diff options
Diffstat (limited to 'intern/cycles/blender/mesh.cpp')
-rw-r--r-- | intern/cycles/blender/mesh.cpp | 228 |
1 files changed, 151 insertions, 77 deletions
diff --git a/intern/cycles/blender/mesh.cpp b/intern/cycles/blender/mesh.cpp index 2e2dfd6583b..47c3ff65aae 100644 --- a/intern/cycles/blender/mesh.cpp +++ b/intern/cycles/blender/mesh.cpp @@ -26,6 +26,8 @@ #include "mikktspace.h" +#include "DNA_meshdata_types.h" + CCL_NAMESPACE_BEGIN /* Tangent Space */ @@ -279,10 +281,15 @@ static void fill_generic_attribute(BL::Mesh &b_mesh, switch (b_domain) { case BL::Attribute::domain_CORNER: { if (subdivision) { - for (BL::MeshPolygon &p : b_mesh.polygons) { - int n = p.loop_total(); - for (int i = 0; i < n; i++) { - *data = get_value_at_index(p.loop_start() + i); + const int polys_num = b_mesh.polygons.length(); + if (polys_num == 0) { + return; + } + const MPoly *polys = static_cast<const MPoly *>(b_mesh.polygons[0].ptr.data); + for (int i = 0; i < polys_num; i++) { + const MPoly &b_poly = polys[i]; + for (int j = 0; j < b_poly.totloop; j++) { + *data = get_value_at_index(b_poly.loopstart + j); data++; } } @@ -299,27 +306,32 @@ static void fill_generic_attribute(BL::Mesh &b_mesh, break; } case BL::Attribute::domain_EDGE: { + const size_t edges_num = b_mesh.edges.length(); + if (edges_num == 0) { + return; + } if constexpr (std::is_same_v<TypeInCycles, uchar4>) { /* uchar4 edge attributes do not exist, and averaging in place * would not work. */ assert(0); } else { - /* Average edge attributes at vertices. */ - const size_t num_verts = b_mesh.vertices.length(); - vector<int> count(num_verts, 0); - - for (BL::MeshEdge &e : b_mesh.edges) { - BL::Array<int, 2> vertices = e.vertices(); - TypeInCycles value = get_value_at_index(e.index()); + const MEdge *edges = static_cast<const MEdge *>(b_mesh.edges[0].ptr.data); + const size_t verts_num = b_mesh.vertices.length(); + vector<int> count(verts_num, 0); - data[vertices[0]] += value; - data[vertices[1]] += value; - count[vertices[0]]++; - count[vertices[1]]++; + /* Average edge attributes at vertices. */ + for (int i = 0; i < edges_num; i++) { + TypeInCycles value = get_value_at_index(i); + + const MEdge &b_edge = edges[i]; + data[b_edge.v1] += value; + data[b_edge.v2] += value; + count[b_edge.v1]++; + count[b_edge.v2]++; } - for (size_t i = 0; i < num_verts; i++) { + for (size_t i = 0; i < verts_num; i++) { if (count[i] > 1) { data[i] /= (float)count[i]; } @@ -603,6 +615,12 @@ static void attr_create_uv_map(Scene *scene, Mesh *mesh, BL::Mesh &b_mesh) static void attr_create_subd_uv_map(Scene *scene, Mesh *mesh, BL::Mesh &b_mesh, bool subdivide_uvs) { + const int polys_num = b_mesh.polygons.length(); + if (polys_num == 0) { + return; + } + const MPoly *polys = static_cast<const MPoly *>(b_mesh.polygons[0].ptr.data); + if (!b_mesh.uv_layers.empty()) { BL::Mesh::uv_layers_iterator l; int i = 0; @@ -636,10 +654,10 @@ static void attr_create_subd_uv_map(Scene *scene, Mesh *mesh, BL::Mesh &b_mesh, float2 *fdata = uv_attr->data_float2(); - for (BL::MeshPolygon &p : b_mesh.polygons) { - int n = p.loop_total(); - for (int j = 0; j < n; j++) { - *(fdata++) = get_float2(l->data[p.loop_start() + j].uv()); + for (int i = 0; i < polys_num; i++) { + const MPoly &b_poly = polys[i]; + for (int j = 0; j < b_poly.totloop; j++) { + *(fdata++) = get_float2(l->data[b_poly.loopstart + j].uv()); } } } @@ -702,6 +720,8 @@ static void attr_create_pointiness(Scene *scene, Mesh *mesh, BL::Mesh &b_mesh, b if (num_verts == 0) { return; } + const MVert *verts = static_cast<const MVert *>(b_mesh.vertices[0].ptr.data); + /* STEP 1: Find out duplicated vertices and point duplicates to a single * original vertex. */ @@ -754,10 +774,12 @@ static void attr_create_pointiness(Scene *scene, Mesh *mesh, BL::Mesh &b_mesh, b */ vector<float3> vert_normal(num_verts, zero_float3()); /* First we accumulate all vertex normals in the original index. */ + const float(*b_vert_normals)[3] = static_cast<const float(*)[3]>( + b_mesh.vertex_normals[0].ptr.data); for (int vert_index = 0; vert_index < num_verts; ++vert_index) { - const float3 normal = get_float3(b_mesh.vertices[vert_index].normal()); + const float *b_vert_normal = b_vert_normals[vert_index]; const int orig_index = vert_orig_index[vert_index]; - vert_normal[orig_index] += normal; + vert_normal[orig_index] += make_float3(b_vert_normal[0], b_vert_normal[1], b_vert_normal[2]); } /* Then we normalize the accumulated result and flush it to all duplicates * as well. @@ -770,18 +792,24 @@ static void attr_create_pointiness(Scene *scene, Mesh *mesh, BL::Mesh &b_mesh, b vector<int> counter(num_verts, 0); vector<float> raw_data(num_verts, 0.0f); vector<float3> edge_accum(num_verts, zero_float3()); - BL::Mesh::edges_iterator e; EdgeMap visited_edges; - int edge_index = 0; memset(&counter[0], 0, sizeof(int) * counter.size()); - for (b_mesh.edges.begin(e); e != b_mesh.edges.end(); ++e, ++edge_index) { - const int v0 = vert_orig_index[b_mesh.edges[edge_index].vertices()[0]], - v1 = vert_orig_index[b_mesh.edges[edge_index].vertices()[1]]; + + const MEdge *edges = static_cast<MEdge *>(b_mesh.edges[0].ptr.data); + const int edges_num = b_mesh.edges.length(); + + for (int i = 0; i < edges_num; i++) { + const MEdge &b_edge = edges[i]; + const int v0 = vert_orig_index[b_edge.v1]; + const int v1 = vert_orig_index[b_edge.v2]; if (visited_edges.exists(v0, v1)) { continue; } visited_edges.insert(v0, v1); - float3 co0 = get_float3(b_mesh.vertices[v0].co()), co1 = get_float3(b_mesh.vertices[v1].co()); + const MVert &b_vert_0 = verts[v0]; + const MVert &b_vert_1 = verts[v1]; + float3 co0 = make_float3(b_vert_0.co[0], b_vert_0.co[1], b_vert_0.co[2]); + float3 co1 = make_float3(b_vert_1.co[0], b_vert_1.co[1], b_vert_1.co[2]); float3 edge = normalize(co1 - co0); edge_accum[v0] += edge; edge_accum[v1] += -edge; @@ -809,11 +837,11 @@ static void attr_create_pointiness(Scene *scene, Mesh *mesh, BL::Mesh &b_mesh, b float *data = attr->data_float(); memcpy(data, &raw_data[0], sizeof(float) * raw_data.size()); memset(&counter[0], 0, sizeof(int) * counter.size()); - edge_index = 0; visited_edges.clear(); - for (b_mesh.edges.begin(e); e != b_mesh.edges.end(); ++e, ++edge_index) { - const int v0 = vert_orig_index[b_mesh.edges[edge_index].vertices()[0]], - v1 = vert_orig_index[b_mesh.edges[edge_index].vertices()[1]]; + for (int i = 0; i < edges_num; i++) { + const MEdge &b_edge = edges[i]; + const int v0 = vert_orig_index[b_edge.v1]; + const int v1 = vert_orig_index[b_edge.v2]; if (visited_edges.exists(v0, v1)) { continue; } @@ -852,6 +880,7 @@ static void attr_create_random_per_island(Scene *scene, return; } + const int polys_num = b_mesh.polygons.length(); int number_of_vertices = b_mesh.vertices.length(); if (number_of_vertices == 0) { return; @@ -859,8 +888,11 @@ static void attr_create_random_per_island(Scene *scene, DisjointSet vertices_sets(number_of_vertices); - for (BL::MeshEdge &e : b_mesh.edges) { - vertices_sets.join(e.vertices()[0], e.vertices()[1]); + const MEdge *edges = static_cast<MEdge *>(b_mesh.edges[0].ptr.data); + const int edges_num = b_mesh.edges.length(); + + for (int i = 0; i < edges_num; i++) { + vertices_sets.join(edges[i].v1, edges[i].v2); } AttributeSet &attributes = (subdivision) ? mesh->subd_attributes : mesh->attributes; @@ -873,8 +905,14 @@ static void attr_create_random_per_island(Scene *scene, } } else { - for (BL::MeshPolygon &p : b_mesh.polygons) { - data[p.index()] = hash_uint_to_float(vertices_sets.find(p.vertices()[0])); + if (polys_num != 0) { + const MPoly *polys = static_cast<const MPoly *>(b_mesh.polygons[0].ptr.data); + const MLoop *loops = static_cast<const MLoop *>(b_mesh.loops[0].ptr.data); + for (int i = 0; i < polys_num; i++) { + const MPoly &b_poly = polys[i]; + const MLoop &b_loop = loops[b_poly.loopstart]; + data[i] = hash_uint_to_float(vertices_sets.find(b_loop.v)); + } } } } @@ -909,6 +947,7 @@ static void create_mesh(Scene *scene, { /* count vertices and faces */ int numverts = b_mesh.vertices.length(); + const int polys_num = b_mesh.polygons.length(); int numfaces = (!subdivision) ? b_mesh.loop_triangles.length() : b_mesh.polygons.length(); int numtris = 0; int numcorners = 0; @@ -921,13 +960,17 @@ static void create_mesh(Scene *scene, return; } + const MVert *verts = static_cast<const MVert *>(b_mesh.vertices[0].ptr.data); + if (!subdivision) { numtris = numfaces; } else { - for (BL::MeshPolygon &p : b_mesh.polygons) { - numngons += (p.loop_total() == 4) ? 0 : 1; - numcorners += p.loop_total(); + const MPoly *polys = static_cast<const MPoly *>(b_mesh.polygons[0].ptr.data); + for (int i = 0; i < polys_num; i++) { + const MPoly &b_poly = polys[i]; + numngons += (b_poly.totloop == 4) ? 0 : 1; + numcorners += b_poly.totloop; } } @@ -939,17 +982,23 @@ static void create_mesh(Scene *scene, mesh->reserve_mesh(numverts, numtris); /* create vertex coordinates and normals */ - BL::Mesh::vertices_iterator v; - for (b_mesh.vertices.begin(v); v != b_mesh.vertices.end(); ++v) - mesh->add_vertex(get_float3(v->co())); + for (int i = 0; i < numverts; i++) { + const MVert &b_vert = verts[i]; + mesh->add_vertex(make_float3(b_vert.co[0], b_vert.co[1], b_vert.co[2])); + } 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) - *N = get_float3(v->normal()); - N = attr_N->data_float3(); + if (subdivision || !use_loop_normals) { + const float(*b_vert_normals)[3] = static_cast<const float(*)[3]>( + b_mesh.vertex_normals[0].ptr.data); + for (int i = 0; i < numverts; i++) { + const float *b_vert_normal = b_vert_normals[i]; + N[i] = make_float3(b_vert_normal[0], b_vert_normal[1], b_vert_normal[2]); + } + } /* create generated coordinates from undeformed coordinates */ const bool need_default_tangent = (subdivision == false) && (b_mesh.uv_layers.empty()) && @@ -964,6 +1013,7 @@ static void create_mesh(Scene *scene, float3 *generated = attr->data_float3(); size_t i = 0; + BL::Mesh::vertices_iterator v; for (b_mesh.vertices.begin(v); v != b_mesh.vertices.end(); ++v) { generated[i++] = get_float3(v->undeformed_co()) * size - loc; } @@ -978,14 +1028,15 @@ static void create_mesh(Scene *scene, }; /* create faces */ + const MPoly *polys = static_cast<const MPoly *>(b_mesh.polygons[0].ptr.data); if (!subdivision) { for (BL::MeshLoopTriangle &t : b_mesh.loop_triangles) { const int poly_index = t.polygon_index(); - BL::MeshPolygon p = b_mesh.polygons[poly_index]; + const MPoly &b_poly = polys[poly_index]; int3 vi = get_int3(t.vertices()); int shader = get_material_index(poly_index); - bool smooth = p.use_smooth() || use_loop_normals; + bool smooth = (b_poly.flag & ME_SMOOTH) || use_loop_normals; if (use_loop_normals) { BL::Array<float, 9> loop_normals = t.split_normals(); @@ -1005,16 +1056,19 @@ static void create_mesh(Scene *scene, else { vector<int> vi; - for (int poly_index = 0; poly_index < numfaces; poly_index++) { - BL::MeshPolygon p = b_mesh.polygons[poly_index]; - int n = p.loop_total(); - int shader = get_material_index(poly_index); - bool smooth = p.use_smooth() || use_loop_normals; + const MLoop *loops = static_cast<const MLoop *>(b_mesh.loops[0].ptr.data); + + for (int i = 0; i < numfaces; i++) { + const MPoly &b_poly = polys[i]; + int n = b_poly.totloop; + int shader = get_material_index(i); + bool smooth = (b_poly.flag & ME_SMOOTH) || use_loop_normals; vi.resize(n); for (int i = 0; i < n; i++) { /* NOTE: Autosmooth is already taken care about. */ - vi[i] = b_mesh.loops[p.loop_start() + i].vertex_index(); + + vi[i] = loops[b_poly.loopstart + i].v; } /* create subd faces */ @@ -1067,27 +1121,33 @@ static void create_subd_mesh(Scene *scene, create_mesh(scene, mesh, b_mesh, used_shaders, need_motion, motion_scale, true, subdivide_uvs); - /* export creases */ - size_t num_creases = 0; + const int edges_num = b_mesh.edges.length(); + + if (edges_num != 0) { + size_t num_creases = 0; + const MEdge *edges = static_cast<MEdge *>(b_mesh.edges[0].ptr.data); - for (BL::MeshEdge &e : b_mesh.edges) { - if (e.crease() != 0.0f) { - num_creases++; + for (int i = 0; i < edges_num; i++) { + const MEdge &b_edge = edges[i]; + if (b_edge.crease != 0) { + num_creases++; + } } - } - mesh->reserve_subd_creases(num_creases); + mesh->reserve_subd_creases(num_creases); - for (BL::MeshEdge &e : b_mesh.edges) { - if (e.crease() != 0.0f) { - mesh->add_edge_crease(e.vertices()[0], e.vertices()[1], e.crease()); + for (int i = 0; i < edges_num; i++) { + const MEdge &b_edge = edges[i]; + if (b_edge.crease != 0) { + mesh->add_edge_crease(b_edge.v1, b_edge.v2, float(b_edge.crease) / 255.0f); + } } - } - for (BL::MeshVertexCreaseLayer &c : b_mesh.vertex_creases) { - for (int i = 0; i < c.data.length(); ++i) { - if (c.data[i].value() != 0.0f) { - mesh->add_vertex_crease(i, c.data[i].value()); + for (BL::MeshVertexCreaseLayer &c : b_mesh.vertex_creases) { + for (int i = 0; i < c.data.length(); ++i) { + if (c.data[i].value() != 0.0f) { + mesh->add_vertex_crease(i, c.data[i].value()); + } } } } @@ -1208,6 +1268,12 @@ void BlenderSync::sync_mesh_motion(BL::Depsgraph b_depsgraph, /* TODO(sergey): Perform preliminary check for number of vertices. */ if (b_mesh) { + const int b_verts_num = b_mesh.vertices.length(); + if (b_verts_num == 0) { + free_object_to_mesh(b_data, b_ob_info, b_mesh); + return; + } + /* Export deformed coordinates. */ /* Find attributes. */ Attribute *attr_mP = mesh->attributes.find(ATTR_STD_MOTION_VERTEX_POSITION); @@ -1225,22 +1291,30 @@ void BlenderSync::sync_mesh_motion(BL::Depsgraph b_depsgraph, /* Load vertex data from mesh. */ float3 *mP = attr_mP->data_float3() + motion_step * numverts; float3 *mN = (attr_mN) ? attr_mN->data_float3() + motion_step * numverts : NULL; + + const MVert *verts = static_cast<const MVert *>(b_mesh.vertices[0].ptr.data); + /* NOTE: We don't copy more that existing amount of vertices to prevent * possible memory corruption. */ - BL::Mesh::vertices_iterator v; - int i = 0; - for (b_mesh.vertices.begin(v); v != b_mesh.vertices.end() && i < numverts; ++v, ++i) { - mP[i] = get_float3(v->co()); - if (mN) - mN[i] = get_float3(v->normal()); + for (int i = 0; i < std::min<size_t>(b_verts_num, numverts); i++) { + const MVert &b_vert = verts[i]; + mP[i] = make_float3(b_vert.co[0], b_vert.co[1], b_vert.co[2]); + } + if (mN) { + const float(*b_vert_normals)[3] = static_cast<const float(*)[3]>( + b_mesh.vertex_normals[0].ptr.data); + for (int i = 0; i < std::min<size_t>(b_verts_num, numverts); i++) { + const float *b_vert_normal = b_vert_normals[i]; + mN[i] = make_float3(b_vert_normal[0], b_vert_normal[1], b_vert_normal[2]); + } } if (new_attribute) { /* In case of new attribute, we verify if there really was any motion. */ - if (b_mesh.vertices.length() != numverts || + if (b_verts_num != numverts || memcmp(mP, &mesh->get_verts()[0], sizeof(float3) * numverts) == 0) { /* no motion, remove attributes again */ - if (b_mesh.vertices.length() != numverts) { + if (b_verts_num != numverts) { VLOG_WARNING << "Topology differs, disabling motion blur for object " << ob_name; } else { @@ -1264,7 +1338,7 @@ void BlenderSync::sync_mesh_motion(BL::Depsgraph b_depsgraph, } } else { - if (b_mesh.vertices.length() != numverts) { + if (b_verts_num != numverts) { VLOG_WARNING << "Topology differs, discarding motion blur for object " << ob_name << " at time " << motion_step; memcpy(mP, &mesh->get_verts()[0], sizeof(float3) * numverts); |