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Diffstat (limited to 'intern/cycles/scene/mesh.cpp')
-rw-r--r--intern/cycles/scene/mesh.cpp812
1 files changed, 812 insertions, 0 deletions
diff --git a/intern/cycles/scene/mesh.cpp b/intern/cycles/scene/mesh.cpp
new file mode 100644
index 00000000000..1ed0eb4c30a
--- /dev/null
+++ b/intern/cycles/scene/mesh.cpp
@@ -0,0 +1,812 @@
+/*
+ * Copyright 2011-2013 Blender Foundation
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+#include "bvh/bvh.h"
+#include "bvh/bvh_build.h"
+
+#include "device/device.h"
+
+#include "scene/hair.h"
+#include "scene/mesh.h"
+#include "scene/object.h"
+#include "scene/scene.h"
+#include "scene/shader_graph.h"
+
+#include "subd/subd_patch_table.h"
+#include "subd/subd_split.h"
+
+#include "util/util_foreach.h"
+#include "util/util_logging.h"
+#include "util/util_progress.h"
+#include "util/util_set.h"
+
+CCL_NAMESPACE_BEGIN
+
+/* Triangle */
+
+void Mesh::Triangle::bounds_grow(const float3 *verts, BoundBox &bounds) const
+{
+ bounds.grow(verts[v[0]]);
+ bounds.grow(verts[v[1]]);
+ bounds.grow(verts[v[2]]);
+}
+
+void Mesh::Triangle::motion_verts(const float3 *verts,
+ const float3 *vert_steps,
+ size_t num_verts,
+ size_t num_steps,
+ float time,
+ float3 r_verts[3]) const
+{
+ /* Figure out which steps we need to fetch and their interpolation factor. */
+ const size_t max_step = num_steps - 1;
+ const size_t step = min((int)(time * max_step), max_step - 1);
+ const float t = time * max_step - step;
+ /* Fetch vertex coordinates. */
+ float3 curr_verts[3];
+ float3 next_verts[3];
+ verts_for_step(verts, vert_steps, num_verts, num_steps, step, curr_verts);
+ verts_for_step(verts, vert_steps, num_verts, num_steps, step + 1, next_verts);
+ /* Interpolate between steps. */
+ r_verts[0] = (1.0f - t) * curr_verts[0] + t * next_verts[0];
+ r_verts[1] = (1.0f - t) * curr_verts[1] + t * next_verts[1];
+ r_verts[2] = (1.0f - t) * curr_verts[2] + t * next_verts[2];
+}
+
+void Mesh::Triangle::verts_for_step(const float3 *verts,
+ const float3 *vert_steps,
+ size_t num_verts,
+ size_t num_steps,
+ size_t step,
+ float3 r_verts[3]) const
+{
+ const size_t center_step = ((num_steps - 1) / 2);
+ if (step == center_step) {
+ /* Center step: regular vertex location. */
+ r_verts[0] = verts[v[0]];
+ r_verts[1] = verts[v[1]];
+ r_verts[2] = verts[v[2]];
+ }
+ else {
+ /* Center step not stored in the attribute array array. */
+ if (step > center_step) {
+ step--;
+ }
+ size_t offset = step * num_verts;
+ r_verts[0] = vert_steps[offset + v[0]];
+ r_verts[1] = vert_steps[offset + v[1]];
+ r_verts[2] = vert_steps[offset + v[2]];
+ }
+}
+
+float3 Mesh::Triangle::compute_normal(const float3 *verts) const
+{
+ const float3 &v0 = verts[v[0]];
+ const float3 &v1 = verts[v[1]];
+ const float3 &v2 = verts[v[2]];
+ const float3 norm = cross(v1 - v0, v2 - v0);
+ const float normlen = len(norm);
+ if (normlen == 0.0f) {
+ return make_float3(1.0f, 0.0f, 0.0f);
+ }
+ return norm / normlen;
+}
+
+bool Mesh::Triangle::valid(const float3 *verts) const
+{
+ return isfinite3_safe(verts[v[0]]) && isfinite3_safe(verts[v[1]]) && isfinite3_safe(verts[v[2]]);
+}
+
+/* SubdFace */
+
+float3 Mesh::SubdFace::normal(const Mesh *mesh) const
+{
+ float3 v0 = mesh->verts[mesh->subd_face_corners[start_corner + 0]];
+ float3 v1 = mesh->verts[mesh->subd_face_corners[start_corner + 1]];
+ float3 v2 = mesh->verts[mesh->subd_face_corners[start_corner + 2]];
+
+ return safe_normalize(cross(v1 - v0, v2 - v0));
+}
+
+/* Mesh */
+
+NODE_DEFINE(Mesh)
+{
+ NodeType *type = NodeType::add("mesh", create, NodeType::NONE, Geometry::get_node_base_type());
+
+ SOCKET_INT_ARRAY(triangles, "Triangles", array<int>());
+ SOCKET_POINT_ARRAY(verts, "Vertices", array<float3>());
+ SOCKET_INT_ARRAY(shader, "Shader", array<int>());
+ SOCKET_BOOLEAN_ARRAY(smooth, "Smooth", array<bool>());
+
+ SOCKET_INT_ARRAY(triangle_patch, "Triangle Patch", array<int>());
+ SOCKET_POINT2_ARRAY(vert_patch_uv, "Patch UVs", array<float2>());
+
+ static NodeEnum subdivision_type_enum;
+ subdivision_type_enum.insert("none", SUBDIVISION_NONE);
+ subdivision_type_enum.insert("linear", SUBDIVISION_LINEAR);
+ subdivision_type_enum.insert("catmull_clark", SUBDIVISION_CATMULL_CLARK);
+ SOCKET_ENUM(subdivision_type, "Subdivision Type", subdivision_type_enum, SUBDIVISION_NONE);
+
+ SOCKET_INT_ARRAY(subd_creases_edge, "Subdivision Crease Edges", array<int>());
+ SOCKET_FLOAT_ARRAY(subd_creases_weight, "Subdivision Crease Weights", array<float>());
+ SOCKET_INT_ARRAY(subd_face_corners, "Subdivision Face Corners", array<int>());
+ SOCKET_INT_ARRAY(subd_start_corner, "Subdivision Face Start Corner", array<int>());
+ SOCKET_INT_ARRAY(subd_num_corners, "Subdivision Face Corner Count", array<int>());
+ SOCKET_INT_ARRAY(subd_shader, "Subdivision Face Shader", array<int>());
+ SOCKET_BOOLEAN_ARRAY(subd_smooth, "Subdivision Face Smooth", array<bool>());
+ SOCKET_INT_ARRAY(subd_ptex_offset, "Subdivision Face PTex Offset", array<int>());
+ SOCKET_INT(num_ngons, "NGons Number", 0);
+
+ /* Subdivisions parameters */
+ SOCKET_FLOAT(subd_dicing_rate, "Subdivision Dicing Rate", 0.0f)
+ SOCKET_INT(subd_max_level, "Subdivision Dicing Rate", 0);
+ SOCKET_TRANSFORM(subd_objecttoworld, "Subdivision Object Transform", transform_identity());
+
+ return type;
+}
+
+SubdParams *Mesh::get_subd_params()
+{
+ if (subdivision_type == SubdivisionType::SUBDIVISION_NONE) {
+ return nullptr;
+ }
+
+ if (!subd_params) {
+ subd_params = new SubdParams(this);
+ }
+
+ subd_params->dicing_rate = subd_dicing_rate;
+ subd_params->max_level = subd_max_level;
+ subd_params->objecttoworld = subd_objecttoworld;
+
+ return subd_params;
+}
+
+bool Mesh::need_tesselation()
+{
+ return get_subd_params() && (verts_is_modified() || subd_dicing_rate_is_modified() ||
+ subd_objecttoworld_is_modified() || subd_max_level_is_modified());
+}
+
+Mesh::Mesh(const NodeType *node_type, Type geom_type_)
+ : Geometry(node_type, geom_type_), subd_attributes(this, ATTR_PRIM_SUBD)
+{
+ vert_offset = 0;
+
+ patch_offset = 0;
+ face_offset = 0;
+ corner_offset = 0;
+
+ num_subd_verts = 0;
+ num_subd_faces = 0;
+
+ num_ngons = 0;
+
+ subdivision_type = SUBDIVISION_NONE;
+ subd_params = NULL;
+
+ patch_table = NULL;
+}
+
+Mesh::Mesh() : Mesh(get_node_type(), Geometry::MESH)
+{
+}
+
+Mesh::~Mesh()
+{
+ delete patch_table;
+ delete subd_params;
+}
+
+void Mesh::resize_mesh(int numverts, int numtris)
+{
+ verts.resize(numverts);
+ triangles.resize(numtris * 3);
+ shader.resize(numtris);
+ smooth.resize(numtris);
+
+ if (get_num_subd_faces()) {
+ triangle_patch.resize(numtris);
+ vert_patch_uv.resize(numverts);
+ }
+
+ attributes.resize();
+}
+
+void Mesh::reserve_mesh(int numverts, int numtris)
+{
+ /* reserve space to add verts and triangles later */
+ verts.reserve(numverts);
+ triangles.reserve(numtris * 3);
+ shader.reserve(numtris);
+ smooth.reserve(numtris);
+
+ if (get_num_subd_faces()) {
+ triangle_patch.reserve(numtris);
+ vert_patch_uv.reserve(numverts);
+ }
+
+ attributes.resize(true);
+}
+
+void Mesh::resize_subd_faces(int numfaces, int num_ngons_, int numcorners)
+{
+ subd_start_corner.resize(numfaces);
+ subd_num_corners.resize(numfaces);
+ subd_shader.resize(numfaces);
+ subd_smooth.resize(numfaces);
+ subd_ptex_offset.resize(numfaces);
+ subd_face_corners.resize(numcorners);
+ num_ngons = num_ngons_;
+ num_subd_faces = numfaces;
+
+ subd_attributes.resize();
+}
+
+void Mesh::reserve_subd_faces(int numfaces, int num_ngons_, int numcorners)
+{
+ subd_start_corner.reserve(numfaces);
+ subd_num_corners.reserve(numfaces);
+ subd_shader.reserve(numfaces);
+ subd_smooth.reserve(numfaces);
+ subd_ptex_offset.reserve(numfaces);
+ subd_face_corners.reserve(numcorners);
+ num_ngons = num_ngons_;
+ num_subd_faces = numfaces;
+
+ subd_attributes.resize(true);
+}
+
+void Mesh::reserve_subd_creases(size_t num_creases)
+{
+ subd_creases_edge.reserve(num_creases * 2);
+ subd_creases_weight.reserve(num_creases);
+}
+
+void Mesh::clear_non_sockets()
+{
+ Geometry::clear(true);
+
+ num_subd_verts = 0;
+ num_subd_faces = 0;
+
+ vert_to_stitching_key_map.clear();
+ vert_stitching_map.clear();
+
+ delete patch_table;
+ patch_table = NULL;
+}
+
+void Mesh::clear(bool preserve_shaders, bool preserve_voxel_data)
+{
+ Geometry::clear(preserve_shaders);
+
+ /* clear all verts and triangles */
+ verts.clear();
+ triangles.clear();
+ shader.clear();
+ smooth.clear();
+
+ triangle_patch.clear();
+ vert_patch_uv.clear();
+
+ subd_start_corner.clear();
+ subd_num_corners.clear();
+ subd_shader.clear();
+ subd_smooth.clear();
+ subd_ptex_offset.clear();
+ subd_face_corners.clear();
+
+ subd_creases_edge.clear();
+ subd_creases_weight.clear();
+
+ subd_attributes.clear();
+ attributes.clear(preserve_voxel_data);
+
+ subdivision_type = SubdivisionType::SUBDIVISION_NONE;
+
+ clear_non_sockets();
+}
+
+void Mesh::clear(bool preserve_shaders)
+{
+ clear(preserve_shaders, false);
+}
+
+void Mesh::add_vertex(float3 P)
+{
+ verts.push_back_reserved(P);
+ tag_verts_modified();
+
+ if (get_num_subd_faces()) {
+ vert_patch_uv.push_back_reserved(zero_float2());
+ tag_vert_patch_uv_modified();
+ }
+}
+
+void Mesh::add_vertex_slow(float3 P)
+{
+ verts.push_back_slow(P);
+ tag_verts_modified();
+
+ if (get_num_subd_faces()) {
+ vert_patch_uv.push_back_slow(zero_float2());
+ tag_vert_patch_uv_modified();
+ }
+}
+
+void Mesh::add_triangle(int v0, int v1, int v2, int shader_, bool smooth_)
+{
+ triangles.push_back_reserved(v0);
+ triangles.push_back_reserved(v1);
+ triangles.push_back_reserved(v2);
+ shader.push_back_reserved(shader_);
+ smooth.push_back_reserved(smooth_);
+
+ tag_triangles_modified();
+ tag_shader_modified();
+ tag_smooth_modified();
+
+ if (get_num_subd_faces()) {
+ triangle_patch.push_back_reserved(-1);
+ tag_triangle_patch_modified();
+ }
+}
+
+void Mesh::add_subd_face(int *corners, int num_corners, int shader_, bool smooth_)
+{
+ int start_corner = subd_face_corners.size();
+
+ for (int i = 0; i < num_corners; i++) {
+ subd_face_corners.push_back_reserved(corners[i]);
+ }
+
+ int ptex_offset = 0;
+ // cannot use get_num_subd_faces here as it holds the total number of subd_faces, but we do not
+ // have the total amount of data yet
+ if (subd_shader.size()) {
+ SubdFace s = get_subd_face(subd_shader.size() - 1);
+ ptex_offset = s.ptex_offset + s.num_ptex_faces();
+ }
+
+ subd_start_corner.push_back_reserved(start_corner);
+ subd_num_corners.push_back_reserved(num_corners);
+ subd_shader.push_back_reserved(shader_);
+ subd_smooth.push_back_reserved(smooth_);
+ subd_ptex_offset.push_back_reserved(ptex_offset);
+
+ tag_subd_face_corners_modified();
+ tag_subd_start_corner_modified();
+ tag_subd_num_corners_modified();
+ tag_subd_shader_modified();
+ tag_subd_smooth_modified();
+ tag_subd_ptex_offset_modified();
+}
+
+Mesh::SubdFace Mesh::get_subd_face(size_t index) const
+{
+ Mesh::SubdFace s;
+ s.shader = subd_shader[index];
+ s.num_corners = subd_num_corners[index];
+ s.smooth = subd_smooth[index];
+ s.ptex_offset = subd_ptex_offset[index];
+ s.start_corner = subd_start_corner[index];
+ return s;
+}
+
+void Mesh::add_crease(int v0, int v1, float weight)
+{
+ subd_creases_edge.push_back_slow(v0);
+ subd_creases_edge.push_back_slow(v1);
+ subd_creases_weight.push_back_slow(weight);
+
+ tag_subd_creases_edge_modified();
+ tag_subd_creases_edge_modified();
+ tag_subd_creases_weight_modified();
+}
+
+void Mesh::copy_center_to_motion_step(const int motion_step)
+{
+ Attribute *attr_mP = attributes.find(ATTR_STD_MOTION_VERTEX_POSITION);
+
+ if (attr_mP) {
+ Attribute *attr_mN = attributes.find(ATTR_STD_MOTION_VERTEX_NORMAL);
+ Attribute *attr_N = attributes.find(ATTR_STD_VERTEX_NORMAL);
+ float3 *P = &verts[0];
+ float3 *N = (attr_N) ? attr_N->data_float3() : NULL;
+ size_t numverts = verts.size();
+
+ memcpy(attr_mP->data_float3() + motion_step * numverts, P, sizeof(float3) * numverts);
+ if (attr_mN)
+ memcpy(attr_mN->data_float3() + motion_step * numverts, N, sizeof(float3) * numverts);
+ }
+}
+
+void Mesh::get_uv_tiles(ustring map, unordered_set<int> &tiles)
+{
+ Attribute *attr, *subd_attr;
+
+ if (map.empty()) {
+ attr = attributes.find(ATTR_STD_UV);
+ subd_attr = subd_attributes.find(ATTR_STD_UV);
+ }
+ else {
+ attr = attributes.find(map);
+ subd_attr = subd_attributes.find(map);
+ }
+
+ if (attr) {
+ attr->get_uv_tiles(this, ATTR_PRIM_GEOMETRY, tiles);
+ }
+ if (subd_attr) {
+ subd_attr->get_uv_tiles(this, ATTR_PRIM_SUBD, tiles);
+ }
+}
+
+void Mesh::compute_bounds()
+{
+ BoundBox bnds = BoundBox::empty;
+ size_t verts_size = verts.size();
+
+ if (verts_size > 0) {
+ for (size_t i = 0; i < verts_size; i++)
+ bnds.grow(verts[i]);
+
+ Attribute *attr = attributes.find(ATTR_STD_MOTION_VERTEX_POSITION);
+ if (use_motion_blur && attr) {
+ size_t steps_size = verts.size() * (motion_steps - 1);
+ float3 *vert_steps = attr->data_float3();
+
+ for (size_t i = 0; i < steps_size; i++)
+ bnds.grow(vert_steps[i]);
+ }
+
+ if (!bnds.valid()) {
+ bnds = BoundBox::empty;
+
+ /* skip nan or inf coordinates */
+ for (size_t i = 0; i < verts_size; i++)
+ bnds.grow_safe(verts[i]);
+
+ if (use_motion_blur && attr) {
+ size_t steps_size = verts.size() * (motion_steps - 1);
+ float3 *vert_steps = attr->data_float3();
+
+ for (size_t i = 0; i < steps_size; i++)
+ bnds.grow_safe(vert_steps[i]);
+ }
+ }
+ }
+
+ if (!bnds.valid()) {
+ /* empty mesh */
+ bnds.grow(zero_float3());
+ }
+
+ bounds = bnds;
+}
+
+void Mesh::apply_transform(const Transform &tfm, const bool apply_to_motion)
+{
+ transform_normal = transform_transposed_inverse(tfm);
+
+ /* apply to mesh vertices */
+ for (size_t i = 0; i < verts.size(); i++)
+ verts[i] = transform_point(&tfm, verts[i]);
+
+ tag_verts_modified();
+
+ if (apply_to_motion) {
+ Attribute *attr = attributes.find(ATTR_STD_MOTION_VERTEX_POSITION);
+
+ if (attr) {
+ size_t steps_size = verts.size() * (motion_steps - 1);
+ float3 *vert_steps = attr->data_float3();
+
+ for (size_t i = 0; i < steps_size; i++)
+ vert_steps[i] = transform_point(&tfm, vert_steps[i]);
+ }
+
+ Attribute *attr_N = attributes.find(ATTR_STD_MOTION_VERTEX_NORMAL);
+
+ if (attr_N) {
+ Transform ntfm = transform_normal;
+ size_t steps_size = verts.size() * (motion_steps - 1);
+ float3 *normal_steps = attr_N->data_float3();
+
+ for (size_t i = 0; i < steps_size; i++)
+ normal_steps[i] = normalize(transform_direction(&ntfm, normal_steps[i]));
+ }
+ }
+}
+
+void Mesh::add_face_normals()
+{
+ /* don't compute if already there */
+ if (attributes.find(ATTR_STD_FACE_NORMAL))
+ return;
+
+ /* get attributes */
+ Attribute *attr_fN = attributes.add(ATTR_STD_FACE_NORMAL);
+ float3 *fN = attr_fN->data_float3();
+
+ /* compute face normals */
+ size_t triangles_size = num_triangles();
+
+ if (triangles_size) {
+ float3 *verts_ptr = verts.data();
+
+ for (size_t i = 0; i < triangles_size; i++) {
+ fN[i] = get_triangle(i).compute_normal(verts_ptr);
+ }
+ }
+
+ /* expected to be in local space */
+ if (transform_applied) {
+ Transform ntfm = transform_inverse(transform_normal);
+
+ for (size_t i = 0; i < triangles_size; i++)
+ fN[i] = normalize(transform_direction(&ntfm, fN[i]));
+ }
+}
+
+void Mesh::add_vertex_normals()
+{
+ bool flip = transform_negative_scaled;
+ size_t verts_size = verts.size();
+ size_t triangles_size = num_triangles();
+
+ /* static vertex normals */
+ if (!attributes.find(ATTR_STD_VERTEX_NORMAL) && triangles_size) {
+ /* get attributes */
+ Attribute *attr_fN = attributes.find(ATTR_STD_FACE_NORMAL);
+ Attribute *attr_vN = attributes.add(ATTR_STD_VERTEX_NORMAL);
+
+ float3 *fN = attr_fN->data_float3();
+ float3 *vN = attr_vN->data_float3();
+
+ /* compute vertex normals */
+ memset(vN, 0, verts.size() * sizeof(float3));
+
+ for (size_t i = 0; i < triangles_size; i++) {
+ for (size_t j = 0; j < 3; j++) {
+ vN[get_triangle(i).v[j]] += fN[i];
+ }
+ }
+
+ for (size_t i = 0; i < verts_size; i++) {
+ vN[i] = normalize(vN[i]);
+ if (flip) {
+ vN[i] = -vN[i];
+ }
+ }
+ }
+
+ /* motion vertex normals */
+ Attribute *attr_mP = attributes.find(ATTR_STD_MOTION_VERTEX_POSITION);
+ Attribute *attr_mN = attributes.find(ATTR_STD_MOTION_VERTEX_NORMAL);
+
+ if (has_motion_blur() && attr_mP && !attr_mN && triangles_size) {
+ /* create attribute */
+ attr_mN = attributes.add(ATTR_STD_MOTION_VERTEX_NORMAL);
+
+ for (int step = 0; step < motion_steps - 1; step++) {
+ float3 *mP = attr_mP->data_float3() + step * verts.size();
+ float3 *mN = attr_mN->data_float3() + step * verts.size();
+
+ /* compute */
+ memset(mN, 0, verts.size() * sizeof(float3));
+
+ for (size_t i = 0; i < triangles_size; i++) {
+ for (size_t j = 0; j < 3; j++) {
+ float3 fN = get_triangle(i).compute_normal(mP);
+ mN[get_triangle(i).v[j]] += fN;
+ }
+ }
+
+ for (size_t i = 0; i < verts_size; i++) {
+ mN[i] = normalize(mN[i]);
+ if (flip) {
+ mN[i] = -mN[i];
+ }
+ }
+ }
+ }
+
+ /* subd vertex normals */
+ if (!subd_attributes.find(ATTR_STD_VERTEX_NORMAL) && get_num_subd_faces()) {
+ /* get attributes */
+ Attribute *attr_vN = subd_attributes.add(ATTR_STD_VERTEX_NORMAL);
+ float3 *vN = attr_vN->data_float3();
+
+ /* compute vertex normals */
+ memset(vN, 0, verts.size() * sizeof(float3));
+
+ for (size_t i = 0; i < get_num_subd_faces(); i++) {
+ SubdFace face = get_subd_face(i);
+ float3 fN = face.normal(this);
+
+ for (size_t j = 0; j < face.num_corners; j++) {
+ size_t corner = subd_face_corners[face.start_corner + j];
+ vN[corner] += fN;
+ }
+ }
+
+ for (size_t i = 0; i < verts_size; i++) {
+ vN[i] = normalize(vN[i]);
+ if (flip) {
+ vN[i] = -vN[i];
+ }
+ }
+ }
+}
+
+void Mesh::add_undisplaced()
+{
+ AttributeSet &attrs = (subdivision_type == SUBDIVISION_NONE) ? attributes : subd_attributes;
+
+ /* don't compute if already there */
+ if (attrs.find(ATTR_STD_POSITION_UNDISPLACED)) {
+ return;
+ }
+
+ /* get attribute */
+ Attribute *attr = attrs.add(ATTR_STD_POSITION_UNDISPLACED);
+ attr->flags |= ATTR_SUBDIVIDED;
+
+ float3 *data = attr->data_float3();
+
+ /* copy verts */
+ size_t size = attr->buffer_size(this, ATTR_PRIM_GEOMETRY);
+
+ /* Center points for ngons aren't stored in Mesh::verts but are included in size since they will
+ * be calculated later, we subtract them from size here so we don't have an overflow while
+ * copying.
+ */
+ size -= num_ngons * attr->data_sizeof();
+
+ if (size) {
+ memcpy(data, verts.data(), size);
+ }
+}
+
+void Mesh::pack_shaders(Scene *scene, uint *tri_shader)
+{
+ uint shader_id = 0;
+ uint last_shader = -1;
+ bool last_smooth = false;
+
+ size_t triangles_size = num_triangles();
+ int *shader_ptr = shader.data();
+
+ for (size_t i = 0; i < triangles_size; i++) {
+ if (shader_ptr[i] != last_shader || last_smooth != smooth[i]) {
+ last_shader = shader_ptr[i];
+ last_smooth = smooth[i];
+ Shader *shader = (last_shader < used_shaders.size()) ?
+ static_cast<Shader *>(used_shaders[last_shader]) :
+ scene->default_surface;
+ shader_id = scene->shader_manager->get_shader_id(shader, last_smooth);
+ }
+
+ tri_shader[i] = shader_id;
+ }
+}
+
+void Mesh::pack_normals(float4 *vnormal)
+{
+ Attribute *attr_vN = attributes.find(ATTR_STD_VERTEX_NORMAL);
+ if (attr_vN == NULL) {
+ /* Happens on objects with just hair. */
+ return;
+ }
+
+ bool do_transform = transform_applied;
+ Transform ntfm = transform_normal;
+
+ float3 *vN = attr_vN->data_float3();
+ size_t verts_size = verts.size();
+
+ for (size_t i = 0; i < verts_size; i++) {
+ float3 vNi = vN[i];
+
+ if (do_transform)
+ vNi = safe_normalize(transform_direction(&ntfm, vNi));
+
+ vnormal[i] = make_float4(vNi.x, vNi.y, vNi.z, 0.0f);
+ }
+}
+
+void Mesh::pack_verts(float4 *tri_verts, uint4 *tri_vindex, uint *tri_patch, float2 *tri_patch_uv)
+{
+ size_t verts_size = verts.size();
+
+ if (verts_size && get_num_subd_faces()) {
+ float2 *vert_patch_uv_ptr = vert_patch_uv.data();
+
+ for (size_t i = 0; i < verts_size; i++) {
+ tri_patch_uv[i] = vert_patch_uv_ptr[i];
+ }
+ }
+
+ size_t triangles_size = num_triangles();
+
+ for (size_t i = 0; i < triangles_size; i++) {
+ const Triangle t = get_triangle(i);
+ tri_vindex[i] = make_uint4(
+ t.v[0] + vert_offset, t.v[1] + vert_offset, t.v[2] + vert_offset, 3 * (prim_offset + i));
+
+ tri_patch[i] = (!get_num_subd_faces()) ? -1 : (triangle_patch[i] * 8 + patch_offset);
+
+ tri_verts[i * 3] = float3_to_float4(verts[t.v[0]]);
+ tri_verts[i * 3 + 1] = float3_to_float4(verts[t.v[1]]);
+ tri_verts[i * 3 + 2] = float3_to_float4(verts[t.v[2]]);
+ }
+}
+
+void Mesh::pack_patches(uint *patch_data)
+{
+ size_t num_faces = get_num_subd_faces();
+ int ngons = 0;
+
+ for (size_t f = 0; f < num_faces; f++) {
+ SubdFace face = get_subd_face(f);
+
+ if (face.is_quad()) {
+ int c[4];
+ memcpy(c, &subd_face_corners[face.start_corner], sizeof(int) * 4);
+
+ *(patch_data++) = c[0] + vert_offset;
+ *(patch_data++) = c[1] + vert_offset;
+ *(patch_data++) = c[2] + vert_offset;
+ *(patch_data++) = c[3] + vert_offset;
+
+ *(patch_data++) = f + face_offset;
+ *(patch_data++) = face.num_corners;
+ *(patch_data++) = face.start_corner + corner_offset;
+ *(patch_data++) = 0;
+ }
+ else {
+ for (int i = 0; i < face.num_corners; i++) {
+ int c[4];
+ c[0] = subd_face_corners[face.start_corner + mod(i + 0, face.num_corners)];
+ c[1] = subd_face_corners[face.start_corner + mod(i + 1, face.num_corners)];
+ c[2] = verts.size() - num_subd_verts + ngons;
+ c[3] = subd_face_corners[face.start_corner + mod(i - 1, face.num_corners)];
+
+ *(patch_data++) = c[0] + vert_offset;
+ *(patch_data++) = c[1] + vert_offset;
+ *(patch_data++) = c[2] + vert_offset;
+ *(patch_data++) = c[3] + vert_offset;
+
+ *(patch_data++) = f + face_offset;
+ *(patch_data++) = face.num_corners | (i << 16);
+ *(patch_data++) = face.start_corner + corner_offset;
+ *(patch_data++) = subd_face_corners.size() + ngons + corner_offset;
+ }
+
+ ngons++;
+ }
+ }
+}
+
+PrimitiveType Mesh::primitive_type() const
+{
+ return has_motion_blur() ? PRIMITIVE_MOTION_TRIANGLE : PRIMITIVE_TRIANGLE;
+}
+
+CCL_NAMESPACE_END