/* SPDX-License-Identifier: Apache-2.0 * Copyright 2011-2022 Blender Foundation */ #include #include "blender/session.h" #include "blender/sync.h" #include "blender/util.h" #include "scene/camera.h" #include "scene/colorspace.h" #include "scene/mesh.h" #include "scene/object.h" #include "scene/scene.h" #include "subd/patch.h" #include "subd/split.h" #include "util/algorithm.h" #include "util/color.h" #include "util/disjoint_set.h" #include "util/foreach.h" #include "util/hash.h" #include "util/log.h" #include "util/math.h" #include "mikktspace.hh" #include "DNA_meshdata_types.h" CCL_NAMESPACE_BEGIN /* Tangent Space */ template struct MikkMeshWrapper { MikkMeshWrapper(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 = is_subd ? 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(); float3 orco_size; mesh_texture_space(*(BL::Mesh *)&b_mesh, orco_loc, orco_size); inv_orco_size = 1.0f / orco_size; } } else { Attribute *attr_uv = attributes.find(ustring(layer_name)); if (attr_uv != NULL) { texface = attr_uv->data_float2(); } } } int GetNumFaces() { if constexpr (is_subd) { return mesh->get_num_subd_faces(); } else { return mesh->num_triangles(); } } int GetNumVerticesOfFace(const int face_num) { if constexpr (is_subd) { return mesh->get_subd_num_corners()[face_num]; } else { return 3; } } int CornerIndex(const int face_num, const int vert_num) { if constexpr (is_subd) { const Mesh::SubdFace &face = mesh->get_subd_face(face_num); return face.start_corner + vert_num; } else { return face_num * 3 + vert_num; } } int VertexIndex(const int face_num, const int vert_num) { int corner = CornerIndex(face_num, vert_num); if constexpr (is_subd) { return mesh->get_subd_face_corners()[corner]; } else { return mesh->get_triangles()[corner]; } } mikk::float3 GetPosition(const int face_num, const int vert_num) { const float3 vP = mesh->get_verts()[VertexIndex(face_num, vert_num)]; return mikk::float3(vP.x, vP.y, vP.z); } mikk::float3 GetTexCoord(const int face_num, const int vert_num) { /* TODO: Check whether introducing a template boolean in order to * turn this into a constexpr is worth it. */ if (texface != NULL) { const int corner_index = CornerIndex(face_num, vert_num); float2 tfuv = texface[corner_index]; return mikk::float3(tfuv.x, tfuv.y, 1.0f); } else if (orco != NULL) { const int vertex_index = VertexIndex(face_num, vert_num); const float2 uv = map_to_sphere((orco[vertex_index] + orco_loc) * inv_orco_size); return mikk::float3(uv.x, uv.y, 1.0f); } else { return mikk::float3(0.0f, 0.0f, 1.0f); } } mikk::float3 GetNormal(const int face_num, const int vert_num) { float3 vN; if (is_subd) { const Mesh::SubdFace &face = mesh->get_subd_face(face_num); if (face.smooth) { const int vertex_index = VertexIndex(face_num, vert_num); vN = vertex_normal[vertex_index]; } else { vN = face.normal(mesh); } } else { if (mesh->get_smooth()[face_num]) { const int vertex_index = VertexIndex(face_num, vert_num); vN = vertex_normal[vertex_index]; } else { const Mesh::Triangle tri = mesh->get_triangle(face_num); vN = tri.compute_normal(&mesh->get_verts()[0]); } } return mikk::float3(vN.x, vN.y, vN.z); } void SetTangentSpace(const int face_num, const int vert_num, mikk::float3 T, bool orientation) { const int corner_index = CornerIndex(face_num, vert_num); tangent[corner_index] = make_float3(T.x, T.y, T.z); if (tangent_sign != NULL) { tangent_sign[corner_index] = orientation ? 1.0f : -1.0f; } } const Mesh *mesh; int num_faces; float3 *vertex_normal; float2 *texface; float3 *orco; float3 orco_loc, inv_orco_size; float3 *tangent; float *tangent_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. */ const bool is_subd = mesh->get_num_subd_faces(); AttributeSet &attributes = is_subd ? 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. */ if (is_subd) { MikkMeshWrapper userdata(b_mesh, layer_name, mesh, tangent, tangent_sign); /* Compute tangents. */ mikk::Mikktspace(userdata).genTangSpace(); } else { MikkMeshWrapper userdata(b_mesh, layer_name, mesh, tangent, tangent_sign); /* Compute tangents. */ mikk::Mikktspace(userdata).genTangSpace(); } } template static void fill_generic_attribute(BL::Mesh &b_mesh, TypeInCycles *data, const BL::Attribute::domain_enum b_domain, const bool subdivision, const GetValueAtIndex &get_value_at_index) { switch (b_domain) { case BL::Attribute::domain_CORNER: { if (subdivision) { const int polys_num = b_mesh.polygons.length(); if (polys_num == 0) { return; } const MPoly *polys = static_cast(b_mesh.polygons[0].ptr.data); for (int i = 0; i < polys_num; i++) { const MPoly &b_poly = polys[i]; for (int j = 0; j < b_poly.totloop; j++) { *data = get_value_at_index(b_poly.loopstart + j); data++; } } } else { for (BL::MeshLoopTriangle &t : b_mesh.loop_triangles) { const int index = t.index() * 3; BL::Array loops = t.loops(); data[index] = get_value_at_index(loops[0]); data[index + 1] = get_value_at_index(loops[1]); data[index + 2] = get_value_at_index(loops[2]); } } break; } case BL::Attribute::domain_EDGE: { const size_t edges_num = b_mesh.edges.length(); if (edges_num == 0) { return; } if constexpr (std::is_same_v) { /* uchar4 edge attributes do not exist, and averaging in place * would not work. */ assert(0); } else { const MEdge *edges = static_cast(b_mesh.edges[0].ptr.data); const size_t verts_num = b_mesh.vertices.length(); vector count(verts_num, 0); /* Average edge attributes at vertices. */ for (int i = 0; i < edges_num; i++) { TypeInCycles value = get_value_at_index(i); const MEdge &b_edge = edges[i]; data[b_edge.v1] += value; data[b_edge.v2] += value; count[b_edge.v1]++; count[b_edge.v2]++; } for (size_t i = 0; i < verts_num; i++) { if (count[i] > 1) { data[i] /= (float)count[i]; } } } break; } case BL::Attribute::domain_POINT: { const int num_verts = b_mesh.vertices.length(); for (int i = 0; i < num_verts; i++) { data[i] = get_value_at_index(i); } break; } case BL::Attribute::domain_FACE: { if (subdivision) { const int num_polygons = b_mesh.polygons.length(); for (int i = 0; i < num_polygons; i++) { data[i] = get_value_at_index(i); } } else { for (BL::MeshLoopTriangle &t : b_mesh.loop_triangles) { data[t.index()] = get_value_at_index(t.polygon_index()); } } break; } default: { assert(false); break; } } } static void attr_create_motion(Mesh *mesh, BL::Attribute &b_attribute, const float motion_scale) { if (!(b_attribute.domain() == BL::Attribute::domain_POINT) && (b_attribute.data_type() == BL::Attribute::data_type_FLOAT_VECTOR)) { return; } BL::FloatVectorAttribute b_vector_attribute(b_attribute); const int numverts = mesh->get_verts().size(); /* Find or add attribute */ float3 *P = &mesh->get_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++) { const float relative_time = motion_times[step] * 0.5f * motion_scale; float3 *mP = attr_mP->data_float3() + step * numverts; for (int i = 0; i < numverts; i++) { mP[i] = P[i] + get_float3(b_vector_attribute.data[i].vector()) * relative_time; } } } static void attr_create_generic(Scene *scene, Mesh *mesh, BL::Mesh &b_mesh, const bool subdivision, const bool need_motion, const float motion_scale) { AttributeSet &attributes = (subdivision) ? mesh->subd_attributes : mesh->attributes; static const ustring u_velocity("velocity"); int attribute_index = 0; int render_color_index = b_mesh.attributes.render_color_index(); for (BL::Attribute &b_attribute : b_mesh.attributes) { const ustring name{b_attribute.name().c_str()}; const bool is_render_color = (attribute_index++ == render_color_index); if (need_motion && name == u_velocity) { attr_create_motion(mesh, b_attribute, motion_scale); } if (!(mesh->need_attribute(scene, name) || (is_render_color && mesh->need_attribute(scene, ATTR_STD_VERTEX_COLOR)))) { continue; } if (attributes.find(name)) { continue; } const BL::Attribute::domain_enum b_domain = b_attribute.domain(); const BL::Attribute::data_type_enum b_data_type = b_attribute.data_type(); AttributeElement element = ATTR_ELEMENT_NONE; switch (b_domain) { case BL::Attribute::domain_CORNER: element = ATTR_ELEMENT_CORNER; break; case BL::Attribute::domain_POINT: element = ATTR_ELEMENT_VERTEX; break; case BL::Attribute::domain_EDGE: element = ATTR_ELEMENT_VERTEX; break; case BL::Attribute::domain_FACE: element = ATTR_ELEMENT_FACE; break; default: break; } if (element == ATTR_ELEMENT_NONE) { /* Not supported. */ continue; } switch (b_data_type) { case BL::Attribute::data_type_FLOAT: { BL::FloatAttribute b_float_attribute{b_attribute}; Attribute *attr = attributes.add(name, TypeFloat, element); float *data = attr->data_float(); fill_generic_attribute(b_mesh, data, b_domain, subdivision, [&](int i) { return b_float_attribute.data[i].value(); }); break; } case BL::Attribute::data_type_BOOLEAN: { BL::BoolAttribute b_bool_attribute{b_attribute}; Attribute *attr = attributes.add(name, TypeFloat, element); float *data = attr->data_float(); fill_generic_attribute(b_mesh, data, b_domain, subdivision, [&](int i) { return (float)b_bool_attribute.data[i].value(); }); break; } case BL::Attribute::data_type_INT: { BL::IntAttribute b_int_attribute{b_attribute}; Attribute *attr = attributes.add(name, TypeFloat, element); float *data = attr->data_float(); fill_generic_attribute(b_mesh, data, b_domain, subdivision, [&](int i) { return (float)b_int_attribute.data[i].value(); }); break; } case BL::Attribute::data_type_FLOAT_VECTOR: { BL::FloatVectorAttribute b_vector_attribute{b_attribute}; Attribute *attr = attributes.add(name, TypeVector, element); float3 *data = attr->data_float3(); fill_generic_attribute(b_mesh, data, b_domain, subdivision, [&](int i) { BL::Array v = b_vector_attribute.data[i].vector(); return make_float3(v[0], v[1], v[2]); }); break; } case BL::Attribute::data_type_BYTE_COLOR: { BL::ByteColorAttribute b_color_attribute{b_attribute}; if (element == ATTR_ELEMENT_CORNER) { element = ATTR_ELEMENT_CORNER_BYTE; } Attribute *attr = attributes.add(name, TypeRGBA, element); if (is_render_color) { attr->std = ATTR_STD_VERTEX_COLOR; } if (element == ATTR_ELEMENT_CORNER_BYTE) { uchar4 *data = attr->data_uchar4(); fill_generic_attribute(b_mesh, data, b_domain, subdivision, [&](int i) { /* Compress/encode vertex color using the sRGB curve. */ const float4 c = get_float4(b_color_attribute.data[i].color()); return color_float4_to_uchar4(color_linear_to_srgb_v4(c)); }); } else { float4 *data = attr->data_float4(); fill_generic_attribute(b_mesh, data, b_domain, subdivision, [&](int i) { BL::Array v = b_color_attribute.data[i].color(); return make_float4(v[0], v[1], v[2], v[3]); }); } break; } case BL::Attribute::data_type_FLOAT_COLOR: { BL::FloatColorAttribute b_color_attribute{b_attribute}; Attribute *attr = attributes.add(name, TypeRGBA, element); if (is_render_color) { attr->std = ATTR_STD_VERTEX_COLOR; } float4 *data = attr->data_float4(); fill_generic_attribute(b_mesh, data, b_domain, subdivision, [&](int i) { BL::Array v = b_color_attribute.data[i].color(); return make_float4(v[0], v[1], v[2], v[3]); }); break; } case BL::Attribute::data_type_FLOAT2: { BL::Float2Attribute b_float2_attribute{b_attribute}; Attribute *attr = attributes.add(name, TypeFloat2, element); float2 *data = attr->data_float2(); fill_generic_attribute(b_mesh, data, b_domain, subdivision, [&](int i) { BL::Array v = b_float2_attribute.data[i].vector(); return make_float2(v[0], v[1]); }); break; } default: /* Not supported. */ break; } } } /* Create uv map attributes. */ static void attr_create_uv_map(Scene *scene, Mesh *mesh, BL::Mesh &b_mesh) { if (!b_mesh.uv_layers.empty()) { for (BL::MeshUVLoopLayer &l : b_mesh.uv_layers) { 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); } float2 *fdata = uv_attr->data_float2(); for (BL::MeshLoopTriangle &t : b_mesh.loop_triangles) { 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) { const int polys_num = b_mesh.polygons.length(); if (polys_num == 0) { return; } const MPoly *polys = static_cast(b_mesh.polygons[0].ptr.data); if (!b_mesh.uv_layers.empty()) { 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; } float2 *fdata = uv_attr->data_float2(); for (int i = 0; i < polys_num; i++) { const MPoly &b_poly = polys[i]; for (int j = 0; j < b_poly.totloop; j++) { *(fdata++) = get_float2(l->data[b_poly.loopstart + 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; } const float(*positions)[3] = static_cast(b_mesh.vertices[0].ptr.data); /* 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->get_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->get_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->get_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, zero_float3()); /* First we accumulate all vertex normals in the original index. */ const float(*b_vert_normals)[3] = static_cast( b_mesh.vertex_normals[0].ptr.data); for (int vert_index = 0; vert_index < num_verts; ++vert_index) { const float *b_vert_normal = b_vert_normals[vert_index]; const int orig_index = vert_orig_index[vert_index]; vert_normal[orig_index] += make_float3(b_vert_normal[0], b_vert_normal[1], b_vert_normal[2]); } /* 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, zero_float3()); EdgeMap visited_edges; memset(&counter[0], 0, sizeof(int) * counter.size()); const MEdge *edges = static_cast(b_mesh.edges[0].ptr.data); const int edges_num = b_mesh.edges.length(); for (int i = 0; i < edges_num; i++) { const MEdge &b_edge = edges[i]; const int v0 = vert_orig_index[b_edge.v1]; const int v1 = vert_orig_index[b_edge.v2]; if (visited_edges.exists(v0, v1)) { continue; } visited_edges.insert(v0, v1); float3 co0 = make_float3(positions[v0][0], positions[v0][1], positions[v0][2]); float3 co1 = make_float3(positions[v1][0], positions[v1][1], positions[v1][2]); 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()); visited_edges.clear(); for (int i = 0; i < edges_num; i++) { const MEdge &b_edge = edges[i]; const int v0 = vert_orig_index[b_edge.v1]; const int v1 = vert_orig_index[b_edge.v2]; 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; } const int polys_num = b_mesh.polygons.length(); int number_of_vertices = b_mesh.vertices.length(); if (number_of_vertices == 0) { return; } DisjointSet vertices_sets(number_of_vertices); const MEdge *edges = static_cast(b_mesh.edges[0].ptr.data); const int edges_num = b_mesh.edges.length(); for (int i = 0; i < edges_num; i++) { vertices_sets.join(edges[i].v1, edges[i].v2); } AttributeSet &attributes = (subdivision) ? mesh->subd_attributes : mesh->attributes; Attribute *attribute = attributes.add(ATTR_STD_RANDOM_PER_ISLAND); float *data = attribute->data_float(); if (!subdivision) { for (BL::MeshLoopTriangle &t : b_mesh.loop_triangles) { data[t.index()] = hash_uint_to_float(vertices_sets.find(t.vertices()[0])); } } else { if (polys_num != 0) { const MPoly *polys = static_cast(b_mesh.polygons[0].ptr.data); const MLoop *loops = static_cast(b_mesh.loops[0].ptr.data); for (int i = 0; i < polys_num; i++) { const MPoly &b_poly = polys[i]; const MLoop &b_loop = loops[b_poly.loopstart]; data[i] = hash_uint_to_float(vertices_sets.find(b_loop.v)); } } } } /* Create Mesh */ static std::optional find_material_index_attribute(BL::Mesh b_mesh) { for (BL::Attribute &b_attribute : b_mesh.attributes) { if (b_attribute.domain() != BL::Attribute::domain_FACE) { continue; } if (b_attribute.data_type() != BL::Attribute::data_type_INT) { continue; } if (b_attribute.name() != "material_index") { continue; } return BL::IntAttribute{b_attribute}; } return std::nullopt; } static void create_mesh(Scene *scene, Mesh *mesh, BL::Mesh &b_mesh, const array &used_shaders, const bool need_motion, const float motion_scale, const bool subdivision = false, const bool subdivide_uvs = true) { /* count vertices and faces */ int numverts = b_mesh.vertices.length(); const int polys_num = b_mesh.polygons.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->get_subdivision_type() != Mesh::SUBDIVISION_CATMULL_CLARK); /* If no faces, create empty mesh. */ if (numfaces == 0) { return; } const float(*positions)[3] = static_cast(b_mesh.vertices[0].ptr.data); if (!subdivision) { numtris = numfaces; } else { const MPoly *polys = static_cast(b_mesh.polygons[0].ptr.data); for (int i = 0; i < polys_num; i++) { const MPoly &b_poly = polys[i]; numngons += (b_poly.totloop == 4) ? 0 : 1; numcorners += b_poly.totloop; } } /* allocate memory */ if (subdivision) { mesh->reserve_subd_faces(numfaces, numngons, numcorners); } mesh->reserve_mesh(numverts, numtris); /* create vertex coordinates and normals */ for (int i = 0; i < numverts; i++) { mesh->add_vertex(make_float3(positions[i][0], positions[i][1], positions[i][2])); } AttributeSet &attributes = (subdivision) ? mesh->subd_attributes : mesh->attributes; Attribute *attr_N = attributes.add(ATTR_STD_VERTEX_NORMAL); float3 *N = attr_N->data_float3(); if (subdivision || !use_loop_normals) { const float(*b_vert_normals)[3] = static_cast( b_mesh.vertex_normals[0].ptr.data); for (int i = 0; i < numverts; i++) { const float *b_vert_normal = b_vert_normals[i]; N[i] = make_float3(b_vert_normal[0], b_vert_normal[1], b_vert_normal[2]); } } /* create generated coordinates from undeformed coordinates */ const bool need_default_tangent = (subdivision == false) && (b_mesh.uv_layers.empty()) && (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; BL::Mesh::vertices_iterator v; for (b_mesh.vertices.begin(v); v != b_mesh.vertices.end(); ++v) { generated[i++] = get_float3(v->undeformed_co()) * size - loc; } } std::optional material_indices = find_material_index_attribute(b_mesh); auto get_material_index = [&](const int poly_index) -> int { if (material_indices) { return clamp(material_indices->data[poly_index].value(), 0, used_shaders.size() - 1); } return 0; }; /* create faces */ const MPoly *polys = static_cast(b_mesh.polygons[0].ptr.data); if (!subdivision) { for (BL::MeshLoopTriangle &t : b_mesh.loop_triangles) { const int poly_index = t.polygon_index(); const MPoly &b_poly = polys[poly_index]; int3 vi = get_int3(t.vertices()); int shader = get_material_index(poly_index); bool smooth = (b_poly.flag & ME_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 { vector vi; const MLoop *loops = static_cast(b_mesh.loops[0].ptr.data); for (int i = 0; i < numfaces; i++) { const MPoly &b_poly = polys[i]; int n = b_poly.totloop; int shader = get_material_index(i); bool smooth = (b_poly.flag & ME_SMOOTH) || use_loop_normals; vi.resize(n); for (int i = 0; i < n; i++) { /* NOTE: Autosmooth is already taken care about. */ vi[i] = loops[b_poly.loopstart + i].v; } /* 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_random_per_island(scene, mesh, b_mesh, subdivision); attr_create_generic(scene, mesh, b_mesh, subdivision, need_motion, motion_scale); 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, BObjectInfo &b_ob_info, BL::Mesh &b_mesh, const array &used_shaders, const bool need_motion, const float motion_scale, float dicing_rate, int max_subdivisions) { BL::Object b_ob = b_ob_info.real_object; 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, need_motion, motion_scale, true, subdivide_uvs); const int edges_num = b_mesh.edges.length(); if (edges_num != 0 && b_mesh.edge_creases.length() > 0) { size_t num_creases = 0; const float *creases = static_cast(b_mesh.edge_creases[0].ptr.data); for (int i = 0; i < edges_num; i++) { if (creases[i] != 0.0f) { num_creases++; } } mesh->reserve_subd_creases(num_creases); const MEdge *edges = static_cast(b_mesh.edges[0].ptr.data); for (int i = 0; i < edges_num; i++) { if (creases[i] != 0.0f) { const MEdge &b_edge = edges[i]; mesh->add_edge_crease(b_edge.v1, b_edge.v2, creases[i]); } } for (BL::MeshVertexCreaseLayer &c : b_mesh.vertex_creases) { for (int i = 0; i < c.data.length(); ++i) { if (c.data[i].value() != 0.0f) { mesh->add_vertex_crease(i, c.data[i].value()); } } } } /* set subd params */ PointerRNA cobj = RNA_pointer_get(&b_ob.ptr, "cycles"); float subd_dicing_rate = max(0.1f, RNA_float_get(&cobj, "dicing_rate") * dicing_rate); mesh->set_subd_dicing_rate(subd_dicing_rate); mesh->set_subd_max_level(max_subdivisions); mesh->set_subd_objecttoworld(get_transform(b_ob.matrix_world())); } /* Sync */ void BlenderSync::sync_mesh(BL::Depsgraph b_depsgraph, BObjectInfo &b_ob_info, Mesh *mesh) { /* make a copy of the shaders as the caller in the main thread still need them for syncing the * attributes */ array used_shaders = mesh->get_used_shaders(); Mesh new_mesh; new_mesh.set_used_shaders(used_shaders); 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()) { new_mesh.set_subdivision_type( object_subdivision_type(b_ob_info.real_object, preview, experimental)); } /* For some reason, meshes do not need this... */ bool need_undeformed = new_mesh.need_attribute(scene, ATTR_STD_GENERATED); BL::Mesh b_mesh = object_to_mesh( b_data, b_ob_info, b_depsgraph, need_undeformed, new_mesh.get_subdivision_type()); if (b_mesh) { /* Motion blur attribute is relative to seconds, we need it relative to frames. */ const bool need_motion = object_need_motion_attribute(b_ob_info, scene); const float motion_scale = (need_motion) ? scene->motion_shutter_time() / (b_scene.render().fps() / b_scene.render().fps_base()) : 0.0f; /* Sync mesh itself. */ if (new_mesh.get_subdivision_type() != Mesh::SUBDIVISION_NONE) create_subd_mesh(scene, &new_mesh, b_ob_info, b_mesh, new_mesh.get_used_shaders(), need_motion, motion_scale, dicing_rate, max_subdivisions); else create_mesh(scene, &new_mesh, b_mesh, new_mesh.get_used_shaders(), need_motion, motion_scale, false); free_object_to_mesh(b_data, b_ob_info, b_mesh); } } /* update original sockets */ mesh->clear_non_sockets(); for (const SocketType &socket : new_mesh.type->inputs) { /* Those sockets are updated in sync_object, so do not modify them. */ if (socket.name == "use_motion_blur" || socket.name == "motion_steps" || socket.name == "used_shaders") { continue; } mesh->set_value(socket, new_mesh, socket); } mesh->attributes.update(std::move(new_mesh.attributes)); mesh->subd_attributes.update(std::move(new_mesh.subd_attributes)); mesh->set_num_subd_faces(new_mesh.get_num_subd_faces()); /* tag update */ bool rebuild = (mesh->triangles_is_modified()) || (mesh->subd_num_corners_is_modified()) || (mesh->subd_shader_is_modified()) || (mesh->subd_smooth_is_modified()) || (mesh->subd_ptex_offset_is_modified()) || (mesh->subd_start_corner_is_modified()) || (mesh->subd_face_corners_is_modified()); mesh->tag_update(scene, rebuild); } void BlenderSync::sync_mesh_motion(BL::Depsgraph b_depsgraph, BObjectInfo &b_ob_info, Mesh *mesh, int motion_step) { /* Skip if no vertices were exported. */ size_t numverts = mesh->get_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_info, b_scene, preview)) { /* get derived mesh */ b_mesh = object_to_mesh(b_data, b_ob_info, b_depsgraph, false, Mesh::SUBDIVISION_NONE); } const std::string ob_name = b_ob_info.real_object.name(); /* TODO(sergey): Perform preliminary check for number of vertices. */ if (b_mesh) { const int b_verts_num = b_mesh.vertices.length(); if (b_verts_num == 0) { free_object_to_mesh(b_data, b_ob_info, b_mesh); return; } /* 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; const float(*positions)[3] = static_cast(b_mesh.vertices[0].ptr.data); /* NOTE: We don't copy more that existing amount of vertices to prevent * possible memory corruption. */ for (int i = 0; i < std::min(b_verts_num, numverts); i++) { mP[i] = make_float3(positions[i][0], positions[i][1], positions[i][2]); } if (mN) { const float(*b_vert_normals)[3] = static_cast( b_mesh.vertex_normals[0].ptr.data); for (int i = 0; i < std::min(b_verts_num, numverts); i++) { const float *b_vert_normal = b_vert_normals[i]; mN[i] = make_float3(b_vert_normal[0], b_vert_normal[1], b_vert_normal[2]); } } if (new_attribute) { /* In case of new attribute, we verify if there really was any motion. */ if (b_verts_num != numverts || memcmp(mP, &mesh->get_verts()[0], sizeof(float3) * numverts) == 0) { /* no motion, remove attributes again */ if (b_verts_num != numverts) { VLOG_WARNING << "Topology differs, disabling motion blur for object " << ob_name; } else { VLOG_DEBUG << "No actual deformation motion for object " << 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_DEBUG << "Filling deformation motion for object " << 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->get_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_verts_num != numverts) { VLOG_WARNING << "Topology differs, discarding motion blur for object " << ob_name << " at time " << motion_step; memcpy(mP, &mesh->get_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_info, 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