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Diffstat (limited to 'source/blender/render/intern/source/convertblender.c')
-rw-r--r--source/blender/render/intern/source/convertblender.c6014
1 files changed, 6014 insertions, 0 deletions
diff --git a/source/blender/render/intern/source/convertblender.c b/source/blender/render/intern/source/convertblender.c
new file mode 100644
index 00000000000..8675ffec313
--- /dev/null
+++ b/source/blender/render/intern/source/convertblender.c
@@ -0,0 +1,6014 @@
+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
+ * All rights reserved.
+ *
+ * Contributors: 2004/2005/2006 Blender Foundation, full recode
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/** \file blender/render/intern/source/convertblender.c
+ * \ingroup render
+ */
+
+#include <math.h>
+#include <stdlib.h>
+#include <stdio.h>
+#include <string.h>
+#include <limits.h>
+
+#include "MEM_guardedalloc.h"
+
+#include "BLI_math.h"
+#include "BLI_blenlib.h"
+#include "BLI_utildefines.h"
+#include "BLI_rand.h"
+#include "BLI_memarena.h"
+#ifdef WITH_FREESTYLE
+# include "BLI_edgehash.h"
+#endif
+
+#include "BLT_translation.h"
+
+#include "DNA_material_types.h"
+#include "DNA_curve_types.h"
+#include "DNA_group_types.h"
+#include "DNA_lamp_types.h"
+#include "DNA_image_types.h"
+#include "DNA_mesh_types.h"
+#include "DNA_meshdata_types.h"
+#include "DNA_modifier_types.h"
+#include "DNA_node_types.h"
+#include "DNA_object_types.h"
+#include "DNA_object_fluidsim_types.h"
+#include "DNA_particle_types.h"
+#include "DNA_scene_types.h"
+#include "DNA_texture_types.h"
+
+#include "BKE_anim.h"
+#include "BKE_curve.h"
+#include "BKE_customdata.h"
+#include "BKE_colortools.h"
+#include "BKE_displist.h"
+#include "BKE_depsgraph.h"
+#include "BKE_DerivedMesh.h"
+#include "BKE_global.h"
+#include "BKE_key.h"
+#include "BKE_image.h"
+#include "BKE_lattice.h"
+#include "BKE_material.h"
+#include "BKE_main.h"
+#include "BKE_mball.h"
+#include "BKE_mesh.h"
+#include "BKE_modifier.h"
+#include "BKE_node.h"
+#include "BKE_object.h"
+#include "BKE_particle.h"
+#include "BKE_scene.h"
+
+#include "PIL_time.h"
+
+#include "envmap.h"
+#include "occlusion.h"
+#include "pointdensity.h"
+#include "voxeldata.h"
+#include "render_types.h"
+#include "rendercore.h"
+#include "renderdatabase.h"
+#include "renderpipeline.h"
+#include "shadbuf.h"
+#include "shading.h"
+#include "strand.h"
+#include "texture.h"
+#include "volume_precache.h"
+#include "sss.h"
+#include "zbuf.h"
+#include "sunsky.h"
+
+/* 10 times larger than normal epsilon, test it on default nurbs sphere with ray_transp (for quad detection) */
+/* or for checking vertex normal flips */
+#define FLT_EPSILON10 1.19209290e-06F
+
+/* could enable at some point but for now there are far too many conversions */
+#ifdef __GNUC__
+# pragma GCC diagnostic ignored "-Wdouble-promotion"
+#endif
+
+/* ------------------------------------------------------------------------- */
+/* tool functions/defines for ad hoc simplification and possible future
+ * cleanup */
+/* ------------------------------------------------------------------------- */
+
+#define UVTOINDEX(u, v) (startvlak + (u) * sizev + (v))
+/*
+ *
+ * NOTE THAT U/V COORDINATES ARE SOMETIMES SWAPPED !!
+ *
+ * ^ ()----p4----p3----()
+ * | | | | |
+ * u | | F1 | F2 |
+ * | | | |
+ * ()----p1----p2----()
+ * v ->
+ */
+
+/* ------------------------------------------------------------------------- */
+
+#define CD_MASK_RENDER_INTERNAL \
+ (CD_MASK_BAREMESH | CD_MASK_MFACE | CD_MASK_MTFACE | CD_MASK_MCOL)
+
+static void split_v_renderfaces(ObjectRen *obr, int startvlak, int UNUSED(startvert), int UNUSED(usize), int vsize, int uIndex, int UNUSED(cyclu), int cyclv)
+{
+ int vLen = vsize-1+(!!cyclv);
+ int v;
+
+ for (v=0; v<vLen; v++) {
+ VlakRen *vlr = RE_findOrAddVlak(obr, startvlak + vLen*uIndex + v);
+ VlakRen *vlr_other;
+ VertRen *vert = RE_vertren_copy(obr, vlr->v2);
+
+ if (cyclv) {
+ vlr->v2 = vert;
+
+ if (v == vLen - 1) {
+ vlr_other = RE_findOrAddVlak(obr, startvlak + vLen*uIndex + 0);
+ vlr_other->v1 = vert;
+ }
+ else {
+ vlr_other = RE_findOrAddVlak(obr, startvlak + vLen*uIndex + v+1);
+ vlr_other->v1 = vert;
+ }
+ }
+ else {
+ vlr->v2 = vert;
+
+ if (v < vLen - 1) {
+ vlr_other = RE_findOrAddVlak(obr, startvlak + vLen*uIndex + v+1);
+ vlr_other->v1 = vert;
+ }
+
+ if (v == 0) {
+ vlr->v1 = RE_vertren_copy(obr, vlr->v1);
+ }
+ }
+ }
+}
+
+/* ------------------------------------------------------------------------- */
+/* Stress, tangents and normals */
+/* ------------------------------------------------------------------------- */
+
+static void calc_edge_stress_add(float *accum, VertRen *v1, VertRen *v2)
+{
+ float len= len_v3v3(v1->co, v2->co)/len_v3v3(v1->orco, v2->orco);
+ float *acc;
+
+ acc= accum + 2*v1->index;
+ acc[0]+= len;
+ acc[1]+= 1.0f;
+
+ acc= accum + 2*v2->index;
+ acc[0]+= len;
+ acc[1]+= 1.0f;
+}
+
+static void calc_edge_stress(Render *UNUSED(re), ObjectRen *obr, Mesh *me)
+{
+ float loc[3], size[3], *accum, *acc, *accumoffs, *stress;
+ int a;
+
+ if (obr->totvert==0) return;
+
+ BKE_mesh_texspace_get(me, loc, NULL, size);
+
+ accum= MEM_callocN(2*sizeof(float)*obr->totvert, "temp accum for stress");
+
+ /* de-normalize orco */
+ for (a=0; a<obr->totvert; a++) {
+ VertRen *ver= RE_findOrAddVert(obr, a);
+ if (ver->orco) {
+ ver->orco[0]= ver->orco[0]*size[0] +loc[0];
+ ver->orco[1]= ver->orco[1]*size[1] +loc[1];
+ ver->orco[2]= ver->orco[2]*size[2] +loc[2];
+ }
+ }
+
+ /* add stress values */
+ accumoffs= accum; /* so we can use vertex index */
+ for (a=0; a<obr->totvlak; a++) {
+ VlakRen *vlr= RE_findOrAddVlak(obr, a);
+
+ if (vlr->v1->orco && vlr->v4) {
+ calc_edge_stress_add(accumoffs, vlr->v1, vlr->v2);
+ calc_edge_stress_add(accumoffs, vlr->v2, vlr->v3);
+ calc_edge_stress_add(accumoffs, vlr->v3, vlr->v1);
+ if (vlr->v4) {
+ calc_edge_stress_add(accumoffs, vlr->v3, vlr->v4);
+ calc_edge_stress_add(accumoffs, vlr->v4, vlr->v1);
+ calc_edge_stress_add(accumoffs, vlr->v2, vlr->v4);
+ }
+ }
+ }
+
+ for (a=0; a<obr->totvert; a++) {
+ VertRen *ver= RE_findOrAddVert(obr, a);
+ if (ver->orco) {
+ /* find stress value */
+ acc= accumoffs + 2*ver->index;
+ if (acc[1]!=0.0f)
+ acc[0]/= acc[1];
+ stress= RE_vertren_get_stress(obr, ver, 1);
+ *stress= *acc;
+
+ /* restore orcos */
+ ver->orco[0] = (ver->orco[0]-loc[0])/size[0];
+ ver->orco[1] = (ver->orco[1]-loc[1])/size[1];
+ ver->orco[2] = (ver->orco[2]-loc[2])/size[2];
+ }
+ }
+
+ MEM_freeN(accum);
+}
+
+/* gets tangent from tface or orco */
+static void calc_tangent_vector(ObjectRen *obr, VlakRen *vlr, int do_tangent)
+{
+ MTFace *tface= RE_vlakren_get_tface(obr, vlr, obr->actmtface, NULL, 0);
+ VertRen *v1=vlr->v1, *v2=vlr->v2, *v3=vlr->v3, *v4=vlr->v4;
+ float tang[3], *tav;
+ float *uv1, *uv2, *uv3, *uv4;
+ float uv[4][2];
+
+ if (tface) {
+ uv1= tface->uv[0];
+ uv2= tface->uv[1];
+ uv3= tface->uv[2];
+ uv4= tface->uv[3];
+ }
+ else if (v1->orco) {
+ uv1= uv[0]; uv2= uv[1]; uv3= uv[2]; uv4= uv[3];
+ map_to_sphere(&uv[0][0], &uv[0][1], v1->orco[0], v1->orco[1], v1->orco[2]);
+ map_to_sphere(&uv[1][0], &uv[1][1], v2->orco[0], v2->orco[1], v2->orco[2]);
+ map_to_sphere(&uv[2][0], &uv[2][1], v3->orco[0], v3->orco[1], v3->orco[2]);
+ if (v4)
+ map_to_sphere(&uv[3][0], &uv[3][1], v4->orco[0], v4->orco[1], v4->orco[2]);
+ }
+ else return;
+
+ tangent_from_uv_v3(uv1, uv2, uv3, v1->co, v2->co, v3->co, vlr->n, tang);
+
+ if (do_tangent) {
+ tav= RE_vertren_get_tangent(obr, v1, 1);
+ add_v3_v3(tav, tang);
+ tav= RE_vertren_get_tangent(obr, v2, 1);
+ add_v3_v3(tav, tang);
+ tav= RE_vertren_get_tangent(obr, v3, 1);
+ add_v3_v3(tav, tang);
+ }
+
+ if (v4) {
+ tangent_from_uv_v3(uv1, uv3, uv4, v1->co, v3->co, v4->co, vlr->n, tang);
+
+ if (do_tangent) {
+ tav= RE_vertren_get_tangent(obr, v1, 1);
+ add_v3_v3(tav, tang);
+ tav= RE_vertren_get_tangent(obr, v3, 1);
+ add_v3_v3(tav, tang);
+ tav= RE_vertren_get_tangent(obr, v4, 1);
+ add_v3_v3(tav, tang);
+ }
+ }
+}
+
+
+
+/****************************************************************
+ ************ tangent space generation interface ****************
+ ****************************************************************/
+
+typedef struct {
+ ObjectRen *obr;
+ int mtface_index;
+} SRenderMeshToTangent;
+
+/* interface */
+#include "mikktspace.h"
+
+static int GetNumFaces(const SMikkTSpaceContext *pContext)
+{
+ SRenderMeshToTangent *pMesh = (SRenderMeshToTangent *) pContext->m_pUserData;
+ return pMesh->obr->totvlak;
+}
+
+static int GetNumVertsOfFace(const SMikkTSpaceContext *pContext, const int face_num)
+{
+ SRenderMeshToTangent *pMesh = (SRenderMeshToTangent *) pContext->m_pUserData;
+ VlakRen *vlr= RE_findOrAddVlak(pMesh->obr, face_num);
+ return vlr->v4!=NULL ? 4 : 3;
+}
+
+static void GetPosition(const SMikkTSpaceContext *pContext, float r_co[3], const int face_num, const int vert_index)
+{
+ //assert(vert_index>=0 && vert_index<4);
+ SRenderMeshToTangent *pMesh = (SRenderMeshToTangent *) pContext->m_pUserData;
+ VlakRen *vlr= RE_findOrAddVlak(pMesh->obr, face_num);
+ const float *co = (&vlr->v1)[vert_index]->co;
+ copy_v3_v3(r_co, co);
+}
+
+static void GetTextureCoordinate(const SMikkTSpaceContext *pContext, float r_uv[2], const int face_num, const int vert_index)
+{
+ //assert(vert_index>=0 && vert_index<4);
+ SRenderMeshToTangent *pMesh = (SRenderMeshToTangent *) pContext->m_pUserData;
+ VlakRen *vlr= RE_findOrAddVlak(pMesh->obr, face_num);
+ MTFace *tface= RE_vlakren_get_tface(pMesh->obr, vlr, pMesh->mtface_index, NULL, 0);
+ const float *coord;
+
+ if (tface != NULL) {
+ coord= tface->uv[vert_index];
+ copy_v2_v2(r_uv, coord);
+ }
+ else if ((coord = (&vlr->v1)[vert_index]->orco)) {
+ map_to_sphere(&r_uv[0], &r_uv[1], coord[0], coord[1], coord[2]);
+ }
+ else { /* else we get un-initialized value, 0.0 ok default? */
+ zero_v2(r_uv);
+ }
+}
+
+static void GetNormal(const SMikkTSpaceContext *pContext, float r_no[3], const int face_num, const int vert_index)
+{
+ //assert(vert_index>=0 && vert_index<4);
+ SRenderMeshToTangent *pMesh = (SRenderMeshToTangent *) pContext->m_pUserData;
+ VlakRen *vlr= RE_findOrAddVlak(pMesh->obr, face_num);
+
+ if (vlr->flag & ME_SMOOTH) {
+ const float *n = (&vlr->v1)[vert_index]->n;
+ copy_v3_v3(r_no, n);
+ }
+ else {
+ negate_v3_v3(r_no, vlr->n);
+ }
+}
+static void SetTSpace(const SMikkTSpaceContext *pContext, const float fvTangent[3], const float fSign, const int face_num, const int iVert)
+{
+ //assert(vert_index>=0 && vert_index<4);
+ SRenderMeshToTangent *pMesh = (SRenderMeshToTangent *) pContext->m_pUserData;
+ VlakRen *vlr = RE_findOrAddVlak(pMesh->obr, face_num);
+ float *ftang = RE_vlakren_get_nmap_tangent(pMesh->obr, vlr, pMesh->mtface_index, true);
+ if (ftang!=NULL) {
+ copy_v3_v3(&ftang[iVert*4+0], fvTangent);
+ ftang[iVert*4+3]=fSign;
+ }
+}
+
+static void calc_vertexnormals(Render *UNUSED(re), ObjectRen *obr, bool do_vertex_normal, bool do_tangent, bool do_nmap_tangent)
+{
+ int a;
+
+ /* clear all vertex normals */
+ if (do_vertex_normal) {
+ for (a=0; a<obr->totvert; a++) {
+ VertRen *ver= RE_findOrAddVert(obr, a);
+ ver->n[0]=ver->n[1]=ver->n[2]= 0.0f;
+ }
+ }
+
+ /* 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 (do_vertex_normal && vlr->flag & ME_SMOOTH) {
+ float *n4= (vlr->v4)? vlr->v4->n: NULL;
+ const float *c4= (vlr->v4)? vlr->v4->co: NULL;
+
+ accumulate_vertex_normals_v3(vlr->v1->n, vlr->v2->n, vlr->v3->n, n4,
+ vlr->n, vlr->v1->co, vlr->v2->co, vlr->v3->co, c4);
+ }
+ if (do_tangent) {
+ /* tangents still need to be calculated for flat faces too */
+ /* weighting removed, they are not vertexnormals */
+ calc_tangent_vector(obr, vlr, do_tangent);
+ }
+ }
+
+ /* do solid faces */
+ for (a=0; a<obr->totvlak; a++) {
+ VlakRen *vlr= RE_findOrAddVlak(obr, a);
+
+ if (do_vertex_normal && (vlr->flag & ME_SMOOTH)==0) {
+ if (is_zero_v3(vlr->v1->n)) copy_v3_v3(vlr->v1->n, vlr->n);
+ if (is_zero_v3(vlr->v2->n)) copy_v3_v3(vlr->v2->n, vlr->n);
+ if (is_zero_v3(vlr->v3->n)) copy_v3_v3(vlr->v3->n, vlr->n);
+ if (vlr->v4 && is_zero_v3(vlr->v4->n)) copy_v3_v3(vlr->v4->n, vlr->n);
+ }
+ }
+
+ /* normalize vertex normals */
+ for (a=0; a<obr->totvert; a++) {
+ VertRen *ver= RE_findOrAddVert(obr, a);
+ normalize_v3(ver->n);
+ if (do_tangent) {
+ float *tav= RE_vertren_get_tangent(obr, ver, 0);
+ if (tav) {
+ /* orthonorm. */
+ const float tdn = dot_v3v3(tav, ver->n);
+ tav[0] -= ver->n[0]*tdn;
+ tav[1] -= ver->n[1]*tdn;
+ tav[2] -= ver->n[2]*tdn;
+ normalize_v3(tav);
+ }
+ }
+ }
+
+ /* normal mapping tangent with mikktspace */
+ if (do_nmap_tangent != false) {
+ SRenderMeshToTangent mesh2tangent;
+ SMikkTSpaceContext sContext;
+ SMikkTSpaceInterface sInterface;
+ memset(&mesh2tangent, 0, sizeof(SRenderMeshToTangent));
+ memset(&sContext, 0, sizeof(SMikkTSpaceContext));
+ memset(&sInterface, 0, sizeof(SMikkTSpaceInterface));
+
+ mesh2tangent.obr = obr;
+
+ sContext.m_pUserData = &mesh2tangent;
+ sContext.m_pInterface = &sInterface;
+ sInterface.m_getNumFaces = GetNumFaces;
+ sInterface.m_getNumVerticesOfFace = GetNumVertsOfFace;
+ sInterface.m_getPosition = GetPosition;
+ sInterface.m_getTexCoord = GetTextureCoordinate;
+ sInterface.m_getNormal = GetNormal;
+ sInterface.m_setTSpaceBasic = SetTSpace;
+
+ for (a = 0; a < MAX_MTFACE; a++) {
+ if (obr->tangent_mask & 1 << a) {
+ mesh2tangent.mtface_index = a;
+ genTangSpaceDefault(&sContext);
+ }
+ }
+ }
+}
+
+/* ------------------------------------------------------------------------- */
+/* Autosmoothing: */
+/* ------------------------------------------------------------------------- */
+
+typedef struct ASvert {
+ int totface;
+ ListBase faces;
+} ASvert;
+
+typedef struct ASface {
+ struct ASface *next, *prev;
+ VlakRen *vlr[4];
+ VertRen *nver[4];
+} ASface;
+
+static int as_addvert(ASvert *asv, VertRen *v1, VlakRen *vlr)
+{
+ ASface *asf;
+ int a = -1;
+
+ if (v1 == NULL)
+ return a;
+
+ asf = asv->faces.last;
+ if (asf) {
+ for (a = 0; a < 4 && asf->vlr[a]; a++) {
+ }
+ }
+ else {
+ a = 4;
+ }
+
+ /* new face struct */
+ if (a == 4) {
+ a = 0;
+ asf = MEM_callocN(sizeof(ASface), "asface");
+ BLI_addtail(&asv->faces, asf);
+ }
+
+ asf->vlr[a] = vlr;
+ asv->totface++;
+
+ return a;
+}
+
+static VertRen *as_findvertex_lnor(VlakRen *vlr, VertRen *ver, ASvert *asv, const float lnor[3])
+{
+ /* return when new vertex already was made, or existing one is OK */
+ ASface *asf;
+ int a;
+
+ /* First face, we can use existing vert and assign it current lnor! */
+ if (asv->totface == 1) {
+ copy_v3_v3(ver->n, lnor);
+ return ver;
+ }
+
+ /* In case existing ver has same normal as current lnor, we can simply use it! */
+ if (equals_v3v3(lnor, ver->n)) {
+ return ver;
+ }
+
+ asf = asv->faces.first;
+ while (asf) {
+ for (a = 0; a < 4; a++) {
+ if (asf->vlr[a] && asf->vlr[a] != vlr) {
+ /* this face already made a copy for this vertex! */
+ if (asf->nver[a]) {
+ if (equals_v3v3(lnor, asf->nver[a]->n)) {
+ return asf->nver[a];
+ }
+ }
+ }
+ }
+ asf = asf->next;
+ }
+
+ return NULL;
+}
+
+static void as_addvert_lnor(ObjectRen *obr, ASvert *asv, VertRen *ver, VlakRen *vlr, const short _lnor[3])
+{
+ VertRen *v1;
+ ASface *asf;
+ int asf_idx;
+ float lnor[3];
+
+ normal_short_to_float_v3(lnor, _lnor);
+
+ asf_idx = as_addvert(asv, ver, vlr);
+ if (asf_idx < 0) {
+ return;
+ }
+ asf = asv->faces.last;
+
+ /* already made a new vertex within threshold? */
+ v1 = as_findvertex_lnor(vlr, ver, asv, lnor);
+ if (v1 == NULL) {
+ /* make a new vertex */
+ v1 = RE_vertren_copy(obr, ver);
+ copy_v3_v3(v1->n, lnor);
+ }
+ if (v1 != ver) {
+ asf->nver[asf_idx] = v1;
+ if (vlr->v1 == ver) vlr->v1 = v1;
+ if (vlr->v2 == ver) vlr->v2 = v1;
+ if (vlr->v3 == ver) vlr->v3 = v1;
+ if (vlr->v4 == ver) vlr->v4 = v1;
+ }
+}
+
+/* note; autosmooth happens in object space still, after applying autosmooth we rotate */
+/* note2; actually, when original mesh and displist are equal sized, face normals are from original mesh */
+static void autosmooth(Render *UNUSED(re), ObjectRen *obr, float mat[4][4], short (*lnors)[4][3])
+{
+ ASvert *asverts;
+ VertRen *ver;
+ VlakRen *vlr;
+ int a, totvert;
+
+ float rot[3][3];
+
+ /* Note: For normals, we only want rotation, not scaling component.
+ * Negative scales (aka mirroring) give wrong results, see T44102. */
+ if (lnors) {
+ float mat3[3][3], size[3];
+
+ copy_m3_m4(mat3, mat);
+ mat3_to_rot_size(rot, size, mat3);
+ }
+
+ if (obr->totvert == 0)
+ return;
+
+ totvert = obr->totvert;
+ asverts = MEM_callocN(sizeof(ASvert) * totvert, "all smooth verts");
+
+ if (lnors) {
+ /* We construct listbase of all vertices and pointers to faces, and add new verts when needed
+ * (i.e. when existing ones do not share the same (loop)normal).
+ */
+ for (a = 0; a < obr->totvlak; a++, lnors++) {
+ vlr = RE_findOrAddVlak(obr, a);
+ /* skip wire faces */
+ if (vlr->v2 != vlr->v3) {
+ as_addvert_lnor(obr, asverts+vlr->v1->index, vlr->v1, vlr, (const short*)lnors[0][0]);
+ as_addvert_lnor(obr, asverts+vlr->v2->index, vlr->v2, vlr, (const short*)lnors[0][1]);
+ as_addvert_lnor(obr, asverts+vlr->v3->index, vlr->v3, vlr, (const short*)lnors[0][2]);
+ if (vlr->v4)
+ as_addvert_lnor(obr, asverts+vlr->v4->index, vlr->v4, vlr, (const short*)lnors[0][3]);
+ }
+ }
+ }
+
+ /* free */
+ for (a = 0; a < totvert; a++) {
+ BLI_freelistN(&asverts[a].faces);
+ }
+ MEM_freeN(asverts);
+
+ /* rotate vertices and calculate normal of faces */
+ for (a = 0; a < obr->totvert; a++) {
+ ver = RE_findOrAddVert(obr, a);
+ mul_m4_v3(mat, ver->co);
+ if (lnors) {
+ mul_m3_v3(rot, ver->n);
+ negate_v3(ver->n);
+ }
+ }
+ for (a = 0; a < obr->totvlak; a++) {
+ vlr = RE_findOrAddVlak(obr, a);
+
+ /* skip wire faces */
+ if (vlr->v2 != vlr->v3) {
+ if (vlr->v4)
+ normal_quad_v3(vlr->n, vlr->v4->co, vlr->v3->co, vlr->v2->co, vlr->v1->co);
+ else
+ normal_tri_v3(vlr->n, vlr->v3->co, vlr->v2->co, vlr->v1->co);
+ }
+ }
+}
+
+/* ------------------------------------------------------------------------- */
+/* Orco hash and Materials */
+/* ------------------------------------------------------------------------- */
+
+static float *get_object_orco(Render *re, void *ob)
+{
+ if (!re->orco_hash) {
+ return NULL;
+ }
+
+ return BLI_ghash_lookup(re->orco_hash, ob);
+}
+
+static void set_object_orco(Render *re, void *ob, float *orco)
+{
+ if (!re->orco_hash)
+ re->orco_hash = BLI_ghash_ptr_new("set_object_orco gh");
+
+ BLI_ghash_insert(re->orco_hash, ob, orco);
+}
+
+static void free_mesh_orco_hash(Render *re)
+{
+ if (re->orco_hash) {
+ BLI_ghash_free(re->orco_hash, NULL, MEM_freeN);
+ re->orco_hash = NULL;
+ }
+}
+
+static void check_material_mapto(Material *ma)
+{
+ int a;
+ ma->mapto_textured = 0;
+
+ /* cache which inputs are actually textured.
+ * this can avoid a bit of time spent iterating through all the texture slots, map inputs and map tos
+ * every time a property which may or may not be textured is accessed */
+
+ for (a=0; a<MAX_MTEX; a++) {
+ if (ma->mtex[a] && ma->mtex[a]->tex) {
+ /* currently used only in volume render, so we'll check for those flags */
+ if (ma->mtex[a]->mapto & MAP_DENSITY) ma->mapto_textured |= MAP_DENSITY;
+ if (ma->mtex[a]->mapto & MAP_EMISSION) ma->mapto_textured |= MAP_EMISSION;
+ if (ma->mtex[a]->mapto & MAP_EMISSION_COL) ma->mapto_textured |= MAP_EMISSION_COL;
+ if (ma->mtex[a]->mapto & MAP_SCATTERING) ma->mapto_textured |= MAP_SCATTERING;
+ if (ma->mtex[a]->mapto & MAP_TRANSMISSION_COL) ma->mapto_textured |= MAP_TRANSMISSION_COL;
+ if (ma->mtex[a]->mapto & MAP_REFLECTION) ma->mapto_textured |= MAP_REFLECTION;
+ if (ma->mtex[a]->mapto & MAP_REFLECTION_COL) ma->mapto_textured |= MAP_REFLECTION_COL;
+ }
+ }
+}
+static void flag_render_node_material(Render *re, bNodeTree *ntree)
+{
+ bNode *node;
+
+ for (node = ntree->nodes.first; node; node = node->next) {
+ if (node->id) {
+ if (GS(node->id->name)==ID_MA) {
+ Material *ma= (Material *)node->id;
+
+ if ((ma->mode & MA_TRANSP) && (ma->mode & MA_ZTRANSP))
+ re->flag |= R_ZTRA;
+
+ ma->flag |= MA_IS_USED;
+ }
+ else if (node->type==NODE_GROUP)
+ flag_render_node_material(re, (bNodeTree *)node->id);
+ }
+ }
+}
+
+static Material *give_render_material(Render *re, Object *ob, short nr)
+{
+ extern Material defmaterial; /* material.c */
+ Material *ma;
+
+ ma= give_current_material(ob, nr);
+ if (ma==NULL)
+ ma= &defmaterial;
+
+ if (re->r.mode & R_SPEED) ma->texco |= NEED_UV;
+
+ if (ma->material_type == MA_TYPE_VOLUME) {
+ ma->mode |= MA_TRANSP;
+ ma->mode &= ~MA_SHADBUF;
+ }
+ if ((ma->mode & MA_TRANSP) && (ma->mode & MA_ZTRANSP))
+ re->flag |= R_ZTRA;
+
+ /* for light groups and SSS */
+ ma->flag |= MA_IS_USED;
+
+ if (ma->nodetree && ma->use_nodes)
+ flag_render_node_material(re, ma->nodetree);
+
+ check_material_mapto(ma);
+
+ return ma;
+}
+
+/* ------------------------------------------------------------------------- */
+/* Particles */
+/* ------------------------------------------------------------------------- */
+typedef struct ParticleStrandData {
+ struct MCol *mcol;
+ float *orco, *uvco, *surfnor;
+ float time, adapt_angle, adapt_pix, size;
+ int totuv, totcol;
+ int first, line, adapt, override_uv;
+}
+ParticleStrandData;
+/* future thread problem... */
+static void static_particle_strand(Render *re, ObjectRen *obr, Material *ma, ParticleStrandData *sd, const float vec[3], const float vec1[3])
+{
+ static VertRen *v1= NULL, *v2= NULL;
+ VlakRen *vlr= NULL;
+ float nor[3], cross[3], crosslen, w, dx, dy, width;
+ static float anor[3], avec[3];
+ int flag, i;
+ static int second=0;
+
+ sub_v3_v3v3(nor, vec, vec1);
+ normalize_v3(nor); /* nor needed as tangent */
+ cross_v3_v3v3(cross, vec, nor);
+
+ /* turn cross in pixelsize */
+ w= vec[2]*re->winmat[2][3] + re->winmat[3][3];
+ dx= re->winx*cross[0]*re->winmat[0][0];
+ dy= re->winy*cross[1]*re->winmat[1][1];
+ w = sqrtf(dx * dx + dy * dy) / w;
+
+ if (w!=0.0f) {
+ float fac;
+ if (ma->strand_ease!=0.0f) {
+ if (ma->strand_ease<0.0f)
+ fac= pow(sd->time, 1.0f+ma->strand_ease);
+ else
+ fac= pow(sd->time, 1.0f/(1.0f-ma->strand_ease));
+ }
+ else fac= sd->time;
+
+ width= ((1.0f-fac)*ma->strand_sta + (fac)*ma->strand_end);
+
+ /* use actual Blender units for strand width and fall back to minimum width */
+ if (ma->mode & MA_STR_B_UNITS) {
+ crosslen= len_v3(cross);
+ w= 2.0f*crosslen*ma->strand_min/w;
+
+ if (width < w)
+ width= w;
+
+ /*cross is the radius of the strand so we want it to be half of full width */
+ mul_v3_fl(cross, 0.5f/crosslen);
+ }
+ else
+ width/=w;
+
+ mul_v3_fl(cross, width);
+ }
+
+ if (ma->mode & MA_TANGENT_STR)
+ flag= R_SMOOTH|R_TANGENT;
+ else
+ flag= R_SMOOTH;
+
+ /* only 1 pixel wide strands filled in as quads now, otherwise zbuf errors */
+ if (ma->strand_sta==1.0f)
+ flag |= R_STRAND;
+
+ /* single face line */
+ if (sd->line) {
+ vlr= RE_findOrAddVlak(obr, obr->totvlak++);
+ vlr->flag= flag;
+ vlr->v1= RE_findOrAddVert(obr, obr->totvert++);
+ vlr->v2= RE_findOrAddVert(obr, obr->totvert++);
+ vlr->v3= RE_findOrAddVert(obr, obr->totvert++);
+ vlr->v4= RE_findOrAddVert(obr, obr->totvert++);
+
+ copy_v3_v3(vlr->v1->co, vec);
+ add_v3_v3(vlr->v1->co, cross);
+ copy_v3_v3(vlr->v1->n, nor);
+ vlr->v1->orco= sd->orco;
+ vlr->v1->accum = -1.0f; /* accum abuse for strand texco */
+
+ copy_v3_v3(vlr->v2->co, vec);
+ sub_v3_v3v3(vlr->v2->co, vlr->v2->co, cross);
+ copy_v3_v3(vlr->v2->n, nor);
+ vlr->v2->orco= sd->orco;
+ vlr->v2->accum= vlr->v1->accum;
+
+ copy_v3_v3(vlr->v4->co, vec1);
+ add_v3_v3(vlr->v4->co, cross);
+ copy_v3_v3(vlr->v4->n, nor);
+ vlr->v4->orco= sd->orco;
+ vlr->v4->accum = 1.0f; /* accum abuse for strand texco */
+
+ copy_v3_v3(vlr->v3->co, vec1);
+ sub_v3_v3v3(vlr->v3->co, vlr->v3->co, cross);
+ copy_v3_v3(vlr->v3->n, nor);
+ vlr->v3->orco= sd->orco;
+ vlr->v3->accum= vlr->v4->accum;
+
+ normal_quad_v3(vlr->n, vlr->v4->co, vlr->v3->co, vlr->v2->co, vlr->v1->co);
+
+ vlr->mat= ma;
+ vlr->ec= ME_V2V3;
+
+ if (sd->surfnor) {
+ float *snor= RE_vlakren_get_surfnor(obr, vlr, 1);
+ copy_v3_v3(snor, sd->surfnor);
+ }
+
+ if (sd->uvco) {
+ for (i=0; i<sd->totuv; i++) {
+ MTFace *mtf;
+ mtf=RE_vlakren_get_tface(obr, vlr, i, NULL, 1);
+ mtf->uv[0][0]=mtf->uv[1][0]=
+ mtf->uv[2][0]=mtf->uv[3][0]=(sd->uvco+2*i)[0];
+ mtf->uv[0][1]=mtf->uv[1][1]=
+ mtf->uv[2][1]=mtf->uv[3][1]=(sd->uvco+2*i)[1];
+ }
+ if (sd->override_uv>=0) {
+ MTFace *mtf;
+ mtf=RE_vlakren_get_tface(obr, vlr, sd->override_uv, NULL, 0);
+
+ mtf->uv[0][0]=mtf->uv[3][0]=0.0f;
+ mtf->uv[1][0]=mtf->uv[2][0]=1.0f;
+
+ mtf->uv[0][1]=mtf->uv[1][1]=0.0f;
+ mtf->uv[2][1]=mtf->uv[3][1]=1.0f;
+ }
+ }
+ if (sd->mcol) {
+ for (i=0; i<sd->totcol; i++) {
+ MCol *mc;
+ mc=RE_vlakren_get_mcol(obr, vlr, i, NULL, 1);
+ mc[0]=mc[1]=mc[2]=mc[3]=sd->mcol[i];
+ mc[0]=mc[1]=mc[2]=mc[3]=sd->mcol[i];
+ }
+ }
+ }
+ /* first two vertices of a strand */
+ else if (sd->first) {
+ if (sd->adapt) {
+ copy_v3_v3(anor, nor);
+ copy_v3_v3(avec, vec);
+ second=1;
+ }
+
+ v1= RE_findOrAddVert(obr, obr->totvert++);
+ v2= RE_findOrAddVert(obr, obr->totvert++);
+
+ copy_v3_v3(v1->co, vec);
+ add_v3_v3(v1->co, cross);
+ copy_v3_v3(v1->n, nor);
+ v1->orco= sd->orco;
+ v1->accum = -1.0f; /* accum abuse for strand texco */
+
+ copy_v3_v3(v2->co, vec);
+ sub_v3_v3v3(v2->co, v2->co, cross);
+ copy_v3_v3(v2->n, nor);
+ v2->orco= sd->orco;
+ v2->accum= v1->accum;
+ }
+ /* more vertices & faces to strand */
+ else {
+ if (sd->adapt==0 || second) {
+ vlr= RE_findOrAddVlak(obr, obr->totvlak++);
+ vlr->flag= flag;
+ vlr->v1= v1;
+ vlr->v2= v2;
+ vlr->v3= RE_findOrAddVert(obr, obr->totvert++);
+ vlr->v4= RE_findOrAddVert(obr, obr->totvert++);
+
+ v1= vlr->v4; /* cycle */
+ v2= vlr->v3; /* cycle */
+
+
+ if (sd->adapt) {
+ second=0;
+ copy_v3_v3(anor, nor);
+ copy_v3_v3(avec, vec);
+ }
+
+ }
+ else if (sd->adapt) {
+ float dvec[3], pvec[3];
+ sub_v3_v3v3(dvec, avec, vec);
+ project_v3_v3v3(pvec, dvec, vec);
+ sub_v3_v3v3(dvec, dvec, pvec);
+
+ w= vec[2]*re->winmat[2][3] + re->winmat[3][3];
+ dx= re->winx*dvec[0]*re->winmat[0][0]/w;
+ dy= re->winy*dvec[1]*re->winmat[1][1]/w;
+ w = sqrtf(dx * dx + dy * dy);
+ if (dot_v3v3(anor, nor)<sd->adapt_angle && w>sd->adapt_pix) {
+ vlr= RE_findOrAddVlak(obr, obr->totvlak++);
+ vlr->flag= flag;
+ vlr->v1= v1;
+ vlr->v2= v2;
+ vlr->v3= RE_findOrAddVert(obr, obr->totvert++);
+ vlr->v4= RE_findOrAddVert(obr, obr->totvert++);
+
+ v1= vlr->v4; /* cycle */
+ v2= vlr->v3; /* cycle */
+
+ copy_v3_v3(anor, nor);
+ copy_v3_v3(avec, vec);
+ }
+ else {
+ vlr= RE_findOrAddVlak(obr, obr->totvlak-1);
+ }
+ }
+
+ copy_v3_v3(vlr->v4->co, vec);
+ add_v3_v3(vlr->v4->co, cross);
+ copy_v3_v3(vlr->v4->n, nor);
+ vlr->v4->orco= sd->orco;
+ vlr->v4->accum= -1.0f + 2.0f * sd->time; /* accum abuse for strand texco */
+
+ copy_v3_v3(vlr->v3->co, vec);
+ sub_v3_v3v3(vlr->v3->co, vlr->v3->co, cross);
+ copy_v3_v3(vlr->v3->n, nor);
+ vlr->v3->orco= sd->orco;
+ vlr->v3->accum= vlr->v4->accum;
+
+ normal_quad_v3(vlr->n, vlr->v4->co, vlr->v3->co, vlr->v2->co, vlr->v1->co);
+
+ vlr->mat= ma;
+ vlr->ec= ME_V2V3;
+
+ if (sd->surfnor) {
+ float *snor= RE_vlakren_get_surfnor(obr, vlr, 1);
+ copy_v3_v3(snor, sd->surfnor);
+ }
+
+ if (sd->uvco) {
+ for (i=0; i<sd->totuv; i++) {
+ MTFace *mtf;
+ mtf=RE_vlakren_get_tface(obr, vlr, i, NULL, 1);
+ mtf->uv[0][0]=mtf->uv[1][0]=
+ mtf->uv[2][0]=mtf->uv[3][0]=(sd->uvco+2*i)[0];
+ mtf->uv[0][1]=mtf->uv[1][1]=
+ mtf->uv[2][1]=mtf->uv[3][1]=(sd->uvco+2*i)[1];
+ }
+ if (sd->override_uv>=0) {
+ MTFace *mtf;
+ mtf=RE_vlakren_get_tface(obr, vlr, sd->override_uv, NULL, 0);
+
+ mtf->uv[0][0]=mtf->uv[3][0]=0.0f;
+ mtf->uv[1][0]=mtf->uv[2][0]=1.0f;
+
+ mtf->uv[0][1]=mtf->uv[1][1]=(vlr->v1->accum+1.0f)/2.0f;
+ mtf->uv[2][1]=mtf->uv[3][1]=(vlr->v3->accum+1.0f)/2.0f;
+ }
+ }
+ if (sd->mcol) {
+ for (i=0; i<sd->totcol; i++) {
+ MCol *mc;
+ mc=RE_vlakren_get_mcol(obr, vlr, i, NULL, 1);
+ mc[0]=mc[1]=mc[2]=mc[3]=sd->mcol[i];
+ mc[0]=mc[1]=mc[2]=mc[3]=sd->mcol[i];
+ }
+ }
+ }
+}
+
+static void static_particle_wire(ObjectRen *obr, Material *ma, const float vec[3], const float vec1[3], int first, int line)
+{
+ VlakRen *vlr;
+ static VertRen *v1;
+
+ if (line) {
+ vlr= RE_findOrAddVlak(obr, obr->totvlak++);
+ vlr->v1= RE_findOrAddVert(obr, obr->totvert++);
+ vlr->v2= RE_findOrAddVert(obr, obr->totvert++);
+ vlr->v3= vlr->v2;
+ vlr->v4= NULL;
+
+ copy_v3_v3(vlr->v1->co, vec);
+ copy_v3_v3(vlr->v2->co, vec1);
+
+ sub_v3_v3v3(vlr->n, vec, vec1);
+ normalize_v3(vlr->n);
+ copy_v3_v3(vlr->v1->n, vlr->n);
+ copy_v3_v3(vlr->v2->n, vlr->n);
+
+ vlr->mat= ma;
+ vlr->ec= ME_V1V2;
+
+ }
+ else if (first) {
+ v1= RE_findOrAddVert(obr, obr->totvert++);
+ copy_v3_v3(v1->co, vec);
+ }
+ else {
+ vlr= RE_findOrAddVlak(obr, obr->totvlak++);
+ vlr->v1= v1;
+ vlr->v2= RE_findOrAddVert(obr, obr->totvert++);
+ vlr->v3= vlr->v2;
+ vlr->v4= NULL;
+
+ v1= vlr->v2; /* cycle */
+ copy_v3_v3(v1->co, vec);
+
+ sub_v3_v3v3(vlr->n, vec, vec1);
+ normalize_v3(vlr->n);
+ copy_v3_v3(v1->n, vlr->n);
+
+ vlr->mat= ma;
+ vlr->ec= ME_V1V2;
+ }
+
+}
+
+static void particle_curve(Render *re, ObjectRen *obr, DerivedMesh *dm, Material *ma, ParticleStrandData *sd,
+ const float loc[3], const float loc1[3], int seed, float *pa_co)
+{
+ HaloRen *har = NULL;
+
+ if (ma->material_type == MA_TYPE_WIRE)
+ static_particle_wire(obr, ma, loc, loc1, sd->first, sd->line);
+ else if (ma->material_type == MA_TYPE_HALO) {
+ har= RE_inithalo_particle(re, obr, dm, ma, loc, loc1, sd->orco, sd->uvco, sd->size, 1.0, seed, pa_co);
+ if (har) har->lay= obr->ob->lay;
+ }
+ else
+ static_particle_strand(re, obr, ma, sd, loc, loc1);
+}
+static void particle_billboard(Render *re, ObjectRen *obr, Material *ma, ParticleBillboardData *bb)
+{
+ VlakRen *vlr;
+ MTFace *mtf;
+ float xvec[3], yvec[3], zvec[3], bb_center[3];
+ /* Number of tiles */
+ int totsplit = bb->uv_split * bb->uv_split;
+ int tile, x, y;
+ /* Tile offsets */
+ float uvx = 0.0f, uvy = 0.0f, uvdx = 1.0f, uvdy = 1.0f, time = 0.0f;
+
+ vlr= RE_findOrAddVlak(obr, obr->totvlak++);
+ vlr->v1= RE_findOrAddVert(obr, obr->totvert++);
+ vlr->v2= RE_findOrAddVert(obr, obr->totvert++);
+ vlr->v3= RE_findOrAddVert(obr, obr->totvert++);
+ vlr->v4= RE_findOrAddVert(obr, obr->totvert++);
+
+ psys_make_billboard(bb, xvec, yvec, zvec, bb_center);
+
+ add_v3_v3v3(vlr->v1->co, bb_center, xvec);
+ add_v3_v3(vlr->v1->co, yvec);
+ mul_m4_v3(re->viewmat, vlr->v1->co);
+
+ sub_v3_v3v3(vlr->v2->co, bb_center, xvec);
+ add_v3_v3(vlr->v2->co, yvec);
+ mul_m4_v3(re->viewmat, vlr->v2->co);
+
+ sub_v3_v3v3(vlr->v3->co, bb_center, xvec);
+ sub_v3_v3v3(vlr->v3->co, vlr->v3->co, yvec);
+ mul_m4_v3(re->viewmat, vlr->v3->co);
+
+ add_v3_v3v3(vlr->v4->co, bb_center, xvec);
+ sub_v3_v3(vlr->v4->co, yvec);
+ mul_m4_v3(re->viewmat, vlr->v4->co);
+
+ normal_quad_v3(vlr->n, vlr->v4->co, vlr->v3->co, vlr->v2->co, vlr->v1->co);
+ copy_v3_v3(vlr->v1->n, vlr->n);
+ copy_v3_v3(vlr->v2->n, vlr->n);
+ copy_v3_v3(vlr->v3->n, vlr->n);
+ copy_v3_v3(vlr->v4->n, vlr->n);
+
+ vlr->mat= ma;
+ vlr->ec= ME_V2V3;
+
+ if (bb->uv_split > 1) {
+ uvdx = uvdy = 1.0f / (float)bb->uv_split;
+
+ if (ELEM(bb->anim, PART_BB_ANIM_AGE, PART_BB_ANIM_FRAME)) {
+ if (bb->anim == PART_BB_ANIM_FRAME)
+ time = ((int)(bb->time * bb->lifetime) % totsplit)/(float)totsplit;
+ else
+ time = bb->time;
+ }
+ else if (bb->anim == PART_BB_ANIM_ANGLE) {
+ if (bb->align == PART_BB_VIEW) {
+ time = (float)fmod((bb->tilt + 1.0f) / 2.0f, 1.0);
+ }
+ else {
+ float axis1[3] = {0.0f, 0.0f, 0.0f};
+ float axis2[3] = {0.0f, 0.0f, 0.0f};
+
+ axis1[(bb->align + 1) % 3] = 1.0f;
+ axis2[(bb->align + 2) % 3] = 1.0f;
+
+ if (bb->lock == 0) {
+ zvec[bb->align] = 0.0f;
+ normalize_v3(zvec);
+ }
+
+ time = saacos(dot_v3v3(zvec, axis1)) / (float)M_PI;
+
+ if (dot_v3v3(zvec, axis2) < 0.0f)
+ time = 1.0f - time / 2.0f;
+ else
+ time /= 2.0f;
+ }
+ }
+
+ if (bb->split_offset == PART_BB_OFF_LINEAR)
+ time = (float)fmod(time + (float)bb->num / (float)totsplit, 1.0f);
+ else if (bb->split_offset==PART_BB_OFF_RANDOM)
+ time = (float)fmod(time + bb->random, 1.0f);
+
+ /* Find the coordinates in tile space (integer), then convert to UV
+ * space (float). Note that Y is flipped. */
+ tile = (int)((time + FLT_EPSILON10) * totsplit);
+ x = tile % bb->uv_split;
+ y = tile / bb->uv_split;
+ y = (bb->uv_split - 1) - y;
+ uvx = uvdx * x;
+ uvy = uvdy * y;
+ }
+
+ /* normal UVs */
+ if (bb->uv[0] >= 0) {
+ mtf = RE_vlakren_get_tface(obr, vlr, bb->uv[0], NULL, 1);
+ mtf->uv[0][0] = 1.0f;
+ mtf->uv[0][1] = 1.0f;
+ mtf->uv[1][0] = 0.0f;
+ mtf->uv[1][1] = 1.0f;
+ mtf->uv[2][0] = 0.0f;
+ mtf->uv[2][1] = 0.0f;
+ mtf->uv[3][0] = 1.0f;
+ mtf->uv[3][1] = 0.0f;
+ }
+
+ /* time-index UVs */
+ if (bb->uv[1] >= 0) {
+ mtf = RE_vlakren_get_tface(obr, vlr, bb->uv[1], NULL, 1);
+ mtf->uv[0][0] = mtf->uv[1][0] = mtf->uv[2][0] = mtf->uv[3][0] = bb->time;
+ mtf->uv[0][1] = mtf->uv[1][1] = mtf->uv[2][1] = mtf->uv[3][1] = (float)bb->num/(float)bb->totnum;
+ }
+
+ /* split UVs */
+ if (bb->uv_split > 1 && bb->uv[2] >= 0) {
+ mtf = RE_vlakren_get_tface(obr, vlr, bb->uv[2], NULL, 1);
+ mtf->uv[0][0] = uvx + uvdx;
+ mtf->uv[0][1] = uvy + uvdy;
+ mtf->uv[1][0] = uvx;
+ mtf->uv[1][1] = uvy + uvdy;
+ mtf->uv[2][0] = uvx;
+ mtf->uv[2][1] = uvy;
+ mtf->uv[3][0] = uvx + uvdx;
+ mtf->uv[3][1] = uvy;
+ }
+}
+static void particle_normal_ren(short ren_as, ParticleSettings *part, Render *re, ObjectRen *obr, DerivedMesh *dm, Material *ma, ParticleStrandData *sd, ParticleBillboardData *bb, ParticleKey *state, int seed, float hasize, float *pa_co)
+{
+ float loc[3], loc0[3], loc1[3], vel[3];
+
+ copy_v3_v3(loc, state->co);
+
+ if (ren_as != PART_DRAW_BB)
+ mul_m4_v3(re->viewmat, loc);
+
+ switch (ren_as) {
+ case PART_DRAW_LINE:
+ sd->line = 1;
+ sd->time = 0.0f;
+ sd->size = hasize;
+
+ mul_v3_mat3_m4v3(vel, re->viewmat, state->vel);
+ normalize_v3(vel);
+
+ if (part->draw & PART_DRAW_VEL_LENGTH)
+ mul_v3_fl(vel, len_v3(state->vel));
+
+ madd_v3_v3v3fl(loc0, loc, vel, -part->draw_line[0]);
+ madd_v3_v3v3fl(loc1, loc, vel, part->draw_line[1]);
+
+ particle_curve(re, obr, dm, ma, sd, loc0, loc1, seed, pa_co);
+
+ break;
+
+ case PART_DRAW_BB:
+
+ copy_v3_v3(bb->vec, loc);
+ copy_v3_v3(bb->vel, state->vel);
+
+ particle_billboard(re, obr, ma, bb);
+
+ break;
+
+ default:
+ {
+ HaloRen *har = NULL;
+
+ har = RE_inithalo_particle(re, obr, dm, ma, loc, NULL, sd->orco, sd->uvco, hasize, 0.0, seed, pa_co);
+
+ if (har) har->lay= obr->ob->lay;
+
+ break;
+ }
+ }
+}
+static void get_particle_uvco_mcol(short from, DerivedMesh *dm, float *fuv, int num, ParticleStrandData *sd)
+{
+ int i;
+
+ /* get uvco */
+ if (sd->uvco && ELEM(from, PART_FROM_FACE, PART_FROM_VOLUME)) {
+ for (i=0; i<sd->totuv; i++) {
+ if (!ELEM(num, DMCACHE_NOTFOUND, DMCACHE_ISCHILD)) {
+ MFace *mface = dm->getTessFaceData(dm, num, CD_MFACE);
+ MTFace *mtface = (MTFace*)CustomData_get_layer_n(&dm->faceData, CD_MTFACE, i);
+ mtface += num;
+
+ psys_interpolate_uvs(mtface, mface->v4, fuv, sd->uvco + 2 * i);
+ }
+ else {
+ sd->uvco[2*i] = 0.0f;
+ sd->uvco[2*i + 1] = 0.0f;
+ }
+ }
+ }
+
+ /* get mcol */
+ if (sd->mcol && ELEM(from, PART_FROM_FACE, PART_FROM_VOLUME)) {
+ for (i=0; i<sd->totcol; i++) {
+ if (!ELEM(num, DMCACHE_NOTFOUND, DMCACHE_ISCHILD)) {
+ MFace *mface = dm->getTessFaceData(dm, num, CD_MFACE);
+ MCol *mc = (MCol*)CustomData_get_layer_n(&dm->faceData, CD_MCOL, i);
+ mc += num * 4;
+
+ psys_interpolate_mcol(mc, mface->v4, fuv, sd->mcol + i);
+ }
+ else
+ memset(&sd->mcol[i], 0, sizeof(MCol));
+ }
+ }
+}
+static int render_new_particle_system(Render *re, ObjectRen *obr, ParticleSystem *psys, int timeoffset)
+{
+ Object *ob= obr->ob;
+// Object *tob=0;
+ Material *ma = NULL;
+ ParticleSystemModifierData *psmd;
+ ParticleSystem *tpsys = NULL;
+ ParticleSettings *part, *tpart = NULL;
+ ParticleData *pars, *pa = NULL, *tpa = NULL;
+ ParticleKey *states = NULL;
+ ParticleKey state;
+ ParticleCacheKey *cache = NULL;
+ ParticleBillboardData bb;
+ ParticleSimulationData sim = {NULL};
+ ParticleStrandData sd;
+ StrandBuffer *strandbuf = NULL;
+ StrandVert *svert = NULL;
+ StrandBound *sbound = NULL;
+ StrandRen *strand = NULL;
+ RNG *rng = NULL;
+ float loc[3], loc1[3], loc0[3], mat[4][4], nmat[3][3], co[3], nor[3], duplimat[4][4];
+ float strandlen=0.0f, curlen=0.0f;
+ float hasize, pa_size, r_tilt, r_length;
+ float pa_time, pa_birthtime, pa_dietime;
+ float random, simplify[2], pa_co[3];
+ const float cfra= BKE_scene_frame_get(re->scene);
+ int i, a, k, max_k=0, totpart;
+ bool do_simplify = false, do_surfacecache = false, use_duplimat = false;
+ int totchild=0, step_nbr;
+ int seed, path_nbr=0, orco1=0, num;
+ int totface;
+
+ const int *index_mf_to_mpoly = NULL;
+ const int *index_mp_to_orig = NULL;
+
+/* 1. check that everything is ok & updated */
+ if (psys==NULL)
+ return 0;
+
+ part=psys->part;
+ pars=psys->particles;
+
+ if (part==NULL || pars==NULL || !psys_check_enabled(ob, psys, G.is_rendering))
+ return 0;
+
+ if (part->ren_as==PART_DRAW_OB || part->ren_as==PART_DRAW_GR || part->ren_as==PART_DRAW_NOT)
+ return 1;
+
+ if ((re->r.scemode & R_VIEWPORT_PREVIEW) && (ob->mode & OB_MODE_PARTICLE_EDIT))
+ return 0;
+
+ if (part->ren_as == PART_DRAW_BB && part->bb_ob == NULL && RE_GetCamera(re) == NULL)
+ return 0;
+
+/* 2. start initializing things */
+
+ /* last possibility to bail out! */
+ psmd = psys_get_modifier(ob, psys);
+ if (!(psmd->modifier.mode & eModifierMode_Render))
+ return 0;
+
+ sim.scene= re->scene;
+ sim.ob= ob;
+ sim.psys= psys;
+ sim.psmd= psmd;
+
+ if (part->phystype==PART_PHYS_KEYED)
+ psys_count_keyed_targets(&sim);
+
+ totchild=psys->totchild;
+
+ /* can happen for disconnected/global hair */
+ if (part->type==PART_HAIR && !psys->childcache)
+ totchild= 0;
+
+ if (re->r.scemode & R_VIEWPORT_PREVIEW) { /* preview render */
+ totchild = (int)((float)totchild * (float)part->disp / 100.0f);
+ step_nbr = 1 << part->draw_step;
+ }
+ else {
+ step_nbr = 1 << part->ren_step;
+ }
+ if (ELEM(part->kink, PART_KINK_SPIRAL))
+ step_nbr += part->kink_extra_steps;
+
+ psys->flag |= PSYS_DRAWING;
+
+ rng= BLI_rng_new(psys->seed);
+
+ totpart=psys->totpart;
+
+ memset(&sd, 0, sizeof(ParticleStrandData));
+ sd.override_uv = -1;
+
+/* 2.1 setup material stff */
+ ma= give_render_material(re, ob, part->omat);
+
+#if 0 /* XXX old animation system */
+ if (ma->ipo) {
+ calc_ipo(ma->ipo, cfra);
+ execute_ipo((ID *)ma, ma->ipo);
+ }
+#endif /* XXX old animation system */
+
+ hasize = ma->hasize;
+ seed = ma->seed1;
+
+ re->flag |= R_HALO;
+
+ RE_set_customdata_names(obr, &psmd->dm_final->faceData);
+ sd.totuv = CustomData_number_of_layers(&psmd->dm_final->faceData, CD_MTFACE);
+ sd.totcol = CustomData_number_of_layers(&psmd->dm_final->faceData, CD_MCOL);
+
+ if (ma->texco & TEXCO_UV && sd.totuv) {
+ sd.uvco = MEM_callocN(sd.totuv * 2 * sizeof(float), "particle_uvs");
+
+ if (ma->strand_uvname[0]) {
+ sd.override_uv = CustomData_get_named_layer_index(&psmd->dm_final->faceData, CD_MTFACE, ma->strand_uvname);
+ sd.override_uv -= CustomData_get_layer_index(&psmd->dm_final->faceData, CD_MTFACE);
+ }
+ }
+ else
+ sd.uvco = NULL;
+
+ if (sd.totcol)
+ sd.mcol = MEM_callocN(sd.totcol * sizeof(MCol), "particle_mcols");
+
+/* 2.2 setup billboards */
+ if (part->ren_as == PART_DRAW_BB) {
+ int first_uv = CustomData_get_layer_index(&psmd->dm_final->faceData, CD_MTFACE);
+
+ bb.uv[0] = CustomData_get_named_layer_index(&psmd->dm_final->faceData, CD_MTFACE, psys->bb_uvname[0]);
+ if (bb.uv[0] < 0)
+ bb.uv[0] = CustomData_get_active_layer_index(&psmd->dm_final->faceData, CD_MTFACE);
+
+ bb.uv[1] = CustomData_get_named_layer_index(&psmd->dm_final->faceData, CD_MTFACE, psys->bb_uvname[1]);
+
+ bb.uv[2] = CustomData_get_named_layer_index(&psmd->dm_final->faceData, CD_MTFACE, psys->bb_uvname[2]);
+
+ if (first_uv >= 0) {
+ bb.uv[0] -= first_uv;
+ bb.uv[1] -= first_uv;
+ bb.uv[2] -= first_uv;
+ }
+
+ bb.align = part->bb_align;
+ bb.anim = part->bb_anim;
+ bb.lock = part->draw & PART_DRAW_BB_LOCK;
+ bb.ob = (part->bb_ob ? part->bb_ob : RE_GetCamera(re));
+ bb.split_offset = part->bb_split_offset;
+ bb.totnum = totpart+totchild;
+ bb.uv_split = part->bb_uv_split;
+ }
+
+/* 2.5 setup matrices */
+ mul_m4_m4m4(mat, re->viewmat, ob->obmat);
+ invert_m4_m4(ob->imat, mat); /* need to be that way, for imat texture */
+ transpose_m3_m4(nmat, ob->imat);
+
+ if (psys->flag & PSYS_USE_IMAT) {
+ /* psys->imat is the original emitter's inverse matrix, ob->obmat is the duplicated object's matrix */
+ mul_m4_m4m4(duplimat, ob->obmat, psys->imat);
+ use_duplimat = true;
+ }
+
+/* 2.6 setup strand rendering */
+ if (part->ren_as == PART_DRAW_PATH && psys->pathcache) {
+ path_nbr = step_nbr;
+
+ if (path_nbr) {
+ if (!ELEM(ma->material_type, MA_TYPE_HALO, MA_TYPE_WIRE)) {
+ sd.orco = get_object_orco(re, psys);
+ if (!sd.orco) {
+ sd.orco = MEM_mallocN(3*sizeof(float)*(totpart+totchild), "particle orcos");
+ set_object_orco(re, psys, sd.orco);
+ }
+ }
+ }
+
+ if (part->draw & PART_DRAW_REN_ADAPT) {
+ sd.adapt = 1;
+ sd.adapt_pix = (float)part->adapt_pix;
+ sd.adapt_angle = cosf(DEG2RADF((float)part->adapt_angle));
+ }
+
+ if (part->draw & PART_DRAW_REN_STRAND) {
+ strandbuf= RE_addStrandBuffer(obr, (totpart+totchild)*(path_nbr+1));
+ strandbuf->ma= ma;
+ strandbuf->lay= ob->lay;
+ copy_m4_m4(strandbuf->winmat, re->winmat);
+ strandbuf->winx= re->winx;
+ strandbuf->winy= re->winy;
+ strandbuf->maxdepth= 2;
+ strandbuf->adaptcos= cosf(DEG2RADF((float)part->adapt_angle));
+ strandbuf->overrideuv= sd.override_uv;
+ strandbuf->minwidth= ma->strand_min;
+
+ if (ma->strand_widthfade == 0.0f)
+ strandbuf->widthfade= -1.0f;
+ else if (ma->strand_widthfade >= 1.0f)
+ strandbuf->widthfade= 2.0f - ma->strand_widthfade;
+ else
+ strandbuf->widthfade= 1.0f/MAX2(ma->strand_widthfade, 1e-5f);
+
+ if (part->flag & PART_HAIR_BSPLINE)
+ strandbuf->flag |= R_STRAND_BSPLINE;
+ if (ma->mode & MA_STR_B_UNITS)
+ strandbuf->flag |= R_STRAND_B_UNITS;
+
+ svert= strandbuf->vert;
+
+ if (re->r.mode & R_SPEED)
+ do_surfacecache = true;
+ else if ((re->wrld.mode & (WO_AMB_OCC|WO_ENV_LIGHT|WO_INDIRECT_LIGHT)) && (re->wrld.ao_gather_method == WO_AOGATHER_APPROX))
+ if (ma->amb != 0.0f)
+ do_surfacecache = true;
+
+ totface= psmd->dm_final->getNumTessFaces(psmd->dm_final);
+ index_mf_to_mpoly = psmd->dm_final->getTessFaceDataArray(psmd->dm_final, CD_ORIGINDEX);
+ index_mp_to_orig = psmd->dm_final->getPolyDataArray(psmd->dm_final, CD_ORIGINDEX);
+ if (index_mf_to_mpoly == NULL) {
+ index_mp_to_orig = NULL;
+ }
+ for (a=0; a<totface; a++)
+ strandbuf->totbound = max_ii(strandbuf->totbound, (index_mf_to_mpoly) ? DM_origindex_mface_mpoly(index_mf_to_mpoly, index_mp_to_orig, a): a);
+
+ strandbuf->totbound++;
+ strandbuf->bound= MEM_callocN(sizeof(StrandBound)*strandbuf->totbound, "StrandBound");
+ sbound= strandbuf->bound;
+ sbound->start= sbound->end= 0;
+ }
+ }
+
+ if (sd.orco == NULL) {
+ sd.orco = MEM_mallocN(3 * sizeof(float), "particle orco");
+ orco1 = 1;
+ }
+
+ if (path_nbr == 0)
+ psys->lattice_deform_data = psys_create_lattice_deform_data(&sim);
+
+/* 3. start creating renderable things */
+ for (a=0, pa=pars; a<totpart+totchild; a++, pa++, seed++) {
+ random = BLI_rng_get_float(rng);
+ /* setup per particle individual stuff */
+ if (a<totpart) {
+ if (pa->flag & PARS_UNEXIST) continue;
+
+ pa_time=(cfra-pa->time)/pa->lifetime;
+ pa_birthtime = pa->time;
+ pa_dietime = pa->dietime;
+
+ hasize = ma->hasize;
+
+ /* XXX 'tpsys' is alwyas NULL, this code won't run! */
+ /* get orco */
+ if (tpsys && part->phystype == PART_PHYS_NO) {
+ tpa = tpsys->particles + pa->num;
+ psys_particle_on_emitter(
+ psmd,
+ tpart->from, tpa->num, pa->num_dmcache, tpa->fuv,
+ tpa->foffset, co, nor, NULL, NULL, sd.orco, NULL);
+ }
+ else {
+ psys_particle_on_emitter(
+ psmd,
+ part->from, pa->num, pa->num_dmcache,
+ pa->fuv, pa->foffset, co, nor, NULL, NULL, sd.orco, NULL);
+ }
+
+ /* get uvco & mcol */
+ num= pa->num_dmcache;
+
+ if (num == DMCACHE_NOTFOUND)
+ if (pa->num < psmd->dm_final->getNumTessFaces(psmd->dm_final))
+ num= pa->num;
+
+ get_particle_uvco_mcol(part->from, psmd->dm_final, pa->fuv, num, &sd);
+
+ pa_size = pa->size;
+
+ r_tilt = 2.0f*(psys_frand(psys, a) - 0.5f);
+ r_length = psys_frand(psys, a+1);
+
+ if (path_nbr) {
+ cache = psys->pathcache[a];
+ max_k = (int)cache->segments;
+ }
+
+ if (totchild && (part->draw&PART_DRAW_PARENT)==0) continue;
+ }
+ else {
+ ChildParticle *cpa= psys->child+a-totpart;
+
+ if (path_nbr) {
+ cache = psys->childcache[a-totpart];
+
+ if (cache->segments < 0)
+ continue;
+
+ max_k = (int)cache->segments;
+ }
+
+ pa_time = psys_get_child_time(psys, cpa, cfra, &pa_birthtime, &pa_dietime);
+ pa_size = psys_get_child_size(psys, cpa, cfra, &pa_time);
+
+ r_tilt = 2.0f*(psys_frand(psys, a + 21) - 0.5f);
+ r_length = psys_frand(psys, a + 22);
+
+ num = cpa->num;
+
+ /* get orco */
+ if (part->childtype == PART_CHILD_FACES) {
+ psys_particle_on_emitter(
+ psmd,
+ PART_FROM_FACE, cpa->num, DMCACHE_ISCHILD,
+ cpa->fuv, cpa->foffset, co, nor, NULL, NULL, sd.orco, NULL);
+ }
+ else {
+ ParticleData *par = psys->particles + cpa->parent;
+ psys_particle_on_emitter(
+ psmd,
+ part->from, par->num, DMCACHE_ISCHILD, par->fuv,
+ par->foffset, co, nor, NULL, NULL, sd.orco, NULL);
+ }
+
+ /* get uvco & mcol */
+ if (part->childtype==PART_CHILD_FACES) {
+ get_particle_uvco_mcol(PART_FROM_FACE, psmd->dm_final, cpa->fuv, cpa->num, &sd);
+ }
+ else {
+ ParticleData *parent = psys->particles + cpa->parent;
+ num = parent->num_dmcache;
+
+ if (num == DMCACHE_NOTFOUND)
+ if (parent->num < psmd->dm_final->getNumTessFaces(psmd->dm_final))
+ num = parent->num;
+
+ get_particle_uvco_mcol(part->from, psmd->dm_final, parent->fuv, num, &sd);
+ }
+
+ do_simplify = psys_render_simplify_params(psys, cpa, simplify);
+
+ if (strandbuf) {
+ int orignum = (index_mf_to_mpoly) ? DM_origindex_mface_mpoly(index_mf_to_mpoly, index_mp_to_orig, cpa->num) : cpa->num;
+
+ if ((orignum > sbound - strandbuf->bound) &&
+ (orignum < strandbuf->totbound))
+ {
+ sbound = &strandbuf->bound[orignum];
+ sbound->start = sbound->end = obr->totstrand;
+ }
+ }
+ }
+
+ /* TEXCO_PARTICLE */
+ pa_co[0] = pa_time;
+ pa_co[1] = 0.f;
+ pa_co[2] = 0.f;
+
+ /* surface normal shading setup */
+ if (ma->mode_l & MA_STR_SURFDIFF) {
+ mul_m3_v3(nmat, nor);
+ sd.surfnor= nor;
+ }
+ else
+ sd.surfnor= NULL;
+
+ /* strand render setup */
+ if (strandbuf) {
+ strand= RE_findOrAddStrand(obr, obr->totstrand++);
+ strand->buffer= strandbuf;
+ strand->vert= svert;
+ copy_v3_v3(strand->orco, sd.orco);
+
+ if (do_simplify) {
+ float *ssimplify= RE_strandren_get_simplify(obr, strand, 1);
+ ssimplify[0]= simplify[0];
+ ssimplify[1]= simplify[1];
+ }
+
+ if (sd.surfnor) {
+ float *snor= RE_strandren_get_surfnor(obr, strand, 1);
+ copy_v3_v3(snor, sd.surfnor);
+ }
+
+ if (do_surfacecache && num >= 0) {
+ int *facenum= RE_strandren_get_face(obr, strand, 1);
+ *facenum= num;
+ }
+
+ if (sd.uvco) {
+ for (i=0; i<sd.totuv; i++) {
+ if (i != sd.override_uv) {
+ float *uv= RE_strandren_get_uv(obr, strand, i, NULL, 1);
+
+ uv[0]= sd.uvco[2*i];
+ uv[1]= sd.uvco[2*i+1];
+ }
+ }
+ }
+ if (sd.mcol) {
+ for (i=0; i<sd.totcol; i++) {
+ MCol *mc= RE_strandren_get_mcol(obr, strand, i, NULL, 1);
+ *mc = sd.mcol[i];
+ }
+ }
+
+ sbound->end++;
+ }
+
+ /* strandco computation setup */
+ if (path_nbr) {
+ strandlen= 0.0f;
+ curlen= 0.0f;
+ for (k=1; k<=path_nbr; k++)
+ if (k<=max_k)
+ strandlen += len_v3v3((cache+k-1)->co, (cache+k)->co);
+ }
+
+ if (path_nbr) {
+ /* render strands */
+ for (k=0; k<=path_nbr; k++) {
+ float time;
+
+ if (k<=max_k) {
+ copy_v3_v3(state.co, (cache+k)->co);
+ copy_v3_v3(state.vel, (cache+k)->vel);
+ }
+ else
+ continue;
+
+ if (k > 0)
+ curlen += len_v3v3((cache+k-1)->co, (cache+k)->co);
+ time= curlen/strandlen;
+
+ copy_v3_v3(loc, state.co);
+ mul_m4_v3(re->viewmat, loc);
+
+ if (strandbuf) {
+ copy_v3_v3(svert->co, loc);
+ svert->strandco= -1.0f + 2.0f*time;
+ svert++;
+ strand->totvert++;
+ }
+ else {
+ sd.size = hasize;
+
+ if (k==1) {
+ sd.first = 1;
+ sd.time = 0.0f;
+ sub_v3_v3v3(loc0, loc1, loc);
+ add_v3_v3v3(loc0, loc1, loc0);
+
+ particle_curve(re, obr, psmd->dm_final, ma, &sd, loc1, loc0, seed, pa_co);
+ }
+
+ sd.first = 0;
+ sd.time = time;
+
+ if (k)
+ particle_curve(re, obr, psmd->dm_final, ma, &sd, loc, loc1, seed, pa_co);
+
+ copy_v3_v3(loc1, loc);
+ }
+ }
+
+ }
+ else {
+ /* render normal particles */
+ if (part->trail_count > 1) {
+ float length = part->path_end * (1.0f - part->randlength * r_length);
+ int trail_count = part->trail_count * (1.0f - part->randlength * r_length);
+ float ct = (part->draw & PART_ABS_PATH_TIME) ? cfra : pa_time;
+ float dt = length / (trail_count ? (float)trail_count : 1.0f);
+
+ /* make sure we have pointcache in memory before getting particle on path */
+ psys_make_temp_pointcache(ob, psys);
+
+ for (i=0; i < trail_count; i++, ct -= dt) {
+ if (part->draw & PART_ABS_PATH_TIME) {
+ if (ct < pa_birthtime || ct > pa_dietime)
+ continue;
+ }
+ else if (ct < 0.0f || ct > 1.0f)
+ continue;
+
+ state.time = (part->draw & PART_ABS_PATH_TIME) ? -ct : ct;
+ psys_get_particle_on_path(&sim, a, &state, 1);
+
+ if (psys->parent)
+ mul_m4_v3(psys->parent->obmat, state.co);
+
+ if (use_duplimat)
+ mul_m4_v4(duplimat, state.co);
+
+ if (part->ren_as == PART_DRAW_BB) {
+ bb.random = random;
+ bb.offset[0] = part->bb_offset[0];
+ bb.offset[1] = part->bb_offset[1];
+ bb.size[0] = part->bb_size[0] * pa_size;
+ if (part->bb_align==PART_BB_VEL) {
+ float pa_vel = len_v3(state.vel);
+ float head = part->bb_vel_head*pa_vel;
+ float tail = part->bb_vel_tail*pa_vel;
+ bb.size[1] = part->bb_size[1]*pa_size + head + tail;
+ /* use offset to adjust the particle center. this is relative to size, so need to divide! */
+ if (bb.size[1] > 0.0f)
+ bb.offset[1] += (head-tail) / bb.size[1];
+ }
+ else
+ bb.size[1] = part->bb_size[1] * pa_size;
+ bb.tilt = part->bb_tilt * (1.0f - part->bb_rand_tilt * r_tilt);
+ bb.time = ct;
+ bb.num = a;
+ }
+
+ pa_co[0] = (part->draw & PART_ABS_PATH_TIME) ? (ct-pa_birthtime)/(pa_dietime-pa_birthtime) : ct;
+ pa_co[1] = (float)i/(float)(trail_count-1);
+
+ particle_normal_ren(part->ren_as, part, re, obr, psmd->dm_final, ma, &sd, &bb, &state, seed, hasize, pa_co);
+ }
+ }
+ else {
+ state.time=cfra;
+ if (psys_get_particle_state(&sim, a, &state, 0)==0)
+ continue;
+
+ if (psys->parent)
+ mul_m4_v3(psys->parent->obmat, state.co);
+
+ if (use_duplimat)
+ mul_m4_v3(duplimat, state.co);
+
+ if (part->ren_as == PART_DRAW_BB) {
+ bb.random = random;
+ bb.offset[0] = part->bb_offset[0];
+ bb.offset[1] = part->bb_offset[1];
+ bb.size[0] = part->bb_size[0] * pa_size;
+ if (part->bb_align==PART_BB_VEL) {
+ float pa_vel = len_v3(state.vel);
+ float head = part->bb_vel_head*pa_vel;
+ float tail = part->bb_vel_tail*pa_vel;
+ bb.size[1] = part->bb_size[1]*pa_size + head + tail;
+ /* use offset to adjust the particle center. this is relative to size, so need to divide! */
+ if (bb.size[1] > 0.0f)
+ bb.offset[1] += (head-tail) / bb.size[1];
+ }
+ else
+ bb.size[1] = part->bb_size[1] * pa_size;
+ bb.tilt = part->bb_tilt * (1.0f - part->bb_rand_tilt * r_tilt);
+ bb.time = pa_time;
+ bb.num = a;
+ bb.lifetime = pa_dietime-pa_birthtime;
+ }
+
+ particle_normal_ren(part->ren_as, part, re, obr, psmd->dm_final, ma, &sd, &bb, &state, seed, hasize, pa_co);
+ }
+ }
+
+ if (orco1==0)
+ sd.orco+=3;
+
+ if (re->test_break(re->tbh))
+ break;
+ }
+
+ if (do_surfacecache)
+ strandbuf->surface= cache_strand_surface(re, obr, psmd->dm_final, mat, timeoffset);
+
+/* 4. clean up */
+#if 0 /* XXX old animation system */
+ if (ma) do_mat_ipo(re->scene, ma);
+#endif /* XXX old animation system */
+
+ if (orco1)
+ MEM_freeN(sd.orco);
+
+ if (sd.uvco)
+ MEM_freeN(sd.uvco);
+
+ if (sd.mcol)
+ MEM_freeN(sd.mcol);
+
+ if (states)
+ MEM_freeN(states);
+
+ BLI_rng_free(rng);
+
+ psys->flag &= ~PSYS_DRAWING;
+
+ if (psys->lattice_deform_data) {
+ end_latt_deform(psys->lattice_deform_data);
+ psys->lattice_deform_data = NULL;
+ }
+
+ if (path_nbr && (ma->mode_l & MA_TANGENT_STR)==0)
+ calc_vertexnormals(re, obr, 1, 0, 0);
+
+ return 1;
+}
+
+/* ------------------------------------------------------------------------- */
+/* Halo's */
+/* ------------------------------------------------------------------------- */
+
+static void make_render_halos(Render *re, ObjectRen *obr, Mesh *UNUSED(me), int totvert, MVert *mvert, Material *ma, float *orco)
+{
+ Object *ob= obr->ob;
+ HaloRen *har;
+ float xn, yn, zn, nor[3], view[3];
+ float vec[3], hasize, mat[4][4], imat[3][3];
+ int a, ok, seed= ma->seed1;
+
+ mul_m4_m4m4(mat, re->viewmat, ob->obmat);
+ copy_m3_m4(imat, ob->imat);
+
+ re->flag |= R_HALO;
+
+ for (a=0; a<totvert; a++, mvert++) {
+ ok= 1;
+
+ if (ok) {
+ hasize= ma->hasize;
+
+ copy_v3_v3(vec, mvert->co);
+ mul_m4_v3(mat, vec);
+
+ if (ma->mode & MA_HALOPUNO) {
+ xn= mvert->no[0];
+ yn= mvert->no[1];
+ zn= mvert->no[2];
+
+ /* transpose ! */
+ nor[0]= imat[0][0]*xn+imat[0][1]*yn+imat[0][2]*zn;
+ nor[1]= imat[1][0]*xn+imat[1][1]*yn+imat[1][2]*zn;
+ nor[2]= imat[2][0]*xn+imat[2][1]*yn+imat[2][2]*zn;
+ normalize_v3(nor);
+
+ copy_v3_v3(view, vec);
+ normalize_v3(view);
+
+ zn = dot_v3v3(nor, view);
+ if (zn>=0.0f) hasize= 0.0f;
+ else hasize*= zn*zn*zn*zn;
+ }
+
+ if (orco) har= RE_inithalo(re, obr, ma, vec, NULL, orco, hasize, 0.0, seed);
+ else har= RE_inithalo(re, obr, ma, vec, NULL, mvert->co, hasize, 0.0, seed);
+ if (har) har->lay= ob->lay;
+ }
+ if (orco) orco+= 3;
+ seed++;
+ }
+}
+
+static int verghalo(const void *a1, const void *a2)
+{
+ const HaloRen *har1= *(const HaloRen**)a1;
+ const HaloRen *har2= *(const HaloRen**)a2;
+
+ if (har1->zs < har2->zs) return 1;
+ else if (har1->zs > har2->zs) return -1;
+ return 0;
+}
+
+static void sort_halos(Render *re, int totsort)
+{
+ ObjectRen *obr;
+ HaloRen *har= NULL, **haso;
+ int a;
+
+ if (re->tothalo==0) return;
+
+ re->sortedhalos= MEM_callocN(sizeof(HaloRen*)*re->tothalo, "sorthalos");
+ haso= re->sortedhalos;
+
+ for (obr=re->objecttable.first; obr; obr=obr->next) {
+ for (a=0; a<obr->tothalo; a++) {
+ if ((a & 255)==0) har= obr->bloha[a>>8];
+ else har++;
+
+ *(haso++)= har;
+ }
+ }
+
+ qsort(re->sortedhalos, totsort, sizeof(HaloRen*), verghalo);
+}
+
+/* ------------------------------------------------------------------------- */
+/* Displacement Mapping */
+/* ------------------------------------------------------------------------- */
+
+static short test_for_displace(Render *re, Object *ob)
+{
+ /* return 1 when this object uses displacement textures. */
+ Material *ma;
+ int i;
+
+ for (i=1; i<=ob->totcol; i++) {
+ ma=give_render_material(re, ob, i);
+ /* ma->mapto is ORed total of all mapto channels */
+ if (ma && (ma->mapto & MAP_DISPLACE)) return 1;
+ }
+ return 0;
+}
+
+static void displace_render_vert(Render *re, ObjectRen *obr, ShadeInput *shi, VertRen *vr, int vindex, float *scale)
+{
+ MTFace *tface;
+ short texco= shi->mat->texco;
+ float sample=0, displace[3];
+ char *name;
+ int i;
+
+ /* shi->co is current render coord, just make sure at least some vector is here */
+ copy_v3_v3(shi->co, vr->co);
+ /* vertex normal is used for textures type 'col' and 'var' */
+ copy_v3_v3(shi->vn, vr->n);
+
+ if (texco & TEXCO_UV) {
+ shi->totuv= 0;
+ shi->actuv= obr->actmtface;
+
+ for (i=0; (tface=RE_vlakren_get_tface(obr, shi->vlr, i, &name, 0)); i++) {
+ ShadeInputUV *suv= &shi->uv[i];
+
+ /* shi.uv needs scale correction from tface uv */
+ suv->uv[0]= 2*tface->uv[vindex][0]-1.0f;
+ suv->uv[1]= 2*tface->uv[vindex][1]-1.0f;
+ suv->uv[2]= 0.0f;
+ suv->name= name;
+ shi->totuv++;
+ }
+ }
+
+ /* set all rendercoords, 'texco' is an ORed value for all textures needed */
+ if ((texco & TEXCO_ORCO) && (vr->orco)) {
+ copy_v3_v3(shi->lo, vr->orco);
+ }
+ if (texco & TEXCO_GLOB) {
+ copy_v3_v3(shi->gl, shi->co);
+ mul_m4_v3(re->viewinv, shi->gl);
+ }
+ if (texco & TEXCO_NORM) {
+ copy_v3_v3(shi->orn, shi->vn);
+ }
+ if (texco & TEXCO_REFL) {
+ /* not (yet?) */
+ }
+ if (texco & TEXCO_STRESS) {
+ const float *s= RE_vertren_get_stress(obr, vr, 0);
+
+ if (s) {
+ shi->stress= *s;
+ if (shi->stress<1.0f) shi->stress-= 1.0f;
+ else shi->stress= (shi->stress-1.0f)/shi->stress;
+ }
+ else
+ shi->stress= 0.0f;
+ }
+
+ shi->displace[0]= shi->displace[1]= shi->displace[2]= 0.0;
+
+ do_material_tex(shi, re);
+
+ //printf("no=%f, %f, %f\nbefore co=%f, %f, %f\n", vr->n[0], vr->n[1], vr->n[2],
+ //vr->co[0], vr->co[1], vr->co[2]);
+
+ displace[0]= shi->displace[0] * scale[0];
+ displace[1]= shi->displace[1] * scale[1];
+ displace[2]= shi->displace[2] * scale[2];
+
+ /* 0.5 could become button once? */
+ vr->co[0] += displace[0];
+ vr->co[1] += displace[1];
+ vr->co[2] += displace[2];
+
+ //printf("after co=%f, %f, %f\n", vr->co[0], vr->co[1], vr->co[2]);
+
+ /* we just don't do this vertex again, bad luck for other face using same vertex with
+ * different material... */
+ vr->flag |= 1;
+
+ /* Pass sample back so displace_face can decide which way to split the quad */
+ sample = shi->displace[0]*shi->displace[0];
+ sample += shi->displace[1]*shi->displace[1];
+ sample += shi->displace[2]*shi->displace[2];
+
+ vr->accum=sample;
+ /* Should be sqrt(sample), but I'm only looking for "bigger". Save the cycles. */
+ return;
+}
+
+static void displace_render_face(Render *re, ObjectRen *obr, VlakRen *vlr, float *scale)
+{
+ ShadeInput shi;
+
+ /* Warning, This is not that nice, and possibly a bit slow,
+ * however some variables were not initialized properly in, unless using shade_input_initialize(...), we need to do a memset */
+ memset(&shi, 0, sizeof(ShadeInput));
+ /* end warning! - Campbell */
+
+ /* set up shadeinput struct for multitex() */
+
+ /* memset above means we don't need this */
+ /*shi.osatex= 0;*/ /* signal not to use dx[] and dy[] texture AA vectors */
+
+ shi.obr= obr;
+ shi.vlr= vlr; /* current render face */
+ shi.mat= vlr->mat; /* current input material */
+ shi.thread= 0;
+
+ /* TODO, assign these, displacement with new bumpmap is skipped without - campbell */
+#if 0
+ /* order is not known ? */
+ shi.v1= vlr->v1;
+ shi.v2= vlr->v2;
+ shi.v3= vlr->v3;
+#endif
+
+ /* Displace the verts, flag is set when done */
+ if (!vlr->v1->flag)
+ displace_render_vert(re, obr, &shi, vlr->v1, 0, scale);
+
+ if (!vlr->v2->flag)
+ displace_render_vert(re, obr, &shi, vlr->v2, 1, scale);
+
+ if (!vlr->v3->flag)
+ displace_render_vert(re, obr, &shi, vlr->v3, 2, scale);
+
+ if (vlr->v4) {
+ if (!vlr->v4->flag)
+ displace_render_vert(re, obr, &shi, vlr->v4, 3, scale);
+
+ /* closest in displace value. This will help smooth edges. */
+ if (fabsf(vlr->v1->accum - vlr->v3->accum) > fabsf(vlr->v2->accum - vlr->v4->accum)) vlr->flag |= R_DIVIDE_24;
+ else vlr->flag &= ~R_DIVIDE_24;
+ }
+
+ /* Recalculate the face normal - if flipped before, flip now */
+ if (vlr->v4) {
+ normal_quad_v3(vlr->n, vlr->v4->co, vlr->v3->co, vlr->v2->co, vlr->v1->co);
+ }
+ else {
+ normal_tri_v3(vlr->n, vlr->v3->co, vlr->v2->co, vlr->v1->co);
+ }
+}
+
+static void displace(Render *re, ObjectRen *obr)
+{
+ VertRen *vr;
+ VlakRen *vlr;
+// float min[3]={1e30, 1e30, 1e30}, max[3]={-1e30, -1e30, -1e30};
+ float scale[3]={1.0f, 1.0f, 1.0f}, temp[3];//, xn
+ int i; //, texflag=0;
+ Object *obt;
+
+ /* Object Size with parenting */
+ obt=obr->ob;
+ while (obt) {
+ mul_v3_v3v3(temp, obt->size, obt->dscale);
+ scale[0]*=temp[0]; scale[1]*=temp[1]; scale[2]*=temp[2];
+ obt=obt->parent;
+ }
+
+ /* Clear all flags */
+ for (i=0; i<obr->totvert; i++) {
+ vr= RE_findOrAddVert(obr, i);
+ vr->flag= 0;
+ }
+
+ for (i=0; i<obr->totvlak; i++) {
+ vlr=RE_findOrAddVlak(obr, i);
+ displace_render_face(re, obr, vlr, scale);
+ }
+
+ /* Recalc vertex normals */
+ calc_vertexnormals(re, obr, 1, 0, 0);
+}
+
+/* ------------------------------------------------------------------------- */
+/* Metaball */
+/* ------------------------------------------------------------------------- */
+
+static void init_render_mball(Render *re, ObjectRen *obr)
+{
+ Object *ob= obr->ob;
+ DispList *dl;
+ VertRen *ver;
+ VlakRen *vlr, *vlr1;
+ Material *ma;
+ float *data, *nors, *orco=NULL, mat[4][4], imat[3][3], xn, yn, zn;
+ int a, need_orco, vlakindex, *index, negative_scale;
+ ListBase dispbase= {NULL, NULL};
+
+ if (ob!=BKE_mball_basis_find(re->eval_ctx, re->scene, ob))
+ return;
+
+ mul_m4_m4m4(mat, re->viewmat, ob->obmat);
+ invert_m4_m4(ob->imat, mat);
+ copy_m3_m4(imat, ob->imat);
+ negative_scale = is_negative_m4(mat);
+
+ ma= give_render_material(re, ob, 1);
+
+ need_orco= 0;
+ if (ma->texco & TEXCO_ORCO) {
+ need_orco= 1;
+ }
+
+ BKE_displist_make_mball_forRender(re->eval_ctx, re->scene, ob, &dispbase);
+ dl= dispbase.first;
+ if (dl == NULL) return;
+
+ data= dl->verts;
+ nors= dl->nors;
+ if (need_orco) {
+ orco= get_object_orco(re, ob);
+
+ if (!orco) {
+ /* orco hasn't been found in cache - create new one and add to cache */
+ orco= BKE_mball_make_orco(ob, &dispbase);
+ set_object_orco(re, ob, orco);
+ }
+ }
+
+ for (a=0; a<dl->nr; a++, data+=3, nors+=3) {
+
+ ver= RE_findOrAddVert(obr, obr->totvert++);
+ copy_v3_v3(ver->co, data);
+ mul_m4_v3(mat, ver->co);
+
+ /* render normals are inverted */
+ xn= -nors[0];
+ yn= -nors[1];
+ zn= -nors[2];
+
+ /* transpose ! */
+ 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;
+ normalize_v3(ver->n);
+ //if (ob->transflag & OB_NEG_SCALE) negate_v3(ver->n);
+
+ if (need_orco) {
+ ver->orco= orco;
+ orco+=3;
+ }
+ }
+
+ index= dl->index;
+ for (a=0; a<dl->parts; a++, index+=4) {
+
+ vlr= RE_findOrAddVlak(obr, obr->totvlak++);
+ vlr->v1= RE_findOrAddVert(obr, index[0]);
+ vlr->v2= RE_findOrAddVert(obr, index[1]);
+ vlr->v3= RE_findOrAddVert(obr, index[2]);
+ vlr->v4 = NULL;
+
+ if (negative_scale)
+ normal_tri_v3(vlr->n, vlr->v1->co, vlr->v2->co, vlr->v3->co);
+ else
+ normal_tri_v3(vlr->n, vlr->v3->co, vlr->v2->co, vlr->v1->co);
+
+ vlr->mat= ma;
+ vlr->flag= ME_SMOOTH;
+ vlr->ec= 0;
+
+ /* mball -too bad- always has triangles, because quads can be non-planar */
+ if (index[3] && index[3]!=index[2]) {
+ vlr1= RE_findOrAddVlak(obr, obr->totvlak++);
+ vlakindex= vlr1->index;
+ *vlr1= *vlr;
+ vlr1->index= vlakindex;
+ vlr1->v2= vlr1->v3;
+ vlr1->v3= RE_findOrAddVert(obr, index[3]);
+ if (negative_scale)
+ normal_tri_v3(vlr1->n, vlr1->v1->co, vlr1->v2->co, vlr1->v3->co);
+ else
+ normal_tri_v3(vlr1->n, vlr1->v3->co, vlr1->v2->co, vlr1->v1->co);
+ }
+ }
+
+ /* enforce display lists remade */
+ BKE_displist_free(&dispbase);
+}
+
+/* ------------------------------------------------------------------------- */
+/* Surfaces and Curves */
+/* ------------------------------------------------------------------------- */
+
+/* returns amount of vertices added for orco */
+static int dl_surf_to_renderdata(ObjectRen *obr, DispList *dl, Material **matar, float *orco, float mat[4][4])
+{
+ VertRen *v1, *v2, *v3, *v4, *ver;
+ VlakRen *vlr, *vlr1, *vlr2, *vlr3;
+ float *data, n1[3];
+ int u, v, orcoret= 0;
+ int p1, p2, p3, p4, a;
+ int sizeu, nsizeu, sizev, nsizev;
+ int startvert, startvlak;
+
+ startvert= obr->totvert;
+ nsizeu = sizeu = dl->parts; nsizev = sizev = dl->nr;
+
+ data= dl->verts;
+ for (u = 0; u < sizeu; u++) {
+ v1 = RE_findOrAddVert(obr, obr->totvert++); /* save this for possible V wrapping */
+ copy_v3_v3(v1->co, data); data += 3;
+ if (orco) {
+ v1->orco= orco; orco+= 3; orcoret++;
+ }
+ mul_m4_v3(mat, v1->co);
+
+ for (v = 1; v < sizev; v++) {
+ ver= RE_findOrAddVert(obr, obr->totvert++);
+ copy_v3_v3(ver->co, data); data += 3;
+ if (orco) {
+ ver->orco= orco; orco+= 3; orcoret++;
+ }
+ mul_m4_v3(mat, ver->co);
+ }
+ /* if V-cyclic, add extra vertices at end of the row */
+ if (dl->flag & DL_CYCL_U) {
+ ver= RE_findOrAddVert(obr, obr->totvert++);
+ copy_v3_v3(ver->co, v1->co);
+ if (orco) {
+ ver->orco= orco; orco+=3; orcoret++; //orcobase + 3*(u*sizev + 0);
+ }
+ }
+ }
+
+ /* Done before next loop to get corner vert */
+ if (dl->flag & DL_CYCL_U) nsizev++;
+ if (dl->flag & DL_CYCL_V) nsizeu++;
+
+ /* if U cyclic, add extra row at end of column */
+ if (dl->flag & DL_CYCL_V) {
+ for (v = 0; v < nsizev; v++) {
+ v1= RE_findOrAddVert(obr, startvert + v);
+ ver= RE_findOrAddVert(obr, obr->totvert++);
+ copy_v3_v3(ver->co, v1->co);
+ if (orco) {
+ ver->orco= orco; orco+=3; orcoret++; //ver->orco= orcobase + 3*(0*sizev + v);
+ }
+ }
+ }
+
+ sizeu = nsizeu;
+ sizev = nsizev;
+
+ startvlak= obr->totvlak;
+
+ for (u = 0; u < sizeu - 1; u++) {
+ p1 = startvert + u * sizev; /* walk through face list */
+ p2 = p1 + 1;
+ p3 = p2 + sizev;
+ p4 = p3 - 1;
+
+ for (v = 0; v < sizev - 1; v++) {
+ v1= RE_findOrAddVert(obr, p1);
+ v2= RE_findOrAddVert(obr, p2);
+ v3= RE_findOrAddVert(obr, p3);
+ v4= RE_findOrAddVert(obr, p4);
+
+ vlr= RE_findOrAddVlak(obr, obr->totvlak++);
+ vlr->v1= v1; vlr->v2= v2; vlr->v3= v3; vlr->v4= v4;
+
+ normal_quad_v3(n1, vlr->v4->co, vlr->v3->co, vlr->v2->co, vlr->v1->co);
+
+ copy_v3_v3(vlr->n, n1);
+
+ vlr->mat= matar[ dl->col];
+ vlr->ec= ME_V1V2+ME_V2V3;
+ vlr->flag= dl->rt;
+
+ add_v3_v3(v1->n, n1);
+ add_v3_v3(v2->n, n1);
+ add_v3_v3(v3->n, n1);
+ add_v3_v3(v4->n, n1);
+
+ p1++; p2++; p3++; p4++;
+ }
+ }
+ /* fix normals for U resp. V cyclic faces */
+ sizeu--; sizev--; /* dec size for face array */
+ if (dl->flag & DL_CYCL_V) {
+
+ for (v = 0; v < sizev; v++) {
+ /* optimize! :*/
+ vlr= RE_findOrAddVlak(obr, UVTOINDEX(sizeu - 1, v));
+ vlr1= RE_findOrAddVlak(obr, UVTOINDEX(0, v));
+ add_v3_v3(vlr1->v1->n, vlr->n);
+ add_v3_v3(vlr1->v2->n, vlr->n);
+ add_v3_v3(vlr->v3->n, vlr1->n);
+ add_v3_v3(vlr->v4->n, vlr1->n);
+ }
+ }
+ if (dl->flag & DL_CYCL_U) {
+
+ for (u = 0; u < sizeu; u++) {
+ /* optimize! :*/
+ vlr= RE_findOrAddVlak(obr, UVTOINDEX(u, 0));
+ vlr1= RE_findOrAddVlak(obr, UVTOINDEX(u, sizev-1));
+ add_v3_v3(vlr1->v2->n, vlr->n);
+ add_v3_v3(vlr1->v3->n, vlr->n);
+ add_v3_v3(vlr->v1->n, vlr1->n);
+ add_v3_v3(vlr->v4->n, vlr1->n);
+ }
+ }
+
+ /* last vertex is an extra case:
+ *
+ * ^ ()----()----()----()
+ * | | | || |
+ * u | |(0,n)||(0,0)|
+ * | | || |
+ * ()====()====[]====()
+ * | | || |
+ * | |(m,n)||(m,0)|
+ * | | || |
+ * ()----()----()----()
+ * v ->
+ *
+ * vertex [] is no longer shared, therefore distribute
+ * normals of the surrounding faces to all of the duplicates of []
+ */
+
+ if ((dl->flag & DL_CYCL_V) && (dl->flag & DL_CYCL_U)) {
+ vlr= RE_findOrAddVlak(obr, UVTOINDEX(sizeu - 1, sizev - 1)); /* (m, n) */
+ vlr1= RE_findOrAddVlak(obr, UVTOINDEX(0, 0)); /* (0, 0) */
+ add_v3_v3v3(n1, vlr->n, vlr1->n);
+ vlr2= RE_findOrAddVlak(obr, UVTOINDEX(0, sizev-1)); /* (0, n) */
+ add_v3_v3(n1, vlr2->n);
+ vlr3= RE_findOrAddVlak(obr, UVTOINDEX(sizeu-1, 0)); /* (m, 0) */
+ add_v3_v3(n1, vlr3->n);
+ copy_v3_v3(vlr->v3->n, n1);
+ copy_v3_v3(vlr1->v1->n, n1);
+ copy_v3_v3(vlr2->v2->n, n1);
+ copy_v3_v3(vlr3->v4->n, n1);
+ }
+ for (a = startvert; a < obr->totvert; a++) {
+ ver= RE_findOrAddVert(obr, a);
+ normalize_v3(ver->n);
+ }
+
+
+ return orcoret;
+}
+
+static void init_render_dm(DerivedMesh *dm, Render *re, ObjectRen *obr,
+ int timeoffset, float *orco, float mat[4][4])
+{
+ Object *ob= obr->ob;
+ int a, end, totvert, vertofs;
+ short mat_iter;
+ VertRen *ver;
+ VlakRen *vlr;
+ MVert *mvert = NULL;
+ MFace *mface;
+ Material *ma;
+#ifdef WITH_FREESTYLE
+ const int *index_mf_to_mpoly = NULL;
+ const int *index_mp_to_orig = NULL;
+ FreestyleFace *ffa = NULL;
+#endif
+ /* Curve *cu= ELEM(ob->type, OB_FONT, OB_CURVE) ? ob->data : NULL; */
+
+ mvert= dm->getVertArray(dm);
+ totvert= dm->getNumVerts(dm);
+
+ for (a=0; a<totvert; a++, mvert++) {
+ ver= RE_findOrAddVert(obr, obr->totvert++);
+ copy_v3_v3(ver->co, mvert->co);
+ mul_m4_v3(mat, ver->co);
+
+ if (orco) {
+ ver->orco= orco;
+ orco+=3;
+ }
+ }
+
+ if (!timeoffset) {
+ /* store customdata names, because DerivedMesh is freed */
+ RE_set_customdata_names(obr, &dm->faceData);
+
+ /* still to do for keys: the correct local texture coordinate */
+
+ /* faces in order of color blocks */
+ vertofs= obr->totvert - totvert;
+ for (mat_iter= 0; (mat_iter < ob->totcol || (mat_iter==0 && ob->totcol==0)); mat_iter++) {
+
+ ma= give_render_material(re, ob, mat_iter+1);
+ end= dm->getNumTessFaces(dm);
+ mface= dm->getTessFaceArray(dm);
+
+#ifdef WITH_FREESTYLE
+ if (ob->type == OB_MESH) {
+ Mesh *me= ob->data;
+ index_mf_to_mpoly= dm->getTessFaceDataArray(dm, CD_ORIGINDEX);
+ index_mp_to_orig= dm->getPolyDataArray(dm, CD_ORIGINDEX);
+ ffa= CustomData_get_layer(&me->pdata, CD_FREESTYLE_FACE);
+ }
+#endif
+
+ for (a=0; a<end; a++, mface++) {
+ int v1, v2, v3, v4, flag;
+
+ if (mface->mat_nr == mat_iter) {
+ float len;
+
+ v1= mface->v1;
+ v2= mface->v2;
+ v3= mface->v3;
+ v4= mface->v4;
+ flag= mface->flag & ME_SMOOTH;
+
+ vlr= RE_findOrAddVlak(obr, obr->totvlak++);
+ vlr->v1= RE_findOrAddVert(obr, vertofs+v1);
+ vlr->v2= RE_findOrAddVert(obr, vertofs+v2);
+ vlr->v3= RE_findOrAddVert(obr, vertofs+v3);
+ if (v4) vlr->v4= RE_findOrAddVert(obr, vertofs+v4);
+ else vlr->v4 = NULL;
+
+ /* render normals are inverted in render */
+ if (vlr->v4)
+ len= normal_quad_v3(vlr->n, vlr->v4->co, vlr->v3->co, vlr->v2->co, vlr->v1->co);
+ else
+ len= normal_tri_v3(vlr->n, vlr->v3->co, vlr->v2->co, vlr->v1->co);
+
+ vlr->mat= ma;
+ vlr->flag= flag;
+ vlr->ec= 0; /* mesh edges rendered separately */
+#ifdef WITH_FREESTYLE
+ if (ffa) {
+ int index = (index_mf_to_mpoly) ? DM_origindex_mface_mpoly(index_mf_to_mpoly, index_mp_to_orig, a) : a;
+ vlr->freestyle_face_mark= (ffa[index].flag & FREESTYLE_FACE_MARK) ? 1 : 0;
+ }
+ else {
+ vlr->freestyle_face_mark= 0;
+ }
+#endif
+
+ if (len==0) obr->totvlak--;
+ else {
+ CustomDataLayer *layer;
+ MTFace *mtface, *mtf;
+ MCol *mcol, *mc;
+ int index, mtfn= 0, mcn= 0;
+ char *name;
+
+ for (index=0; index<dm->faceData.totlayer; index++) {
+ layer= &dm->faceData.layers[index];
+ name= layer->name;
+
+ if (layer->type == CD_MTFACE && mtfn < MAX_MTFACE) {
+ mtf= RE_vlakren_get_tface(obr, vlr, mtfn++, &name, 1);
+ mtface= (MTFace*)layer->data;
+ *mtf= mtface[a];
+ }
+ else if (layer->type == CD_MCOL && mcn < MAX_MCOL) {
+ mc= RE_vlakren_get_mcol(obr, vlr, mcn++, &name, 1);
+ mcol= (MCol*)layer->data;
+ memcpy(mc, &mcol[a*4], sizeof(MCol)*4);
+ }
+ }
+ }
+ }
+ }
+ }
+
+ /* Normals */
+ calc_vertexnormals(re, obr, 1, 0, 0);
+ }
+
+}
+
+static void init_render_surf(Render *re, ObjectRen *obr, int timeoffset)
+{
+ Object *ob= obr->ob;
+ Nurb *nu = NULL;
+ Curve *cu;
+ ListBase displist= {NULL, NULL};
+ DispList *dl;
+ Material **matar;
+ float *orco=NULL, mat[4][4];
+ int a, totmat;
+ bool need_orco = false;
+ DerivedMesh *dm= NULL;
+
+ cu= ob->data;
+ nu= cu->nurb.first;
+ if (nu == NULL) return;
+
+ mul_m4_m4m4(mat, re->viewmat, ob->obmat);
+ invert_m4_m4(ob->imat, mat);
+
+ /* material array */
+ totmat= ob->totcol+1;
+ matar= MEM_callocN(sizeof(Material*)*totmat, "init_render_surf matar");
+
+ for (a=0; a<totmat; a++) {
+ matar[a]= give_render_material(re, ob, a+1);
+
+ if (matar[a] && matar[a]->texco & TEXCO_ORCO)
+ need_orco= 1;
+ }
+
+ if (ob->parent && (ob->parent->type==OB_LATTICE)) need_orco= 1;
+
+ BKE_displist_make_surf(re->scene, ob, &displist, &dm, 1, 0, 1);
+
+ if (dm) {
+ if (need_orco) {
+ orco = get_object_orco(re, ob);
+ if (!orco) {
+ orco= BKE_displist_make_orco(re->scene, ob, dm, true, true);
+ if (orco) {
+ set_object_orco(re, ob, orco);
+ }
+ }
+ }
+
+ init_render_dm(dm, re, obr, timeoffset, orco, mat);
+ dm->release(dm);
+ }
+ else {
+ if (need_orco) {
+ orco = get_object_orco(re, ob);
+ if (!orco) {
+ orco = BKE_curve_surf_make_orco(ob);
+ set_object_orco(re, ob, orco);
+ }
+ }
+
+ /* walk along displaylist and create rendervertices/-faces */
+ for (dl=displist.first; dl; dl=dl->next) {
+ /* watch out: u ^= y, v ^= x !! */
+ if (dl->type==DL_SURF)
+ orco+= 3*dl_surf_to_renderdata(obr, dl, matar, orco, mat);
+ }
+ }
+
+ BKE_displist_free(&displist);
+
+ MEM_freeN(matar);
+}
+
+static void init_render_curve(Render *re, ObjectRen *obr, int timeoffset)
+{
+ Object *ob= obr->ob;
+ Curve *cu;
+ VertRen *ver;
+ VlakRen *vlr;
+ DispList *dl;
+ DerivedMesh *dm = NULL;
+ ListBase disp={NULL, NULL};
+ Material **matar;
+ float *data, *fp, *orco=NULL;
+ float n[3], mat[4][4], nmat[4][4];
+ int nr, startvert, a, b, negative_scale;
+ bool need_orco = false;
+ int totmat;
+
+ cu= ob->data;
+ if (ob->type==OB_FONT && cu->str==NULL) return;
+ else if (ob->type==OB_CURVE && cu->nurb.first==NULL) return;
+
+ BKE_displist_make_curveTypes_forRender(re->scene, ob, &disp, &dm, false, true);
+ dl= disp.first;
+ if (dl==NULL) return;
+
+ mul_m4_m4m4(mat, re->viewmat, ob->obmat);
+ invert_m4_m4(ob->imat, mat);
+ negative_scale = is_negative_m4(mat);
+
+ /* local object -> world space transform for normals */
+ transpose_m4_m4(nmat, mat);
+ invert_m4(nmat);
+
+ /* material array */
+ totmat= ob->totcol+1;
+ matar= MEM_callocN(sizeof(Material*)*totmat, "init_render_surf matar");
+
+ for (a=0; a<totmat; a++) {
+ matar[a]= give_render_material(re, ob, a+1);
+
+ if (matar[a] && matar[a]->texco & TEXCO_ORCO)
+ need_orco= 1;
+ }
+
+ if (dm) {
+ if (need_orco) {
+ orco = get_object_orco(re, ob);
+ if (!orco) {
+ orco = BKE_displist_make_orco(re->scene, ob, dm, true, true);
+ if (orco) {
+ set_object_orco(re, ob, orco);
+ }
+ }
+ }
+
+ init_render_dm(dm, re, obr, timeoffset, orco, mat);
+ dm->release(dm);
+ }
+ else {
+ if (need_orco) {
+ orco = get_object_orco(re, ob);
+ if (!orco) {
+ orco = BKE_curve_make_orco(re->scene, ob, NULL);
+ set_object_orco(re, ob, orco);
+ }
+ }
+
+ while (dl) {
+ if (dl->col > ob->totcol) {
+ /* pass */
+ }
+ else if (dl->type==DL_INDEX3) {
+ const int *index;
+
+ startvert= obr->totvert;
+ data= dl->verts;
+
+ for (a=0; a<dl->nr; a++, data+=3) {
+ ver= RE_findOrAddVert(obr, obr->totvert++);
+ copy_v3_v3(ver->co, data);
+
+ mul_m4_v3(mat, ver->co);
+
+ if (orco) {
+ ver->orco = orco;
+ orco += 3;
+ }
+ }
+
+ if (timeoffset==0) {
+ float tmp[3];
+ const int startvlak= obr->totvlak;
+
+ zero_v3(n);
+ index= dl->index;
+ for (a=0; a<dl->parts; a++, index+=3) {
+ int v1 = index[0], v2 = index[2], v3 = index[1];
+ float *co1 = &dl->verts[v1 * 3],
+ *co2 = &dl->verts[v2 * 3],
+ *co3 = &dl->verts[v3 * 3];
+
+ vlr= RE_findOrAddVlak(obr, obr->totvlak++);
+ vlr->v1= RE_findOrAddVert(obr, startvert + v1);
+ vlr->v2= RE_findOrAddVert(obr, startvert + v2);
+ vlr->v3= RE_findOrAddVert(obr, startvert + v3);
+ vlr->v4= NULL;
+
+ /* to prevent float accuracy issues, we calculate normal in local object space (not world) */
+ if (normal_tri_v3(tmp, co1, co2, co3) > FLT_EPSILON) {
+ if (negative_scale == false) {
+ add_v3_v3(n, tmp);
+ }
+ else {
+ sub_v3_v3(n, tmp);
+ }
+ }
+
+ vlr->mat= matar[ dl->col ];
+ vlr->flag= 0;
+ vlr->ec= 0;
+ }
+
+ /* transform normal to world space */
+ mul_m4_v3(nmat, n);
+ normalize_v3(n);
+
+ /* vertex normals */
+ for (a= startvlak; a<obr->totvlak; a++) {
+ vlr= RE_findOrAddVlak(obr, a);
+
+ copy_v3_v3(vlr->n, n);
+ add_v3_v3(vlr->v1->n, vlr->n);
+ add_v3_v3(vlr->v3->n, vlr->n);
+ add_v3_v3(vlr->v2->n, vlr->n);
+ }
+ for (a=startvert; a<obr->totvert; a++) {
+ ver= RE_findOrAddVert(obr, a);
+ normalize_v3(ver->n);
+ }
+ }
+ }
+ else if (dl->type==DL_SURF) {
+
+ /* cyclic U means an extruded full circular curve, we skip bevel splitting then */
+ if (dl->flag & DL_CYCL_U) {
+ orco+= 3*dl_surf_to_renderdata(obr, dl, matar, orco, mat);
+ }
+ else {
+ int p1, p2, p3, p4;
+
+ fp= dl->verts;
+ startvert= obr->totvert;
+ nr= dl->nr*dl->parts;
+
+ while (nr--) {
+ ver= RE_findOrAddVert(obr, obr->totvert++);
+
+ copy_v3_v3(ver->co, fp);
+ mul_m4_v3(mat, ver->co);
+ fp+= 3;
+
+ if (orco) {
+ ver->orco = orco;
+ orco += 3;
+ }
+ }
+
+ if (dl->flag & DL_CYCL_V && orco) {
+ fp = dl->verts;
+ nr = dl->nr;
+ while (nr--) {
+ ver = RE_findOrAddVert(obr, obr->totvert++);
+ copy_v3_v3(ver->co, fp);
+ mul_m4_v3(mat, ver->co);
+ ver->orco = orco;
+ fp += 3;
+ orco += 3;
+ }
+ }
+
+ if (dl->bevel_split || timeoffset == 0) {
+ const int startvlak= obr->totvlak;
+
+ for (a=0; a<dl->parts; a++) {
+
+ if (BKE_displist_surfindex_get(dl, a, &b, &p1, &p2, &p3, &p4)==0)
+ break;
+
+ p1+= startvert;
+ p2+= startvert;
+ p3+= startvert;
+ p4+= startvert;
+
+ if (dl->flag & DL_CYCL_V && orco && a == dl->parts - 1) {
+ p3 = p1 + dl->nr;
+ p4 = p2 + dl->nr;
+ }
+
+ for (; b<dl->nr; b++) {
+ vlr= RE_findOrAddVlak(obr, obr->totvlak++);
+ /* important 1 offset in order is kept [#24913] */
+ vlr->v1= RE_findOrAddVert(obr, p2);
+ vlr->v2= RE_findOrAddVert(obr, p1);
+ vlr->v3= RE_findOrAddVert(obr, p3);
+ vlr->v4= RE_findOrAddVert(obr, p4);
+ vlr->ec= ME_V2V3+ME_V3V4;
+ if (a==0) vlr->ec+= ME_V1V2;
+
+ vlr->flag= dl->rt;
+
+ normal_quad_v3(vlr->n, vlr->v4->co, vlr->v3->co, vlr->v2->co, vlr->v1->co);
+ vlr->mat= matar[ dl->col ];
+
+ p4= p3;
+ p3++;
+ p2= p1;
+ p1++;
+ }
+ }
+
+ if (dl->bevel_split) {
+ for (a = 0; a < dl->parts - 1 + !!(dl->flag & DL_CYCL_V); a++) {
+ if (BLI_BITMAP_TEST(dl->bevel_split, a)) {
+ split_v_renderfaces(
+ obr, startvlak, startvert, dl->parts, dl->nr, a,
+ /* intentionally swap (v, u) --> (u, v) */
+ dl->flag & DL_CYCL_V, dl->flag & DL_CYCL_U);
+ }
+ }
+ }
+
+ /* vertex normals */
+ for (a= startvlak; a<obr->totvlak; a++) {
+ vlr= RE_findOrAddVlak(obr, a);
+
+ add_v3_v3(vlr->v1->n, vlr->n);
+ add_v3_v3(vlr->v3->n, vlr->n);
+ add_v3_v3(vlr->v2->n, vlr->n);
+ add_v3_v3(vlr->v4->n, vlr->n);
+ }
+ for (a=startvert; a<obr->totvert; a++) {
+ ver= RE_findOrAddVert(obr, a);
+ normalize_v3(ver->n);
+ }
+ }
+ }
+ }
+
+ dl= dl->next;
+ }
+ }
+
+ BKE_displist_free(&disp);
+
+ MEM_freeN(matar);
+}
+
+/* ------------------------------------------------------------------------- */
+/* Mesh */
+/* ------------------------------------------------------------------------- */
+
+struct edgesort {
+ unsigned int v1, v2;
+ int f;
+ unsigned int i1, i2;
+};
+
+/* edges have to be added with lowest index first for sorting */
+static void to_edgesort(struct edgesort *ed,
+ unsigned int i1, unsigned int i2,
+ unsigned int v1, unsigned int v2, int f)
+{
+ if (v1 > v2) {
+ SWAP(unsigned int, v1, v2);
+ SWAP(unsigned int, i1, i2);
+ }
+
+ ed->v1= v1;
+ ed->v2= v2;
+ ed->i1= i1;
+ ed->i2= i2;
+ ed->f = f;
+}
+
+static int vergedgesort(const void *v1, const void *v2)
+{
+ const struct edgesort *x1=v1, *x2=v2;
+
+ if ( x1->v1 > x2->v1) return 1;
+ else if ( x1->v1 < x2->v1) return -1;
+ else if ( x1->v2 > x2->v2) return 1;
+ else if ( x1->v2 < x2->v2) return -1;
+
+ return 0;
+}
+
+static struct edgesort *make_mesh_edge_lookup(DerivedMesh *dm, int *totedgesort)
+{
+ MFace *mf, *mface;
+ MTFace *tface=NULL;
+ struct edgesort *edsort, *ed;
+ unsigned int *mcol=NULL;
+ int a, totedge=0, totface;
+
+ mface= dm->getTessFaceArray(dm);
+ totface= dm->getNumTessFaces(dm);
+ tface= dm->getTessFaceDataArray(dm, CD_MTFACE);
+ mcol= dm->getTessFaceDataArray(dm, CD_MCOL);
+
+ if (mcol==NULL && tface==NULL) return NULL;
+
+ /* make sorted table with edges and face indices in it */
+ for (a= totface, mf= mface; a>0; a--, mf++) {
+ totedge += mf->v4 ? 4 : 3;
+ }
+
+ if (totedge==0)
+ return NULL;
+
+ ed= edsort= MEM_callocN(totedge*sizeof(struct edgesort), "edgesort");
+
+ for (a=0, mf=mface; a<totface; a++, mf++) {
+ to_edgesort(ed++, 0, 1, mf->v1, mf->v2, a);
+ to_edgesort(ed++, 1, 2, mf->v2, mf->v3, a);
+ if (mf->v4) {
+ to_edgesort(ed++, 2, 3, mf->v3, mf->v4, a);
+ to_edgesort(ed++, 3, 0, mf->v4, mf->v1, a);
+ }
+ else {
+ to_edgesort(ed++, 2, 3, mf->v3, mf->v1, a);
+ }
+ }
+
+ qsort(edsort, totedge, sizeof(struct edgesort), vergedgesort);
+
+ *totedgesort= totedge;
+
+ return edsort;
+}
+
+static void use_mesh_edge_lookup(ObjectRen *obr, DerivedMesh *dm, MEdge *medge, VlakRen *vlr, struct edgesort *edgetable, int totedge)
+{
+ struct edgesort ed, *edp;
+ CustomDataLayer *layer;
+ MTFace *mtface, *mtf;
+ MCol *mcol, *mc;
+ int index, mtfn, mcn;
+ char *name;
+
+ if (medge->v1 < medge->v2) {
+ ed.v1= medge->v1;
+ ed.v2= medge->v2;
+ }
+ else {
+ ed.v1= medge->v2;
+ ed.v2= medge->v1;
+ }
+
+ edp= bsearch(&ed, edgetable, totedge, sizeof(struct edgesort), vergedgesort);
+
+ /* since edges have different index ordering, we have to duplicate mcol and tface */
+ if (edp) {
+ mtfn= mcn= 0;
+
+ for (index=0; index<dm->faceData.totlayer; index++) {
+ layer= &dm->faceData.layers[index];
+ name= layer->name;
+
+ if (layer->type == CD_MTFACE && mtfn < MAX_MTFACE) {
+ mtface= &((MTFace*)layer->data)[edp->f];
+ mtf= RE_vlakren_get_tface(obr, vlr, mtfn++, &name, 1);
+
+ *mtf= *mtface;
+
+ memcpy(mtf->uv[0], mtface->uv[edp->i1], sizeof(float)*2);
+ memcpy(mtf->uv[1], mtface->uv[edp->i2], sizeof(float)*2);
+ memcpy(mtf->uv[2], mtface->uv[1], sizeof(float)*2);
+ memcpy(mtf->uv[3], mtface->uv[1], sizeof(float)*2);
+ }
+ else if (layer->type == CD_MCOL && mcn < MAX_MCOL) {
+ mcol= &((MCol*)layer->data)[edp->f*4];
+ mc= RE_vlakren_get_mcol(obr, vlr, mcn++, &name, 1);
+
+ mc[0]= mcol[edp->i1];
+ mc[1]= mc[2]= mc[3]= mcol[edp->i2];
+ }
+ }
+ }
+}
+
+static void free_camera_inside_volumes(Render *re)
+{
+ BLI_freelistN(&re->render_volumes_inside);
+}
+
+static void init_camera_inside_volumes(Render *re)
+{
+ ObjectInstanceRen *obi;
+ VolumeOb *vo;
+ /* coordinates are all in camera space, so camera coordinate is zero. we also
+ * add an offset for the clip start, however note that with clip start it's
+ * actually impossible to do a single 'inside' test, since there will not be
+ * a single point where all camera rays start from, though for small clip start
+ * they will be close together. */
+ float co[3] = {0.f, 0.f, -re->clipsta};
+
+ for (vo= re->volumes.first; vo; vo= vo->next) {
+ for (obi= re->instancetable.first; obi; obi= obi->next) {
+ if (obi->obr == vo->obr) {
+ if (point_inside_volume_objectinstance(re, obi, co)) {
+ MatInside *mi;
+
+ mi = MEM_mallocN(sizeof(MatInside), "camera inside material");
+ mi->ma = vo->ma;
+ mi->obi = obi;
+
+ BLI_addtail(&(re->render_volumes_inside), mi);
+ }
+ }
+ }
+ }
+
+
+#if 0 /* debug */
+ {
+ MatInside *m;
+ for (m = re->render_volumes_inside.first; m; m = m->next) {
+ printf("matinside: ma: %s\n", m->ma->id.name + 2);
+ }
+ }
+#endif
+}
+
+static void add_volume(Render *re, ObjectRen *obr, Material *ma)
+{
+ struct VolumeOb *vo;
+
+ vo = MEM_mallocN(sizeof(VolumeOb), "volume object");
+
+ vo->ma = ma;
+ vo->obr = obr;
+
+ BLI_addtail(&re->volumes, vo);
+}
+
+#ifdef WITH_FREESTYLE
+static EdgeHash *make_freestyle_edge_mark_hash(DerivedMesh *dm)
+{
+ EdgeHash *edge_hash= NULL;
+ FreestyleEdge *fed;
+ MEdge *medge;
+ int totedge, a;
+
+ medge = dm->getEdgeArray(dm);
+ totedge = dm->getNumEdges(dm);
+ fed = dm->getEdgeDataArray(dm, CD_FREESTYLE_EDGE);
+ if (fed) {
+ edge_hash = BLI_edgehash_new(__func__);
+ for (a = 0; a < totedge; a++) {
+ if (fed[a].flag & FREESTYLE_EDGE_MARK)
+ BLI_edgehash_insert(edge_hash, medge[a].v1, medge[a].v2, medge+a);
+ }
+ }
+ return edge_hash;
+}
+
+static bool has_freestyle_edge_mark(EdgeHash *edge_hash, int v1, int v2)
+{
+ MEdge *medge= BLI_edgehash_lookup(edge_hash, v1, v2);
+ return (!medge) ? 0 : 1;
+}
+#endif
+
+static void init_render_mesh(Render *re, ObjectRen *obr, int timeoffset)
+{
+ Object *ob= obr->ob;
+ Mesh *me;
+ MVert *mvert = NULL;
+ MFace *mface;
+ VlakRen *vlr; //, *vlr1;
+ VertRen *ver;
+ Material *ma;
+ DerivedMesh *dm;
+ CustomDataMask mask;
+ float xn, yn, zn, imat[3][3], mat[4][4]; //nor[3],
+ float *orco = NULL;
+ short (*loop_nors)[4][3] = NULL;
+ bool need_orco = false, need_stress = false, need_tangent = false, need_origindex = false;
+ bool need_nmap_tangent_concrete = false;
+ int a, a1, ok, vertofs;
+ int end, totvert = 0;
+ bool do_autosmooth = false, do_displace = false;
+ bool use_original_normals = false;
+ int recalc_normals = 0; /* false by default */
+ int negative_scale;
+#ifdef WITH_FREESTYLE
+ FreestyleFace *ffa;
+#endif
+
+ me= ob->data;
+
+ mul_m4_m4m4(mat, re->viewmat, ob->obmat);
+ invert_m4_m4(ob->imat, mat);
+ copy_m3_m4(imat, ob->imat);
+ negative_scale= is_negative_m4(mat);
+
+ need_orco= 0;
+ for (a=1; a<=ob->totcol; a++) {
+ ma= give_render_material(re, ob, a);
+ if (ma) {
+ if (ma->texco & (TEXCO_ORCO|TEXCO_STRESS))
+ need_orco= 1;
+ if (ma->texco & TEXCO_STRESS)
+ need_stress= 1;
+ /* normalmaps, test if tangents needed, separated from shading */
+ if (ma->mode_l & MA_TANGENT_V) {
+ need_tangent= 1;
+ if (me->mtpoly==NULL)
+ need_orco= 1;
+ }
+ if (ma->mode_l & MA_NORMAP_TANG) {
+ if (me->mtpoly==NULL) {
+ need_orco= 1;
+ }
+ need_tangent= 1;
+ }
+ if (ma->mode2_l & MA_TANGENT_CONCRETE) {
+ need_nmap_tangent_concrete = true;
+ }
+ }
+ }
+
+ if (re->flag & R_NEED_TANGENT) {
+ /* exception for tangent space baking */
+ if (me->mtpoly==NULL) {
+ need_orco= 1;
+ }
+ need_tangent= 1;
+ }
+
+ /* check autosmooth and displacement, we then have to skip only-verts optimize
+ * Note: not sure what we want to give higher priority, currently do_displace
+ * takes precedence over do_autosmooth.
+ */
+ do_displace = test_for_displace(re, ob);
+ do_autosmooth = ((me->flag & ME_AUTOSMOOTH) != 0) && !do_displace;
+ if (do_autosmooth || do_displace)
+ timeoffset = 0;
+
+ /* origindex currently used when using autosmooth, or baking to vertex colors. */
+ need_origindex = (do_autosmooth || ((re->flag & R_BAKING) && (re->r.bake_flag & R_BAKE_VCOL)));
+
+ mask = CD_MASK_RENDER_INTERNAL;
+ if (!timeoffset)
+ if (need_orco)
+ mask |= CD_MASK_ORCO;
+
+#ifdef WITH_FREESTYLE
+ mask |= CD_MASK_ORIGINDEX | CD_MASK_FREESTYLE_EDGE | CD_MASK_FREESTYLE_FACE;
+#endif
+
+ if (re->r.scemode & R_VIEWPORT_PREVIEW)
+ dm= mesh_create_derived_view(re->scene, ob, mask);
+ else
+ dm= mesh_create_derived_render(re->scene, ob, mask);
+ if (dm==NULL) return; /* in case duplicated object fails? */
+
+ mvert= dm->getVertArray(dm);
+ totvert= dm->getNumVerts(dm);
+
+ if (totvert == 0) {
+ dm->release(dm);
+ return;
+ }
+
+ if (mask & CD_MASK_ORCO) {
+ orco = get_object_orco(re, ob);
+ if (!orco) {
+ orco= dm->getVertDataArray(dm, CD_ORCO);
+ if (orco) {
+ orco= MEM_dupallocN(orco);
+ set_object_orco(re, ob, orco);
+ }
+ }
+ }
+
+ /* attempt to autsmooth on original mesh, only without subsurf */
+ if (do_autosmooth && me->totvert==totvert && me->totface==dm->getNumTessFaces(dm))
+ use_original_normals= true;
+
+ ma= give_render_material(re, ob, 1);
+
+
+ if (ma->material_type == MA_TYPE_HALO) {
+ make_render_halos(re, obr, me, totvert, mvert, ma, orco);
+ }
+ else {
+ const int *index_vert_orig = NULL;
+ const int *index_mf_to_mpoly = NULL;
+ const int *index_mp_to_orig = NULL;
+ if (need_origindex) {
+ index_vert_orig = dm->getVertDataArray(dm, CD_ORIGINDEX);
+ /* double lookup for faces -> polys */
+#ifdef WITH_FREESTYLE
+ index_mf_to_mpoly = dm->getTessFaceDataArray(dm, CD_ORIGINDEX);
+ index_mp_to_orig = dm->getPolyDataArray(dm, CD_ORIGINDEX);
+#endif
+ }
+
+ for (a=0; a<totvert; a++, mvert++) {
+ ver= RE_findOrAddVert(obr, obr->totvert++);
+ copy_v3_v3(ver->co, mvert->co);
+ if (do_autosmooth == false) { /* autosmooth on original unrotated data to prevent differences between frames */
+ normal_short_to_float_v3(ver->n, mvert->no);
+ mul_m4_v3(mat, ver->co);
+ mul_transposed_m3_v3(imat, ver->n);
+ normalize_v3(ver->n);
+ negate_v3(ver->n);
+ }
+
+ if (orco) {
+ ver->orco= orco;
+ orco+=3;
+ }
+
+ if (need_origindex) {
+ int *origindex;
+ origindex = RE_vertren_get_origindex(obr, ver, 1);
+
+ /* Use orig index array if it's available (e.g. in the presence
+ * of modifiers). */
+ if (index_vert_orig)
+ *origindex = index_vert_orig[a];
+ else
+ *origindex = a;
+ }
+ }
+
+ if (!timeoffset) {
+ short (*lnp)[4][3] = NULL;
+#ifdef WITH_FREESTYLE
+ EdgeHash *edge_hash;
+
+ /* create a hash table of Freestyle edge marks */
+ edge_hash = make_freestyle_edge_mark_hash(dm);
+#endif
+
+ /* store customdata names, because DerivedMesh is freed */
+ RE_set_customdata_names(obr, &dm->faceData);
+
+ /* add tangent layers if we need */
+ if ((ma->nmap_tangent_names_count && need_nmap_tangent_concrete) || need_tangent) {
+ dm->calcLoopTangents(
+ dm, need_tangent,
+ (const char (*)[MAX_NAME])ma->nmap_tangent_names, ma->nmap_tangent_names_count);
+ obr->tangent_mask = dm->tangent_mask;
+ DM_generate_tangent_tessface_data(dm, need_nmap_tangent_concrete || need_tangent);
+ }
+
+ /* still to do for keys: the correct local texture coordinate */
+
+ /* faces in order of color blocks */
+ vertofs= obr->totvert - totvert;
+ for (a1=0; (a1<ob->totcol || (a1==0 && ob->totcol==0)); a1++) {
+
+ ma= give_render_material(re, ob, a1+1);
+
+ /* test for 100% transparent */
+ ok = 1;
+ if ((ma->alpha == 0.0f) &&
+ (ma->spectra == 0.0f) &&
+ /* No need to test filter here, it's only active with MA_RAYTRANSP and we check against it below. */
+ /* (ma->filter == 0.0f) && */
+ (ma->mode & MA_TRANSP) &&
+ (ma->mode & (MA_RAYTRANSP | MA_RAYMIRROR)) == 0)
+ {
+ ok = 0;
+ /* texture on transparency? */
+ for (a=0; a<MAX_MTEX; a++) {
+ if (ma->mtex[a] && ma->mtex[a]->tex) {
+ if (ma->mtex[a]->mapto & MAP_ALPHA) ok= 1;
+ }
+ }
+ }
+
+ /* if wire material, and we got edges, don't do the faces */
+ if (ma->material_type == MA_TYPE_WIRE) {
+ end= dm->getNumEdges(dm);
+ if (end) ok= 0;
+ }
+
+ if (ok) {
+ end= dm->getNumTessFaces(dm);
+ mface= dm->getTessFaceArray(dm);
+ if (!loop_nors && do_autosmooth &&
+ (dm->getTessFaceDataArray(dm, CD_TESSLOOPNORMAL) != NULL))
+ {
+ lnp = loop_nors = MEM_mallocN(sizeof(*loop_nors) * end, __func__);
+ }
+#ifdef WITH_FREESTYLE
+ index_mf_to_mpoly= dm->getTessFaceDataArray(dm, CD_ORIGINDEX);
+ index_mp_to_orig= dm->getPolyDataArray(dm, CD_ORIGINDEX);
+ ffa= CustomData_get_layer(&me->pdata, CD_FREESTYLE_FACE);
+#endif
+
+ for (a=0; a<end; a++, mface++) {
+ int v1, v2, v3, v4, flag;
+
+ if ( mface->mat_nr==a1 ) {
+ float len;
+ bool reverse_verts = (negative_scale != 0 && do_autosmooth == false);
+ int rev_tab[] = {reverse_verts==0 ? 0 : 2, 1, reverse_verts==0 ? 2 : 0, 3};
+ v1= reverse_verts==0 ? mface->v1 : mface->v3;
+ v2= mface->v2;
+ v3= reverse_verts==0 ? mface->v3 : mface->v1;
+ v4= mface->v4;
+ flag = do_autosmooth ? ME_SMOOTH : mface->flag & ME_SMOOTH;
+
+ vlr= RE_findOrAddVlak(obr, obr->totvlak++);
+ vlr->v1= RE_findOrAddVert(obr, vertofs+v1);
+ vlr->v2= RE_findOrAddVert(obr, vertofs+v2);
+ vlr->v3= RE_findOrAddVert(obr, vertofs+v3);
+ if (v4) vlr->v4 = RE_findOrAddVert(obr, vertofs+v4);
+ else vlr->v4 = NULL;
+
+#ifdef WITH_FREESTYLE
+ /* Freestyle edge/face marks */
+ if (edge_hash) {
+ int edge_mark = 0;
+
+ if (has_freestyle_edge_mark(edge_hash, v1, v2)) edge_mark |= R_EDGE_V1V2;
+ if (has_freestyle_edge_mark(edge_hash, v2, v3)) edge_mark |= R_EDGE_V2V3;
+ if (!v4) {
+ if (has_freestyle_edge_mark(edge_hash, v3, v1)) edge_mark |= R_EDGE_V3V1;
+ }
+ else {
+ if (has_freestyle_edge_mark(edge_hash, v3, v4)) edge_mark |= R_EDGE_V3V4;
+ if (has_freestyle_edge_mark(edge_hash, v4, v1)) edge_mark |= R_EDGE_V4V1;
+ }
+ vlr->freestyle_edge_mark= edge_mark;
+ }
+ if (ffa) {
+ int index = (index_mf_to_mpoly) ? DM_origindex_mface_mpoly(index_mf_to_mpoly, index_mp_to_orig, a) : a;
+ vlr->freestyle_face_mark= (ffa[index].flag & FREESTYLE_FACE_MARK) ? 1 : 0;
+ }
+ else {
+ vlr->freestyle_face_mark= 0;
+ }
+#endif
+
+ /* render normals are inverted in render */
+ if (use_original_normals) {
+ MFace *mf= me->mface+a;
+ MVert *mv= me->mvert;
+
+ if (vlr->v4)
+ len= normal_quad_v3(vlr->n, mv[mf->v4].co, mv[mf->v3].co, mv[mf->v2].co, mv[mf->v1].co);
+ else
+ len= normal_tri_v3(vlr->n, mv[mf->v3].co, mv[mf->v2].co, mv[mf->v1].co);
+ }
+ else {
+ if (vlr->v4)
+ len= normal_quad_v3(vlr->n, vlr->v4->co, vlr->v3->co, vlr->v2->co, vlr->v1->co);
+ else
+ len= normal_tri_v3(vlr->n, vlr->v3->co, vlr->v2->co, vlr->v1->co);
+ }
+
+ vlr->mat= ma;
+ vlr->flag= flag;
+ vlr->ec= 0; /* mesh edges rendered separately */
+
+ if (len==0) obr->totvlak--;
+ else {
+ CustomDataLayer *layer;
+ MTFace *mtface, *mtf;
+ MCol *mcol, *mc;
+ int index, mtfn= 0, mcn= 0, mln = 0, vindex;
+ char *name;
+ int nr_verts = v4!=0 ? 4 : 3;
+
+ for (index=0; index<dm->faceData.totlayer; index++) {
+ layer= &dm->faceData.layers[index];
+ name= layer->name;
+
+ if (layer->type == CD_MTFACE && mtfn < MAX_MTFACE) {
+ int t;
+ mtf= RE_vlakren_get_tface(obr, vlr, mtfn++, &name, 1);
+ mtface= (MTFace*)layer->data;
+ *mtf = mtface[a]; /* copy face info */
+ for (vindex=0; vindex<nr_verts; vindex++)
+ for (t=0; t<2; t++)
+ mtf->uv[vindex][t]=mtface[a].uv[rev_tab[vindex]][t];
+ }
+ else if (layer->type == CD_MCOL && mcn < MAX_MCOL) {
+ mc= RE_vlakren_get_mcol(obr, vlr, mcn++, &name, 1);
+ mcol= (MCol*)layer->data;
+ for (vindex=0; vindex<nr_verts; vindex++)
+ mc[vindex]=mcol[a*4+rev_tab[vindex]];
+ }
+ else if (layer->type == CD_TANGENT) {
+ if (need_nmap_tangent_concrete || need_tangent) {
+ int uv_start = CustomData_get_layer_index(&dm->faceData, CD_MTFACE);
+ int uv_index = CustomData_get_named_layer_index(&dm->faceData, CD_MTFACE, layer->name);
+
+ /* if there are no UVs, orco tangents are in first slot */
+ int n = (uv_start >= 0 && uv_index >= 0) ? uv_index - uv_start : 0;
+
+ const float *tangent = (const float *) layer->data;
+ float *ftang = RE_vlakren_get_nmap_tangent(obr, vlr, n, true);
+
+ for (vindex=0; vindex<nr_verts; vindex++) {
+ copy_v4_v4(ftang+vindex*4, tangent+a*16+rev_tab[vindex]*4);
+ mul_mat3_m4_v3(mat, ftang+vindex*4);
+ normalize_v3(ftang+vindex*4);
+ }
+ }
+ }
+ else if (layer->type == CD_TESSLOOPNORMAL && mln < 1) {
+ if (loop_nors) {
+ const short (*lnors)[4][3] = (const short (*)[4][3])layer->data;
+ for (vindex = 0; vindex < 4; vindex++) {
+ //print_v3("lnors[a][rev_tab[vindex]]", lnors[a][rev_tab[vindex]]);
+ copy_v3_v3_short((short *)lnp[0][vindex], lnors[a][rev_tab[vindex]]);
+ /* If we copy loop normals, we are doing autosmooth, so we are still
+ * in object space, no need to multiply with mat!
+ */
+ }
+ lnp++;
+ }
+ mln++;
+ }
+ }
+
+ if (need_origindex) {
+ /* Find original index of mpoly for this tessface. Options:
+ * - Modified mesh; two-step look up from tessface -> modified mpoly -> original mpoly
+ * - OR Tesselated mesh; look up from tessface -> mpoly
+ * - OR Failsafe; tessface == mpoly. Could probably assert(false) in this case? */
+ int *origindex;
+ origindex = RE_vlakren_get_origindex(obr, vlr, 1);
+ if (index_mf_to_mpoly && index_mp_to_orig)
+ *origindex = DM_origindex_mface_mpoly(index_mf_to_mpoly, index_mp_to_orig, a);
+ else if (index_mf_to_mpoly)
+ *origindex = index_mf_to_mpoly[a];
+ else
+ *origindex = a;
+ }
+ }
+ }
+ }
+ }
+ }
+
+#ifdef WITH_FREESTYLE
+ /* release the hash table of Freestyle edge marks */
+ if (edge_hash)
+ BLI_edgehash_free(edge_hash, NULL);
+#endif
+
+ /* exception... we do edges for wire mode. potential conflict when faces exist... */
+ end= dm->getNumEdges(dm);
+ mvert= dm->getVertArray(dm);
+ ma= give_render_material(re, ob, 1);
+ if (end && (ma->material_type == MA_TYPE_WIRE)) {
+ MEdge *medge;
+ struct edgesort *edgetable;
+ int totedge= 0;
+ recalc_normals= 1;
+
+ medge= dm->getEdgeArray(dm);
+
+ /* we want edges to have UV and vcol too... */
+ edgetable= make_mesh_edge_lookup(dm, &totedge);
+
+ for (a1=0; a1<end; a1++, medge++) {
+ if (medge->flag&ME_EDGERENDER) {
+ MVert *v0 = &mvert[medge->v1];
+ MVert *v1 = &mvert[medge->v2];
+
+ vlr= RE_findOrAddVlak(obr, obr->totvlak++);
+ vlr->v1= RE_findOrAddVert(obr, vertofs+medge->v1);
+ vlr->v2= RE_findOrAddVert(obr, vertofs+medge->v2);
+ vlr->v3= vlr->v2;
+ vlr->v4= NULL;
+
+ if (edgetable)
+ use_mesh_edge_lookup(obr, dm, medge, vlr, edgetable, totedge);
+
+ xn= -(v0->no[0]+v1->no[0]);
+ yn= -(v0->no[1]+v1->no[1]);
+ zn= -(v0->no[2]+v1->no[2]);
+ /* transpose ! */
+ vlr->n[0]= imat[0][0]*xn+imat[0][1]*yn+imat[0][2]*zn;
+ vlr->n[1]= imat[1][0]*xn+imat[1][1]*yn+imat[1][2]*zn;
+ vlr->n[2]= imat[2][0]*xn+imat[2][1]*yn+imat[2][2]*zn;
+ normalize_v3(vlr->n);
+
+ vlr->mat= ma;
+ vlr->flag= 0;
+ vlr->ec= ME_V1V2;
+ }
+ }
+ if (edgetable)
+ MEM_freeN(edgetable);
+ }
+ }
+ }
+
+ if (!timeoffset) {
+ if (need_stress)
+ calc_edge_stress(re, obr, me);
+
+ if (do_displace) {
+ calc_vertexnormals(re, obr, 1, 0, 0);
+ displace(re, obr);
+ recalc_normals = 0; /* Already computed by displace! */
+ }
+ else if (do_autosmooth) {
+ recalc_normals = (loop_nors == NULL); /* Should never happen, but better be safe than sorry. */
+ autosmooth(re, obr, mat, loop_nors);
+ }
+
+ if (recalc_normals!=0 || need_tangent!=0)
+ calc_vertexnormals(re, obr, recalc_normals, need_tangent, need_nmap_tangent_concrete);
+ }
+
+ MEM_SAFE_FREE(loop_nors);
+
+ dm->release(dm);
+}
+
+/* ------------------------------------------------------------------------- */
+/* Lamps and Shadowbuffers */
+/* ------------------------------------------------------------------------- */
+
+static void initshadowbuf(Render *re, LampRen *lar, float mat[4][4])
+{
+ struct ShadBuf *shb;
+ float viewinv[4][4];
+
+ /* if (la->spsi<16) return; */
+
+ /* memory alloc */
+ shb= (struct ShadBuf *)MEM_callocN(sizeof(struct ShadBuf), "initshadbuf");
+ lar->shb= shb;
+
+ if (shb==NULL) return;
+
+ VECCOPY(shb->co, lar->co); /* int copy */
+
+ /* percentage render: keep track of min and max */
+ shb->size= (lar->bufsize*re->r.size)/100;
+
+ if (shb->size<512) shb->size= 512;
+ else if (shb->size > lar->bufsize) shb->size= lar->bufsize;
+
+ shb->size &= ~15; /* make sure its multiples of 16 */
+
+ shb->samp= lar->samp;
+ shb->soft= lar->soft;
+ shb->shadhalostep= lar->shadhalostep;
+
+ normalize_m4(mat);
+ invert_m4_m4(shb->winmat, mat); /* winmat is temp */
+
+ /* matrix: combination of inverse view and lampmat */
+ /* calculate again: the ortho-render has no correct viewinv */
+ invert_m4_m4(viewinv, re->viewmat);
+ mul_m4_m4m4(shb->viewmat, shb->winmat, viewinv);
+
+ /* projection */
+ shb->d= lar->clipsta;
+ shb->clipend= lar->clipend;
+
+ /* bias is percentage, made 2x larger because of correction for angle of incidence */
+ /* when a ray is closer to parallel of a face, bias value is increased during render */
+ shb->bias= (0.02f*lar->bias)*0x7FFFFFFF;
+
+ /* halfway method (average of first and 2nd z) reduces bias issues */
+ if (ELEM(lar->buftype, LA_SHADBUF_HALFWAY, LA_SHADBUF_DEEP))
+ shb->bias= 0.1f*shb->bias;
+
+ shb->compressthresh= lar->compressthresh;
+}
+
+void area_lamp_vectors(LampRen *lar)
+{
+ float xsize= 0.5f*lar->area_size, ysize= 0.5f*lar->area_sizey, multifac;
+
+ /* make it smaller, so area light can be multisampled */
+ multifac= 1.0f/sqrtf((float)lar->ray_totsamp);
+ xsize *= multifac;
+ ysize *= multifac;
+
+ /* corner vectors */
+ lar->area[0][0]= lar->co[0] - xsize*lar->mat[0][0] - ysize*lar->mat[1][0];
+ lar->area[0][1]= lar->co[1] - xsize*lar->mat[0][1] - ysize*lar->mat[1][1];
+ lar->area[0][2]= lar->co[2] - xsize*lar->mat[0][2] - ysize*lar->mat[1][2];
+
+ /* corner vectors */
+ lar->area[1][0]= lar->co[0] - xsize*lar->mat[0][0] + ysize*lar->mat[1][0];
+ lar->area[1][1]= lar->co[1] - xsize*lar->mat[0][1] + ysize*lar->mat[1][1];
+ lar->area[1][2]= lar->co[2] - xsize*lar->mat[0][2] + ysize*lar->mat[1][2];
+
+ /* corner vectors */
+ lar->area[2][0]= lar->co[0] + xsize*lar->mat[0][0] + ysize*lar->mat[1][0];
+ lar->area[2][1]= lar->co[1] + xsize*lar->mat[0][1] + ysize*lar->mat[1][1];
+ lar->area[2][2]= lar->co[2] + xsize*lar->mat[0][2] + ysize*lar->mat[1][2];
+
+ /* corner vectors */
+ lar->area[3][0]= lar->co[0] + xsize*lar->mat[0][0] - ysize*lar->mat[1][0];
+ lar->area[3][1]= lar->co[1] + xsize*lar->mat[0][1] - ysize*lar->mat[1][1];
+ lar->area[3][2]= lar->co[2] + xsize*lar->mat[0][2] - ysize*lar->mat[1][2];
+ /* only for correction button size, matrix size works on energy */
+ lar->areasize= lar->dist*lar->dist/(4.0f*xsize*ysize);
+}
+
+/* If lar takes more lamp data, the decoupling will be better. */
+static GroupObject *add_render_lamp(Render *re, Object *ob)
+{
+ Lamp *la= ob->data;
+ LampRen *lar;
+ GroupObject *go;
+ float mat[4][4], angle, xn, yn;
+ float vec[3];
+ int c;
+
+ /* previewrender sets this to zero... prevent accidents */
+ if (la==NULL) return NULL;
+
+ /* prevent only shadow from rendering light */
+ if (la->mode & LA_ONLYSHADOW)
+ if ((re->r.mode & R_SHADOW)==0)
+ return NULL;
+
+ re->totlamp++;
+
+ /* groups is used to unify support for lightgroups, this is the global lightgroup */
+ go= MEM_callocN(sizeof(GroupObject), "groupobject");
+ BLI_addtail(&re->lights, go);
+ go->ob= ob;
+ /* lamprens are in own list, for freeing */
+ lar= (LampRen *)MEM_callocN(sizeof(LampRen), "lampren");
+ BLI_addtail(&re->lampren, lar);
+ go->lampren= lar;
+
+ mul_m4_m4m4(mat, re->viewmat, ob->obmat);
+ invert_m4_m4(ob->imat, mat);
+
+ copy_m4_m4(lar->lampmat, ob->obmat);
+ copy_m3_m4(lar->mat, mat);
+ copy_m3_m4(lar->imat, ob->imat);
+
+ lar->bufsize = la->bufsize;
+ lar->samp = la->samp;
+ lar->buffers= la->buffers;
+ if (lar->buffers==0) lar->buffers= 1;
+ lar->buftype= la->buftype;
+ lar->filtertype= la->filtertype;
+ lar->soft = la->soft;
+ lar->shadhalostep = la->shadhalostep;
+ lar->clipsta = la->clipsta;
+ lar->clipend = la->clipend;
+
+ lar->bias = la->bias;
+ lar->compressthresh = la->compressthresh;
+
+ lar->type= la->type;
+ lar->mode= la->mode;
+
+ lar->energy= la->energy;
+ if (la->mode & LA_NEG) lar->energy= -lar->energy;
+
+ lar->vec[0]= -mat[2][0];
+ lar->vec[1]= -mat[2][1];
+ lar->vec[2]= -mat[2][2];
+ normalize_v3(lar->vec);
+ lar->co[0]= mat[3][0];
+ lar->co[1]= mat[3][1];
+ lar->co[2]= mat[3][2];
+ lar->dist= la->dist;
+ lar->haint= la->haint;
+ lar->distkw= lar->dist*lar->dist;
+ 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 */
+ lar->ray_samp= la->ray_samp;
+ lar->ray_sampy= la->ray_sampy;
+ lar->ray_sampz= la->ray_sampz;
+
+ lar->area_size= la->area_size;
+ lar->area_sizey= la->area_sizey;
+ lar->area_sizez= la->area_sizez;
+
+ lar->area_shape= la->area_shape;
+
+ /* Annoying, lamp UI does this, but the UI might not have been used? - add here too.
+ * make sure this matches buttons_shading.c's logic */
+ if (ELEM(la->type, LA_AREA, LA_SPOT, LA_SUN, LA_LOCAL) && (la->mode & LA_SHAD_RAY))
+ if (ELEM(la->type, LA_SPOT, LA_SUN, LA_LOCAL))
+ if (la->ray_samp_method == LA_SAMP_CONSTANT) la->ray_samp_method = LA_SAMP_HALTON;
+
+ lar->ray_samp_method= la->ray_samp_method;
+ lar->ray_samp_type= la->ray_samp_type;
+
+ lar->adapt_thresh= la->adapt_thresh;
+ lar->sunsky = NULL;
+
+ if ( ELEM(lar->type, LA_SPOT, LA_LOCAL)) {
+ lar->ray_totsamp= lar->ray_samp*lar->ray_samp;
+ lar->area_shape = LA_AREA_SQUARE;
+ lar->area_sizey= lar->area_size;
+ }
+ else if (lar->type==LA_AREA) {
+ switch (lar->area_shape) {
+ case LA_AREA_SQUARE:
+ lar->ray_totsamp= lar->ray_samp*lar->ray_samp;
+ lar->ray_sampy= lar->ray_samp;
+ lar->area_sizey= lar->area_size;
+ break;
+ case LA_AREA_RECT:
+ lar->ray_totsamp= lar->ray_samp*lar->ray_sampy;
+ break;
+ case LA_AREA_CUBE:
+ lar->ray_totsamp= lar->ray_samp*lar->ray_samp*lar->ray_samp;
+ lar->ray_sampy= lar->ray_samp;
+ lar->ray_sampz= lar->ray_samp;
+ lar->area_sizey= lar->area_size;
+ lar->area_sizez= lar->area_size;
+ break;
+ case LA_AREA_BOX:
+ lar->ray_totsamp= lar->ray_samp*lar->ray_sampy*lar->ray_sampz;
+ break;
+ }
+
+ area_lamp_vectors(lar);
+ init_jitter_plane(lar); /* subsamples */
+ }
+ else if (lar->type==LA_SUN) {
+ lar->ray_totsamp= lar->ray_samp*lar->ray_samp;
+ lar->area_shape = LA_AREA_SQUARE;
+ lar->area_sizey= lar->area_size;
+
+ if ((la->sun_effect_type & LA_SUN_EFFECT_SKY) ||
+ (la->sun_effect_type & LA_SUN_EFFECT_AP))
+ {
+ lar->sunsky = (struct SunSky*)MEM_callocN(sizeof(struct SunSky), "sunskyren");
+ lar->sunsky->effect_type = la->sun_effect_type;
+
+ copy_v3_v3(vec, ob->obmat[2]);
+ normalize_v3(vec);
+
+ InitSunSky(
+ lar->sunsky, la->atm_turbidity, vec, la->horizon_brightness,
+ la->spread, la->sun_brightness, la->sun_size, la->backscattered_light,
+ la->skyblendfac, la->skyblendtype, la->sky_exposure, la->sky_colorspace);
+ InitAtmosphere(
+ lar->sunsky, la->sun_intensity, 1.0, 1.0, la->atm_inscattering_factor, la->atm_extinction_factor,
+ la->atm_distance_factor);
+ }
+ }
+ else lar->ray_totsamp= 0;
+
+ lar->spotsi= la->spotsize;
+ if (lar->mode & LA_HALO) {
+ if (lar->spotsi > DEG2RADF(170.0f)) lar->spotsi = DEG2RADF(170.0f);
+ }
+ lar->spotsi= cosf(lar->spotsi * 0.5f);
+ lar->spotbl= (1.0f-lar->spotsi)*la->spotblend;
+
+ memcpy(lar->mtex, la->mtex, MAX_MTEX*sizeof(void *));
+
+ lar->lay = ob->lay & 0xFFFFFF; /* higher 8 bits are localview layers */
+
+ lar->falloff_type = la->falloff_type;
+ lar->ld1= la->att1;
+ lar->ld2= la->att2;
+ lar->coeff_const= la->coeff_const;
+ lar->coeff_lin= la->coeff_lin;
+ lar->coeff_quad= la->coeff_quad;
+ lar->curfalloff = curvemapping_copy(la->curfalloff);
+
+ if (lar->curfalloff) {
+ /* so threads don't conflict on init */
+ curvemapping_initialize(lar->curfalloff);
+ }
+
+ if (lar->type==LA_SPOT) {
+
+ normalize_v3(lar->imat[0]);
+ normalize_v3(lar->imat[1]);
+ normalize_v3(lar->imat[2]);
+
+ xn = saacos(lar->spotsi);
+ xn = sinf(xn) / cosf(xn);
+ lar->spottexfac= 1.0f/(xn);
+
+ if (lar->mode & LA_ONLYSHADOW) {
+ if ((lar->mode & (LA_SHAD_BUF|LA_SHAD_RAY))==0) lar->mode -= LA_ONLYSHADOW;
+ }
+
+ }
+
+ /* set flag for spothalo en initvars */
+ if ((la->type == LA_SPOT) && (la->mode & LA_HALO) &&
+ (!(la->mode & LA_SHAD_BUF) || la->buftype != LA_SHADBUF_DEEP))
+ {
+ if (la->haint>0.0f) {
+ re->flag |= R_LAMPHALO;
+
+ /* camera position (0, 0, 0) rotate around lamp */
+ lar->sh_invcampos[0]= -lar->co[0];
+ lar->sh_invcampos[1]= -lar->co[1];
+ lar->sh_invcampos[2]= -lar->co[2];
+ mul_m3_v3(lar->imat, lar->sh_invcampos);
+
+ /* z factor, for a normalized volume */
+ angle= saacos(lar->spotsi);
+ xn= lar->spotsi;
+ yn = sinf(angle);
+ lar->sh_zfac= yn/xn;
+ /* pre-scale */
+ lar->sh_invcampos[2]*= lar->sh_zfac;
+
+ /* halfway shadow buffer doesn't work for volumetric effects */
+ if (ELEM(lar->buftype, LA_SHADBUF_HALFWAY, LA_SHADBUF_DEEP))
+ lar->buftype = LA_SHADBUF_REGULAR;
+
+ }
+ }
+ else if (la->type==LA_HEMI) {
+ lar->mode &= ~(LA_SHAD_RAY|LA_SHAD_BUF);
+ }
+
+ for (c=0; c<MAX_MTEX; c++) {
+ if (la->mtex[c] && la->mtex[c]->tex) {
+ 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.is_rendering) {
+ if (re->osa) {
+ if (la->mtex[c]->tex->type==TEX_IMAGE) lar->mode |= LA_OSATEX;
+ }
+ }
+ }
+ }
+
+ /* old code checked for internal render (aka not yafray) */
+ {
+ /* to make sure we can check ray shadow easily in the render code */
+ if (lar->mode & LA_SHAD_RAY) {
+ if ( (re->r.mode & R_RAYTRACE)==0)
+ lar->mode &= ~LA_SHAD_RAY;
+ }
+
+
+ if (re->r.mode & R_SHADOW) {
+
+ if (la->type==LA_AREA && (lar->mode & LA_SHAD_RAY) && (lar->ray_samp_method == LA_SAMP_CONSTANT)) {
+ init_jitter_plane(lar);
+ }
+ else if (la->type==LA_SPOT && (lar->mode & LA_SHAD_BUF) ) {
+ /* Per lamp, one shadow buffer is made. */
+ lar->bufflag= la->bufflag;
+ copy_m4_m4(mat, ob->obmat);
+ initshadowbuf(re, lar, mat); /* mat is altered */
+ }
+
+
+ /* this is the way used all over to check for shadow */
+ if (lar->shb || (lar->mode & LA_SHAD_RAY)) {
+ LampShadowSample *ls;
+ LampShadowSubSample *lss;
+ int a, b;
+
+ memset(re->shadowsamplenr, 0, sizeof(re->shadowsamplenr));
+
+ lar->shadsamp= MEM_mallocN(re->r.threads*sizeof(LampShadowSample), "lamp shadow sample");
+ ls= lar->shadsamp;
+
+ /* shadfacs actually mean light, let's put them to 1 to prevent unitialized accidents */
+ for (a=0; a<re->r.threads; a++, ls++) {
+ lss= ls->s;
+ for (b=0; b<re->r.osa; b++, lss++) {
+ lss->samplenr= -1; /* used to detect whether we store or read */
+ lss->shadfac[0]= 1.0f;
+ lss->shadfac[1]= 1.0f;
+ lss->shadfac[2]= 1.0f;
+ lss->shadfac[3]= 1.0f;
+ }
+ }
+ }
+ }
+ }
+
+ return go;
+}
+
+static bool is_object_restricted(Render *re, Object *ob)
+{
+ if (re->r.scemode & R_VIEWPORT_PREVIEW)
+ return (ob->restrictflag & OB_RESTRICT_VIEW) != 0;
+ else
+ return (ob->restrictflag & OB_RESTRICT_RENDER) != 0;
+}
+
+static bool is_object_hidden(Render *re, Object *ob)
+{
+ if (is_object_restricted(re, ob))
+ return true;
+
+ if (re->r.scemode & R_VIEWPORT_PREVIEW) {
+ /* Mesh deform cages and so on mess up the preview. To avoid the problem,
+ * viewport doesn't show mesh object if its draw type is bounding box or wireframe.
+ * Unless it's an active smoke domain!
+ */
+ ModifierData *md = NULL;
+
+ if ((md = modifiers_findByType(ob, eModifierType_Smoke)) &&
+ (modifier_isEnabled(re->scene, md, eModifierMode_Realtime)))
+ {
+ return false;
+ }
+ return ELEM(ob->dt, OB_BOUNDBOX, OB_WIRE);
+ }
+ else {
+ return false;
+ }
+}
+
+/* layflag: allows material group to ignore layerflag */
+static void add_lightgroup(Render *re, Group *group, int exclusive)
+{
+ GroupObject *go, *gol;
+
+ group->id.tag &= ~LIB_TAG_DOIT;
+
+ /* it's a bit too many loops in loops... but will survive */
+ /* note that 'exclusive' will remove it from the global list */
+ for (go= group->gobject.first; go; go= go->next) {
+ go->lampren= NULL;
+
+ if (is_object_hidden(re, go->ob))
+ continue;
+
+ if (go->ob->lay & re->lay) {
+ if (go->ob && go->ob->type==OB_LAMP) {
+ for (gol= re->lights.first; gol; gol= gol->next) {
+ if (gol->ob==go->ob) {
+ go->lampren= gol->lampren;
+ break;
+ }
+ }
+ if (go->lampren==NULL)
+ gol= add_render_lamp(re, go->ob);
+ if (gol && exclusive) {
+ BLI_remlink(&re->lights, gol);
+ MEM_freeN(gol);
+ }
+ }
+ }
+ }
+}
+
+static void set_material_lightgroups(Render *re)
+{
+ Group *group;
+ Material *ma;
+
+ /* not for preview render */
+ if (re->scene->r.scemode & (R_BUTS_PREVIEW|R_VIEWPORT_PREVIEW))
+ return;
+
+ for (group= re->main->group.first; group; group=group->id.next)
+ group->id.tag |= LIB_TAG_DOIT;
+
+ /* it's a bit too many loops in loops... but will survive */
+ /* hola! materials not in use...? */
+ for (ma= re->main->mat.first; ma; ma=ma->id.next) {
+ if (ma->group && (ma->group->id.tag & LIB_TAG_DOIT))
+ add_lightgroup(re, ma->group, ma->mode & MA_GROUP_NOLAY);
+ }
+}
+
+static void set_renderlayer_lightgroups(Render *re, Scene *sce)
+{
+ SceneRenderLayer *srl;
+
+ for (srl= sce->r.layers.first; srl; srl= srl->next) {
+ if (srl->light_override)
+ add_lightgroup(re, srl->light_override, 0);
+ }
+}
+
+/* ------------------------------------------------------------------------- */
+/* World */
+/* ------------------------------------------------------------------------- */
+
+void init_render_world(Render *re)
+{
+ void *wrld_prev[2] = {
+ re->wrld.aotables,
+ re->wrld.aosphere,
+ };
+
+ int a;
+
+ if (re->scene && re->scene->world) {
+ re->wrld = *(re->scene->world);
+
+ copy_v3_v3(re->grvec, re->viewmat[2]);
+ normalize_v3(re->grvec);
+ copy_m3_m4(re->imat, re->viewinv);
+
+ for (a=0; a<MAX_MTEX; a++)
+ if (re->wrld.mtex[a] && re->wrld.mtex[a]->tex) re->wrld.skytype |= WO_SKYTEX;
+
+ /* AO samples should be OSA minimum */
+ if (re->osa)
+ while (re->wrld.aosamp*re->wrld.aosamp < re->osa)
+ re->wrld.aosamp++;
+ if (!(re->r.mode & R_RAYTRACE) && (re->wrld.ao_gather_method == WO_AOGATHER_RAYTRACE))
+ re->wrld.mode &= ~(WO_AMB_OCC|WO_ENV_LIGHT|WO_INDIRECT_LIGHT);
+ }
+ else {
+ memset(&re->wrld, 0, sizeof(World));
+ re->wrld.exp= 0.0f;
+ re->wrld.range= 1.0f;
+
+ /* for mist pass */
+ re->wrld.miststa= re->clipsta;
+ re->wrld.mistdist= re->clipend-re->clipsta;
+ re->wrld.misi= 1.0f;
+ }
+
+ re->wrld.linfac= 1.0f + powf((2.0f*re->wrld.exp + 0.5f), -10);
+ re->wrld.logfac= logf((re->wrld.linfac-1.0f)/re->wrld.linfac) / re->wrld.range;
+
+ /* restore runtime vars, needed for viewport rendering [#36005] */
+ re->wrld.aotables = wrld_prev[0];
+ re->wrld.aosphere = wrld_prev[1];
+}
+
+
+
+/* ------------------------------------------------------------------------- */
+/* Object Finalization */
+/* ------------------------------------------------------------------------- */
+
+/* prevent phong interpolation for giving ray shadow errors (terminator problem) */
+static void set_phong_threshold(ObjectRen *obr)
+{
+// VertRen *ver;
+ VlakRen *vlr;
+ float thresh= 0.0, dot;
+ int tot=0, i;
+
+ /* Added check for 'pointy' situations, only dotproducts of 0.9 and larger
+ * are taken into account. This threshold is meant to work on smooth geometry, not
+ * for extreme cases (ton) */
+
+ for (i=0; i<obr->totvlak; i++) {
+ vlr= RE_findOrAddVlak(obr, i);
+ if ((vlr->flag & R_SMOOTH) && (vlr->flag & R_STRAND)==0) {
+ dot= dot_v3v3(vlr->n, vlr->v1->n);
+ dot= ABS(dot);
+ if (dot>0.9f) {
+ thresh+= dot; tot++;
+ }
+ dot= dot_v3v3(vlr->n, vlr->v2->n);
+ dot= ABS(dot);
+ if (dot>0.9f) {
+ thresh+= dot; tot++;
+ }
+
+ dot= dot_v3v3(vlr->n, vlr->v3->n);
+ dot= ABS(dot);
+ if (dot>0.9f) {
+ thresh+= dot; tot++;
+ }
+
+ if (vlr->v4) {
+ dot= dot_v3v3(vlr->n, vlr->v4->n);
+ dot= ABS(dot);
+ if (dot>0.9f) {
+ thresh+= dot; tot++;
+ }
+ }
+ }
+ }
+
+ if (tot) {
+ thresh/= (float)tot;
+ obr->ob->smoothresh= cosf(0.5f*(float)M_PI-saacos(thresh));
+ }
+}
+
+/* per face check if all samples should be taken.
+ * if raytrace or multisample, do always for raytraced material, or when material full_osa set */
+static void set_fullsample_trace_flag(Render *re, ObjectRen *obr)
+{
+ VlakRen *vlr;
+ int a, trace, mode, osa;
+
+ osa= re->osa;
+ trace= re->r.mode & R_RAYTRACE;
+
+ for (a=obr->totvlak-1; a>=0; a--) {
+ vlr= RE_findOrAddVlak(obr, a);
+ mode= vlr->mat->mode;
+
+ if (trace && (mode & MA_TRACEBLE))
+ vlr->flag |= R_TRACEBLE;
+
+ if (osa) {
+ if (mode & MA_FULL_OSA) {
+ vlr->flag |= R_FULL_OSA;
+ }
+ else if (trace) {
+ if (mode & MA_SHLESS) {
+ /* pass */
+ }
+ else if (vlr->mat->material_type == MA_TYPE_VOLUME) {
+ /* pass */
+ }
+ else if ((mode & MA_RAYMIRROR) || ((mode & MA_TRANSP) && (mode & MA_RAYTRANSP))) {
+ /* for blurry reflect/refract, better to take more samples
+ * inside the raytrace than as OSA samples */
+ if ((vlr->mat->gloss_mir == 1.0f) && (vlr->mat->gloss_tra == 1.0f))
+ vlr->flag |= R_FULL_OSA;
+ }
+ }
+ }
+ }
+}
+
+/* split quads for predictable baking
+ * dir 1 == (0, 1, 2) (0, 2, 3), 2 == (1, 3, 0) (1, 2, 3)
+ */
+static void split_quads(ObjectRen *obr, int dir)
+{
+ VlakRen *vlr, *vlr1;
+ int a;
+
+ for (a=obr->totvlak-1; a>=0; a--) {
+ vlr= RE_findOrAddVlak(obr, a);
+
+ /* test if rendering as a quad or triangle, skip wire */
+ if ((vlr->flag & R_STRAND)==0 && (vlr->mat->material_type != MA_TYPE_WIRE)) {
+
+ if (vlr->v4) {
+
+ vlr1= RE_vlakren_copy(obr, vlr);
+ vlr1->flag |= R_FACE_SPLIT;
+
+ if ( dir==2 ) vlr->flag |= R_DIVIDE_24;
+ else vlr->flag &= ~R_DIVIDE_24;
+
+ /* new vertex pointers */
+ if (vlr->flag & R_DIVIDE_24) {
+ vlr1->v1= vlr->v2;
+ vlr1->v2= vlr->v3;
+ vlr1->v3= vlr->v4;
+
+ vlr->v3 = vlr->v4;
+
+ vlr1->flag |= R_DIVIDE_24;
+ }
+ else {
+ vlr1->v1= vlr->v1;
+ vlr1->v2= vlr->v3;
+ vlr1->v3= vlr->v4;
+
+ vlr1->flag &= ~R_DIVIDE_24;
+ }
+ vlr->v4 = vlr1->v4 = NULL;
+
+#ifdef WITH_FREESTYLE
+ /* Freestyle edge marks */
+ if (vlr->flag & R_DIVIDE_24) {
+ vlr1->freestyle_edge_mark=
+ ((vlr->freestyle_edge_mark & R_EDGE_V2V3) ? R_EDGE_V1V2 : 0) |
+ ((vlr->freestyle_edge_mark & R_EDGE_V3V4) ? R_EDGE_V2V3 : 0);
+ vlr->freestyle_edge_mark=
+ ((vlr->freestyle_edge_mark & R_EDGE_V1V2) ? R_EDGE_V1V2 : 0) |
+ ((vlr->freestyle_edge_mark & R_EDGE_V4V1) ? R_EDGE_V3V1 : 0);
+ }
+ else {
+ vlr1->freestyle_edge_mark=
+ ((vlr->freestyle_edge_mark & R_EDGE_V3V4) ? R_EDGE_V2V3 : 0) |
+ ((vlr->freestyle_edge_mark & R_EDGE_V4V1) ? R_EDGE_V3V1 : 0);
+ vlr->freestyle_edge_mark=
+ ((vlr->freestyle_edge_mark & R_EDGE_V1V2) ? R_EDGE_V1V2 : 0) |
+ ((vlr->freestyle_edge_mark & R_EDGE_V2V3) ? R_EDGE_V2V3 : 0);
+ }
+#endif
+
+ /* new normals */
+ normal_tri_v3(vlr->n, vlr->v3->co, vlr->v2->co, vlr->v1->co);
+ normal_tri_v3(vlr1->n, vlr1->v3->co, vlr1->v2->co, vlr1->v1->co);
+ }
+ /* clear the flag when not divided */
+ else vlr->flag &= ~R_DIVIDE_24;
+ }
+ }
+}
+
+static void check_non_flat_quads(ObjectRen *obr)
+{
+ VlakRen *vlr, *vlr1;
+ VertRen *v1, *v2, *v3, *v4;
+ float nor[3], xn, flen;
+ int a;
+
+ for (a=obr->totvlak-1; a>=0; a--) {
+ vlr= RE_findOrAddVlak(obr, a);
+
+ /* test if rendering as a quad or triangle, skip wire */
+ if (vlr->v4 && (vlr->flag & R_STRAND)==0 && (vlr->mat->material_type != MA_TYPE_WIRE)) {
+
+ /* check if quad is actually triangle */
+ v1= vlr->v1;
+ v2= vlr->v2;
+ v3= vlr->v3;
+ v4= vlr->v4;
+ sub_v3_v3v3(nor, v1->co, v2->co);
+ if ( ABS(nor[0])<FLT_EPSILON10 && ABS(nor[1])<FLT_EPSILON10 && ABS(nor[2])<FLT_EPSILON10 ) {
+ vlr->v1= v2;
+ vlr->v2= v3;
+ vlr->v3= v4;
+ vlr->v4= NULL;
+ vlr->flag |= (R_DIVIDE_24 | R_FACE_SPLIT);
+ }
+ else {
+ sub_v3_v3v3(nor, v2->co, v3->co);
+ if ( ABS(nor[0])<FLT_EPSILON10 && ABS(nor[1])<FLT_EPSILON10 && ABS(nor[2])<FLT_EPSILON10 ) {
+ vlr->v2= v3;
+ vlr->v3= v4;
+ vlr->v4= NULL;
+ vlr->flag |= R_FACE_SPLIT;
+ }
+ else {
+ sub_v3_v3v3(nor, v3->co, v4->co);
+ if ( ABS(nor[0])<FLT_EPSILON10 && ABS(nor[1])<FLT_EPSILON10 && ABS(nor[2])<FLT_EPSILON10 ) {
+ vlr->v4= NULL;
+ }
+ else {
+ sub_v3_v3v3(nor, v4->co, v1->co);
+ if ( ABS(nor[0])<FLT_EPSILON10 && ABS(nor[1])<FLT_EPSILON10 && ABS(nor[2])<FLT_EPSILON10 ) {
+ vlr->v4= NULL;
+ }
+ }
+ }
+ }
+
+ if (vlr->v4) {
+
+ /* Face is divided along edge with the least gradient */
+ /* Flagged with R_DIVIDE_24 if divide is from vert 2 to 4 */
+ /* 4---3 4---3 */
+ /* |\ 1| or |1 /| */
+ /* |0\ | |/ 0| */
+ /* 1---2 1---2 0 = orig face, 1 = new face */
+
+ /* render normals are inverted in render! we calculate normal of single tria here */
+ flen= normal_tri_v3(nor, vlr->v4->co, vlr->v3->co, vlr->v1->co);
+ if (flen==0.0f) normal_tri_v3(nor, vlr->v4->co, vlr->v2->co, vlr->v1->co);
+
+ xn = dot_v3v3(nor, vlr->n);
+
+ if (ABS(xn) < 0.999995f ) { /* checked on noisy fractal grid */
+
+ float d1, d2;
+
+ vlr1= RE_vlakren_copy(obr, vlr);
+ vlr1->flag |= R_FACE_SPLIT;
+
+ /* split direction based on vnorms */
+ normal_tri_v3(nor, vlr->v1->co, vlr->v2->co, vlr->v3->co);
+ d1 = dot_v3v3(nor, vlr->v1->n);
+
+ normal_tri_v3(nor, vlr->v2->co, vlr->v3->co, vlr->v4->co);
+ d2 = dot_v3v3(nor, vlr->v2->n);
+
+ if (fabsf(d1) < fabsf(d2) ) vlr->flag |= R_DIVIDE_24;
+ else vlr->flag &= ~R_DIVIDE_24;
+
+ /* new vertex pointers */
+ if (vlr->flag & R_DIVIDE_24) {
+ vlr1->v1= vlr->v2;
+ vlr1->v2= vlr->v3;
+ vlr1->v3= vlr->v4;
+
+ vlr->v3 = vlr->v4;
+
+ vlr1->flag |= R_DIVIDE_24;
+ }
+ else {
+ vlr1->v1= vlr->v1;
+ vlr1->v2= vlr->v3;
+ vlr1->v3= vlr->v4;
+
+ vlr1->flag &= ~R_DIVIDE_24;
+ }
+ vlr->v4 = vlr1->v4 = NULL;
+
+ /* new normals */
+ normal_tri_v3(vlr->n, vlr->v3->co, vlr->v2->co, vlr->v1->co);
+ normal_tri_v3(vlr1->n, vlr1->v3->co, vlr1->v2->co, vlr1->v1->co);
+
+#ifdef WITH_FREESTYLE
+ /* Freestyle edge marks */
+ if (vlr->flag & R_DIVIDE_24) {
+ vlr1->freestyle_edge_mark=
+ ((vlr->freestyle_edge_mark & R_EDGE_V2V3) ? R_EDGE_V1V2 : 0) |
+ ((vlr->freestyle_edge_mark & R_EDGE_V3V4) ? R_EDGE_V2V3 : 0);
+ vlr->freestyle_edge_mark=
+ ((vlr->freestyle_edge_mark & R_EDGE_V1V2) ? R_EDGE_V1V2 : 0) |
+ ((vlr->freestyle_edge_mark & R_EDGE_V4V1) ? R_EDGE_V3V1 : 0);
+ }
+ else {
+ vlr1->freestyle_edge_mark=
+ ((vlr->freestyle_edge_mark & R_EDGE_V3V4) ? R_EDGE_V2V3 : 0) |
+ ((vlr->freestyle_edge_mark & R_EDGE_V4V1) ? R_EDGE_V3V1 : 0);
+ vlr->freestyle_edge_mark=
+ ((vlr->freestyle_edge_mark & R_EDGE_V1V2) ? R_EDGE_V1V2 : 0) |
+ ((vlr->freestyle_edge_mark & R_EDGE_V2V3) ? R_EDGE_V2V3 : 0);
+ }
+#endif
+ }
+ /* clear the flag when not divided */
+ else vlr->flag &= ~R_DIVIDE_24;
+ }
+ }
+ }
+}
+
+static void finalize_render_object(Render *re, ObjectRen *obr, int timeoffset)
+{
+ Object *ob= obr->ob;
+ VertRen *ver= NULL;
+ StrandRen *strand= NULL;
+ StrandBound *sbound= NULL;
+ float min[3], max[3], smin[3], smax[3];
+ int a, b;
+
+ if (obr->totvert || obr->totvlak || obr->tothalo || obr->totstrand) {
+ /* the exception below is because displace code now is in init_render_mesh call,
+ * I will look at means to have autosmooth enabled for all object types
+ * and have it as general postprocess, like displace */
+ if (ob->type!=OB_MESH && test_for_displace(re, ob))
+ displace(re, obr);
+
+ if (!timeoffset) {
+ /* phong normal interpolation can cause error in tracing
+ * (terminator problem) */
+ ob->smoothresh= 0.0;
+ if ((re->r.mode & R_RAYTRACE) && (re->r.mode & R_SHADOW))
+ set_phong_threshold(obr);
+
+ if (re->flag & R_BAKING && re->r.bake_quad_split != 0) {
+ /* Baking lets us define a quad split order */
+ split_quads(obr, re->r.bake_quad_split);
+ }
+ else if (BKE_object_is_animated(re->scene, ob))
+ split_quads(obr, 1);
+ else {
+ if ((re->r.mode & R_SIMPLIFY && re->r.simplify_flag & R_SIMPLE_NO_TRIANGULATE) == 0)
+ check_non_flat_quads(obr);
+ }
+
+ set_fullsample_trace_flag(re, obr);
+
+ /* compute bounding boxes for clipping */
+ INIT_MINMAX(min, max);
+ for (a=0; a<obr->totvert; a++) {
+ if ((a & 255)==0) ver= obr->vertnodes[a>>8].vert;
+ else ver++;
+
+ minmax_v3v3_v3(min, max, ver->co);
+ }
+
+ if (obr->strandbuf) {
+ float width;
+
+ /* compute average bounding box of strandpoint itself (width) */
+ if (obr->strandbuf->flag & R_STRAND_B_UNITS)
+ obr->strandbuf->maxwidth = max_ff(obr->strandbuf->ma->strand_sta, obr->strandbuf->ma->strand_end);
+ else
+ obr->strandbuf->maxwidth= 0.0f;
+
+ width= obr->strandbuf->maxwidth;
+ sbound= obr->strandbuf->bound;
+ for (b=0; b<obr->strandbuf->totbound; b++, sbound++) {
+
+ INIT_MINMAX(smin, smax);
+
+ for (a=sbound->start; a<sbound->end; a++) {
+ strand= RE_findOrAddStrand(obr, a);
+ strand_minmax(strand, smin, smax, width);
+ }
+
+ copy_v3_v3(sbound->boundbox[0], smin);
+ copy_v3_v3(sbound->boundbox[1], smax);
+
+ minmax_v3v3_v3(min, max, smin);
+ minmax_v3v3_v3(min, max, smax);
+ }
+ }
+
+ copy_v3_v3(obr->boundbox[0], min);
+ copy_v3_v3(obr->boundbox[1], max);
+ }
+ }
+}
+
+/* ------------------------------------------------------------------------- */
+/* Database */
+/* ------------------------------------------------------------------------- */
+
+static int render_object_type(short type)
+{
+ return OB_TYPE_SUPPORT_MATERIAL(type);
+}
+
+static void find_dupli_instances(Render *re, ObjectRen *obr, DupliObject *dob)
+{
+ ObjectInstanceRen *obi;
+ float imat[4][4], obmat[4][4], obimat[4][4], nmat[3][3];
+ int first = 1;
+
+ mul_m4_m4m4(obmat, re->viewmat, obr->obmat);
+ invert_m4_m4(imat, obmat);
+
+ /* for objects instanced by dupliverts/faces/particles, we go over the
+ * list of instances to find ones that instance obr, and setup their
+ * matrices and obr pointer */
+ for (obi=re->instancetable.last; obi; obi=obi->prev) {
+ if (!obi->obr && obi->ob == obr->ob && obi->psysindex == obr->psysindex) {
+ obi->obr= obr;
+
+ /* compute difference between object matrix and
+ * object matrix with dupli transform, in viewspace */
+ copy_m4_m4(obimat, obi->mat);
+ mul_m4_m4m4(obi->mat, obimat, imat);
+
+ copy_m3_m4(nmat, obi->mat);
+ invert_m3_m3(obi->nmat, nmat);
+ transpose_m3(obi->nmat);
+
+ if (dob) {
+ copy_v3_v3(obi->dupliorco, dob->orco);
+ obi->dupliuv[0]= dob->uv[0];
+ obi->dupliuv[1]= dob->uv[1];
+ }
+
+ if (!first) {
+ re->totvert += obr->totvert;
+ re->totvlak += obr->totvlak;
+ re->tothalo += obr->tothalo;
+ re->totstrand += obr->totstrand;
+ }
+ else
+ first= 0;
+ }
+ }
+}
+
+static void assign_dupligroup_dupli(Render *re, ObjectInstanceRen *obi, ObjectRen *obr, DupliObject *dob)
+{
+ float imat[4][4], obmat[4][4], obimat[4][4], nmat[3][3];
+
+ mul_m4_m4m4(obmat, re->viewmat, obr->obmat);
+ invert_m4_m4(imat, obmat);
+
+ obi->obr= obr;
+
+ /* compute difference between object matrix and
+ * object matrix with dupli transform, in viewspace */
+ copy_m4_m4(obimat, obi->mat);
+ mul_m4_m4m4(obi->mat, obimat, imat);
+
+ copy_m3_m4(nmat, obi->mat);
+ invert_m3_m3(obi->nmat, nmat);
+ transpose_m3(obi->nmat);
+
+ if (dob) {
+ copy_v3_v3(obi->dupliorco, dob->orco);
+ obi->dupliuv[0]= dob->uv[0];
+ obi->dupliuv[1]= dob->uv[1];
+ }
+
+ re->totvert += obr->totvert;
+ re->totvlak += obr->totvlak;
+ re->tothalo += obr->tothalo;
+ re->totstrand += obr->totstrand;
+}
+
+static ObjectRen *find_dupligroup_dupli(Render *re, Object *ob, int psysindex)
+{
+ ObjectRen *obr;
+
+ /* if the object is itself instanced, we don't want to create an instance
+ * for it */
+ if (ob->transflag & OB_RENDER_DUPLI)
+ return NULL;
+
+ /* try to find an object that was already created so we can reuse it
+ * and save memory */
+ for (obr=re->objecttable.first; obr; obr=obr->next)
+ if (obr->ob == ob && obr->psysindex == psysindex && (obr->flag & R_INSTANCEABLE))
+ return obr;
+
+ return NULL;
+}
+
+static void set_dupli_tex_mat(Render *re, ObjectInstanceRen *obi, DupliObject *dob, float omat[4][4])
+{
+ /* For duplis we need to have a matrix that transform the coordinate back
+ * to it's original position, without the dupli transforms. We also check
+ * the matrix is actually needed, to save memory on lots of dupliverts for
+ * example */
+ static Object *lastob= NULL;
+ static int needtexmat= 0;
+
+ /* init */
+ if (!re) {
+ lastob= NULL;
+ needtexmat= 0;
+ return;
+ }
+
+ /* check if we actually need it */
+ if (lastob != dob->ob) {
+ Material ***material;
+ short a, *totmaterial;
+
+ lastob= dob->ob;
+ needtexmat= 0;
+
+ totmaterial= give_totcolp(dob->ob);
+ material= give_matarar(dob->ob);
+
+ if (totmaterial && material)
+ for (a= 0; a<*totmaterial; a++)
+ if ((*material)[a] && (*material)[a]->texco & TEXCO_OBJECT)
+ needtexmat= 1;
+ }
+
+ if (needtexmat) {
+ float imat[4][4];
+
+ obi->duplitexmat= BLI_memarena_alloc(re->memArena, sizeof(float)*4*4);
+ invert_m4_m4(imat, dob->mat);
+ mul_m4_series(obi->duplitexmat, re->viewmat, omat, imat, re->viewinv);
+ }
+
+ copy_v3_v3(obi->dupliorco, dob->orco);
+ copy_v2_v2(obi->dupliuv, dob->uv);
+}
+
+static void init_render_object_data(Render *re, ObjectRen *obr, int timeoffset)
+{
+ Object *ob= obr->ob;
+ ParticleSystem *psys;
+ int i;
+
+ if (obr->psysindex) {
+ if ((!obr->prev || obr->prev->ob != ob || (obr->prev->flag & R_INSTANCEABLE)==0) && ob->type==OB_MESH) {
+ /* the emitter mesh wasn't rendered so the modifier stack wasn't
+ * evaluated with render settings */
+ DerivedMesh *dm;
+ const CustomDataMask mask = CD_MASK_RENDER_INTERNAL;
+
+ if (re->r.scemode & R_VIEWPORT_PREVIEW)
+ dm = mesh_create_derived_view(re->scene, ob, mask);
+ else
+ dm = mesh_create_derived_render(re->scene, ob, mask);
+ dm->release(dm);
+ }
+
+ for (psys=ob->particlesystem.first, i=0; i<obr->psysindex-1; i++)
+ psys= psys->next;
+
+ render_new_particle_system(re, obr, psys, timeoffset);
+ }
+ else {
+ if (ELEM(ob->type, OB_FONT, OB_CURVE))
+ init_render_curve(re, obr, timeoffset);
+ else if (ob->type==OB_SURF)
+ init_render_surf(re, obr, timeoffset);
+ else if (ob->type==OB_MESH)
+ init_render_mesh(re, obr, timeoffset);
+ else if (ob->type==OB_MBALL)
+ init_render_mball(re, obr);
+ }
+
+ finalize_render_object(re, obr, timeoffset);
+
+ re->totvert += obr->totvert;
+ re->totvlak += obr->totvlak;
+ re->tothalo += obr->tothalo;
+ re->totstrand += obr->totstrand;
+}
+
+static void add_render_object(Render *re, Object *ob, Object *par, DupliObject *dob, float omat[4][4], int timeoffset)
+{
+ ObjectRen *obr;
+ ObjectInstanceRen *obi;
+ ParticleSystem *psys;
+ int show_emitter, allow_render= 1, index, psysindex, i;
+
+ index= (dob)? dob->persistent_id[0]: 0;
+
+ /* It seems that we may generate psys->renderdata recursively in some nasty intricated cases of
+ * several levels of bupliobject (see T51524).
+ * For now, basic rule is, do not restore psys if it was already in 'render state'.
+ * Another, more robust solution could be to add some reference counting to that renderdata... */
+ bool psys_has_renderdata = false;
+
+ /* the emitter has to be processed first (render levels of modifiers) */
+ /* so here we only check if the emitter should be rendered */
+ if (ob->particlesystem.first) {
+ show_emitter= 0;
+ for (psys=ob->particlesystem.first; psys; psys=psys->next) {
+ show_emitter += psys->part->draw & PART_DRAW_EMITTER;
+ if (!(re->r.scemode & R_VIEWPORT_PREVIEW)) {
+ psys_has_renderdata |= (psys->renderdata != NULL);
+ psys_render_set(ob, psys, re->viewmat, re->winmat, re->winx, re->winy, timeoffset);
+ }
+ }
+
+ /* if no psys has "show emitter" selected don't render emitter */
+ if (show_emitter == 0)
+ allow_render= 0;
+ }
+
+ /* one render object for the data itself */
+ if (allow_render) {
+ obr= RE_addRenderObject(re, ob, par, index, 0, ob->lay);
+ if ((dob && !dob->animated) || (ob->transflag & OB_RENDER_DUPLI)) {
+ obr->flag |= R_INSTANCEABLE;
+ copy_m4_m4(obr->obmat, ob->obmat);
+ }
+ init_render_object_data(re, obr, timeoffset);
+
+ /* only add instance for objects that have not been used for dupli */
+ if (!(ob->transflag & OB_RENDER_DUPLI)) {
+ obi = RE_addRenderInstance(re, obr, ob, par, index, 0, NULL, ob->lay, dob);
+ if (dob) set_dupli_tex_mat(re, obi, dob, omat);
+ }
+ else
+ find_dupli_instances(re, obr, dob);
+
+ for (i=1; i<=ob->totcol; i++) {
+ Material* ma = give_render_material(re, ob, i);
+ if (ma && ma->material_type == MA_TYPE_VOLUME)
+ add_volume(re, obr, ma);
+ }
+ }
+
+ /* and one render object per particle system */
+ if (ob->particlesystem.first) {
+ psysindex= 1;
+ for (psys=ob->particlesystem.first; psys; psys=psys->next, psysindex++) {
+ if (!psys_check_enabled(ob, psys, G.is_rendering))
+ continue;
+
+ obr= RE_addRenderObject(re, ob, par, index, psysindex, ob->lay);
+ if ((dob && !dob->animated) || (ob->transflag & OB_RENDER_DUPLI)) {
+ obr->flag |= R_INSTANCEABLE;
+ copy_m4_m4(obr->obmat, ob->obmat);
+ }
+ if (dob)
+ psys->flag |= PSYS_USE_IMAT;
+ init_render_object_data(re, obr, timeoffset);
+ if (!(re->r.scemode & R_VIEWPORT_PREVIEW) && !psys_has_renderdata) {
+ psys_render_restore(ob, psys);
+ }
+ psys->flag &= ~PSYS_USE_IMAT;
+
+ /* only add instance for objects that have not been used for dupli */
+ if (!(ob->transflag & OB_RENDER_DUPLI)) {
+ obi = RE_addRenderInstance(re, obr, ob, par, index, psysindex, NULL, ob->lay, dob);
+ if (dob) set_dupli_tex_mat(re, obi, dob, omat);
+ }
+ else
+ find_dupli_instances(re, obr, dob);
+ }
+ }
+}
+
+/* par = pointer to duplicator parent, needed for object lookup table */
+/* index = when duplicater copies same object (particle), the counter */
+static void init_render_object(Render *re, Object *ob, Object *par, DupliObject *dob, float omat[4][4], int timeoffset)
+{
+ static double lasttime= 0.0;
+ double time;
+ float mat[4][4];
+
+ if (ob->type==OB_LAMP)
+ add_render_lamp(re, ob);
+ else if (render_object_type(ob->type))
+ add_render_object(re, ob, par, dob, omat, timeoffset);
+ else {
+ mul_m4_m4m4(mat, re->viewmat, ob->obmat);
+ invert_m4_m4(ob->imat, mat);
+ }
+
+ time= PIL_check_seconds_timer();
+ if (time - lasttime > 1.0) {
+ lasttime= time;
+ /* clumsy copying still */
+ re->i.totvert= re->totvert;
+ re->i.totface= re->totvlak;
+ re->i.totstrand= re->totstrand;
+ re->i.tothalo= re->tothalo;
+ re->i.totlamp= re->totlamp;
+ re->stats_draw(re->sdh, &re->i);
+ }
+
+ ob->flag |= OB_DONE;
+}
+
+void RE_Database_Free(Render *re)
+{
+ LampRen *lar;
+
+ /* will crash if we try to free empty database */
+ if (!re->i.convertdone)
+ return;
+
+ /* statistics for debugging render memory usage */
+ if ((G.debug & G_DEBUG) && (G.is_rendering)) {
+ if ((re->r.scemode & (R_BUTS_PREVIEW|R_VIEWPORT_PREVIEW))==0) {
+ BKE_image_print_memlist();
+ MEM_printmemlist_stats();
+ }
+ }
+
+ /* FREE */
+
+ for (lar= re->lampren.first; lar; lar= lar->next) {
+ freeshadowbuf(lar);
+ if (lar->jitter) MEM_freeN(lar->jitter);
+ if (lar->shadsamp) MEM_freeN(lar->shadsamp);
+ if (lar->sunsky) MEM_freeN(lar->sunsky);
+ curvemapping_free(lar->curfalloff);
+ }
+
+ free_volume_precache(re);
+
+ BLI_freelistN(&re->lampren);
+ BLI_freelistN(&re->lights);
+
+ free_renderdata_tables(re);
+
+ /* free orco */
+ free_mesh_orco_hash(re);
+
+ if (re->main) {
+ end_render_materials(re->main);
+ end_render_textures(re);
+ free_pointdensities(re);
+ }
+
+ free_camera_inside_volumes(re);
+
+ if (re->wrld.aosphere) {
+ MEM_freeN(re->wrld.aosphere);
+ re->wrld.aosphere= NULL;
+ if (re->scene && re->scene->world)
+ re->scene->world->aosphere= NULL;
+ }
+ if (re->wrld.aotables) {
+ MEM_freeN(re->wrld.aotables);
+ re->wrld.aotables= NULL;
+ if (re->scene && re->scene->world)
+ re->scene->world->aotables= NULL;
+ }
+ if (re->r.mode & R_RAYTRACE)
+ free_render_qmcsampler(re);
+
+ if (re->r.mode & R_RAYTRACE) freeraytree(re);
+
+ free_sss(re);
+ free_occ(re);
+ free_strand_surface(re);
+
+ re->totvlak=re->totvert=re->totstrand=re->totlamp=re->tothalo= 0;
+ re->i.convertdone = false;
+
+ re->bakebuf= NULL;
+
+ if (re->scene)
+ if (re->scene->r.scemode & R_FREE_IMAGE)
+ if ((re->r.scemode & (R_BUTS_PREVIEW|R_VIEWPORT_PREVIEW))==0)
+ BKE_image_free_all_textures();
+
+ if (re->memArena) {
+ BLI_memarena_free(re->memArena);
+ re->memArena = NULL;
+ }
+}
+
+static int allow_render_object(Render *re, Object *ob, int nolamps, int onlyselected, Object *actob)
+{
+ if (is_object_hidden(re, ob))
+ return 0;
+
+ /* Only handle dupli-hiding here if there is no particle systems. Else, let those handle show/noshow. */
+ if (!ob->particlesystem.first) {
+ if ((ob->transflag & OB_DUPLI) && !(ob->transflag & OB_DUPLIFRAMES)) {
+ return 0;
+ }
+ }
+
+ /* don't add non-basic meta objects, ends up having renderobjects with no geometry */
+ if (ob->type == OB_MBALL && ob!=BKE_mball_basis_find(re->eval_ctx, re->scene, ob))
+ return 0;
+
+ if (nolamps && (ob->type==OB_LAMP))
+ return 0;
+
+ if (onlyselected && (ob!=actob && !(ob->flag & SELECT)))
+ return 0;
+
+ return 1;
+}
+
+static int allow_render_dupli_instance(Render *UNUSED(re), DupliObject *dob, Object *obd)
+{
+ ParticleSystem *psys;
+ Material *ma;
+ short a, *totmaterial;
+
+ /* don't allow objects with halos. we need to have
+ * all halo's to sort them globally in advance */
+ totmaterial= give_totcolp(obd);
+
+ if (totmaterial) {
+ for (a= 0; a<*totmaterial; a++) {
+ ma= give_current_material(obd, a + 1);
+ if (ma && (ma->material_type == MA_TYPE_HALO))
+ return 0;
+ }
+ }
+
+ for (psys=obd->particlesystem.first; psys; psys=psys->next)
+ if (!ELEM(psys->part->ren_as, PART_DRAW_BB, PART_DRAW_LINE, PART_DRAW_PATH, PART_DRAW_OB, PART_DRAW_GR))
+ return 0;
+
+ /* don't allow lamp, animated duplis, or radio render */
+ return (render_object_type(obd->type) &&
+ (!(dob->type == OB_DUPLIGROUP) || !dob->animated));
+}
+
+static void dupli_render_particle_set(Render *re, Object *ob, int timeoffset, int level, int enable)
+{
+ /* ugly function, but we need to set particle systems to their render
+ * settings before calling object_duplilist, to get render level duplis */
+ Group *group;
+ GroupObject *go;
+ ParticleSystem *psys;
+ DerivedMesh *dm;
+
+ if (re->r.scemode & R_VIEWPORT_PREVIEW)
+ return;
+
+ if (level >= MAX_DUPLI_RECUR)
+ return;
+
+ if (ob->transflag & OB_DUPLIPARTS) {
+ for (psys=ob->particlesystem.first; psys; psys=psys->next) {
+ if (ELEM(psys->part->ren_as, PART_DRAW_OB, PART_DRAW_GR)) {
+ if (enable)
+ psys_render_set(ob, psys, re->viewmat, re->winmat, re->winx, re->winy, timeoffset);
+ else
+ psys_render_restore(ob, psys);
+ }
+ }
+
+ if (enable) {
+ /* this is to make sure we get render level duplis in groups:
+ * the derivedmesh must be created before init_render_mesh,
+ * since object_duplilist does dupliparticles before that */
+ dm = mesh_create_derived_render(re->scene, ob, CD_MASK_RENDER_INTERNAL);
+ dm->release(dm);
+
+ for (psys=ob->particlesystem.first; psys; psys=psys->next)
+ psys_get_modifier(ob, psys)->flag &= ~eParticleSystemFlag_psys_updated;
+ }
+ }
+
+ if (ob->dup_group==NULL) return;
+ group= ob->dup_group;
+
+ for (go= group->gobject.first; go; go= go->next)
+ dupli_render_particle_set(re, go->ob, timeoffset, level+1, enable);
+}
+
+static int get_vector_renderlayers(Scene *sce)
+{
+ SceneRenderLayer *srl;
+ unsigned int lay= 0;
+
+ for (srl= sce->r.layers.first; srl; srl= srl->next)
+ if (srl->passflag & SCE_PASS_VECTOR)
+ lay |= srl->lay;
+
+ return lay;
+}
+
+static void add_group_render_dupli_obs(Render *re, Group *group, int nolamps, int onlyselected, Object *actob, int timeoffset, int level)
+{
+ GroupObject *go;
+ Object *ob;
+
+ /* simple preventing of too deep nested groups */
+ if (level>MAX_DUPLI_RECUR) return;
+
+ /* recursively go into dupligroups to find objects with OB_RENDER_DUPLI
+ * that were not created yet */
+ for (go= group->gobject.first; go; go= go->next) {
+ ob= go->ob;
+
+ if (ob->flag & OB_DONE) {
+ if (ob->transflag & OB_RENDER_DUPLI) {
+ if (allow_render_object(re, ob, nolamps, onlyselected, actob)) {
+ init_render_object(re, ob, NULL, NULL, NULL, timeoffset);
+ ob->transflag &= ~OB_RENDER_DUPLI;
+
+ if (ob->dup_group)
+ add_group_render_dupli_obs(re, ob->dup_group, nolamps, onlyselected, actob, timeoffset, level+1);
+ }
+ }
+ }
+ }
+}
+
+static void database_init_objects(Render *re, unsigned int renderlay, int nolamps, int onlyselected, Object *actob, int timeoffset)
+{
+ Base *base;
+ Object *ob;
+ Group *group;
+ ObjectInstanceRen *obi;
+ Scene *sce_iter;
+ int lay, vectorlay;
+
+ /* for duplis we need the Object texture mapping to work as if
+ * untransformed, set_dupli_tex_mat sets the matrix to allow that
+ * NULL is just for init */
+ set_dupli_tex_mat(NULL, NULL, NULL, NULL);
+
+ /* loop over all objects rather then using SETLOOPER because we may
+ * reference an mtex-mapped object which isn't rendered or is an
+ * empty in a dupli group. We could scan all render material/lamp/world
+ * mtex's for mapto objects but its easier just to set the
+ * 'imat' / 'imat_ren' on all and unlikely to be a performance hit
+ * See bug: [#28744] - campbell */
+ for (ob= re->main->object.first; ob; ob= ob->id.next) {
+ float mat[4][4];
+
+ /* imat objects has to be done here, since displace can have texture using Object map-input */
+ mul_m4_m4m4(mat, re->viewmat, ob->obmat);
+ invert_m4_m4(ob->imat_ren, mat);
+ copy_m4_m4(ob->imat, ob->imat_ren);
+ /* each object should only be rendered once */
+ ob->flag &= ~OB_DONE;
+ ob->transflag &= ~OB_RENDER_DUPLI;
+ }
+
+ for (SETLOOPER(re->scene, sce_iter, base)) {
+ ob= base->object;
+
+ /* in the prev/next pass for making speed vectors, avoid creating
+ * objects that are not on a renderlayer with a vector pass, can
+ * save a lot of time in complex scenes */
+ vectorlay= get_vector_renderlayers(re->scene);
+ lay= (timeoffset)? renderlay & vectorlay: renderlay;
+
+ /* if the object has been restricted from rendering in the outliner, ignore it */
+ if (is_object_restricted(re, ob)) continue;
+
+ /* OB_DONE means the object itself got duplicated, so was already converted */
+ if (ob->flag & OB_DONE) {
+ /* OB_RENDER_DUPLI means instances for it were already created, now
+ * it still needs to create the ObjectRen containing the data */
+ if (ob->transflag & OB_RENDER_DUPLI) {
+ if (allow_render_object(re, ob, nolamps, onlyselected, actob)) {
+ init_render_object(re, ob, NULL, NULL, NULL, timeoffset);
+ ob->transflag &= ~OB_RENDER_DUPLI;
+ }
+ }
+ }
+ else if ((base->lay & lay) || (ob->type==OB_LAMP && (base->lay & re->lay)) ) {
+ if ((ob->transflag & OB_DUPLI) && (ob->type!=OB_MBALL)) {
+ DupliObject *dob;
+ ListBase *duplilist;
+ DupliApplyData *duplilist_apply_data = NULL;
+ int i;
+
+ /* create list of duplis generated by this object, particle
+ * system need to have render settings set for dupli particles */
+ dupli_render_particle_set(re, ob, timeoffset, 0, 1);
+ duplilist = object_duplilist(re->eval_ctx, re->scene, ob);
+ duplilist_apply_data = duplilist_apply(ob, NULL, duplilist);
+ /* postpone 'dupli_render_particle_set', since RE_addRenderInstance reads
+ * index values from 'dob->persistent_id[0]', referencing 'psys->child' which
+ * may be smaller once the particle system is restored, see: T45563. */
+
+ for (dob= duplilist->first, i = 0; dob; dob= dob->next, ++i) {
+ DupliExtraData *dob_extra = &duplilist_apply_data->extra[i];
+ Object *obd= dob->ob;
+
+ copy_m4_m4(obd->obmat, dob->mat);
+
+ /* group duplis need to set ob matrices correct, for deform. so no_draw is part handled */
+ if (!(obd->transflag & OB_RENDER_DUPLI) && dob->no_draw)
+ continue;
+
+ if (is_object_hidden(re, obd))
+ continue;
+
+ if (obd->type==OB_MBALL)
+ continue;
+
+ if (!allow_render_object(re, obd, nolamps, onlyselected, actob))
+ continue;
+
+ if (allow_render_dupli_instance(re, dob, obd)) {
+ ParticleSystem *psys;
+ ObjectRen *obr = NULL;
+ int psysindex;
+ float mat[4][4];
+
+ obi=NULL;
+
+ /* instances instead of the actual object are added in two cases, either
+ * this is a duplivert/face/particle, or it is a non-animated object in
+ * a dupligroup that has already been created before */
+ if (dob->type != OB_DUPLIGROUP || (obr=find_dupligroup_dupli(re, obd, 0))) {
+ mul_m4_m4m4(mat, re->viewmat, dob->mat);
+ /* ob = particle system, use that layer */
+ obi = RE_addRenderInstance(re, NULL, obd, ob, dob->persistent_id[0], 0, mat, ob->lay, dob);
+
+ /* fill in instance variables for texturing */
+ set_dupli_tex_mat(re, obi, dob, dob_extra->obmat);
+ if (dob->type != OB_DUPLIGROUP) {
+ copy_v3_v3(obi->dupliorco, dob->orco);
+ obi->dupliuv[0]= dob->uv[0];
+ obi->dupliuv[1]= dob->uv[1];
+ }
+ else {
+ /* for the second case, setup instance to point to the already
+ * created object, and possibly setup instances if this object
+ * itself was duplicated. for the first case find_dupli_instances
+ * will be called later. */
+ assign_dupligroup_dupli(re, obi, obr, dob);
+ if (obd->transflag & OB_RENDER_DUPLI)
+ find_dupli_instances(re, obr, dob);
+ }
+ }
+
+ /* same logic for particles, each particle system has it's own object, so
+ * need to go over them separately */
+ psysindex= 1;
+ for (psys=obd->particlesystem.first; psys; psys=psys->next) {
+ if (dob->type != OB_DUPLIGROUP || (obr=find_dupligroup_dupli(re, obd, psysindex))) {
+ if (obi == NULL)
+ mul_m4_m4m4(mat, re->viewmat, dob->mat);
+ obi = RE_addRenderInstance(re, NULL, obd, ob, dob->persistent_id[0], psysindex++, mat, obd->lay, dob);
+
+ set_dupli_tex_mat(re, obi, dob, dob_extra->obmat);
+ if (dob->type != OB_DUPLIGROUP) {
+ copy_v3_v3(obi->dupliorco, dob->orco);
+ obi->dupliuv[0]= dob->uv[0];
+ obi->dupliuv[1]= dob->uv[1];
+ }
+ else {
+ assign_dupligroup_dupli(re, obi, obr, dob);
+ if (obd->transflag & OB_RENDER_DUPLI)
+ find_dupli_instances(re, obr, dob);
+ }
+ }
+ }
+
+ if (obi==NULL)
+ /* can't instance, just create the object */
+ init_render_object(re, obd, ob, dob, dob_extra->obmat, timeoffset);
+
+ if (dob->type != OB_DUPLIGROUP) {
+ obd->flag |= OB_DONE;
+ obd->transflag |= OB_RENDER_DUPLI;
+ }
+ }
+ else
+ init_render_object(re, obd, ob, dob, dob_extra->obmat, timeoffset);
+
+ if (re->test_break(re->tbh)) break;
+ }
+
+ /* restore particle system */
+ dupli_render_particle_set(re, ob, timeoffset, 0, false);
+
+ if (duplilist_apply_data) {
+ duplilist_restore(duplilist, duplilist_apply_data);
+ duplilist_free_apply_data(duplilist_apply_data);
+ }
+ free_object_duplilist(duplilist);
+
+ if (allow_render_object(re, ob, nolamps, onlyselected, actob))
+ init_render_object(re, ob, NULL, NULL, NULL, timeoffset);
+ }
+ else if (allow_render_object(re, ob, nolamps, onlyselected, actob))
+ init_render_object(re, ob, NULL, NULL, NULL, timeoffset);
+ }
+
+ if (re->test_break(re->tbh)) break;
+ }
+
+ /* objects in groups with OB_RENDER_DUPLI set still need to be created,
+ * since they may not be part of the scene */
+ for (group= re->main->group.first; group; group=group->id.next)
+ add_group_render_dupli_obs(re, group, nolamps, onlyselected, actob, timeoffset, 0);
+
+ if (!re->test_break(re->tbh))
+ RE_makeRenderInstances(re);
+}
+
+/* used to be 'rotate scene' */
+void RE_Database_FromScene(Render *re, Main *bmain, Scene *scene, unsigned int lay, int use_camera_view)
+{
+ Scene *sce;
+ Object *camera;
+ float mat[4][4];
+ float amb[3];
+
+ re->main= bmain;
+ re->scene= scene;
+ re->lay= lay;
+
+ if (re->r.scemode & R_VIEWPORT_PREVIEW)
+ re->scene_color_manage = BKE_scene_check_color_management_enabled(scene);
+
+ /* scene needs to be set to get camera */
+ camera= RE_GetCamera(re);
+
+ /* per second, per object, stats print this */
+ re->i.infostr= "Preparing Scene data";
+ re->i.cfra= scene->r.cfra;
+ BLI_strncpy(re->i.scene_name, scene->id.name + 2, sizeof(re->i.scene_name));
+
+ /* XXX add test if dbase was filled already? */
+
+ re->memArena = BLI_memarena_new(BLI_MEMARENA_STD_BUFSIZE, "render db arena");
+ re->totvlak=re->totvert=re->totstrand=re->totlamp=re->tothalo= 0;
+ re->lights.first= re->lights.last= NULL;
+ re->lampren.first= re->lampren.last= NULL;
+
+ re->i.partsdone = false; /* signal now in use for previewrender */
+
+ /* in localview, lamps are using normal layers, objects only local bits */
+ if (re->lay & 0xFF000000)
+ lay &= 0xFF000000;
+
+ /* applies changes fully */
+ if ((re->r.scemode & (R_NO_FRAME_UPDATE|R_BUTS_PREVIEW|R_VIEWPORT_PREVIEW))==0) {
+ BKE_scene_update_for_newframe(re->eval_ctx, re->main, re->scene, lay);
+ render_update_anim_renderdata(re, &re->scene->r);
+ }
+
+ /* if no camera, viewmat should have been set! */
+ if (use_camera_view && camera) {
+ /* called before but need to call again in case of lens animation from the
+ * above call to BKE_scene_update_for_newframe, fixes bug. [#22702].
+ * following calls don't depend on 'RE_SetCamera' */
+ RE_SetCamera(re, camera);
+ RE_GetCameraModelMatrix(re, camera, mat);
+ invert_m4(mat);
+ RE_SetView(re, mat);
+
+ /* force correct matrix for scaled cameras */
+ DAG_id_tag_update_ex(re->main, &camera->id, OB_RECALC_OB);
+ }
+
+ /* store for incremental render, viewmat rotates dbase */
+ copy_m4_m4(re->viewmat_orig, re->viewmat);
+
+ init_render_world(re); /* do first, because of ambient. also requires re->osa set correct */
+ if (re->r.mode & R_RAYTRACE) {
+ init_render_qmcsampler(re);
+
+ if (re->wrld.mode & (WO_AMB_OCC|WO_ENV_LIGHT|WO_INDIRECT_LIGHT))
+ if (re->wrld.ao_samp_method == WO_AOSAMP_CONSTANT)
+ init_ao_sphere(re, &re->wrld);
+ }
+
+ /* still bad... doing all */
+ init_render_textures(re);
+ copy_v3_v3(amb, &re->wrld.ambr);
+ init_render_materials(re->main, re->r.mode, amb, (re->r.scemode & R_BUTS_PREVIEW) == 0);
+ set_node_shader_lamp_loop(shade_material_loop);
+
+ /* MAKE RENDER DATA */
+ database_init_objects(re, lay, 0, 0, NULL, 0);
+
+ if (!re->test_break(re->tbh)) {
+ set_material_lightgroups(re);
+ for (sce= re->scene; sce; sce= sce->set)
+ set_renderlayer_lightgroups(re, sce);
+
+ /* for now some clumsy copying still */
+ re->i.totvert= re->totvert;
+ re->i.totface= re->totvlak;
+ re->i.totstrand= re->totstrand;
+ re->i.tothalo= re->tothalo;
+ re->i.totlamp= re->totlamp;
+ re->stats_draw(re->sdh, &re->i);
+ }
+}
+
+void RE_Database_Preprocess(Render *re)
+{
+ if (!re->test_break(re->tbh)) {
+ int tothalo;
+
+ tothalo= re->tothalo;
+ sort_halos(re, tothalo);
+
+ init_camera_inside_volumes(re);
+
+ re->i.infostr = IFACE_("Creating Shadowbuffers");
+ re->stats_draw(re->sdh, &re->i);
+
+ /* SHADOW BUFFER */
+ threaded_makeshadowbufs(re);
+
+ /* old code checked for internal render (aka not yafray) */
+ {
+ /* raytree */
+ if (!re->test_break(re->tbh)) {
+ if (re->r.mode & R_RAYTRACE) {
+ makeraytree(re);
+ }
+ }
+ /* ENVIRONMENT MAPS */
+ if (!re->test_break(re->tbh))
+ make_envmaps(re);
+
+ /* point density texture */
+ if (!re->test_break(re->tbh))
+ make_pointdensities(re);
+ /* voxel data texture */
+ if (!re->test_break(re->tbh))
+ make_voxeldata(re);
+ }
+
+ if (!re->test_break(re->tbh))
+ project_renderdata(re, projectverto, (re->r.mode & R_PANORAMA) != 0, 0, 1);
+
+ /* Occlusion */
+ if ((re->wrld.mode & (WO_AMB_OCC|WO_ENV_LIGHT|WO_INDIRECT_LIGHT)) && !re->test_break(re->tbh))
+ if (re->wrld.ao_gather_method == WO_AOGATHER_APPROX)
+ if (re->r.mode & R_SHADOW)
+ make_occ_tree(re);
+
+ /* SSS */
+ if ((re->r.mode & R_SSS) && !re->test_break(re->tbh))
+ make_sss_tree(re);
+
+ if (!re->test_break(re->tbh))
+ if (re->r.mode & R_RAYTRACE)
+ volume_precache(re);
+ }
+
+ re->i.convertdone = true;
+
+ if (re->test_break(re->tbh))
+ RE_Database_Free(re);
+
+ re->i.infostr = NULL;
+ re->stats_draw(re->sdh, &re->i);
+}
+
+/* exported call to recalculate hoco for vertices, when winmat changed */
+void RE_DataBase_ApplyWindow(Render *re)
+{
+ project_renderdata(re, projectverto, 0, 0, 0);
+}
+
+/* exported call to rotate render data again, when viewmat changed */
+void RE_DataBase_IncrementalView(Render *re, float viewmat[4][4], int restore)
+{
+ float oldviewinv[4][4], tmat[4][4];
+
+ invert_m4_m4(oldviewinv, re->viewmat_orig);
+
+ /* we have to correct for the already rotated vertexcoords */
+ mul_m4_m4m4(tmat, viewmat, oldviewinv);
+
+ copy_m4_m4(re->viewmat, viewmat);
+ invert_m4_m4(re->viewinv, re->viewmat);
+
+ init_camera_inside_volumes(re);
+
+ env_rotate_scene(re, tmat, !restore);
+
+ /* SSS points distribution depends on view */
+ if ((re->r.mode & R_SSS) && !re->test_break(re->tbh))
+ make_sss_tree(re);
+}
+
+
+void RE_DataBase_GetView(Render *re, float mat[4][4])
+{
+ copy_m4_m4(mat, re->viewmat);
+}
+
+/* ------------------------------------------------------------------------- */
+/* Speed Vectors */
+/* ------------------------------------------------------------------------- */
+
+static void database_fromscene_vectors(Render *re, Scene *scene, unsigned int lay, int timeoffset)
+{
+ Object *camera= RE_GetCamera(re);
+ float mat[4][4];
+
+ re->scene= scene;
+ re->lay= lay;
+
+ /* XXX add test if dbase was filled already? */
+
+ re->memArena = BLI_memarena_new(BLI_MEMARENA_STD_BUFSIZE, "vector render db arena");
+ re->totvlak=re->totvert=re->totstrand=re->totlamp=re->tothalo= 0;
+ re->i.totface=re->i.totvert=re->i.totstrand=re->i.totlamp=re->i.tothalo= 0;
+ re->lights.first= re->lights.last= NULL;
+
+ /* in localview, lamps are using normal layers, objects only local bits */
+ if (re->lay & 0xFF000000)
+ lay &= 0xFF000000;
+
+ /* applies changes fully */
+ scene->r.cfra += timeoffset;
+ BKE_scene_update_for_newframe(re->eval_ctx, re->main, re->scene, lay);
+
+ /* if no camera, viewmat should have been set! */
+ if (camera) {
+ RE_GetCameraModelMatrix(re, camera, mat);
+ normalize_m4(mat);
+ invert_m4(mat);
+ RE_SetView(re, mat);
+ }
+
+ /* MAKE RENDER DATA */
+ database_init_objects(re, lay, 0, 0, NULL, timeoffset);
+
+ if (!re->test_break(re->tbh))
+ project_renderdata(re, projectverto, (re->r.mode & R_PANORAMA) != 0, 0, 1);
+
+ /* do this in end, particles for example need cfra */
+ scene->r.cfra -= timeoffset;
+}
+
+/* choose to use static, to prevent giving too many args to this call */
+static void speedvector_project(Render *re, float zco[2], const float co[3], const float ho[4])
+{
+ static float pixelphix=0.0f, pixelphiy=0.0f, zmulx=0.0f, zmuly=0.0f;
+ static int pano= 0;
+ float div;
+
+ /* initialize */
+ if (re) {
+ pano= re->r.mode & R_PANORAMA;
+
+ /* precalculate amount of radians 1 pixel rotates */
+ if (pano) {
+ /* size of 1 pixel mapped to viewplane coords */
+ float psize;
+
+ psize = BLI_rctf_size_x(&re->viewplane) / (float)re->winx;
+ /* x angle of a pixel */
+ pixelphix = atan(psize / re->clipsta);
+
+ psize = BLI_rctf_size_y(&re->viewplane) / (float)re->winy;
+ /* y angle of a pixel */
+ pixelphiy = atan(psize / re->clipsta);
+ }
+ zmulx= re->winx/2;
+ zmuly= re->winy/2;
+
+ return;
+ }
+
+ /* now map hocos to screenspace, uses very primitive clip still */
+ if (ho[3]<0.1f) div= 10.0f;
+ else div= 1.0f/ho[3];
+
+ /* use cylinder projection */
+ if (pano) {
+ float vec[3], ang;
+ /* angle between (0, 0, -1) and (co) */
+ copy_v3_v3(vec, co);
+
+ ang= saacos(-vec[2]/sqrtf(vec[0]*vec[0] + vec[2]*vec[2]));
+ if (vec[0]<0.0f) ang= -ang;
+ zco[0]= ang/pixelphix + zmulx;
+
+ ang= 0.5f*(float)M_PI - saacos(vec[1] / len_v3(vec));
+ zco[1]= ang/pixelphiy + zmuly;
+
+ }
+ else {
+ zco[0]= zmulx*(1.0f+ho[0]*div);
+ zco[1]= zmuly*(1.0f+ho[1]*div);
+ }
+}
+
+static void calculate_speedvector(const float vectors[2], int step, float winsq, float winroot, const float co[3], const float ho[4], float speed[4])
+{
+ float zco[2], len;
+
+ speedvector_project(NULL, zco, co, ho);
+
+ zco[0]= vectors[0] - zco[0];
+ zco[1]= vectors[1] - zco[1];
+
+ /* enable nice masks for hardly moving stuff or float inaccuracy */
+ if (zco[0]<0.1f && zco[0]>-0.1f && zco[1]<0.1f && zco[1]>-0.1f ) {
+ zco[0]= 0.0f;
+ zco[1]= 0.0f;
+ }
+
+ /* maximize speed for image width, otherwise it never looks good */
+ len= zco[0]*zco[0] + zco[1]*zco[1];
+ if (len > winsq) {
+ len= winroot/sqrtf(len);
+ zco[0]*= len;
+ zco[1]*= len;
+ }
+
+ /* note; in main vecblur loop speedvec is negated again */
+ if (step) {
+ speed[2]= -zco[0];
+ speed[3]= -zco[1];
+ }
+ else {
+ speed[0]= zco[0];
+ speed[1]= zco[1];
+ }
+}
+
+static float *calculate_strandsurface_speedvectors(Render *re, ObjectInstanceRen *obi, StrandSurface *mesh)
+{
+ if (mesh->co && mesh->prevco && mesh->nextco) {
+ float winsq= (float)re->winx*(float)re->winy; /* int's can wrap on large images */
+ float winroot= sqrtf(winsq);
+ float (*winspeed)[4];
+ float ho[4], prevho[4], nextho[4], winmat[4][4], vec[2];
+ int a;
+
+ if (obi->flag & R_TRANSFORMED)
+ mul_m4_m4m4(winmat, re->winmat, obi->mat);
+ else
+ copy_m4_m4(winmat, re->winmat);
+
+ winspeed= MEM_callocN(sizeof(float)*4*mesh->totvert, "StrandSurfWin");
+
+ for (a=0; a<mesh->totvert; a++) {
+ projectvert(mesh->co[a], winmat, ho);
+
+ projectvert(mesh->prevco[a], winmat, prevho);
+ speedvector_project(NULL, vec, mesh->prevco[a], prevho);
+ calculate_speedvector(vec, 0, winsq, winroot, mesh->co[a], ho, winspeed[a]);
+
+ projectvert(mesh->nextco[a], winmat, nextho);
+ speedvector_project(NULL, vec, mesh->nextco[a], nextho);
+ calculate_speedvector(vec, 1, winsq, winroot, mesh->co[a], ho, winspeed[a]);
+ }
+
+ return (float *)winspeed;
+ }
+
+ return NULL;
+}
+
+static void calculate_speedvectors(Render *re, ObjectInstanceRen *obi, float *vectors, int step)
+{
+ ObjectRen *obr= obi->obr;
+ VertRen *ver= NULL;
+ StrandRen *strand= NULL;
+ StrandBuffer *strandbuf;
+ StrandSurface *mesh= NULL;
+ float *speed, (*winspeed)[4]=NULL, ho[4], winmat[4][4];
+ float *co1, *co2, *co3, *co4, w[4];
+ float winsq = (float)re->winx * (float)re->winy, winroot = sqrtf(winsq); /* int's can wrap on large images */
+ int a, *face, *index;
+
+ if (obi->flag & R_TRANSFORMED)
+ mul_m4_m4m4(winmat, re->winmat, obi->mat);
+ else
+ copy_m4_m4(winmat, re->winmat);
+
+ if (obr->vertnodes) {
+ for (a=0; a<obr->totvert; a++, vectors+=2) {
+ if ((a & 255)==0) ver= obr->vertnodes[a>>8].vert;
+ else ver++;
+
+ speed= RE_vertren_get_winspeed(obi, ver, 1);
+ projectvert(ver->co, winmat, ho);
+ calculate_speedvector(vectors, step, winsq, winroot, ver->co, ho, speed);
+ }
+ }
+
+ if (obr->strandnodes) {
+ strandbuf= obr->strandbuf;
+ mesh= (strandbuf)? strandbuf->surface: NULL;
+
+ /* compute speed vectors at surface vertices */
+ if (mesh)
+ winspeed= (float(*)[4])calculate_strandsurface_speedvectors(re, obi, mesh);
+
+ if (winspeed) {
+ for (a=0; a<obr->totstrand; a++, vectors+=2) {
+ if ((a & 255)==0) strand= obr->strandnodes[a>>8].strand;
+ else strand++;
+
+ index= RE_strandren_get_face(obr, strand, 0);
+ if (index && *index < mesh->totface) {
+ speed= RE_strandren_get_winspeed(obi, strand, 1);
+
+ /* interpolate speed vectors from strand surface */
+ face= mesh->face[*index];
+
+ co1 = mesh->co[face[0]];
+ co2 = mesh->co[face[1]];
+ co3 = mesh->co[face[2]];
+
+ if (face[3]) {
+ co4 = mesh->co[face[3]];
+ interp_weights_quad_v3(w, co1, co2, co3, co4, strand->vert->co);
+ }
+ else {
+ interp_weights_tri_v3(w, co1, co2, co3, strand->vert->co);
+ }
+
+ zero_v4(speed);
+ madd_v4_v4fl(speed, winspeed[face[0]], w[0]);
+ madd_v4_v4fl(speed, winspeed[face[1]], w[1]);
+ madd_v4_v4fl(speed, winspeed[face[2]], w[2]);
+ if (face[3])
+ madd_v4_v4fl(speed, winspeed[face[3]], w[3]);
+ }
+ }
+
+ MEM_freeN(winspeed);
+ }
+ }
+}
+
+static int load_fluidsimspeedvectors(Render *re, ObjectInstanceRen *obi, float *vectors, int step)
+{
+ ObjectRen *obr= obi->obr;
+ Object *fsob= obr->ob;
+ VertRen *ver= NULL;
+ float *speed, div, zco[2], avgvel[4] = {0.0, 0.0, 0.0, 0.0};
+ float zmulx= re->winx/2, zmuly= re->winy/2, len;
+ float winsq = (float)re->winx * (float)re->winy, winroot= sqrtf(winsq); /* int's can wrap on large images */
+ int a, j;
+ float hoco[4], ho[4], fsvec[4], camco[4];
+ float mat[4][4], winmat[4][4];
+ float imat[4][4];
+ FluidsimModifierData *fluidmd = (FluidsimModifierData *)modifiers_findByType(fsob, eModifierType_Fluidsim);
+ FluidsimSettings *fss;
+ FluidVertexVelocity *velarray = NULL;
+
+ /* only one step needed */
+ if (step) return 1;
+
+ if (fluidmd)
+ fss = fluidmd->fss;
+ else
+ return 0;
+
+ copy_m4_m4(mat, re->viewmat);
+ invert_m4_m4(imat, mat);
+
+ /* set first vertex OK */
+ if (!fss->meshVelocities) return 0;
+
+ if ( obr->totvert != fss->totvert) {
+ //fprintf(stderr, "load_fluidsimspeedvectors - modified fluidsim mesh, not using speed vectors (%d,%d)...\n", obr->totvert, fsob->fluidsimSettings->meshSurface->totvert); // DEBUG
+ return 0;
+ }
+
+ velarray = fss->meshVelocities;
+
+ if (obi->flag & R_TRANSFORMED)
+ mul_m4_m4m4(winmat, re->winmat, obi->mat);
+ else
+ copy_m4_m4(winmat, re->winmat);
+
+ /* (bad) HACK calculate average velocity */
+ /* better solution would be fixing getVelocityAt() in intern/elbeem/intern/solver_util.cpp
+ * so that also small drops/little water volumes return a velocity != 0.
+ * But I had no luck in fixing that function - DG */
+ for (a=0; a<obr->totvert; a++) {
+ for (j=0;j<3;j++) avgvel[j] += velarray[a].vel[j];
+
+ }
+ for (j=0;j<3;j++) avgvel[j] /= (float)(obr->totvert);
+
+
+ for (a=0; a<obr->totvert; a++, vectors+=2) {
+ if ((a & 255)==0)
+ ver= obr->vertnodes[a>>8].vert;
+ else
+ ver++;
+
+ /* get fluid velocity */
+ fsvec[3] = 0.0f;
+ //fsvec[0] = fsvec[1] = fsvec[2] = fsvec[3] = 0.0; fsvec[2] = 2.0f; // NT fixed test
+ for (j=0;j<3;j++) fsvec[j] = velarray[a].vel[j];
+
+ /* (bad) HACK insert average velocity if none is there (see previous comment) */
+ if ((fsvec[0] == 0.0f) && (fsvec[1] == 0.0f) && (fsvec[2] == 0.0f)) {
+ fsvec[0] = avgvel[0];
+ fsvec[1] = avgvel[1];
+ fsvec[2] = avgvel[2];
+ }
+
+ /* transform (=rotate) to cam space */
+ camco[0] = dot_v3v3(imat[0], fsvec);
+ camco[1] = dot_v3v3(imat[1], fsvec);
+ camco[2] = dot_v3v3(imat[2], fsvec);
+
+ /* get homogeneous coordinates */
+ projectvert(camco, winmat, hoco);
+ projectvert(ver->co, winmat, ho);
+
+ /* now map hocos to screenspace, uses very primitive clip still */
+ /* use ho[3] of original vertex, xy component of vel. direction */
+ if (ho[3]<0.1f) div= 10.0f;
+ else div= 1.0f/ho[3];
+ zco[0]= zmulx*hoco[0]*div;
+ zco[1]= zmuly*hoco[1]*div;
+
+ /* maximize speed as usual */
+ len= zco[0]*zco[0] + zco[1]*zco[1];
+ if (len > winsq) {
+ len= winroot/sqrtf(len);
+ zco[0]*= len; zco[1]*= len;
+ }
+
+ speed= RE_vertren_get_winspeed(obi, ver, 1);
+ /* set both to the same value */
+ speed[0]= speed[2]= zco[0];
+ speed[1]= speed[3]= zco[1];
+ //if (a < 20) fprintf(stderr,"speed %d %f,%f | camco %f,%f,%f | hoco %f,%f,%f,%f\n", a, speed[0], speed[1], camco[0],camco[1], camco[2], hoco[0],hoco[1], hoco[2],hoco[3]); // NT DEBUG
+ }
+
+ return 1;
+}
+
+/* makes copy per object of all vectors */
+/* result should be that we can free entire database */
+static void copy_dbase_object_vectors(Render *re, ListBase *lb)
+{
+ ObjectInstanceRen *obi, *obilb;
+ ObjectRen *obr;
+ VertRen *ver= NULL;
+ float *vec, ho[4], winmat[4][4];
+ int a, totvector;
+
+ for (obi= re->instancetable.first; obi; obi= obi->next) {
+ obr= obi->obr;
+
+ obilb= MEM_mallocN(sizeof(ObjectInstanceRen), "ObInstanceVector");
+ memcpy(obilb, obi, sizeof(ObjectInstanceRen));
+ BLI_addtail(lb, obilb);
+
+ obilb->totvector= totvector= obr->totvert;
+
+ if (totvector > 0) {
+ vec= obilb->vectors= MEM_mallocN(2*sizeof(float)*totvector, "vector array");
+
+ if (obi->flag & R_TRANSFORMED)
+ mul_m4_m4m4(winmat, re->winmat, obi->mat);
+ else
+ copy_m4_m4(winmat, re->winmat);
+
+ for (a=0; a<obr->totvert; a++, vec+=2) {
+ if ((a & 255)==0) ver= obr->vertnodes[a>>8].vert;
+ else ver++;
+
+ projectvert(ver->co, winmat, ho);
+ speedvector_project(NULL, vec, ver->co, ho);
+ }
+ }
+ }
+}
+
+static void free_dbase_object_vectors(ListBase *lb)
+{
+ ObjectInstanceRen *obi;
+
+ for (obi= lb->first; obi; obi= obi->next)
+ if (obi->vectors)
+ MEM_freeN(obi->vectors);
+ BLI_freelistN(lb);
+}
+
+void RE_Database_FromScene_Vectors(Render *re, Main *bmain, Scene *sce, unsigned int lay)
+{
+ ObjectInstanceRen *obi, *oldobi;
+ StrandSurface *mesh;
+ ListBase *table;
+ ListBase oldtable= {NULL, NULL}, newtable= {NULL, NULL};
+ ListBase strandsurface;
+ int step;
+
+ re->i.infostr = IFACE_("Calculating previous frame vectors");
+ re->r.mode |= R_SPEED;
+
+ speedvector_project(re, NULL, NULL, NULL); /* initializes projection code */
+
+ /* creates entire dbase */
+ database_fromscene_vectors(re, sce, lay, -1);
+
+ /* copy away vertex info */
+ copy_dbase_object_vectors(re, &oldtable);
+
+ /* free dbase and make the future one */
+ strandsurface= re->strandsurface;
+ memset(&re->strandsurface, 0, sizeof(ListBase));
+ re->i.convertdone = true;
+ RE_Database_Free(re);
+ re->strandsurface= strandsurface;
+
+ if (!re->test_break(re->tbh)) {
+ /* creates entire dbase */
+ re->i.infostr = IFACE_("Calculating next frame vectors");
+
+ database_fromscene_vectors(re, sce, lay, +1);
+ }
+ /* copy away vertex info */
+ copy_dbase_object_vectors(re, &newtable);
+
+ /* free dbase and make the real one */
+ strandsurface= re->strandsurface;
+ memset(&re->strandsurface, 0, sizeof(ListBase));
+ re->i.convertdone = true;
+ RE_Database_Free(re);
+ re->strandsurface= strandsurface;
+
+ if (!re->test_break(re->tbh)) {
+ RE_Database_FromScene(re, bmain, sce, lay, 1);
+ RE_Database_Preprocess(re);
+ }
+
+ if (!re->test_break(re->tbh)) {
+ int vectorlay= get_vector_renderlayers(re->scene);
+
+ for (step= 0; step<2; step++) {
+
+ if (step)
+ table= &newtable;
+ else
+ table= &oldtable;
+
+ oldobi= table->first;
+ for (obi= re->instancetable.first; obi && oldobi; obi= obi->next) {
+ int ok= 1;
+ FluidsimModifierData *fluidmd;
+
+ if (!(obi->lay & vectorlay))
+ continue;
+
+ obi->totvector= obi->obr->totvert;
+
+ /* find matching object in old table */
+ if (oldobi->ob!=obi->ob || oldobi->par!=obi->par || oldobi->index!=obi->index || oldobi->psysindex!=obi->psysindex) {
+ ok= 0;
+ for (oldobi= table->first; oldobi; oldobi= oldobi->next)
+ if (oldobi->ob==obi->ob && oldobi->par==obi->par && oldobi->index==obi->index && oldobi->psysindex==obi->psysindex)
+ break;
+ if (oldobi==NULL)
+ oldobi= table->first;
+ else
+ ok= 1;
+ }
+ if (ok==0) {
+ printf("speed table: missing object %s\n", obi->ob->id.name + 2);
+ continue;
+ }
+
+ /* NT check for fluidsim special treatment */
+ 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);
+ }
+ else {
+ /* check if both have same amounts of vertices */
+ if (obi->totvector==oldobi->totvector)
+ calculate_speedvectors(re, obi, oldobi->vectors, step);
+ else
+ printf("Warning: object %s has different amount of vertices or strands on other frame\n", obi->ob->id.name + 2);
+ } /* not fluidsim */
+
+ oldobi= oldobi->next;
+ }
+ }
+ }
+
+ free_dbase_object_vectors(&oldtable);
+ free_dbase_object_vectors(&newtable);
+
+ for (mesh=re->strandsurface.first; mesh; mesh=mesh->next) {
+ if (mesh->prevco) {
+ MEM_freeN(mesh->prevco);
+ mesh->prevco= NULL;
+ }
+ if (mesh->nextco) {
+ MEM_freeN(mesh->nextco);
+ mesh->nextco= NULL;
+ }
+ }
+
+ re->i.infostr = NULL;
+ re->stats_draw(re->sdh, &re->i);
+}
+
+
+/* ------------------------------------------------------------------------- */
+/* Baking */
+/* ------------------------------------------------------------------------- */
+
+/* setup for shaded view or bake, so only lamps and materials are initialized */
+/* type:
+ * RE_BAKE_LIGHT: for shaded view, only add lamps
+ * RE_BAKE_ALL: for baking, all lamps and objects
+ * RE_BAKE_NORMALS:for baking, no lamps and only selected objects
+ * RE_BAKE_AO: for baking, no lamps, but all objects
+ * RE_BAKE_TEXTURE:for baking, no lamps, only selected objects
+ * RE_BAKE_VERTEX_COLORS:for baking, no lamps, only selected objects
+ * RE_BAKE_DISPLACEMENT:for baking, no lamps, only selected objects
+ * RE_BAKE_DERIVATIVE:for baking, no lamps, only selected objects
+ * RE_BAKE_SHADOW: for baking, only shadows, but all objects
+ */
+void RE_Database_Baking(Render *re, Main *bmain, Scene *scene, unsigned int lay, const int type, Object *actob)
+{
+ Object *camera;
+ float mat[4][4];
+ float amb[3];
+ const short onlyselected= !ELEM(type, RE_BAKE_LIGHT, RE_BAKE_ALL, RE_BAKE_SHADOW, RE_BAKE_AO, RE_BAKE_VERTEX_COLORS);
+ const short nolamps= ELEM(type, RE_BAKE_NORMALS, RE_BAKE_TEXTURE, RE_BAKE_DISPLACEMENT, RE_BAKE_DERIVATIVE, RE_BAKE_VERTEX_COLORS);
+
+ re->main= bmain;
+ re->scene= scene;
+ re->lay= lay;
+
+ /* renderdata setup and exceptions */
+ render_copy_renderdata(&re->r, &scene->r);
+
+ RE_init_threadcount(re);
+
+ re->flag |= R_BAKING;
+ re->excludeob= actob;
+ if (actob)
+ re->flag |= R_BAKE_TRACE;
+
+ if (type==RE_BAKE_NORMALS && re->r.bake_normal_space==R_BAKE_SPACE_TANGENT)
+ re->flag |= R_NEED_TANGENT;
+
+ if (type==RE_BAKE_VERTEX_COLORS)
+ re->flag |= R_NEED_VCOL;
+
+ if (!actob && ELEM(type, RE_BAKE_LIGHT, RE_BAKE_NORMALS, RE_BAKE_TEXTURE, RE_BAKE_DISPLACEMENT, RE_BAKE_DERIVATIVE, RE_BAKE_VERTEX_COLORS)) {
+ re->r.mode &= ~R_SHADOW;
+ re->r.mode &= ~R_RAYTRACE;
+ }
+
+ if (!actob && (type==RE_BAKE_SHADOW)) {
+ re->r.mode |= R_SHADOW;
+ }
+
+ /* setup render stuff */
+ re->memArena = BLI_memarena_new(BLI_MEMARENA_STD_BUFSIZE, "bake db arena");
+
+ re->totvlak=re->totvert=re->totstrand=re->totlamp=re->tothalo= 0;
+ re->lights.first= re->lights.last= NULL;
+ re->lampren.first= re->lampren.last= NULL;
+
+ /* in localview, lamps are using normal layers, objects only local bits */
+ if (re->lay & 0xFF000000)
+ lay &= 0xFF000000;
+
+ camera= RE_GetCamera(re);
+
+ /* if no camera, set unit */
+ if (camera) {
+ normalize_m4_m4(mat, camera->obmat);
+ invert_m4(mat);
+ RE_SetView(re, mat);
+ }
+ else {
+ unit_m4(mat);
+ RE_SetView(re, mat);
+ }
+ copy_m3_m4(re->imat, re->viewinv);
+
+ /* TODO: deep shadow maps + baking + strands */
+ /* strands use the window matrix and view size, there is to correct
+ * window matrix but at least avoids malloc and crash loop [#27807] */
+ unit_m4(re->winmat);
+ re->winx= re->winy= 256;
+ /* done setting dummy values */
+
+ init_render_world(re); /* do first, because of ambient. also requires re->osa set correct */
+ if (re->r.mode & R_RAYTRACE) {
+ init_render_qmcsampler(re);
+
+ if (re->wrld.mode & (WO_AMB_OCC|WO_ENV_LIGHT|WO_INDIRECT_LIGHT))
+ if (re->wrld.ao_samp_method == WO_AOSAMP_CONSTANT)
+ init_ao_sphere(re, &re->wrld);
+ }
+
+ /* still bad... doing all */
+ init_render_textures(re);
+
+ copy_v3_v3(amb, &re->wrld.ambr);
+ init_render_materials(re->main, re->r.mode, amb, true);
+
+ set_node_shader_lamp_loop(shade_material_loop);
+
+ /* MAKE RENDER DATA */
+ database_init_objects(re, lay, nolamps, onlyselected, actob, 0);
+
+ set_material_lightgroups(re);
+
+ /* SHADOW BUFFER */
+ if (type!=RE_BAKE_LIGHT)
+ if (re->r.mode & R_SHADOW)
+ threaded_makeshadowbufs(re);
+
+ /* raytree */
+ if (!re->test_break(re->tbh))
+ if (re->r.mode & R_RAYTRACE)
+ makeraytree(re);
+
+ /* point density texture */
+ if (!re->test_break(re->tbh))
+ make_pointdensities(re);
+
+ /* voxel data texture */
+ if (!re->test_break(re->tbh))
+ make_voxeldata(re);
+
+ /* occlusion */
+ if ((re->wrld.mode & (WO_AMB_OCC|WO_ENV_LIGHT|WO_INDIRECT_LIGHT)) && !re->test_break(re->tbh))
+ if (re->wrld.ao_gather_method == WO_AOGATHER_APPROX)
+ if (re->r.mode & R_SHADOW)
+ make_occ_tree(re);
+
+ re->i.convertdone = true;
+}