/* * Copyright 2011-2013 Blender Foundation * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #include "render/camera.h" #include "render/colorspace.h" #include "render/mesh.h" #include "render/object.h" #include "render/scene.h" #include "blender/blender_session.h" #include "blender/blender_sync.h" #include "blender/blender_util.h" #include "subd/subd_patch.h" #include "subd/subd_split.h" #include "util/util_algorithm.h" #include "util/util_disjoint_set.h" #include "util/util_foreach.h" #include "util/util_hash.h" #include "util/util_logging.h" #include "util/util_math.h" #include "mikktspace.h" CCL_NAMESPACE_BEGIN /* Tangent Space */ struct MikkUserData { MikkUserData(const BL::Mesh &b_mesh, const char *layer_name, const Mesh *mesh, float3 *tangent, float *tangent_sign) : mesh(mesh), texface(NULL), orco(NULL), tangent(tangent), tangent_sign(tangent_sign) { const AttributeSet &attributes = (mesh->subd_faces.size()) ? mesh->subd_attributes : mesh->attributes; Attribute *attr_vN = attributes.find(ATTR_STD_VERTEX_NORMAL); vertex_normal = attr_vN->data_float3(); if (layer_name == NULL) { Attribute *attr_orco = attributes.find(ATTR_STD_GENERATED); if (attr_orco) { orco = attr_orco->data_float3(); mesh_texture_space(*(BL::Mesh *)&b_mesh, orco_loc, orco_size); } } else { Attribute *attr_uv = attributes.find(ustring(layer_name)); if (attr_uv != NULL) { texface = attr_uv->data_float2(); } } } const Mesh *mesh; int num_faces; float3 *vertex_normal; float2 *texface; float3 *orco; float3 orco_loc, orco_size; float3 *tangent; float *tangent_sign; }; static int mikk_get_num_faces(const SMikkTSpaceContext *context) { const MikkUserData *userdata = (const MikkUserData *)context->m_pUserData; if (userdata->mesh->subd_faces.size()) { return userdata->mesh->subd_faces.size(); } else { return userdata->mesh->num_triangles(); } } static int mikk_get_num_verts_of_face(const SMikkTSpaceContext *context, const int face_num) { const MikkUserData *userdata = (const MikkUserData *)context->m_pUserData; if (userdata->mesh->subd_faces.size()) { const Mesh *mesh = userdata->mesh; return mesh->subd_faces[face_num].num_corners; } else { return 3; } } static int mikk_vertex_index(const Mesh *mesh, const int face_num, const int vert_num) { if (mesh->subd_faces.size()) { const Mesh::SubdFace &face = mesh->subd_faces[face_num]; return mesh->subd_face_corners[face.start_corner + vert_num]; } else { return mesh->triangles[face_num * 3 + vert_num]; } } static int mikk_corner_index(const Mesh *mesh, const int face_num, const int vert_num) { if (mesh->subd_faces.size()) { const Mesh::SubdFace &face = mesh->subd_faces[face_num]; return face.start_corner + vert_num; } else { return face_num * 3 + vert_num; } } static void mikk_get_position(const SMikkTSpaceContext *context, float P[3], const int face_num, const int vert_num) { const MikkUserData *userdata = (const MikkUserData *)context->m_pUserData; const Mesh *mesh = userdata->mesh; const int vertex_index = mikk_vertex_index(mesh, face_num, vert_num); const float3 vP = mesh->verts[vertex_index]; P[0] = vP.x; P[1] = vP.y; P[2] = vP.z; } static void mikk_get_texture_coordinate(const SMikkTSpaceContext *context, float uv[2], const int face_num, const int vert_num) { const MikkUserData *userdata = (const MikkUserData *)context->m_pUserData; const Mesh *mesh = userdata->mesh; if (userdata->texface != NULL) { const int corner_index = mikk_corner_index(mesh, face_num, vert_num); float2 tfuv = userdata->texface[corner_index]; uv[0] = tfuv.x; uv[1] = tfuv.y; } else if (userdata->orco != NULL) { const int vertex_index = mikk_vertex_index(mesh, face_num, vert_num); const float3 orco_loc = userdata->orco_loc; const float3 orco_size = userdata->orco_size; const float3 orco = (userdata->orco[vertex_index] + orco_loc) / orco_size; const float2 tmp = map_to_sphere(orco); uv[0] = tmp.x; uv[1] = tmp.y; } else { uv[0] = 0.0f; uv[1] = 0.0f; } } static void mikk_get_normal(const SMikkTSpaceContext *context, float N[3], const int face_num, const int vert_num) { const MikkUserData *userdata = (const MikkUserData *)context->m_pUserData; const Mesh *mesh = userdata->mesh; float3 vN; if (mesh->subd_faces.size()) { const Mesh::SubdFace &face = mesh->subd_faces[face_num]; if (face.smooth) { const int vertex_index = mikk_vertex_index(mesh, face_num, vert_num); vN = userdata->vertex_normal[vertex_index]; } else { vN = face.normal(mesh); } } else { if (mesh->smooth[face_num]) { const int vertex_index = mikk_vertex_index(mesh, face_num, vert_num); vN = userdata->vertex_normal[vertex_index]; } else { const Mesh::Triangle tri = mesh->get_triangle(face_num); vN = tri.compute_normal(&mesh->verts[0]); } } N[0] = vN.x; N[1] = vN.y; N[2] = vN.z; } static void mikk_set_tangent_space(const SMikkTSpaceContext *context, const float T[], const float sign, const int face_num, const int vert_num) { MikkUserData *userdata = (MikkUserData *)context->m_pUserData; const Mesh *mesh = userdata->mesh; const int corner_index = mikk_corner_index(mesh, face_num, vert_num); userdata->tangent[corner_index] = make_float3(T[0], T[1], T[2]); if (userdata->tangent_sign != NULL) { userdata->tangent_sign[corner_index] = sign; } } static void mikk_compute_tangents( const BL::Mesh &b_mesh, const char *layer_name, Mesh *mesh, bool need_sign, bool active_render) { /* Create tangent attributes. */ AttributeSet &attributes = (mesh->subd_faces.size()) ? mesh->subd_attributes : mesh->attributes; Attribute *attr; ustring name; if (layer_name != NULL) { name = ustring((string(layer_name) + ".tangent").c_str()); } else { name = ustring("orco.tangent"); } if (active_render) { attr = attributes.add(ATTR_STD_UV_TANGENT, name); } else { attr = attributes.add(name, TypeDesc::TypeVector, ATTR_ELEMENT_CORNER); } float3 *tangent = attr->data_float3(); /* Create bitangent sign attribute. */ float *tangent_sign = NULL; if (need_sign) { Attribute *attr_sign; ustring name_sign; if (layer_name != NULL) { name_sign = ustring((string(layer_name) + ".tangent_sign").c_str()); } else { name_sign = ustring("orco.tangent_sign"); } if (active_render) { attr_sign = attributes.add(ATTR_STD_UV_TANGENT_SIGN, name_sign); } else { attr_sign = attributes.add(name_sign, TypeDesc::TypeFloat, ATTR_ELEMENT_CORNER); } tangent_sign = attr_sign->data_float(); } /* Setup userdata. */ MikkUserData userdata(b_mesh, layer_name, mesh, tangent, tangent_sign); /* Setup interface. */ SMikkTSpaceInterface sm_interface; memset(&sm_interface, 0, sizeof(sm_interface)); sm_interface.m_getNumFaces = mikk_get_num_faces; sm_interface.m_getNumVerticesOfFace = mikk_get_num_verts_of_face; sm_interface.m_getPosition = mikk_get_position; sm_interface.m_getTexCoord = mikk_get_texture_coordinate; sm_interface.m_getNormal = mikk_get_normal; sm_interface.m_setTSpaceBasic = mikk_set_tangent_space; /* Setup context. */ SMikkTSpaceContext context; memset(&context, 0, sizeof(context)); context.m_pUserData = &userdata; context.m_pInterface = &sm_interface; /* Compute tangents. */ genTangSpaceDefault(&context); } /* Create sculpt vertex color attributes. */ static void attr_create_sculpt_vertex_color(Scene *scene, Mesh *mesh, BL::Mesh &b_mesh, bool subdivision) { BL::Mesh::sculpt_vertex_colors_iterator l; for (b_mesh.sculpt_vertex_colors.begin(l); l != b_mesh.sculpt_vertex_colors.end(); ++l) { const bool active_render = l->active_render(); AttributeStandard vcol_std = (active_render) ? ATTR_STD_VERTEX_COLOR : ATTR_STD_NONE; ustring vcol_name = ustring(l->name().c_str()); const bool need_vcol = mesh->need_attribute(scene, vcol_name) || mesh->need_attribute(scene, vcol_std); if (!need_vcol) { continue; } AttributeSet &attributes = (subdivision) ? mesh->subd_attributes : mesh->attributes; Attribute *vcol_attr = attributes.add(vcol_name, TypeRGBA, ATTR_ELEMENT_VERTEX); vcol_attr->std = vcol_std; float4 *cdata = vcol_attr->data_float4(); int numverts = b_mesh.vertices.length(); for (int i = 0; i < numverts; i++) { *(cdata++) = get_float4(l->data[i].color()); } } } /* Create vertex color attributes. */ static void attr_create_vertex_color(Scene *scene, Mesh *mesh, BL::Mesh &b_mesh, bool subdivision) { BL::Mesh::vertex_colors_iterator l; for (b_mesh.vertex_colors.begin(l); l != b_mesh.vertex_colors.end(); ++l) { const bool active_render = l->active_render(); AttributeStandard vcol_std = (active_render) ? ATTR_STD_VERTEX_COLOR : ATTR_STD_NONE; ustring vcol_name = ustring(l->name().c_str()); const bool need_vcol = mesh->need_attribute(scene, vcol_name) || mesh->need_attribute(scene, vcol_std); if (!need_vcol) { continue; } Attribute *vcol_attr = NULL; if (subdivision) { if (active_render) { vcol_attr = mesh->subd_attributes.add(vcol_std, vcol_name); } else { vcol_attr = mesh->subd_attributes.add(vcol_name, TypeRGBA, ATTR_ELEMENT_CORNER_BYTE); } BL::Mesh::polygons_iterator p; uchar4 *cdata = vcol_attr->data_uchar4(); for (b_mesh.polygons.begin(p); p != b_mesh.polygons.end(); ++p) { int n = p->loop_total(); for (int i = 0; i < n; i++) { float4 color = get_float4(l->data[p->loop_start() + i].color()); /* Compress/encode vertex color using the sRGB curve. */ *(cdata++) = color_float4_to_uchar4(color_srgb_to_linear_v4(color)); } } } else { if (active_render) { vcol_attr = mesh->attributes.add(vcol_std, vcol_name); } else { vcol_attr = mesh->attributes.add(vcol_name, TypeRGBA, ATTR_ELEMENT_CORNER_BYTE); } BL::Mesh::loop_triangles_iterator t; uchar4 *cdata = vcol_attr->data_uchar4(); for (b_mesh.loop_triangles.begin(t); t != b_mesh.loop_triangles.end(); ++t) { int3 li = get_int3(t->loops()); float4 c1 = get_float4(l->data[li[0]].color()); float4 c2 = get_float4(l->data[li[1]].color()); float4 c3 = get_float4(l->data[li[2]].color()); /* Compress/encode vertex color using the sRGB curve. */ cdata[0] = color_float4_to_uchar4(color_srgb_to_linear_v4(c1)); cdata[1] = color_float4_to_uchar4(color_srgb_to_linear_v4(c2)); cdata[2] = color_float4_to_uchar4(color_srgb_to_linear_v4(c3)); cdata += 3; } } } } /* Create uv map attributes. */ static void attr_create_uv_map(Scene *scene, Mesh *mesh, BL::Mesh &b_mesh) { if (b_mesh.uv_layers.length() != 0) { BL::Mesh::uv_layers_iterator l; for (b_mesh.uv_layers.begin(l); l != b_mesh.uv_layers.end(); ++l) { const bool active_render = l->active_render(); AttributeStandard uv_std = (active_render) ? ATTR_STD_UV : ATTR_STD_NONE; ustring uv_name = ustring(l->name().c_str()); AttributeStandard tangent_std = (active_render) ? ATTR_STD_UV_TANGENT : ATTR_STD_NONE; ustring tangent_name = ustring((string(l->name().c_str()) + ".tangent").c_str()); /* Denotes whether UV map was requested directly. */ const bool need_uv = mesh->need_attribute(scene, uv_name) || mesh->need_attribute(scene, uv_std); /* Denotes whether tangent was requested directly. */ const bool need_tangent = mesh->need_attribute(scene, tangent_name) || (active_render && mesh->need_attribute(scene, tangent_std)); /* UV map */ /* NOTE: We create temporary UV layer if its needed for tangent but * wasn't requested by other nodes in shaders. */ Attribute *uv_attr = NULL; if (need_uv || need_tangent) { if (active_render) { uv_attr = mesh->attributes.add(uv_std, uv_name); } else { uv_attr = mesh->attributes.add(uv_name, TypeFloat2, ATTR_ELEMENT_CORNER); } BL::Mesh::loop_triangles_iterator t; float2 *fdata = uv_attr->data_float2(); for (b_mesh.loop_triangles.begin(t); t != b_mesh.loop_triangles.end(); ++t) { int3 li = get_int3(t->loops()); fdata[0] = get_float2(l->data[li[0]].uv()); fdata[1] = get_float2(l->data[li[1]].uv()); fdata[2] = get_float2(l->data[li[2]].uv()); fdata += 3; } } /* UV tangent */ if (need_tangent) { AttributeStandard sign_std = (active_render) ? ATTR_STD_UV_TANGENT_SIGN : ATTR_STD_NONE; ustring sign_name = ustring((string(l->name().c_str()) + ".tangent_sign").c_str()); bool need_sign = (mesh->need_attribute(scene, sign_name) || mesh->need_attribute(scene, sign_std)); mikk_compute_tangents(b_mesh, l->name().c_str(), mesh, need_sign, active_render); } /* Remove temporarily created UV attribute. */ if (!need_uv && uv_attr != NULL) { mesh->attributes.remove(uv_attr); } } } else if (mesh->need_attribute(scene, ATTR_STD_UV_TANGENT)) { bool need_sign = mesh->need_attribute(scene, ATTR_STD_UV_TANGENT_SIGN); mikk_compute_tangents(b_mesh, NULL, mesh, need_sign, true); if (!mesh->need_attribute(scene, ATTR_STD_GENERATED)) { mesh->attributes.remove(ATTR_STD_GENERATED); } } } static void attr_create_subd_uv_map(Scene *scene, Mesh *mesh, BL::Mesh &b_mesh, bool subdivide_uvs) { if (b_mesh.uv_layers.length() != 0) { BL::Mesh::uv_layers_iterator l; int i = 0; for (b_mesh.uv_layers.begin(l); l != b_mesh.uv_layers.end(); ++l, ++i) { bool active_render = l->active_render(); AttributeStandard uv_std = (active_render) ? ATTR_STD_UV : ATTR_STD_NONE; ustring uv_name = ustring(l->name().c_str()); AttributeStandard tangent_std = (active_render) ? ATTR_STD_UV_TANGENT : ATTR_STD_NONE; ustring tangent_name = ustring((string(l->name().c_str()) + ".tangent").c_str()); /* Denotes whether UV map was requested directly. */ const bool need_uv = mesh->need_attribute(scene, uv_name) || mesh->need_attribute(scene, uv_std); /* Denotes whether tangent was requested directly. */ const bool need_tangent = mesh->need_attribute(scene, tangent_name) || (active_render && mesh->need_attribute(scene, tangent_std)); Attribute *uv_attr = NULL; /* UV map */ if (need_uv || need_tangent) { if (active_render) uv_attr = mesh->subd_attributes.add(uv_std, uv_name); else uv_attr = mesh->subd_attributes.add(uv_name, TypeFloat2, ATTR_ELEMENT_CORNER); if (subdivide_uvs) { uv_attr->flags |= ATTR_SUBDIVIDED; } BL::Mesh::polygons_iterator p; float2 *fdata = uv_attr->data_float2(); for (b_mesh.polygons.begin(p); p != b_mesh.polygons.end(); ++p) { int n = p->loop_total(); for (int j = 0; j < n; j++) { *(fdata++) = get_float2(l->data[p->loop_start() + j].uv()); } } } /* UV tangent */ if (need_tangent) { AttributeStandard sign_std = (active_render) ? ATTR_STD_UV_TANGENT_SIGN : ATTR_STD_NONE; ustring sign_name = ustring((string(l->name().c_str()) + ".tangent_sign").c_str()); bool need_sign = (mesh->need_attribute(scene, sign_name) || mesh->need_attribute(scene, sign_std)); mikk_compute_tangents(b_mesh, l->name().c_str(), mesh, need_sign, active_render); } /* Remove temporarily created UV attribute. */ if (!need_uv && uv_attr != NULL) { mesh->subd_attributes.remove(uv_attr); } } } else if (mesh->need_attribute(scene, ATTR_STD_UV_TANGENT)) { bool need_sign = mesh->need_attribute(scene, ATTR_STD_UV_TANGENT_SIGN); mikk_compute_tangents(b_mesh, NULL, mesh, need_sign, true); if (!mesh->need_attribute(scene, ATTR_STD_GENERATED)) { mesh->subd_attributes.remove(ATTR_STD_GENERATED); } } } /* Create vertex pointiness attributes. */ /* Compare vertices by sum of their coordinates. */ class VertexAverageComparator { public: VertexAverageComparator(const array &verts) : verts_(verts) { } bool operator()(const int &vert_idx_a, const int &vert_idx_b) { const float3 &vert_a = verts_[vert_idx_a]; const float3 &vert_b = verts_[vert_idx_b]; if (vert_a == vert_b) { /* Special case for doubles, so we ensure ordering. */ return vert_idx_a > vert_idx_b; } const float x1 = vert_a.x + vert_a.y + vert_a.z; const float x2 = vert_b.x + vert_b.y + vert_b.z; return x1 < x2; } protected: const array &verts_; }; static void attr_create_pointiness(Scene *scene, Mesh *mesh, BL::Mesh &b_mesh, bool subdivision) { if (!mesh->need_attribute(scene, ATTR_STD_POINTINESS)) { return; } const int num_verts = b_mesh.vertices.length(); if (num_verts == 0) { return; } /* STEP 1: Find out duplicated vertices and point duplicates to a single * original vertex. */ vector sorted_vert_indeices(num_verts); for (int vert_index = 0; vert_index < num_verts; ++vert_index) { sorted_vert_indeices[vert_index] = vert_index; } VertexAverageComparator compare(mesh->verts); sort(sorted_vert_indeices.begin(), sorted_vert_indeices.end(), compare); /* This array stores index of the original vertex for the given vertex * index. */ vector vert_orig_index(num_verts); for (int sorted_vert_index = 0; sorted_vert_index < num_verts; ++sorted_vert_index) { const int vert_index = sorted_vert_indeices[sorted_vert_index]; const float3 &vert_co = mesh->verts[vert_index]; bool found = false; for (int other_sorted_vert_index = sorted_vert_index + 1; other_sorted_vert_index < num_verts; ++other_sorted_vert_index) { const int other_vert_index = sorted_vert_indeices[other_sorted_vert_index]; const float3 &other_vert_co = mesh->verts[other_vert_index]; /* We are too far away now, we wouldn't have duplicate. */ if ((other_vert_co.x + other_vert_co.y + other_vert_co.z) - (vert_co.x + vert_co.y + vert_co.z) > 3 * FLT_EPSILON) { break; } /* Found duplicate. */ if (len_squared(other_vert_co - vert_co) < FLT_EPSILON) { found = true; vert_orig_index[vert_index] = other_vert_index; break; } } if (!found) { vert_orig_index[vert_index] = vert_index; } } /* Make sure we always points to the very first orig vertex. */ for (int vert_index = 0; vert_index < num_verts; ++vert_index) { int orig_index = vert_orig_index[vert_index]; while (orig_index != vert_orig_index[orig_index]) { orig_index = vert_orig_index[orig_index]; } vert_orig_index[vert_index] = orig_index; } sorted_vert_indeices.free_memory(); /* STEP 2: Calculate vertex normals taking into account their possible * duplicates which gets "welded" together. */ vector vert_normal(num_verts, make_float3(0.0f, 0.0f, 0.0f)); /* First we accumulate all vertex normals in the original index. */ for (int vert_index = 0; vert_index < num_verts; ++vert_index) { const float3 normal = get_float3(b_mesh.vertices[vert_index].normal()); const int orig_index = vert_orig_index[vert_index]; vert_normal[orig_index] += normal; } /* Then we normalize the accumulated result and flush it to all duplicates * as well. */ for (int vert_index = 0; vert_index < num_verts; ++vert_index) { const int orig_index = vert_orig_index[vert_index]; vert_normal[vert_index] = normalize(vert_normal[orig_index]); } /* STEP 3: Calculate pointiness using single ring neighborhood. */ vector counter(num_verts, 0); vector raw_data(num_verts, 0.0f); vector edge_accum(num_verts, make_float3(0.0f, 0.0f, 0.0f)); BL::Mesh::edges_iterator e; EdgeMap visited_edges; int edge_index = 0; memset(&counter[0], 0, sizeof(int) * counter.size()); for (b_mesh.edges.begin(e); e != b_mesh.edges.end(); ++e, ++edge_index) { const int v0 = vert_orig_index[b_mesh.edges[edge_index].vertices()[0]], v1 = vert_orig_index[b_mesh.edges[edge_index].vertices()[1]]; if (visited_edges.exists(v0, v1)) { continue; } visited_edges.insert(v0, v1); float3 co0 = get_float3(b_mesh.vertices[v0].co()), co1 = get_float3(b_mesh.vertices[v1].co()); float3 edge = normalize(co1 - co0); edge_accum[v0] += edge; edge_accum[v1] += -edge; ++counter[v0]; ++counter[v1]; } for (int vert_index = 0; vert_index < num_verts; ++vert_index) { const int orig_index = vert_orig_index[vert_index]; if (orig_index != vert_index) { /* Skip duplicates, they'll be overwritten later on. */ continue; } if (counter[vert_index] > 0) { const float3 normal = vert_normal[vert_index]; const float angle = safe_acosf(dot(normal, edge_accum[vert_index] / counter[vert_index])); raw_data[vert_index] = angle * M_1_PI_F; } else { raw_data[vert_index] = 0.0f; } } /* STEP 3: Blur vertices to approximate 2 ring neighborhood. */ AttributeSet &attributes = (subdivision) ? mesh->subd_attributes : mesh->attributes; Attribute *attr = attributes.add(ATTR_STD_POINTINESS); float *data = attr->data_float(); memcpy(data, &raw_data[0], sizeof(float) * raw_data.size()); memset(&counter[0], 0, sizeof(int) * counter.size()); edge_index = 0; visited_edges.clear(); for (b_mesh.edges.begin(e); e != b_mesh.edges.end(); ++e, ++edge_index) { const int v0 = vert_orig_index[b_mesh.edges[edge_index].vertices()[0]], v1 = vert_orig_index[b_mesh.edges[edge_index].vertices()[1]]; if (visited_edges.exists(v0, v1)) { continue; } visited_edges.insert(v0, v1); data[v0] += raw_data[v1]; data[v1] += raw_data[v0]; ++counter[v0]; ++counter[v1]; } for (int vert_index = 0; vert_index < num_verts; ++vert_index) { data[vert_index] /= counter[vert_index] + 1; } /* STEP 4: Copy attribute to the duplicated vertices. */ for (int vert_index = 0; vert_index < num_verts; ++vert_index) { const int orig_index = vert_orig_index[vert_index]; data[vert_index] = data[orig_index]; } } /* The Random Per Island attribute is a random float associated with each * connected component (island) of the mesh. The attribute is computed by * first classifying the vertices into different sets using a Disjoint Set * data structure. Then the index of the root of each vertex (Which is the * representative of the set the vertex belongs to) is hashed and stored. * * We are using a face attribute to avoid interpolation during rendering, * allowing the user to safely hash the output further. Had we used vertex * attribute, the interpolation will introduce very slight variations, * making the output unsafe to hash. */ static void attr_create_random_per_island(Scene *scene, Mesh *mesh, BL::Mesh &b_mesh, bool subdivision) { if (!mesh->need_attribute(scene, ATTR_STD_RANDOM_PER_ISLAND)) { return; } int number_of_vertices = b_mesh.vertices.length(); if (number_of_vertices == 0) { return; } DisjointSet vertices_sets(number_of_vertices); BL::Mesh::edges_iterator e; for (b_mesh.edges.begin(e); e != b_mesh.edges.end(); ++e) { vertices_sets.join(e->vertices()[0], e->vertices()[1]); } AttributeSet &attributes = (subdivision) ? mesh->subd_attributes : mesh->attributes; Attribute *attribute = attributes.add(ATTR_STD_RANDOM_PER_ISLAND); float *data = attribute->data_float(); if (!subdivision) { BL::Mesh::loop_triangles_iterator t; for (b_mesh.loop_triangles.begin(t); t != b_mesh.loop_triangles.end(); ++t) { data[t->index()] = hash_uint_to_float(vertices_sets.find(t->vertices()[0])); } } else { BL::Mesh::polygons_iterator p; for (b_mesh.polygons.begin(p); p != b_mesh.polygons.end(); ++p) { data[p->index()] = hash_uint_to_float(vertices_sets.find(p->vertices()[0])); } } } /* Create Mesh */ static void create_mesh(Scene *scene, Mesh *mesh, BL::Mesh &b_mesh, const vector &used_shaders, bool subdivision = false, bool subdivide_uvs = true) { /* count vertices and faces */ int numverts = b_mesh.vertices.length(); int numfaces = (!subdivision) ? b_mesh.loop_triangles.length() : b_mesh.polygons.length(); int numtris = 0; int numcorners = 0; int numngons = 0; bool use_loop_normals = b_mesh.use_auto_smooth() && (mesh->subdivision_type != Mesh::SUBDIVISION_CATMULL_CLARK); /* If no faces, create empty mesh. */ if (numfaces == 0) { return; } if (!subdivision) { numtris = numfaces; } else { BL::Mesh::polygons_iterator p; for (b_mesh.polygons.begin(p); p != b_mesh.polygons.end(); ++p) { numngons += (p->loop_total() == 4) ? 0 : 1; numcorners += p->loop_total(); } } /* allocate memory */ mesh->reserve_mesh(numverts, numtris); mesh->reserve_subd_faces(numfaces, numngons, numcorners); /* create vertex coordinates and normals */ BL::Mesh::vertices_iterator v; for (b_mesh.vertices.begin(v); v != b_mesh.vertices.end(); ++v) mesh->add_vertex(get_float3(v->co())); AttributeSet &attributes = (subdivision) ? mesh->subd_attributes : mesh->attributes; Attribute *attr_N = attributes.add(ATTR_STD_VERTEX_NORMAL); float3 *N = attr_N->data_float3(); for (b_mesh.vertices.begin(v); v != b_mesh.vertices.end(); ++v, ++N) *N = get_float3(v->normal()); N = attr_N->data_float3(); /* create generated coordinates from undeformed coordinates */ const bool need_default_tangent = (subdivision == false) && (b_mesh.uv_layers.length() == 0) && (mesh->need_attribute(scene, ATTR_STD_UV_TANGENT)); if (mesh->need_attribute(scene, ATTR_STD_GENERATED) || need_default_tangent) { Attribute *attr = attributes.add(ATTR_STD_GENERATED); attr->flags |= ATTR_SUBDIVIDED; float3 loc, size; mesh_texture_space(b_mesh, loc, size); float3 *generated = attr->data_float3(); size_t i = 0; for (b_mesh.vertices.begin(v); v != b_mesh.vertices.end(); ++v) { generated[i++] = get_float3(v->undeformed_co()) * size - loc; } } /* create faces */ if (!subdivision) { BL::Mesh::loop_triangles_iterator t; for (b_mesh.loop_triangles.begin(t); t != b_mesh.loop_triangles.end(); ++t) { BL::MeshPolygon p = b_mesh.polygons[t->polygon_index()]; int3 vi = get_int3(t->vertices()); int shader = clamp(p.material_index(), 0, used_shaders.size() - 1); bool smooth = p.use_smooth() || use_loop_normals; if (use_loop_normals) { BL::Array loop_normals = t->split_normals(); for (int i = 0; i < 3; i++) { N[vi[i]] = make_float3( loop_normals[i * 3], loop_normals[i * 3 + 1], loop_normals[i * 3 + 2]); } } /* Create triangles. * * NOTE: Autosmooth is already taken care about. */ mesh->add_triangle(vi[0], vi[1], vi[2], shader, smooth); } } else { BL::Mesh::polygons_iterator p; vector vi; for (b_mesh.polygons.begin(p); p != b_mesh.polygons.end(); ++p) { int n = p->loop_total(); int shader = clamp(p->material_index(), 0, used_shaders.size() - 1); bool smooth = p->use_smooth() || use_loop_normals; vi.resize(n); for (int i = 0; i < n; i++) { /* NOTE: Autosmooth is already taken care about. */ vi[i] = b_mesh.loops[p->loop_start() + i].vertex_index(); } /* create subd faces */ mesh->add_subd_face(&vi[0], n, shader, smooth); } } /* Create all needed attributes. * The calculate functions will check whether they're needed or not. */ attr_create_pointiness(scene, mesh, b_mesh, subdivision); attr_create_vertex_color(scene, mesh, b_mesh, subdivision); attr_create_sculpt_vertex_color(scene, mesh, b_mesh, subdivision); attr_create_random_per_island(scene, mesh, b_mesh, subdivision); if (subdivision) { attr_create_subd_uv_map(scene, mesh, b_mesh, subdivide_uvs); } else { attr_create_uv_map(scene, mesh, b_mesh); } /* For volume objects, create a matrix to transform from object space to * mesh texture space. this does not work with deformations but that can * probably only be done well with a volume grid mapping of coordinates. */ if (mesh->need_attribute(scene, ATTR_STD_GENERATED_TRANSFORM)) { Attribute *attr = mesh->attributes.add(ATTR_STD_GENERATED_TRANSFORM); Transform *tfm = attr->data_transform(); float3 loc, size; mesh_texture_space(b_mesh, loc, size); *tfm = transform_translate(-loc) * transform_scale(size); } } static void create_subd_mesh(Scene *scene, Mesh *mesh, BL::Object &b_ob, BL::Mesh &b_mesh, const vector &used_shaders, float dicing_rate, int max_subdivisions) { BL::SubsurfModifier subsurf_mod(b_ob.modifiers[b_ob.modifiers.length() - 1]); bool subdivide_uvs = subsurf_mod.uv_smooth() != BL::SubsurfModifier::uv_smooth_NONE; create_mesh(scene, mesh, b_mesh, used_shaders, true, subdivide_uvs); /* export creases */ size_t num_creases = 0; BL::Mesh::edges_iterator e; for (b_mesh.edges.begin(e); e != b_mesh.edges.end(); ++e) { if (e->crease() != 0.0f) { num_creases++; } } mesh->subd_creases.resize(num_creases); Mesh::SubdEdgeCrease *crease = mesh->subd_creases.data(); for (b_mesh.edges.begin(e); e != b_mesh.edges.end(); ++e) { if (e->crease() != 0.0f) { crease->v[0] = e->vertices()[0]; crease->v[1] = e->vertices()[1]; crease->crease = e->crease(); crease++; } } /* set subd params */ if (!mesh->subd_params) { mesh->subd_params = new SubdParams(mesh); } SubdParams &sdparams = *mesh->subd_params; PointerRNA cobj = RNA_pointer_get(&b_ob.ptr, "cycles"); sdparams.dicing_rate = max(0.1f, RNA_float_get(&cobj, "dicing_rate") * dicing_rate); sdparams.max_level = max_subdivisions; sdparams.objecttoworld = get_transform(b_ob.matrix_world()); } /* Sync */ static BL::MeshSequenceCacheModifier object_mesh_cache_find(BL::Object &b_ob, BL::Scene /*b_scene*/) { BL::Object::modifiers_iterator b_mod; for (b_ob.modifiers.begin(b_mod); b_mod != b_ob.modifiers.end(); ++b_mod) { if (!b_mod->is_a(&RNA_MeshSequenceCacheModifier)) { continue; } BL::MeshSequenceCacheModifier mesh_cache = BL::MeshSequenceCacheModifier(*b_mod); if (MeshSequenceCacheModifier_has_velocity_get(&mesh_cache.ptr)) { return mesh_cache; } } return BL::MeshSequenceCacheModifier(PointerRNA_NULL); } static void sync_mesh_cached_velocities(BL::Object &b_ob, BL::Scene b_scene, Scene *scene, Mesh *mesh) { if (scene->need_motion() == Scene::MOTION_NONE) return; BL::MeshSequenceCacheModifier b_mesh_cache = object_mesh_cache_find(b_ob, b_scene); if (!b_mesh_cache) { return; } /* Find or add attribute */ float3 *P = &mesh->verts[0]; Attribute *attr_mP = mesh->attributes.find(ATTR_STD_MOTION_VERTEX_POSITION); if (!attr_mP) { attr_mP = mesh->attributes.add(ATTR_STD_MOTION_VERTEX_POSITION); } if (!MeshSequenceCacheModifier_read_velocity_get(&b_mesh_cache.ptr)) { return; } const size_t numverts = mesh->verts.size(); if (b_mesh_cache.vertex_velocities.length() != numverts) { return; } /* Only export previous and next frame, we don't have any in between data. */ float motion_times[2] = {-1.0f, 1.0f}; for (int step = 0; step < 2; step++) { const float relative_time = motion_times[step] * scene->motion_shutter_time() * 0.5f; float3 *mP = attr_mP->data_float3() + step * numverts; BL::MeshSequenceCacheModifier::vertex_velocities_iterator vvi; int i = 0; for (b_mesh_cache.vertex_velocities.begin(vvi); vvi != b_mesh_cache.vertex_velocities.end(); ++vvi, ++i) { mP[i] = P[i] + get_float3(vvi->velocity()) * relative_time; } } } static void sync_mesh_fluid_motion(BL::Object &b_ob, Scene *scene, Mesh *mesh) { if (scene->need_motion() == Scene::MOTION_NONE) return; BL::FluidDomainSettings b_fluid_domain = object_fluid_liquid_domain_find(b_ob); if (!b_fluid_domain) return; /* If the mesh has modifiers following the fluid domain we can't export motion. */ if (b_fluid_domain.mesh_vertices.length() != mesh->verts.size()) return; /* Find or add attribute */ float3 *P = &mesh->verts[0]; Attribute *attr_mP = mesh->attributes.find(ATTR_STD_MOTION_VERTEX_POSITION); if (!attr_mP) { attr_mP = mesh->attributes.add(ATTR_STD_MOTION_VERTEX_POSITION); } /* Only export previous and next frame, we don't have any in between data. */ float motion_times[2] = {-1.0f, 1.0f}; for (int step = 0; step < 2; step++) { float relative_time = motion_times[step] * scene->motion_shutter_time() * 0.5f; float3 *mP = attr_mP->data_float3() + step * mesh->verts.size(); BL::FluidDomainSettings::mesh_vertices_iterator svi; int i = 0; for (b_fluid_domain.mesh_vertices.begin(svi); svi != b_fluid_domain.mesh_vertices.end(); ++svi, ++i) { mP[i] = P[i] + get_float3(svi->velocity()) * relative_time; } } } void BlenderSync::sync_mesh(BL::Depsgraph b_depsgraph, BL::Object b_ob, Mesh *mesh, const vector &used_shaders) { array oldtriangles; array oldsubd_faces; array oldsubd_face_corners; oldtriangles.steal_data(mesh->triangles); oldsubd_faces.steal_data(mesh->subd_faces); oldsubd_face_corners.steal_data(mesh->subd_face_corners); mesh->clear(); mesh->used_shaders = used_shaders; mesh->subdivision_type = Mesh::SUBDIVISION_NONE; if (view_layer.use_surfaces) { /* Adaptive subdivision setup. Not for baking since that requires * exact mapping to the Blender mesh. */ if (!scene->bake_manager->get_baking()) { mesh->subdivision_type = object_subdivision_type(b_ob, preview, experimental); } /* For some reason, meshes do not need this... */ bool need_undeformed = mesh->need_attribute(scene, ATTR_STD_GENERATED); BL::Mesh b_mesh = object_to_mesh( b_data, b_ob, b_depsgraph, need_undeformed, mesh->subdivision_type); if (b_mesh) { /* Sync mesh itself. */ if (mesh->subdivision_type != Mesh::SUBDIVISION_NONE) create_subd_mesh( scene, mesh, b_ob, b_mesh, mesh->used_shaders, dicing_rate, max_subdivisions); else create_mesh(scene, mesh, b_mesh, mesh->used_shaders, false); free_object_to_mesh(b_data, b_ob, b_mesh); } } /* cached velocities (e.g. from alembic archive) */ sync_mesh_cached_velocities(b_ob, b_depsgraph.scene(), scene, mesh); /* mesh fluid motion mantaflow */ sync_mesh_fluid_motion(b_ob, scene, mesh); /* tag update */ bool rebuild = (oldtriangles != mesh->triangles) || (oldsubd_faces != mesh->subd_faces) || (oldsubd_face_corners != mesh->subd_face_corners); mesh->tag_update(scene, rebuild); } void BlenderSync::sync_mesh_motion(BL::Depsgraph b_depsgraph, BL::Object b_ob, Mesh *mesh, int motion_step) { /* Fluid motion blur already exported. */ BL::FluidDomainSettings b_fluid_domain = object_fluid_liquid_domain_find(b_ob); if (b_fluid_domain) { return; } /* Cached motion blur already exported. */ BL::MeshSequenceCacheModifier mesh_cache = object_mesh_cache_find(b_ob, b_scene); if (mesh_cache) { return; } /* Skip if no vertices were exported. */ size_t numverts = mesh->verts.size(); if (numverts == 0) { return; } /* Skip objects without deforming modifiers. this is not totally reliable, * would need a more extensive check to see which objects are animated. */ BL::Mesh b_mesh(PointerRNA_NULL); if (ccl::BKE_object_is_deform_modified(b_ob, b_scene, preview)) { /* get derived mesh */ b_mesh = object_to_mesh(b_data, b_ob, b_depsgraph, false, Mesh::SUBDIVISION_NONE); } /* TODO(sergey): Perform preliminary check for number of vertices. */ if (b_mesh) { /* Export deformed coordinates. */ /* Find attributes. */ Attribute *attr_mP = mesh->attributes.find(ATTR_STD_MOTION_VERTEX_POSITION); Attribute *attr_mN = mesh->attributes.find(ATTR_STD_MOTION_VERTEX_NORMAL); Attribute *attr_N = mesh->attributes.find(ATTR_STD_VERTEX_NORMAL); bool new_attribute = false; /* Add new attributes if they don't exist already. */ if (!attr_mP) { attr_mP = mesh->attributes.add(ATTR_STD_MOTION_VERTEX_POSITION); if (attr_N) attr_mN = mesh->attributes.add(ATTR_STD_MOTION_VERTEX_NORMAL); new_attribute = true; } /* Load vertex data from mesh. */ float3 *mP = attr_mP->data_float3() + motion_step * numverts; float3 *mN = (attr_mN) ? attr_mN->data_float3() + motion_step * numverts : NULL; /* NOTE: We don't copy more that existing amount of vertices to prevent * possible memory corruption. */ BL::Mesh::vertices_iterator v; int i = 0; for (b_mesh.vertices.begin(v); v != b_mesh.vertices.end() && i < numverts; ++v, ++i) { mP[i] = get_float3(v->co()); if (mN) mN[i] = get_float3(v->normal()); } if (new_attribute) { /* In case of new attribute, we verify if there really was any motion. */ if (b_mesh.vertices.length() != numverts || memcmp(mP, &mesh->verts[0], sizeof(float3) * numverts) == 0) { /* no motion, remove attributes again */ if (b_mesh.vertices.length() != numverts) { VLOG(1) << "Topology differs, disabling motion blur for object " << b_ob.name(); } else { VLOG(1) << "No actual deformation motion for object " << b_ob.name(); } mesh->attributes.remove(ATTR_STD_MOTION_VERTEX_POSITION); if (attr_mN) mesh->attributes.remove(ATTR_STD_MOTION_VERTEX_NORMAL); } else if (motion_step > 0) { VLOG(1) << "Filling deformation motion for object " << b_ob.name(); /* motion, fill up previous steps that we might have skipped because * they had no motion, but we need them anyway now */ float3 *P = &mesh->verts[0]; float3 *N = (attr_N) ? attr_N->data_float3() : NULL; for (int step = 0; step < motion_step; step++) { memcpy(attr_mP->data_float3() + step * numverts, P, sizeof(float3) * numverts); if (attr_mN) memcpy(attr_mN->data_float3() + step * numverts, N, sizeof(float3) * numverts); } } } else { if (b_mesh.vertices.length() != numverts) { VLOG(1) << "Topology differs, discarding motion blur for object " << b_ob.name() << " at time " << motion_step; memcpy(mP, &mesh->verts[0], sizeof(float3) * numverts); if (mN != NULL) { memcpy(mN, attr_N->data_float3(), sizeof(float3) * numverts); } } } free_object_to_mesh(b_data, b_ob, b_mesh); return; } /* No deformation on this frame, copy coordinates if other frames did have it. */ mesh->copy_center_to_motion_step(motion_step); } CCL_NAMESPACE_END