diff options
Diffstat (limited to 'source/blender/render/intern/source/convertblender.c')
-rw-r--r-- | source/blender/render/intern/source/convertblender.c | 129 |
1 files changed, 14 insertions, 115 deletions
diff --git a/source/blender/render/intern/source/convertblender.c b/source/blender/render/intern/source/convertblender.c index 322d2066a6c..2baa4d27448 100644 --- a/source/blender/render/intern/source/convertblender.c +++ b/source/blender/render/intern/source/convertblender.c @@ -674,94 +674,6 @@ static void calc_vertexnormals(Render *re, ObjectRen *obr, int do_tangent, int d MEM_freeN(vtangents); } -// NT same as calc_vertexnormals, but dont modify the existing vertex normals -// only recalculate other render data. If this is at some point used for other things than fluidsim, -// this could be made on option for the normal calc_vertexnormals -static void calc_fluidsimnormals(Render *re, ObjectRen *obr, int do_nmap_tangent) -{ - int a; - - /* dont clear vertex normals here */ - // OFF for(a=0; a<obr->totvert; a++) { VertRen *ver= RE_findOrAddVert(obr, a); ver->n[0]=ver->n[1]=ver->n[2]= 0.0; } - /* calculate cos of angles and point-masses, use as weight factor to add face normal to vertex */ - for(a=0; a<obr->totvlak; a++) { - VlakRen *vlr= RE_findOrAddVlak(obr, a); - if(vlr->flag & ME_SMOOTH) { - VertRen *v1= vlr->v1; - VertRen *v2= vlr->v2; - VertRen *v3= vlr->v3; - VertRen *v4= vlr->v4; - float n1[3], n2[3], n3[3], n4[3]; - float fac1, fac2, fac3, fac4=0.0f; - - if(re->flag & R_GLOB_NOPUNOFLIP) - vlr->flag |= R_NOPUNOFLIP; - - VecSubf(n1, v2->co, v1->co); - Normalize(n1); - VecSubf(n2, v3->co, v2->co); - Normalize(n2); - if(v4==NULL) { - VecSubf(n3, v1->co, v3->co); - Normalize(n3); - fac1= saacos(-n1[0]*n3[0]-n1[1]*n3[1]-n1[2]*n3[2]); - fac2= saacos(-n1[0]*n2[0]-n1[1]*n2[1]-n1[2]*n2[2]); - fac3= saacos(-n2[0]*n3[0]-n2[1]*n3[1]-n2[2]*n3[2]); - } - else { - VecSubf(n3, v4->co, v3->co); - Normalize(n3); - VecSubf(n4, v1->co, v4->co); - Normalize(n4); - - fac1= saacos(-n4[0]*n1[0]-n4[1]*n1[1]-n4[2]*n1[2]); - fac2= saacos(-n1[0]*n2[0]-n1[1]*n2[1]-n1[2]*n2[2]); - fac3= saacos(-n2[0]*n3[0]-n2[1]*n3[1]-n2[2]*n3[2]); - fac4= saacos(-n3[0]*n4[0]-n3[1]*n4[1]-n3[2]*n4[2]); - - if(!(vlr->flag & R_NOPUNOFLIP)) { - if( check_vnormal(vlr->n, v4->n) ) fac4= -fac4; - } - } - - //if(do_nmap_tangent) - // calc_tangent_vector(obr, vlr, fac1, fac2, fac3, fac4); - } - if(do_nmap_tangent) { - /* tangents still need to be calculated for flat faces too */ - /* weighting removed, they are not vertexnormals */ - //calc_tangent_vector(obr, vlr); - } - } - - /* do solid faces */ - for(a=0; a<obr->totvlak; a++) { - VlakRen *vlr= RE_findOrAddVlak(obr, a); - if((vlr->flag & ME_SMOOTH)==0) { - float *f1= vlr->v1->n; - if(f1[0]==0.0 && f1[1]==0.0 && f1[2]==0.0) VECCOPY(f1, vlr->n); - f1= vlr->v2->n; - if(f1[0]==0.0 && f1[1]==0.0 && f1[2]==0.0) VECCOPY(f1, vlr->n); - f1= vlr->v3->n; - if(f1[0]==0.0 && f1[1]==0.0 && f1[2]==0.0) VECCOPY(f1, vlr->n); - if(vlr->v4) { - f1= vlr->v4->n; - if(f1[0]==0.0 && f1[1]==0.0 && f1[2]==0.0) VECCOPY(f1, vlr->n); - } - } - } - - /* normalize vertex normals */ - for(a=0; a<obr->totvert; a++) { - VertRen *ver= RE_findOrAddVert(obr, a); - Normalize(ver->n); - if(do_nmap_tangent) { - float *tav= RE_vertren_get_tangent(obr, ver, 0); - if(tav) Normalize(tav); - } - } -} - /* ------------------------------------------------------------------------- */ /* Autosmoothing: */ /* ------------------------------------------------------------------------- */ @@ -3181,12 +3093,6 @@ static void init_render_mesh(Render *re, ObjectRen *obr, int timeoffset) } } - if((ob->fluidsimFlag & OB_FLUIDSIM_ENABLE) && - (ob->fluidsimSettings->type & OB_FLUIDSIM_DOMAIN)&& - (ob->fluidsimSettings->meshSurface) ) { - useFluidmeshNormals = 1; - } - mvert= dm->getVertArray(dm); totvert= dm->getNumVerts(dm); @@ -3209,17 +3115,6 @@ static void init_render_mesh(Render *re, ObjectRen *obr, int timeoffset) if(do_autosmooth==0) /* autosmooth on original unrotated data to prevent differences between frames */ MTC_Mat4MulVecfl(mat, ver->co); - if(useFluidmeshNormals) { - /* normals are inverted in render */ - xn = -mvert->no[0]/ 32767.0; - yn = -mvert->no[1]/ 32767.0; - zn = -mvert->no[2]/ 32767.0; - /* transfor to cam space */ - ver->n[0]= imat[0][0]*xn+imat[0][1]*yn+imat[0][2]*zn; - ver->n[1]= imat[1][0]*xn+imat[1][1]*yn+imat[1][2]*zn; - ver->n[2]= imat[2][0]*xn+imat[2][1]*yn+imat[2][2]*zn; - } // useFluidmeshNormals - if(orco) { ver->orco= orco; orco+=3; @@ -3399,12 +3294,7 @@ static void init_render_mesh(Render *re, ObjectRen *obr, int timeoffset) autosmooth(re, obr, mat, me->smoothresh); } - if(useFluidmeshNormals) { - // do not recalculate, only init render data - calc_fluidsimnormals(re, obr, need_tangent||need_nmap_tangent); - } else { - calc_vertexnormals(re, obr, need_tangent, need_nmap_tangent); - } + calc_vertexnormals(re, obr, need_tangent, need_nmap_tangent); if(need_stress) calc_edge_stress(re, obr, me); @@ -3566,6 +3456,9 @@ static GroupObject *add_render_lamp(Render *re, Object *ob) lar->r= lar->energy*la->r; lar->g= lar->energy*la->g; lar->b= lar->energy*la->b; + lar->shdwr= la->shdwr; + lar->shdwg= la->shdwg; + lar->shdwb= la->shdwb; lar->k= la->k; // area @@ -3635,7 +3528,8 @@ static GroupObject *add_render_lamp(Render *re, Object *ob) Normalize(vec); InitSunSky(lar->sunsky, la->atm_turbidity, vec, la->horizon_brightness, - la->spread, la->sun_brightness, la->sun_size, la->backscattered_light); + la->spread, la->sun_brightness, la->sun_size, la->backscattered_light, + la->skyblendfac, la->skyblendtype); InitAtmosphere(lar->sunsky, la->sun_intensity, 1.0, 1.0, la->atm_inscattering_factor, la->atm_extinction_factor, la->atm_distance_factor); @@ -3718,7 +3612,10 @@ static GroupObject *add_render_lamp(Render *re, Object *ob) for(c=0; c<MAX_MTEX; c++) { if(la->mtex[c] && la->mtex[c]->tex) { - lar->mode |= LA_TEXTURE; + if (la->mtex[c]->mapto & LAMAP_COL) + lar->mode |= LA_TEXTURE; + if (la->mtex[c]->mapto & LAMAP_SHAD) + lar->mode |= LA_SHAD_TEX; if(G.rendering) { if(re->osa) { @@ -5285,7 +5182,7 @@ static int load_fluidsimspeedvectors(Render *re, ObjectInstanceRen *obi, float * //fsvec[0] = fsvec[1] = fsvec[2] = fsvec[3] = 0.; fsvec[2] = 2.; // NT fixed test for(j=0;j<3;j++) fsvec[j] = vverts[a].co[j]; - /* (bad) HACK insert average velocity if none is there (see previous comment */ + /* (bad) HACK insert average velocity if none is there (see previous comment) */ if((fsvec[0] == 0.0) && (fsvec[1] == 0.0) && (fsvec[2] == 0.0)) { fsvec[0] = avgvel[0]; @@ -5429,6 +5326,7 @@ void RE_Database_FromScene_Vectors(Render *re, Scene *sce) oldobi= table->first; for(obi= re->instancetable.first; obi && oldobi; obi= obi->next) { int ok= 1; + FluidsimModifierData *fluidmd; if(!(obi->obr->flag & R_NEED_VECTORS)) continue; @@ -5452,7 +5350,8 @@ void RE_Database_FromScene_Vectors(Render *re, Scene *sce) } // NT check for fluidsim special treatment - if((obi->ob->fluidsimFlag & OB_FLUIDSIM_ENABLE) && (obi->ob->fluidsimSettings->type & OB_FLUIDSIM_DOMAIN)) { + fluidmd = (FluidsimModifierData *)modifiers_findByType(obi->ob, eModifierType_Fluidsim); + if(fluidmd && fluidmd->fss && (fluidmd->fss->type & OB_FLUIDSIM_DOMAIN)) { // use preloaded per vertex simulation data , only does calculation for step=1 // NOTE/FIXME - velocities and meshes loaded unnecessarily often during the database_fromscene_vectors calls... load_fluidsimspeedvectors(re, obi, oldobi->vectors, step); |