From 776f8d5a6fa00403e6c46887fbb19956edbd4f05 Mon Sep 17 00:00:00 2001 From: Bastien Montagne Date: Sun, 13 Apr 2014 12:37:40 +0200 Subject: Split Normals I (4/5): Add support of split normals to BI renderer. Note that this commit completely replaces old behavior of the auto_smooth feature in BI. Also note that split normals are only handled when no "advanced geometry post-processing" is used (something like Displace will obviously break it, since it has to re-compute normals after displacement...). Reviewers: brecht Reviewed By: brecht CC: campbellbarton Differential Revision: https://developer.blender.org/D368 --- .../blender/render/intern/source/convertblender.c | 291 +++++++++++---------- 1 file changed, 148 insertions(+), 143 deletions(-) (limited to 'source/blender/render') diff --git a/source/blender/render/intern/source/convertblender.c b/source/blender/render/intern/source/convertblender.c index 4e895a38558..5204799932b 100644 --- a/source/blender/render/intern/source/convertblender.c +++ b/source/blender/render/intern/source/convertblender.c @@ -398,21 +398,23 @@ static void SetTSpace(const SMikkTSpaceContext *pContext, const float fvTangent[ } } -static void calc_vertexnormals(Render *UNUSED(re), ObjectRen *obr, bool do_tangent, bool do_nmap_tangent) +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 */ - for (a=0; atotvert; a++) { - VertRen *ver= RE_findOrAddVert(obr, a); - ver->n[0]=ver->n[1]=ver->n[2]= 0.0f; + if (do_vertex_normal) { + for (a=0; atotvert; 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; atotvlak; a++) { VlakRen *vlr= RE_findOrAddVlak(obr, a); - if (vlr->flag & ME_SMOOTH) { + if (do_vertex_normal && vlr->flag & ME_SMOOTH) { float *n4= (vlr->v4)? vlr->v4->n: NULL; float *c4= (vlr->v4)? vlr->v4->co: NULL; @@ -430,7 +432,7 @@ static void calc_vertexnormals(Render *UNUSED(re), ObjectRen *obr, bool do_tange for (a=0; atotvlak; a++) { VlakRen *vlr= RE_findOrAddVlak(obr, a); - if ((vlr->flag & ME_SMOOTH)==0) { + 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); @@ -494,12 +496,12 @@ typedef struct ASface { VertRen *nver[4]; } ASface; -static void as_addvert(ASvert *asv, VertRen *v1, VlakRen *vlr) +static int as_addvert(ASvert *asv, VertRen *v1, VlakRen *vlr) { ASface *asf; - int a; + int a = -1; - if (v1 == NULL) return; + if (v1 == NULL) return a; if (asv->faces.first==NULL) { asf= MEM_callocN(sizeof(ASface), "asface"); @@ -517,136 +519,129 @@ static void as_addvert(ASvert *asv, VertRen *v1, VlakRen *vlr) /* new face struct */ if (a==4) { + a = 0; asf= MEM_callocN(sizeof(ASface), "asface"); BLI_addtail(&asv->faces, asf); - asf->vlr[0]= vlr; + asf->vlr[a]= vlr; asv->totface++; } + + return a; } -static int as_testvertex(VlakRen *vlr, VertRen *UNUSED(ver), ASvert *asv, float thresh) +static VertRen *as_findvertex_lnor(VlakRen *vlr, VertRen *ver, ASvert *asv, const float lnor[3]) { - /* return 1: vertex needs a copy */ + /* return when new vertex already was made, or existing one is OK */ ASface *asf; - float inp; int a; - - if (vlr == NULL) return 0; - - asf= asv->faces.first; - while (asf) { - for (a=0; a<4; a++) { - if (asf->vlr[a] && asf->vlr[a]!=vlr) { - inp = fabsf(dot_v3v3(vlr->n, asf->vlr[a]->n)); - if (inp < thresh) return 1; - } - } - asf= asf->next; + + /* First face, we can use existing vert and assign it current lnor! */ + if (asv->totface == 1) { + copy_v3_v3(ver->n, lnor); + return ver; } - - return 0; -} -static VertRen *as_findvertex(VlakRen *vlr, VertRen *UNUSED(ver), ASvert *asv, float thresh) -{ - /* return when new vertex already was made */ - ASface *asf; - float inp; - int a; - - asf= asv->faces.first; + /* 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) { + 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]) { - inp = fabsf(dot_v3v3(vlr->n, asf->vlr[a]->n)); - if (inp >= thresh) { + if (equals_v3v3(lnor, asf->nver[a]->n)) { return asf->nver[a]; } } } } - asf= asf->next; + 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], int degr) +static void autosmooth(Render *UNUSED(re), ObjectRen *obr, float mat[4][4], short (*lnors)[4][3]) { - ASvert *asv, *asverts; - ASface *asf; - VertRen *ver, *v1; + ASvert *asverts; + VertRen *ver; VlakRen *vlr; - float thresh; - int a, b, totvert; - - if (obr->totvert==0) return; - asverts= MEM_callocN(sizeof(ASvert)*obr->totvert, "all smooth verts"); - - thresh= cosf(DEG2RADF((0.5f + (float)degr))); - - /* step zero: give faces normals of original mesh, if this is provided */ - - - /* step one: construct listbase of all vertices and pointers to faces */ - for (a=0; atotvlak; a++) { - vlr= RE_findOrAddVlak(obr, a); - /* skip wire faces */ - if (vlr->v2 != vlr->v3) { - as_addvert(asverts+vlr->v1->index, vlr->v1, vlr); - as_addvert(asverts+vlr->v2->index, vlr->v2, vlr); - as_addvert(asverts+vlr->v3->index, vlr->v3, vlr); - if (vlr->v4) - as_addvert(asverts+vlr->v4->index, vlr->v4, vlr); - } - } - - totvert= obr->totvert; - /* we now test all vertices, when faces have a normal too much different: they get a new vertex */ - for (a=0, asv=asverts; atotface > 1) { - ver= RE_findOrAddVert(obr, a); + int a, totvert; - asf= asv->faces.first; - while (asf) { - for (b=0; b<4; b++) { - - /* is there a reason to make a new vertex? */ - vlr= asf->vlr[b]; - if ( as_testvertex(vlr, ver, asv, thresh) ) { - - /* already made a new vertex within threshold? */ - v1= as_findvertex(vlr, ver, asv, thresh); - if (v1==NULL) { - /* make a new vertex */ - v1= RE_vertren_copy(obr, ver); - } - asf->nver[b]= 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; - } - } - asf= asf->next; + 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; atotvert; a++) { ver= RE_findOrAddVert(obr, a); mul_m4_v3(mat, ver->co); + if (lnors) { + mul_mat3_m4_v3(mat, ver->n); + negate_v3(ver->n); + normalize_v3(ver->n); + } } for (a=0; atotvlak; a++) { vlr= RE_findOrAddVlak(obr, a); @@ -1899,7 +1894,7 @@ static int render_new_particle_system(Render *re, ObjectRen *obr, ParticleSystem } if (path_nbr && (ma->mode_l & MA_TANGENT_STR)==0) - calc_vertexnormals(re, obr, 0, 0); + calc_vertexnormals(re, obr, 1, 0, 0); return 1; } @@ -2009,7 +2004,7 @@ static short test_for_displace(Render *re, Object *ob) return 0; } -static void displace_render_vert(Render *re, ObjectRen *obr, ShadeInput *shi, VertRen *vr, int vindex, float *scale, float mat[4][4], float imat[3][3]) +static void displace_render_vert(Render *re, ObjectRen *obr, ShadeInput *shi, VertRen *vr, int vindex, float *scale) { MTFace *tface; short texco= shi->mat->texco; @@ -2022,15 +2017,6 @@ static void displace_render_vert(Render *re, ObjectRen *obr, ShadeInput *shi, Ve /* vertex normal is used for textures type 'col' and 'var' */ copy_v3_v3(shi->vn, vr->n); - if (mat) - mul_m4_v3(mat, shi->co); - - if (imat) { - shi->vn[0] = dot_v3v3(imat[0], vr->n); - shi->vn[1] = dot_v3v3(imat[1], vr->n); - shi->vn[2] = dot_v3v3(imat[2], vr->n); - } - if (texco & TEXCO_UV) { shi->totuv= 0; shi->actuv= obr->actmtface; @@ -2083,9 +2069,6 @@ static void displace_render_vert(Render *re, ObjectRen *obr, ShadeInput *shi, Ve displace[0]= shi->displace[0] * scale[0]; displace[1]= shi->displace[1] * scale[1]; displace[2]= shi->displace[2] * scale[2]; - - if (mat) - mul_m3_v3(imat, displace); /* 0.5 could become button once? */ vr->co[0] += displace[0]; @@ -2108,7 +2091,7 @@ static void displace_render_vert(Render *re, ObjectRen *obr, ShadeInput *shi, Ve return; } -static void displace_render_face(Render *re, ObjectRen *obr, VlakRen *vlr, float *scale, float mat[4][4], float imat[3][3]) +static void displace_render_face(Render *re, ObjectRen *obr, VlakRen *vlr, float *scale) { ShadeInput shi; @@ -2137,17 +2120,17 @@ static void displace_render_face(Render *re, ObjectRen *obr, VlakRen *vlr, float /* Displace the verts, flag is set when done */ if (!vlr->v1->flag) - displace_render_vert(re, obr, &shi, vlr->v1, 0, scale, mat, imat); + displace_render_vert(re, obr, &shi, vlr->v1, 0, scale); if (!vlr->v2->flag) - displace_render_vert(re, obr, &shi, vlr->v2, 1, scale, mat, imat); + displace_render_vert(re, obr, &shi, vlr->v2, 1, scale); if (!vlr->v3->flag) - displace_render_vert(re, obr, &shi, vlr->v3, 2, scale, mat, imat); + 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, mat, imat); + 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; @@ -2163,7 +2146,7 @@ static void displace_render_face(Render *re, ObjectRen *obr, VlakRen *vlr, float } } -static void do_displacement(Render *re, ObjectRen *obr, float mat[4][4], float imat[3][3]) +static void displace(Render *re, ObjectRen *obr) { VertRen *vr; VlakRen *vlr; @@ -2188,11 +2171,11 @@ static void do_displacement(Render *re, ObjectRen *obr, float mat[4][4], float i for (i=0; itotvlak; i++) { vlr=RE_findOrAddVlak(obr, i); - displace_render_face(re, obr, vlr, scale, mat, imat); + displace_render_face(re, obr, vlr, scale); } /* Recalc vertex normals */ - calc_vertexnormals(re, obr, 0, 0); + calc_vertexnormals(re, obr, 1, 0, 0); } /* ------------------------------------------------------------------------- */ @@ -2587,7 +2570,7 @@ static void init_render_dm(DerivedMesh *dm, Render *re, ObjectRen *obr, } /* Normals */ - calc_vertexnormals(re, obr, 0, 0); + calc_vertexnormals(re, obr, 1, 0, 0); } } @@ -3154,10 +3137,11 @@ static void init_render_mesh(Render *re, ObjectRen *obr, int timeoffset) 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_nmap_tangent = false, need_tangent = false, need_origindex = false; int a, a1, ok, vertofs; int end, totvert = 0; - bool do_autosmooth = false; + bool do_autosmooth = false, do_displace = false; bool use_original_normals = false; int recalc_normals = 0; /* false by default */ int negative_scale; @@ -3212,12 +3196,14 @@ static void init_render_mesh(Render *re, ObjectRen *obr, int timeoffset) if (re->flag & R_BAKING && re->r.bake_flag & R_BAKE_VCOL) need_origindex= 1; - /* check autosmooth and displacement, we then have to skip only-verts optimize */ - do_autosmooth |= (me->flag & ME_AUTOSMOOTH) != 0; - if (do_autosmooth) - timeoffset= 0; - if (test_for_displace(re, ob ) ) - timeoffset= 0; + /* 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; mask= CD_MASK_BAREMESH|CD_MASK_MTFACE|CD_MASK_MCOL; if (!timeoffset) @@ -3301,6 +3287,7 @@ static void init_render_mesh(Render *re, ObjectRen *obr, int timeoffset) } if (!timeoffset) { + short (*lnp)[4][3] = NULL; #ifdef WITH_FREESTYLE EdgeHash *edge_hash; @@ -3349,6 +3336,11 @@ static void init_render_mesh(Render *re, ObjectRen *obr, int timeoffset) 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); @@ -3426,7 +3418,7 @@ static void init_render_mesh(Render *re, ObjectRen *obr, int timeoffset) CustomDataLayer *layer; MTFace *mtface, *mtf; MCol *mcol, *mc; - int index, mtfn= 0, mcn= 0, mtng=0, vindex; + int index, mtfn= 0, mcn= 0, mtng=0, mln = 0, vindex; char *name; int nr_verts = v4!=0 ? 4 : 3; @@ -3459,6 +3451,21 @@ static void init_render_mesh(Render *re, ObjectRen *obr, int timeoffset) normalize_v3(ftang+vindex*4); } } + mtng++; + } + 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++; } } @@ -3541,24 +3548,22 @@ static void init_render_mesh(Render *re, ObjectRen *obr, int timeoffset) if (need_stress) calc_edge_stress(re, obr, me); - if (test_for_displace(re, ob ) ) { - recalc_normals= 1; - calc_vertexnormals(re, obr, 0, 0); - if (do_autosmooth) - do_displacement(re, obr, mat, imat); - else - do_displacement(re, obr, NULL, NULL); + if (do_displace) { + calc_vertexnormals(re, obr, 1, 0, 0); + displace(re, obr); + recalc_normals = 0; /* Already computed by displace! */ } - - if (do_autosmooth) { - recalc_normals= 1; - autosmooth(re, obr, mat, me->smoothresh); + 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, need_tangent, need_nmap_tangent); + calc_vertexnormals(re, obr, recalc_normals, need_tangent, need_nmap_tangent); } + MEM_SAFE_FREE(loop_nors); + dm->release(dm); } @@ -4357,7 +4362,7 @@ static void finalize_render_object(Render *re, ObjectRen *obr, int timeoffset) * 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)) - do_displacement(re, obr, NULL, NULL); + displace(re, obr); if (!timeoffset) { /* phong normal interpolation can cause error in tracing -- cgit v1.2.3