diff options
Diffstat (limited to 'intern')
-rw-r--r-- | intern/cycles/blender/blender_curves.cpp | 20 | ||||
-rw-r--r-- | intern/cycles/blender/blender_mesh.cpp | 182 | ||||
-rw-r--r-- | intern/cycles/blender/blender_util.h | 2 |
3 files changed, 54 insertions, 150 deletions
diff --git a/intern/cycles/blender/blender_curves.cpp b/intern/cycles/blender/blender_curves.cpp index 0bf90297263..5e4522af6e1 100644 --- a/intern/cycles/blender/blender_curves.cpp +++ b/intern/cycles/blender/blender_curves.cpp @@ -247,11 +247,11 @@ static bool ObtainCacheParticleUV(Mesh *mesh, b_psys.particles.begin(b_pa); for(; pa_no < totparts+totchild; pa_no++) { /* Add UVs */ - BL::Mesh::tessface_uv_textures_iterator l; - b_mesh->tessface_uv_textures.begin(l); + BL::Mesh::uv_layers_iterator l; + b_mesh->uv_layers.begin(l); float3 uv = make_float3(0.0f, 0.0f, 0.0f); - if(b_mesh->tessface_uv_textures.length()) + if(b_mesh->uv_layers.length()) b_psys.uv_on_emitter(psmd, *b_pa, pa_no, uv_num, &uv.x); CData->curve_uv.push_back_slow(uv); @@ -306,11 +306,11 @@ static bool ObtainCacheParticleVcol(Mesh *mesh, b_psys.particles.begin(b_pa); for(; pa_no < totparts+totchild; pa_no++) { /* Add vertex colors */ - BL::Mesh::tessface_vertex_colors_iterator l; - b_mesh->tessface_vertex_colors.begin(l); + BL::Mesh::vertex_colors_iterator l; + b_mesh->vertex_colors.begin(l); float3 vcol = make_float3(0.0f, 0.0f, 0.0f); - if(b_mesh->tessface_vertex_colors.length()) + if(b_mesh->vertex_colors.length()) b_psys.mcol_on_emitter(psmd, *b_pa, pa_no, vcol_num, &vcol.x); CData->curve_vcol.push_back_slow(vcol); @@ -968,10 +968,10 @@ void BlenderSync::sync_curves(Mesh *mesh, /* create vertex color attributes */ if(!motion) { - BL::Mesh::tessface_vertex_colors_iterator l; + BL::Mesh::vertex_colors_iterator l; int vcol_num = 0; - for(b_mesh.tessface_vertex_colors.begin(l); l != b_mesh.tessface_vertex_colors.end(); ++l, vcol_num++) { + for(b_mesh.vertex_colors.begin(l); l != b_mesh.vertex_colors.end(); ++l, vcol_num++) { if(!mesh->need_attribute(scene, ustring(l->name().c_str()))) continue; @@ -1005,10 +1005,10 @@ void BlenderSync::sync_curves(Mesh *mesh, /* create UV attributes */ if(!motion) { - BL::Mesh::tessface_uv_textures_iterator l; + BL::Mesh::uv_layers_iterator l; int uv_num = 0; - for(b_mesh.tessface_uv_textures.begin(l); l != b_mesh.tessface_uv_textures.end(); ++l, uv_num++) { + for(b_mesh.uv_layers.begin(l); l != b_mesh.uv_layers.end(); ++l, uv_num++) { bool active_render = l->active_render(); AttributeStandard std = (active_render)? ATTR_STD_UV: ATTR_STD_NONE; ustring name = ustring(l->name().c_str()); 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 diff --git a/intern/cycles/blender/blender_util.h b/intern/cycles/blender/blender_util.h index 7f3bfb7698d..b43a186a9b3 100644 --- a/intern/cycles/blender/blender_util.h +++ b/intern/cycles/blender/blender_util.h @@ -83,7 +83,7 @@ static inline BL::Mesh object_to_mesh(BL::BlendData& data, } } if(subdivision_type == Mesh::SUBDIVISION_NONE) { - me.calc_tessface(true); + me.calc_loop_triangles(); } } return me; |