diff options
Diffstat (limited to 'intern/cycles/blender')
-rw-r--r-- | intern/cycles/blender/blender_mesh.cpp | 106 | ||||
-rw-r--r-- | intern/cycles/blender/blender_shader.cpp | 38 |
2 files changed, 108 insertions, 36 deletions
diff --git a/intern/cycles/blender/blender_mesh.cpp b/intern/cycles/blender/blender_mesh.cpp index 0e13479a761..69b330db483 100644 --- a/intern/cycles/blender/blender_mesh.cpp +++ b/intern/cycles/blender/blender_mesh.cpp @@ -116,7 +116,7 @@ static void mikk_set_tangent_space(const SMikkTSpaceContext *context, const floa userdata->tangent[face*4 + vert] = make_float4(T[0], T[1], T[2], sign); } -static void mikk_compute_tangents(BL::Mesh b_mesh, BL::MeshTextureFaceLayer b_layer, Mesh *mesh, vector<int>& nverts) +static void mikk_compute_tangents(BL::Mesh b_mesh, BL::MeshTextureFaceLayer b_layer, Mesh *mesh, vector<int>& nverts, bool need_sign, bool active_render) { /* setup userdata */ MikkUserData userdata(b_mesh, b_layer, nverts.size()); @@ -140,22 +140,57 @@ static void mikk_compute_tangents(BL::Mesh b_mesh, BL::MeshTextureFaceLayer b_la /* compute tangents */ genTangSpaceDefault(&context); - /* create attribute */ - /* todo: create float4 attribute for sign */ - Attribute *attr = mesh->attributes.add(ATTR_STD_TANGENT, ustring("tangent")); + /* create tangent attributes */ + Attribute *attr; + ustring name = ustring((string(b_layer.name().c_str()) + ".tangent").c_str()); + + if(active_render) + attr = mesh->attributes.add(ATTR_STD_UV_TANGENT, name); + else + attr = mesh->attributes.add(name, TypeDesc::TypeVector, Attribute::CORNER); + float3 *tangent = attr->data_float3(); - for (int i = 0; i < nverts.size(); i++) { + /* create bitangent sign attribute */ + float *tangent_sign = NULL; + + if(need_sign) { + Attribute *attr_sign; + ustring name_sign = ustring((string(b_layer.name().c_str()) + ".tangent_sign").c_str()); + + if(active_render) + attr_sign = mesh->attributes.add(ATTR_STD_UV_TANGENT_SIGN, name_sign); + else + attr_sign = mesh->attributes.add(name_sign, TypeDesc::TypeFloat, Attribute::CORNER); + + tangent_sign = attr_sign->data_float(); + } + + for(int i = 0; i < nverts.size(); i++) { tangent[0] = float4_to_float3(userdata.tangent[i*4 + 0]); tangent[1] = float4_to_float3(userdata.tangent[i*4 + 1]); tangent[2] = float4_to_float3(userdata.tangent[i*4 + 2]); tangent += 3; + if(tangent_sign) { + tangent_sign[0] = userdata.tangent[i*4 + 0].w; + tangent_sign[1] = userdata.tangent[i*4 + 1].w; + tangent_sign[2] = userdata.tangent[i*4 + 2].w; + tangent_sign += 3; + } + if(nverts[i] == 4) { tangent[0] = float4_to_float3(userdata.tangent[i*4 + 0]); tangent[1] = float4_to_float3(userdata.tangent[i*4 + 2]); tangent[2] = float4_to_float3(userdata.tangent[i*4 + 3]); tangent += 3; + + if(tangent_sign) { + tangent_sign[0] = userdata.tangent[i*4 + 0].w; + tangent_sign[1] = userdata.tangent[i*4 + 2].w; + tangent_sign[2] = userdata.tangent[i*4 + 3].w; + tangent_sign += 3; + } } } } @@ -233,48 +268,49 @@ static void create_mesh(Scene *scene, Mesh *mesh, BL::Mesh b_mesh, const vector< BL::Mesh::tessface_uv_textures_iterator l; for(b_mesh.tessface_uv_textures.begin(l); l != b_mesh.tessface_uv_textures.end(); ++l) { - AttributeStandard std = (l->active_render())? ATTR_STD_UV: ATTR_STD_NONE; + bool active_render = l->active_render(); + AttributeStandard std = (active_render)? ATTR_STD_UV: ATTR_STD_NONE; ustring name = ustring(l->name().c_str()); - if(!(mesh->need_attribute(scene, name) || mesh->need_attribute(scene, std))) - continue; + /* UV map */ + if(mesh->need_attribute(scene, name) || mesh->need_attribute(scene, std)) { + Attribute *attr; - 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; + if(active_render) + attr = mesh->attributes.add(std, name); + else + attr = mesh->attributes.add(name, TypeDesc::TypePoint, Attribute::CORNER); - 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; + BL::MeshTextureFaceLayer::data_iterator t; + float3 *fdata = attr->data_float3(); + size_t i = 0; - if(nverts[i] == 4) { + for(l->data.begin(t); t != l->data.end(); ++t, ++i) { fdata[0] = get_float3(t->uv1()); - fdata[1] = get_float3(t->uv3()); - fdata[2] = get_float3(t->uv4()); + 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; + } } } - } - } - /* create texcoord-based tangent attributes */ - if(mesh->need_attribute(scene, ATTR_STD_TANGENT)) { - BL::Mesh::tessface_uv_textures_iterator l; + /* UV tangent */ + std = (active_render)? ATTR_STD_UV_TANGENT: ATTR_STD_NONE; + name = ustring((string(name.c_str()) + ".tangent").c_str()); - for(b_mesh.tessface_uv_textures.begin(l); l != b_mesh.tessface_uv_textures.end(); ++l) { - if(!l->active_render()) - continue; + if(mesh->need_attribute(scene, name) || mesh->need_attribute(scene, std)) { + std = (active_render)? ATTR_STD_UV_TANGENT_SIGN: ATTR_STD_NONE; + name = ustring((string(name.c_str()) + ".tangent_sign").c_str()); + bool need_sign = (mesh->need_attribute(scene, name) || mesh->need_attribute(scene, std)); - mikk_compute_tangents(b_mesh, *l, mesh, nverts); + mikk_compute_tangents(b_mesh, *l, mesh, nverts, need_sign, active_render); + } } } diff --git a/intern/cycles/blender/blender_shader.cpp b/intern/cycles/blender/blender_shader.cpp index 1f8d86a7f70..6dc0bbdb90e 100644 --- a/intern/cycles/blender/blender_shader.cpp +++ b/intern/cycles/blender/blender_shader.cpp @@ -173,6 +173,7 @@ static ShaderNode *add_node(Scene *scene, BL::BlendData b_data, BL::Scene b_scen case BL::ShaderNode::type_OUTPUT: break; case BL::ShaderNode::type_SQUEEZE: break; case BL::ShaderNode::type_TEXTURE: break; + case BL::ShaderNode::type_FRAME: break; /* handled outside this function */ case BL::ShaderNode::type_GROUP: break; /* existing blender nodes */ @@ -366,6 +367,23 @@ static ShaderNode *add_node(Scene *scene, BL::BlendData b_data, BL::Scene b_scen node = glass; break; } + case BL::ShaderNode::type_BSDF_REFRACTION: { + BL::ShaderNodeBsdfRefraction b_refraction_node(b_node); + RefractionBsdfNode *refraction = new RefractionBsdfNode(); + switch(b_refraction_node.distribution()) { + case BL::ShaderNodeBsdfRefraction::distribution_SHARP: + refraction->distribution = ustring("Sharp"); + break; + case BL::ShaderNodeBsdfRefraction::distribution_BECKMANN: + refraction->distribution = ustring("Beckmann"); + break; + case BL::ShaderNodeBsdfRefraction::distribution_GGX: + refraction->distribution = ustring("GGX"); + break; + } + node = refraction; + break; + } case BL::ShaderNode::type_BSDF_TRANSLUCENT: { node = new TranslucentBsdfNode(); break; @@ -382,6 +400,10 @@ static ShaderNode *add_node(Scene *scene, BL::BlendData b_data, BL::Scene b_scen node = new EmissionNode(); break; } + case BL::ShaderNode::type_AMBIENT_OCCLUSION: { + node = new AmbientOcclusionNode(); + break; + } case BL::ShaderNode::type_VOLUME_ISOTROPIC: { node = new IsotropicVolumeNode(); break; @@ -573,7 +595,21 @@ static ShaderNode *add_node(Scene *scene, BL::BlendData b_data, BL::Scene b_scen node = sky; break; } - case BL::ShaderNode::type_FRAME: { + case BL::ShaderNode::type_NORMAL_MAP: { + BL::ShaderNodeNormalMap b_normal_map_node(b_node); + NormalMapNode *nmap = new NormalMapNode(); + nmap->space = NormalMapNode::space_enum[(int)b_normal_map_node.space()]; + nmap->attribute = b_normal_map_node.uv_map(); + node = nmap; + break; + } + case BL::ShaderNode::type_TANGENT: { + BL::ShaderNodeTangent b_tangent_node(b_node); + TangentNode *tangent = new TangentNode(); + tangent->direction_type = TangentNode::direction_type_enum[(int)b_tangent_node.direction_type()]; + tangent->axis = TangentNode::axis_enum[(int)b_tangent_node.axis()]; + tangent->attribute = b_tangent_node.uv_map(); + node = tangent; break; } } |