/* * 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 "mesh.h" #include "object.h" #include "scene.h" #include "blender_sync.h" #include "blender_util.h" #include "subd_mesh.h" #include "subd_patch.h" #include "subd_split.h" #include "util_foreach.h" #include "mikktspace.h" CCL_NAMESPACE_BEGIN /* Tangent Space */ struct MikkUserData { MikkUserData(const BL::Mesh mesh_, const BL::MeshTextureFaceLayer layer_, int num_faces_) : mesh(mesh_), layer(layer_), num_faces(num_faces_) { tangent.resize(num_faces*4); } BL::Mesh mesh; BL::MeshTextureFaceLayer layer; int num_faces; vector tangent; }; static int mikk_get_num_faces(const SMikkTSpaceContext *context) { MikkUserData *userdata = (MikkUserData*)context->m_pUserData; return userdata->num_faces; } static int mikk_get_num_verts_of_face(const SMikkTSpaceContext *context, const int face_num) { MikkUserData *userdata = (MikkUserData*)context->m_pUserData; BL::MeshTessFace f = userdata->mesh.tessfaces[face_num]; int4 vi = get_int4(f.vertices_raw()); return (vi[3] == 0)? 3: 4; } static void mikk_get_position(const SMikkTSpaceContext *context, float P[3], const int face_num, const int vert_num) { MikkUserData *userdata = (MikkUserData*)context->m_pUserData; BL::MeshTessFace f = userdata->mesh.tessfaces[face_num]; int4 vi = get_int4(f.vertices_raw()); BL::MeshVertex v = userdata->mesh.vertices[vi[vert_num]]; float3 vP = get_float3(v.co()); 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) { MikkUserData *userdata = (MikkUserData*)context->m_pUserData; BL::MeshTextureFace tf = userdata->layer.data[face_num]; float3 tfuv; switch (vert_num) { case 0: tfuv = get_float3(tf.uv1()); break; case 1: tfuv = get_float3(tf.uv2()); break; case 2: tfuv = get_float3(tf.uv3()); break; default: tfuv = get_float3(tf.uv4()); break; } uv[0] = tfuv.x; uv[1] = tfuv.y; } static void mikk_get_normal(const SMikkTSpaceContext *context, float N[3], const int face_num, const int vert_num) { MikkUserData *userdata = (MikkUserData*)context->m_pUserData; BL::MeshTessFace f = userdata->mesh.tessfaces[face_num]; float3 vN; if(f.use_smooth()) { int4 vi = get_int4(f.vertices_raw()); BL::MeshVertex v = userdata->mesh.vertices[vi[vert_num]]; vN = get_float3(v.normal()); } else { vN = get_float3(f.normal()); } 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, const int vert) { MikkUserData *userdata = (MikkUserData*)context->m_pUserData; userdata->tangent[face*4 + vert] = make_float4(T[0], T[1], T[2], sign); } static void mikk_compute_tangents(BL::Mesh b_mesh, BL::MeshTextureFaceLayer b_layer, Mesh *mesh, vector& nverts, bool need_sign, bool active_render) { /* setup userdata */ MikkUserData userdata(b_mesh, b_layer, nverts.size()); /* 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 tangent attributes */ Attribute *attr; ustring name = ustring((string(b_layer.name().c_str()) + ".tangent").c_str()); if(active_render) attr = mesh->attributes.add(ATTR_STD_UV_TANGENT, name); else attr = mesh->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 = ustring((string(b_layer.name().c_str()) + ".tangent_sign").c_str()); if(active_render) attr_sign = mesh->attributes.add(ATTR_STD_UV_TANGENT_SIGN, name_sign); else attr_sign = mesh->attributes.add(name_sign, TypeDesc::TypeFloat, ATTR_ELEMENT_CORNER); tangent_sign = attr_sign->data_float(); } for(int i = 0; i < nverts.size(); i++) { tangent[0] = float4_to_float3(userdata.tangent[i*4 + 0]); tangent[1] = float4_to_float3(userdata.tangent[i*4 + 1]); tangent[2] = float4_to_float3(userdata.tangent[i*4 + 2]); tangent += 3; if(tangent_sign) { tangent_sign[0] = userdata.tangent[i*4 + 0].w; tangent_sign[1] = userdata.tangent[i*4 + 1].w; tangent_sign[2] = userdata.tangent[i*4 + 2].w; tangent_sign += 3; } if(nverts[i] == 4) { tangent[0] = float4_to_float3(userdata.tangent[i*4 + 0]); tangent[1] = float4_to_float3(userdata.tangent[i*4 + 2]); tangent[2] = float4_to_float3(userdata.tangent[i*4 + 3]); tangent += 3; if(tangent_sign) { tangent_sign[0] = userdata.tangent[i*4 + 0].w; tangent_sign[1] = userdata.tangent[i*4 + 2].w; tangent_sign[2] = userdata.tangent[i*4 + 3].w; tangent_sign += 3; } } } } /* Create Mesh */ static void create_mesh(Scene *scene, Mesh *mesh, BL::Mesh b_mesh, const vector& used_shaders) { /* count vertices and faces */ int numverts = b_mesh.vertices.length(); int numfaces = b_mesh.tessfaces.length(); int numtris = 0; BL::Mesh::vertices_iterator v; BL::Mesh::tessfaces_iterator f; for(b_mesh.tessfaces.begin(f); f != b_mesh.tessfaces.end(); ++f) { int4 vi = get_int4(f->vertices_raw()); numtris += (vi[3] == 0)? 1: 2; } /* reserve memory */ mesh->reserve(numverts, numtris, 0, 0); /* create vertex coordinates and normals */ int i = 0; for(b_mesh.vertices.begin(v); v != b_mesh.vertices.end(); ++v, ++i) mesh->verts[i] = get_float3(v->co()); Attribute *attr_N = mesh->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()); /* create faces */ vector nverts(numfaces); int fi = 0, ti = 0; for(b_mesh.tessfaces.begin(f); f != b_mesh.tessfaces.end(); ++f, ++fi) { int4 vi = get_int4(f->vertices_raw()); int n = (vi[3] == 0)? 3: 4; int mi = clamp(f->material_index(), 0, used_shaders.size()-1); int shader = used_shaders[mi]; bool smooth = f->use_smooth(); if(n == 4) { if(len_squared(cross(mesh->verts[vi[1]] - mesh->verts[vi[0]], mesh->verts[vi[2]] - mesh->verts[vi[0]])) == 0.0f || len_squared(cross(mesh->verts[vi[2]] - mesh->verts[vi[0]], mesh->verts[vi[3]] - mesh->verts[vi[0]])) == 0.0f) { mesh->set_triangle(ti++, vi[0], vi[1], vi[3], shader, smooth); mesh->set_triangle(ti++, vi[2], vi[3], vi[1], shader, smooth); } else { mesh->set_triangle(ti++, vi[0], vi[1], vi[2], shader, smooth); mesh->set_triangle(ti++, vi[0], vi[2], vi[3], shader, smooth); } } else mesh->set_triangle(ti++, vi[0], vi[1], vi[2], shader, smooth); nverts[fi] = n; } /* create vertex color attributes */ { BL::Mesh::tessface_vertex_colors_iterator l; for(b_mesh.tessface_vertex_colors.begin(l); l != b_mesh.tessface_vertex_colors.end(); ++l) { if(!mesh->need_attribute(scene, ustring(l->name().c_str()))) continue; Attribute *attr = mesh->attributes.add( ustring(l->name().c_str()), TypeDesc::TypeColor, ATTR_ELEMENT_CORNER); BL::MeshColorLayer::data_iterator c; float3 *fdata = attr->data_float3(); size_t i = 0; for(l->data.begin(c); c != l->data.end(); ++c, ++i) { fdata[0] = color_srgb_to_scene_linear(get_float3(c->color1())); fdata[1] = color_srgb_to_scene_linear(get_float3(c->color2())); fdata[2] = color_srgb_to_scene_linear(get_float3(c->color3())); if(nverts[i] == 4) { fdata[3] = fdata[0]; fdata[4] = fdata[2]; fdata[5] = color_srgb_to_scene_linear(get_float3(c->color4())); fdata += 6; } else fdata += 3; } } } /* create uv map attributes */ { BL::Mesh::tessface_uv_textures_iterator l; for(b_mesh.tessface_uv_textures.begin(l); l != b_mesh.tessface_uv_textures.end(); ++l) { bool active_render = l->active_render(); AttributeStandard std = (active_render)? ATTR_STD_UV: ATTR_STD_NONE; ustring name = ustring(l->name().c_str()); /* UV map */ if(mesh->need_attribute(scene, name) || mesh->need_attribute(scene, std)) { Attribute *attr; if(active_render) attr = mesh->attributes.add(std, name); else attr = mesh->attributes.add(name, TypeDesc::TypePoint, ATTR_ELEMENT_CORNER); BL::MeshTextureFaceLayer::data_iterator t; float3 *fdata = attr->data_float3(); size_t i = 0; for(l->data.begin(t); t != l->data.end(); ++t, ++i) { fdata[0] = get_float3(t->uv1()); fdata[1] = get_float3(t->uv2()); fdata[2] = get_float3(t->uv3()); fdata += 3; if(nverts[i] == 4) { fdata[0] = get_float3(t->uv1()); fdata[1] = get_float3(t->uv3()); fdata[2] = get_float3(t->uv4()); fdata += 3; } } } /* UV tangent */ std = (active_render)? ATTR_STD_UV_TANGENT: ATTR_STD_NONE; name = ustring((string(l->name().c_str()) + ".tangent").c_str()); if(mesh->need_attribute(scene, name) || (active_render && mesh->need_attribute(scene, std))) { std = (active_render)? ATTR_STD_UV_TANGENT_SIGN: ATTR_STD_NONE; name = ustring((string(l->name().c_str()) + ".tangent_sign").c_str()); bool need_sign = (mesh->need_attribute(scene, name) || mesh->need_attribute(scene, std)); mikk_compute_tangents(b_mesh, *l, mesh, nverts, need_sign, active_render); } } } /* create generated coordinates. todo: we should actually get the orco * coordinates from modifiers, for now we use texspace loc/size which * is available in the api. */ if(mesh->need_attribute(scene, ATTR_STD_GENERATED)) { Attribute *attr = mesh->attributes.add(ATTR_STD_GENERATED); 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; } } static void create_subd_mesh(Mesh *mesh, BL::Mesh b_mesh, PointerRNA *cmesh, const vector& used_shaders) { /* create subd mesh */ SubdMesh sdmesh; /* create vertices */ BL::Mesh::vertices_iterator v; for(b_mesh.vertices.begin(v); v != b_mesh.vertices.end(); ++v) sdmesh.add_vert(get_float3(v->co())); /* create faces */ BL::Mesh::tessfaces_iterator f; for(b_mesh.tessfaces.begin(f); f != b_mesh.tessfaces.end(); ++f) { int4 vi = get_int4(f->vertices_raw()); int n = (vi[3] == 0) ? 3: 4; //int shader = used_shaders[f->material_index()]; if(n == 4) sdmesh.add_face(vi[0], vi[1], vi[2], vi[3]); #if 0 else sdmesh.add_face(vi[0], vi[1], vi[2]); #endif } /* finalize subd mesh */ sdmesh.link_boundary(); /* subdivide */ DiagSplit dsplit; dsplit.camera = NULL; dsplit.dicing_rate = RNA_float_get(cmesh, "dicing_rate"); sdmesh.tessellate(&dsplit, false, mesh, used_shaders[0], true); } /* Sync */ Mesh *BlenderSync::sync_mesh(BL::Object b_ob, bool object_updated, bool hide_tris) { /* test if we can instance or if the object is modified */ BL::ID b_ob_data = b_ob.data(); BL::ID key = (BKE_object_is_modified(b_ob))? b_ob: b_ob_data; BL::Material material_override = render_layer.material_override; /* find shader indices */ vector used_shaders; BL::Object::material_slots_iterator slot; for(b_ob.material_slots.begin(slot); slot != b_ob.material_slots.end(); ++slot) { if(material_override) find_shader(material_override, used_shaders, scene->default_surface); else find_shader(slot->material(), used_shaders, scene->default_surface); } if(used_shaders.size() == 0) { if(material_override) find_shader(material_override, used_shaders, scene->default_surface); else used_shaders.push_back(scene->default_surface); } /* test if we need to sync */ Mesh *mesh; if(!mesh_map.sync(&mesh, key)) { /* if transform was applied to mesh, need full update */ if(object_updated && mesh->transform_applied); /* test if shaders changed, these can be object level so mesh * does not get tagged for recalc */ else if(mesh->used_shaders != used_shaders); else { /* even if not tagged for recalc, we may need to sync anyway * because the shader needs different mesh attributes */ bool attribute_recalc = false; foreach(uint shader, mesh->used_shaders) if(scene->shaders[shader]->need_update_attributes) attribute_recalc = true; if(!attribute_recalc) return mesh; } } /* ensure we only sync instanced meshes once */ if(mesh_synced.find(mesh) != mesh_synced.end()) return mesh; mesh_synced.insert(mesh); /* create derived mesh */ PointerRNA cmesh = RNA_pointer_get(&b_ob_data.ptr, "cycles"); vector oldtriangle = mesh->triangles; /* compares curve_keys rather than strands in order to handle quick hair * adjustsments in dynamic BVH - other methods could probably do this better*/ vector oldcurve_keys = mesh->curve_keys; mesh->clear(); mesh->used_shaders = used_shaders; mesh->name = ustring(b_ob_data.name().c_str()); if(render_layer.use_surfaces || render_layer.use_hair) { if(preview) b_ob.update_from_editmode(); bool need_undeformed = mesh->need_attribute(scene, ATTR_STD_GENERATED); BL::Mesh b_mesh = object_to_mesh(b_data, b_ob, b_scene, true, !preview, need_undeformed); if(b_mesh) { if(render_layer.use_surfaces && !(hide_tris && experimental)) { if(cmesh.data && experimental && RNA_boolean_get(&cmesh, "use_subdivision")) create_subd_mesh(mesh, b_mesh, &cmesh, used_shaders); else create_mesh(scene, mesh, b_mesh, used_shaders); } if(render_layer.use_hair) sync_curves(mesh, b_mesh, b_ob, object_updated); /* free derived mesh */ b_data.meshes.remove(b_mesh); } } /* displacement method */ if(cmesh.data) { const int method = RNA_enum_get(&cmesh, "displacement_method"); if(method == 0 || !experimental) mesh->displacement_method = Mesh::DISPLACE_BUMP; else if(method == 1) mesh->displacement_method = Mesh::DISPLACE_TRUE; else mesh->displacement_method = Mesh::DISPLACE_BOTH; } /* tag update */ bool rebuild = false; if(oldtriangle.size() != mesh->triangles.size()) rebuild = true; else if(oldtriangle.size()) { if(memcmp(&oldtriangle[0], &mesh->triangles[0], sizeof(Mesh::Triangle)*oldtriangle.size()) != 0) rebuild = true; } if(oldcurve_keys.size() != mesh->curve_keys.size()) rebuild = true; else if(oldcurve_keys.size()) { if(memcmp(&oldcurve_keys[0], &mesh->curve_keys[0], sizeof(Mesh::CurveKey)*oldcurve_keys.size()) != 0) rebuild = true; } mesh->tag_update(scene, rebuild); return mesh; } void BlenderSync::sync_mesh_motion(BL::Object b_ob, Mesh *mesh, int motion) { /* todo: displacement, subdivision */ size_t size = mesh->verts.size(); /* skip objects without deforming modifiers. this is not a totally reliable, * would need a more extensive check to see which objects are animated */ if(!size || !ccl::BKE_object_is_deform_modified(b_ob, b_scene, preview)) return; /* get derived mesh */ BL::Mesh b_mesh = object_to_mesh(b_data, b_ob, b_scene, true, !preview, false); if(b_mesh) { BL::Mesh::vertices_iterator v; AttributeStandard std = (motion == -1)? ATTR_STD_MOTION_PRE: ATTR_STD_MOTION_POST; Attribute *attr_M = mesh->attributes.add(std); float3 *M = attr_M->data_float3(), *cur_M; size_t i = 0; for(b_mesh.vertices.begin(v), cur_M = M; v != b_mesh.vertices.end() && i < size; ++v, cur_M++, i++) *cur_M = get_float3(v->co()); /* if number of vertices changed, or if coordinates stayed the same, drop it */ if(i != size || memcmp(M, &mesh->verts[0], sizeof(float3)*size) == 0) mesh->attributes.remove(std); /* free derived mesh */ b_data.meshes.remove(b_mesh); } } CCL_NAMESPACE_END