = color_srgb_to_scene_linear(get_float3(c->color4()));
+ fdata += 6;
+ }
+ else
+ fdata += 3;
+ }
+ }
+ }
+
+ /* create uv layer attributes */
+ {
+ BL::Mesh::uv_textures_iterator l;
+
+ for(b_mesh.uv_textures.begin(l); l != b_mesh.uv_textures.end(); ++l) {
+ Attribute::Standard std = (l->active_render())? Attribute::STD_UV: Attribute::STD_NONE;
+ ustring name = ustring(l->name().c_str());
+
+ if(!(mesh_need_attribute(scene, mesh, name) || mesh_need_attribute(scene, mesh, std)))
+ continue;
+
+ Attribute *attr;
+
+ if(l->active_render())
+ attr = mesh->attributes.add(std, name);
+ else
+ attr = mesh->attributes.add(name, TypeDesc::TypePoint, Attribute::CORNER);
+
+ BL::MeshTextureFaceLayer::data_iterator t;
+ float3 *fdata = attr->data_float3();
+ size_t i = 0;
+
+ for(l->data.begin(t); t != l->data.end(); ++t, ++i) {
+ fdata[0] = get_float3(t->uv1());
+ fdata[1] = get_float3(t->uv2());
+ fdata[2] = get_float3(t->uv3());
+ fdata += 3;
+
+ if(nverts[i] == 4) {
+ fdata[0] = get_float3(t->uv1());
+ fdata[1] = get_float3(t->uv3());
+ fdata[2] = get_float3(t->uv4());
+ fdata += 3;
+ }
+ }
+ }
+ }
+}
+
+static void create_subd_mesh(Mesh *mesh, BL::Mesh b_mesh, PointerRNA *cmesh, const vector<uint>& used_shaders)
+{
+ /* create subd mesh */
+ SubdMesh sdmesh;
+
+ /* create vertices */
+ BL::Mesh::vertices_iterator v;
+
+ for(b_mesh.vertices.begin(v); v != b_mesh.vertices.end(); ++v)
+ sdmesh.add_vert(get_float3(v->co()));
+
+ /* create faces */
+ BL::Mesh::faces_iterator f;
+
+ for(b_mesh.faces.begin(f); f != b_mesh.faces.end(); ++f) {
+ int4 vi = get_int4(f->vertices_raw());
+ int n= (vi[3] == 0)? 3: 4;
+ //int shader = used_shaders[f->material_index()];
+
+ if(n == 4)
+ sdmesh.add_face(vi[0], vi[1], vi[2], vi[3]);
+ /*else
+ sdmesh.add_face(vi[0], vi[1], vi[2]);*/
+ }
+
+ /* finalize subd mesh */
+ sdmesh.link_boundary();
+
+ /* subdivide */
+ DiagSplit dsplit;
+ dsplit.camera = NULL;
+ dsplit.dicing_rate = RNA_float_get(cmesh, "dicing_rate");
+
+ sdmesh.tesselate(&dsplit, false, mesh, used_shaders[0], true);
+}
+
+/* Sync */
+
+Mesh *BlenderSync::sync_mesh(BL::Object b_ob, bool object_updated)
+{
+ /* test if we can instance or if the object is modified */
+ BL::ID b_ob_data = b_ob.data();
+ BL::ID key = (object_is_modified(b_ob))? b_ob: b_ob_data;
+
+ /* find shader indices */
+ vector<uint> used_shaders;
+
+ BL::Object::material_slots_iterator slot;
+ for(b_ob.material_slots.begin(slot); slot != b_ob.material_slots.end(); ++slot) {
+ if(render_layer.material_override)
+ find_shader(render_layer.material_override, used_shaders);
+ else
+ find_shader(slot->material(), used_shaders);
+ }
+
+ if(used_shaders.size() == 0)
+ used_shaders.push_back(scene->default_surface);
+
+ /* test if we need to sync */
+ Mesh *mesh;
+
+ if(!mesh_map.sync(&mesh, key)) {
+ /* if transform was applied to mesh, need full update */
+ if(object_updated && mesh->transform_applied);
+ /* test if shaders changed, these can be object level so mesh
+ does not get tagged for recalc */
+ else if(mesh->used_shaders != used_shaders);
+ else {
+ /* even if not tagged for recalc, we may need to sync anyway
+ * because the shader needs different mesh attributes */
+ bool attribute_recalc = false;
+
+ foreach(uint shader, mesh->used_shaders)
+ if(scene->shaders[shader]->need_update_attributes)
+ attribute_recalc = true;
+
+ if(!attribute_recalc)
+ return mesh;
+ }
+ }
+
+ /* ensure we only sync instanced meshes once */
+ if(mesh_synced.find(mesh) != mesh_synced.end())
+ return mesh;
+
+ mesh_synced.insert(mesh);
+
+ /* create derived mesh */
+ BL::Mesh b_mesh = object_to_mesh(b_ob, b_scene, true, !preview);
+ PointerRNA cmesh = RNA_pointer_get(&b_ob_data.ptr, "cycles");
+
+ vector<Mesh::Triangle> oldtriangle = mesh->triangles;
+
+ mesh->clear();
+ mesh->used_shaders = used_shaders;
+ mesh->name = ustring(b_ob_data.name().c_str());
+
+ if(b_mesh) {
+ if(cmesh.data && RNA_boolean_get(&cmesh, "use_subdivision"))
+ create_subd_mesh(mesh, b_mesh, &cmesh, used_shaders);
+ else
+ create_mesh(scene, mesh, b_mesh, used_shaders);
+
+ /* free derived mesh */
+ object_remove_mesh(b_data, b_mesh);
+ }
+
+ /* displacement method */
+ if(cmesh.data) {
+ int method = RNA_enum_get(&cmesh, "displacement_method");
+
+ if(method == 0)
+ mesh->displacement_method = Mesh::DISPLACE_BUMP;
+ else if(method == 1)
+ mesh->displacement_method = Mesh::DISPLACE_TRUE;
+ else
+ mesh->displacement_method = Mesh::DISPLACE_BOTH;
+ }
+
+ /* 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)
+ rebuild = true;
+ }
+
+ mesh->tag_update(scene, rebuild);
+
+ return mesh;
+}
+
+CCL_NAMESPACE_END
+