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Diffstat (limited to 'intern/cycles/blender/blender_mesh.cpp')
-rw-r--r--intern/cycles/blender/blender_mesh.cpp182
1 files changed, 43 insertions, 139 deletions
diff --git a/intern/cycles/blender/blender_mesh.cpp b/intern/cycles/blender/blender_mesh.cpp
index c7378e71183..b97c250adf6 100644
--- a/intern/cycles/blender/blender_mesh.cpp
+++ b/intern/cycles/blender/blender_mesh.cpp
@@ -35,46 +35,6 @@
CCL_NAMESPACE_BEGIN
-/* Per-face bit flags. */
-enum {
- /* Face has no special flags. */
- FACE_FLAG_NONE = (0 << 0),
- /* Quad face was split using 1-3 diagonal. */
- FACE_FLAG_DIVIDE_13 = (1 << 0),
- /* Quad face was split using 2-4 diagonal. */
- FACE_FLAG_DIVIDE_24 = (1 << 1),
-};
-
-/* Get vertex indices to create triangles from a given face.
- *
- * Two triangles has vertex indices in the original Blender-side face.
- * If face is already a quad tri_b will not be initialized.
- */
-inline void face_split_tri_indices(const int face_flag,
- int tri_a[3],
- int tri_b[3])
-{
- if(face_flag & FACE_FLAG_DIVIDE_24) {
- tri_a[0] = 0;
- tri_a[1] = 1;
- tri_a[2] = 3;
-
- tri_b[0] = 2;
- tri_b[1] = 3;
- tri_b[2] = 1;
- }
- else {
- /* Quad with FACE_FLAG_DIVIDE_13 or single triangle. */
- tri_a[0] = 0;
- tri_a[1] = 1;
- tri_a[2] = 2;
-
- tri_b[0] = 0;
- tri_b[1] = 2;
- tri_b[2] = 3;
- }
-}
-
/* Tangent Space */
struct MikkUserData {
@@ -379,8 +339,6 @@ static void create_mesh_volume_attributes(Scene *scene,
static void attr_create_vertex_color(Scene *scene,
Mesh *mesh,
BL::Mesh& b_mesh,
- const vector<int>& nverts,
- const vector<int>& face_flags,
bool subdivision)
{
if(subdivision) {
@@ -401,15 +359,15 @@ static void attr_create_vertex_color(Scene *scene,
int n = p->loop_total();
for(int i = 0; i < n; i++) {
float3 color = get_float3(l->data[p->loop_start() + i].color());
- /* Encode vertex color using the sRGB curve. */
+ /* Compress/encode vertex color using the sRGB curve. */
*(cdata++) = color_float_to_byte(color_srgb_to_linear_v3(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) {
+ 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, ustring(l->name().c_str())))
continue;
@@ -417,35 +375,20 @@ static void attr_create_vertex_color(Scene *scene,
TypeDesc::TypeColor,
ATTR_ELEMENT_CORNER_BYTE);
- BL::MeshColorLayer::data_iterator c;
+ BL::Mesh::loop_triangles_iterator t;
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(face_flags[i], tri_a, tri_b);
-
- /* Encode vertex color using the sRGB curve. */
- uchar4 colors[4];
- colors[0] = color_float_to_byte(color_srgb_to_linear_v3(get_float3(c->color1())));
- colors[1] = color_float_to_byte(color_srgb_to_linear_v3(get_float3(c->color2())));
- colors[2] = color_float_to_byte(color_srgb_to_linear_v3(get_float3(c->color3())));
- if(nverts[i] == 4) {
- colors[3] = color_float_to_byte(color_srgb_to_linear_v3(get_float3(c->color4())));
- }
- 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;
- }
- else
- cdata += 3;
+ for(b_mesh.loop_triangles.begin(t); t != b_mesh.loop_triangles.end(); ++t) {
+ int3 li = get_int3(t->loops());
+ float3 c1 = get_float3(l->data[li[0]].color());
+ float3 c2 = get_float3(l->data[li[1]].color());
+ float3 c3 = get_float3(l->data[li[2]].color());
+
+ /* Compress/encode vertex color using the sRGB curve. */
+ cdata[0] = color_float_to_byte(color_srgb_to_linear_v3(c1));
+ cdata[1] = color_float_to_byte(color_srgb_to_linear_v3(c2));
+ cdata[2] = color_float_to_byte(color_srgb_to_linear_v3(c3));
+ cdata += 3;
}
}
}
@@ -454,14 +397,12 @@ static void attr_create_vertex_color(Scene *scene,
/* Create uv map attributes. */
static void attr_create_uv_map(Scene *scene,
Mesh *mesh,
- BL::Mesh& b_mesh,
- const vector<int>& nverts,
- const vector<int>& face_flags)
+ BL::Mesh& b_mesh)
{
- if(b_mesh.tessface_uv_textures.length() != 0) {
- BL::Mesh::tessface_uv_textures_iterator l;
+ if(b_mesh.uv_layers.length() != 0) {
+ BL::Mesh::uv_layers_iterator l;
- for(b_mesh.tessface_uv_textures.begin(l); l != b_mesh.tessface_uv_textures.end(); ++l) {
+ for(b_mesh.uv_layers.begin(l); l != b_mesh.uv_layers.end(); ++l) {
const bool active_render = l->active_render();
AttributeStandard uv_std = (active_render)? ATTR_STD_UV: ATTR_STD_NONE;
ustring uv_name = ustring(l->name().c_str());
@@ -493,33 +434,15 @@ static void attr_create_uv_map(Scene *scene,
ATTR_ELEMENT_CORNER);
}
- BL::MeshTextureFaceLayer::data_iterator t;
+ BL::Mesh::loop_triangles_iterator t;
float3 *fdata = uv_attr->data_float3();
- size_t i = 0;
-
- for(l->data.begin(t); t != l->data.end(); ++t, ++i) {
- int tri_a[3], tri_b[3];
- face_split_tri_indices(face_flags[i], tri_a, tri_b);
-
- float3 uvs[4];
- uvs[0] = get_float3(t->uv1());
- uvs[1] = get_float3(t->uv2());
- uvs[2] = get_float3(t->uv3());
- if(nverts[i] == 4) {
- uvs[3] = get_float3(t->uv4());
- }
- fdata[0] = uvs[tri_a[0]];
- fdata[1] = uvs[tri_a[1]];
- fdata[2] = uvs[tri_a[2]];
+ for(b_mesh.loop_triangles.begin(t); t != b_mesh.loop_triangles.end(); ++t) {
+ int3 li = get_int3(t->loops());
+ fdata[0] = get_float3(l->data[li[0]].uv());
+ fdata[1] = get_float3(l->data[li[1]].uv());
+ fdata[2] = get_float3(l->data[li[2]].uv());
fdata += 3;
-
- if(nverts[i] == 4) {
- fdata[0] = uvs[tri_b[0]];
- fdata[1] = uvs[tri_b[1]];
- fdata[2] = uvs[tri_b[2]];
- fdata += 3;
- }
}
}
@@ -822,7 +745,7 @@ static void create_mesh(Scene *scene,
{
/* count vertices and faces */
int numverts = b_mesh.vertices.length();
- int numfaces = (!subdivision) ? b_mesh.tessfaces.length() : b_mesh.polygons.length();
+ int numfaces = (!subdivision) ? b_mesh.loop_triangles.length() : b_mesh.polygons.length();
int numtris = 0;
int numcorners = 0;
int numngons = 0;
@@ -834,14 +757,10 @@ static void create_mesh(Scene *scene,
}
BL::Mesh::vertices_iterator v;
- BL::Mesh::tessfaces_iterator f;
BL::Mesh::polygons_iterator p;
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;
- }
+ numtris = numfaces;
}
else {
for(b_mesh.polygons.begin(p); p != b_mesh.polygons.end(); ++p) {
@@ -869,7 +788,7 @@ static void create_mesh(Scene *scene,
/* create generated coordinates from undeformed coordinates */
const bool need_default_tangent =
(subdivision == false) &&
- (b_mesh.tessface_uv_textures.length() == 0) &&
+ (b_mesh.uv_layers.length() == 0) &&
(mesh->need_attribute(scene, ATTR_STD_UV_TANGENT));
if(mesh->need_attribute(scene, ATTR_STD_GENERATED) ||
need_default_tangent)
@@ -890,19 +809,21 @@ static void create_mesh(Scene *scene,
/* create faces */
vector<int> nverts(numfaces);
- vector<int> face_flags(numfaces, FACE_FLAG_NONE);
- 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;
+ BL::Mesh::loop_triangles_iterator t;
+ int ti = 0;
+
+ for(b_mesh.loop_triangles.begin(t); t != b_mesh.loop_triangles.end(); ++t, ++ti) {
+ BL::MeshPolygon p = b_mesh.polygons[t->polygon_index()];
+ int3 vi = get_int3(t->vertices());
+
+ int shader = clamp(p.material_index(), 0, used_shaders.size()-1);
+ bool smooth = p.use_smooth() || use_loop_normals;
if(use_loop_normals) {
- BL::Array<float, 12> loop_normals = f->split_normals();
- for(int i = 0; i < n; i++) {
+ BL::Array<float, 9> loop_normals = t->split_normals();
+ for(int i = 0; i < 3; i++) {
N[vi[i]] = make_float3(loop_normals[i * 3],
loop_normals[i * 3 + 1],
loop_normals[i * 3 + 2]);
@@ -913,25 +834,8 @@ static void create_mesh(Scene *scene,
*
* NOTE: Autosmooth is already taken care about.
*/
- 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);
- }
-
- nverts[fi] = n;
+ mesh->add_triangle(vi[0], vi[1], vi[2], shader, smooth);
+ nverts[ti] = 3;
}
}
else {
@@ -957,13 +861,13 @@ static void create_mesh(Scene *scene,
* The calculate functions will check whether they're needed or not.
*/
attr_create_pointiness(scene, mesh, b_mesh, subdivision);
- attr_create_vertex_color(scene, mesh, b_mesh, nverts, face_flags, subdivision);
+ attr_create_vertex_color(scene, mesh, b_mesh, subdivision);
if(subdivision) {
attr_create_subd_uv_map(scene, mesh, b_mesh, subdivide_uvs);
}
else {
- attr_create_uv_map(scene, mesh, b_mesh, nverts, face_flags);
+ attr_create_uv_map(scene, mesh, b_mesh);
}
/* for volume objects, create a matrix to transform from object space to