/** * $Id$ * * ***** BEGIN GPL LICENSE BLOCK ***** * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. * All rights reserved. * * Contributors: 2004/2005/2006 Blender Foundation, full recode * * ***** END GPL LICENSE BLOCK ***** */ #include #include #include #include #include #include "MEM_guardedalloc.h" #include "BLI_arithb.h" #include "BLI_blenlib.h" #include "BLI_rand.h" #include "BLI_memarena.h" #include "BLI_ghash.h" #include "DNA_armature_types.h" #include "DNA_camera_types.h" #include "DNA_material_types.h" #include "DNA_curve_types.h" #include "DNA_effect_types.h" #include "DNA_group_types.h" #include "DNA_lamp_types.h" #include "DNA_image_types.h" #include "DNA_lattice_types.h" #include "DNA_mesh_types.h" #include "DNA_meshdata_types.h" #include "DNA_meta_types.h" #include "DNA_modifier_types.h" #include "DNA_node_types.h" #include "DNA_object_types.h" #include "DNA_object_force.h" #include "DNA_object_fluidsim.h" #include "DNA_particle_types.h" #include "DNA_scene_types.h" #include "DNA_texture_types.h" #include "DNA_view3d_types.h" #include "BKE_anim.h" #include "BKE_armature.h" #include "BKE_action.h" #include "BKE_curve.h" #include "BKE_customdata.h" #include "BKE_colortools.h" #include "BKE_constraint.h" #include "BKE_displist.h" #include "BKE_deform.h" #include "BKE_DerivedMesh.h" #include "BKE_effect.h" #include "BKE_global.h" #include "BKE_group.h" #include "BKE_key.h" #include "BKE_ipo.h" #include "BKE_image.h" #include "BKE_lattice.h" #include "BKE_library.h" #include "BKE_material.h" #include "BKE_main.h" #include "BKE_mball.h" #include "BKE_mesh.h" #include "BKE_modifier.h" #include "BKE_node.h" #include "BKE_object.h" #include "BKE_particle.h" #include "BKE_scene.h" #include "BKE_subsurf.h" #include "BKE_texture.h" #include "BKE_utildefines.h" #include "BKE_world.h" #include "PIL_time.h" #include "IMB_imbuf_types.h" #include "envmap.h" #include "occlusion.h" #include "pointdensity.h" #include "voxeldata.h" #include "render_types.h" #include "rendercore.h" #include "renderdatabase.h" #include "renderpipeline.h" #include "shadbuf.h" #include "shading.h" #include "strand.h" #include "texture.h" #include "volume_precache.h" #include "sss.h" #include "strand.h" #include "zbuf.h" #include "sunsky.h" /* 10 times larger than normal epsilon, test it on default nurbs sphere with ray_transp (for quad detection) */ /* or for checking vertex normal flips */ #define FLT_EPSILON10 1.19209290e-06F /* ------------------------------------------------------------------------- */ /* Stuff for stars. This sits here because it uses gl-things. Part of this code may move down to the converter. */ /* ------------------------------------------------------------------------- */ /* this is a bad beast, since it is misused by the 3d view drawing as well. */ static HaloRen *initstar(Render *re, ObjectRen *obr, float *vec, float hasize) { HaloRen *har; float hoco[4]; projectverto(vec, re->winmat, hoco); har= RE_findOrAddHalo(obr, obr->tothalo++); /* projectvert is done in function zbufvlaggen again, because of parts */ VECCOPY(har->co, vec); har->hasize= hasize; har->zd= 0.0; return har; } /* there must be a 'fixed' amount of stars generated between * near and far * all stars must by preference lie on the far and solely * differ in clarity/color */ void RE_make_stars(Render *re, Scene *scenev3d, void (*initfunc)(void), void (*vertexfunc)(float*), void (*termfunc)(void)) { extern unsigned char hash[512]; ObjectRen *obr= NULL; World *wrld= NULL; HaloRen *har; Scene *scene; Camera *camera; double dblrand, hlfrand; float vec[4], fx, fy, fz; float fac, starmindist, clipend; float mat[4][4], stargrid, maxrand, maxjit, force, alpha; int x, y, z, sx, sy, sz, ex, ey, ez, done = 0; if(initfunc) { scene= scenev3d; wrld= scene->world; } else { scene= re->scene; wrld= &(re->wrld); } stargrid = wrld->stardist; /* distance between stars */ maxrand = 2.0; /* amount a star can be shifted (in grid units) */ maxjit = (wrld->starcolnoise); /* amount a color is being shifted */ /* size of stars */ force = ( wrld->starsize ); /* minimal free space (starting at camera) */ starmindist= wrld->starmindist; if (stargrid <= 0.10) return; if (re) re->flag |= R_HALO; else stargrid *= 1.0; /* then it draws fewer */ if(re) Mat4Invert(mat, re->viewmat); else Mat4One(mat); /* BOUNDING BOX CALCULATION * bbox goes from z = loc_near_var | loc_far_var, * x = -z | +z, * y = -z | +z */ if(scene->camera==NULL) return; camera = scene->camera->data; clipend = camera->clipend; /* convert to grid coordinates */ sx = ((mat[3][0] - clipend) / stargrid) - maxrand; sy = ((mat[3][1] - clipend) / stargrid) - maxrand; sz = ((mat[3][2] - clipend) / stargrid) - maxrand; ex = ((mat[3][0] + clipend) / stargrid) + maxrand; ey = ((mat[3][1] + clipend) / stargrid) + maxrand; ez = ((mat[3][2] + clipend) / stargrid) + maxrand; dblrand = maxrand * stargrid; hlfrand = 2.0 * dblrand; if (initfunc) { initfunc(); } if(re) /* add render object for stars */ obr= RE_addRenderObject(re, NULL, NULL, 0, 0, 0); for (x = sx, fx = sx * stargrid; x <= ex; x++, fx += stargrid) { for (y = sy, fy = sy * stargrid; y <= ey ; y++, fy += stargrid) { for (z = sz, fz = sz * stargrid; z <= ez; z++, fz += stargrid) { BLI_srand((hash[z & 0xff] << 24) + (hash[y & 0xff] << 16) + (hash[x & 0xff] << 8)); vec[0] = fx + (hlfrand * BLI_drand()) - dblrand; vec[1] = fy + (hlfrand * BLI_drand()) - dblrand; vec[2] = fz + (hlfrand * BLI_drand()) - dblrand; vec[3] = 1.0; if (vertexfunc) { if(done & 1) vertexfunc(vec); done++; } else { Mat4MulVecfl(re->viewmat, vec); /* in vec are global coordinates * calculate distance to camera * and using that, define the alpha */ { float tx, ty, tz; tx = vec[0]; ty = vec[1]; tz = vec[2]; alpha = sqrt(tx * tx + ty * ty + tz * tz); if (alpha >= clipend) alpha = 0.0; else if (alpha <= starmindist) alpha = 0.0; else if (alpha <= 2.0 * starmindist) { alpha = (alpha - starmindist) / starmindist; } else { alpha -= 2.0 * starmindist; alpha /= (clipend - 2.0 * starmindist); alpha = 1.0 - alpha; } } if (alpha != 0.0) { fac = force * BLI_drand(); har = initstar(re, obr, vec, fac); if (har) { har->alfa = sqrt(sqrt(alpha)); har->add= 255; har->r = har->g = har->b = 1.0; if (maxjit) { har->r += ((maxjit * BLI_drand()) ) - maxjit; har->g += ((maxjit * BLI_drand()) ) - maxjit; har->b += ((maxjit * BLI_drand()) ) - maxjit; } har->hard = 32; har->lay= -1; har->type |= HA_ONLYSKY; done++; } } } } /* do not call blender_test_break() here, since it is used in UI as well, confusing the callback system */ /* main cause is G.afbreek of course, a global again... (ton) */ } } if (termfunc) termfunc(); if(obr) re->tothalo += obr->tothalo; } /* ------------------------------------------------------------------------- */ /* tool functions/defines for ad hoc simplification and possible future cleanup */ /* ------------------------------------------------------------------------- */ #define UVTOINDEX(u,v) (startvlak + (u) * sizev + (v)) /* NOTE THAT U/V COORDINATES ARE SOMETIMES SWAPPED !! ^ ()----p4----p3----() | | | | | u | | F1 | F2 | | | | | ()----p1----p2----() v -> */ /* ------------------------------------------------------------------------- */ static void split_v_renderfaces(ObjectRen *obr, int startvlak, int startvert, int usize, int vsize, int uIndex, int cyclu, int cyclv) { int vLen = vsize-1+(!!cyclv); int v; for (v=0; vv2); if (cyclv) { vlr->v2 = vert; if (v==vLen-1) { VlakRen *vlr = RE_findOrAddVlak(obr, startvlak + vLen*uIndex + 0); vlr->v1 = vert; } else { VlakRen *vlr = RE_findOrAddVlak(obr, startvlak + vLen*uIndex + v+1); vlr->v1 = vert; } } else { vlr->v2 = vert; if (vv1 = vert; } if (v==0) { vlr->v1 = RE_vertren_copy(obr, vlr->v1); } } } } /* ------------------------------------------------------------------------- */ static int check_vnormal(float *n, float *veno) { float inp; inp=n[0]*veno[0]+n[1]*veno[1]+n[2]*veno[2]; if(inp < -FLT_EPSILON10) return 1; return 0; } /* ------------------------------------------------------------------------- */ /* Stress, tangents and normals */ /* ------------------------------------------------------------------------- */ static void calc_edge_stress_add(float *accum, VertRen *v1, VertRen *v2) { float len= VecLenf(v1->co, v2->co)/VecLenf(v1->orco, v2->orco); float *acc; acc= accum + 2*v1->index; acc[0]+= len; acc[1]+= 1.0f; acc= accum + 2*v2->index; acc[0]+= len; acc[1]+= 1.0f; } static void calc_edge_stress(Render *re, ObjectRen *obr, Mesh *me) { float loc[3], size[3], *accum, *acc, *accumoffs, *stress; int a; if(obr->totvert==0) return; mesh_get_texspace(me, loc, NULL, size); accum= MEM_callocN(2*sizeof(float)*obr->totvert, "temp accum for stress"); /* de-normalize orco */ for(a=0; atotvert; a++) { VertRen *ver= RE_findOrAddVert(obr, a); if(ver->orco) { ver->orco[0]= ver->orco[0]*size[0] +loc[0]; ver->orco[1]= ver->orco[1]*size[1] +loc[1]; ver->orco[2]= ver->orco[2]*size[2] +loc[2]; } } /* add stress values */ accumoffs= accum; /* so we can use vertex index */ for(a=0; atotvlak; a++) { VlakRen *vlr= RE_findOrAddVlak(obr, a); if(vlr->v1->orco && vlr->v4) { calc_edge_stress_add(accumoffs, vlr->v1, vlr->v2); calc_edge_stress_add(accumoffs, vlr->v2, vlr->v3); calc_edge_stress_add(accumoffs, vlr->v3, vlr->v1); if(vlr->v4) { calc_edge_stress_add(accumoffs, vlr->v3, vlr->v4); calc_edge_stress_add(accumoffs, vlr->v4, vlr->v1); calc_edge_stress_add(accumoffs, vlr->v2, vlr->v4); } } } for(a=0; atotvert; a++) { VertRen *ver= RE_findOrAddVert(obr, a); if(ver->orco) { /* find stress value */ acc= accumoffs + 2*ver->index; if(acc[1]!=0.0f) acc[0]/= acc[1]; stress= RE_vertren_get_stress(obr, ver, 1); *stress= *acc; /* restore orcos */ ver->orco[0] = (ver->orco[0]-loc[0])/size[0]; ver->orco[1] = (ver->orco[1]-loc[1])/size[1]; ver->orco[2] = (ver->orco[2]-loc[2])/size[2]; } } MEM_freeN(accum); } /* gets tangent from tface or orco */ static void calc_tangent_vector(ObjectRen *obr, VertexTangent **vtangents, MemArena *arena, VlakRen *vlr, int do_nmap_tangent, int do_tangent) { MTFace *tface= RE_vlakren_get_tface(obr, vlr, obr->actmtface, NULL, 0); VertRen *v1=vlr->v1, *v2=vlr->v2, *v3=vlr->v3, *v4=vlr->v4; float tang[3], *tav; float *uv1, *uv2, *uv3, *uv4; float uv[4][2]; if(tface) { uv1= tface->uv[0]; uv2= tface->uv[1]; uv3= tface->uv[2]; uv4= tface->uv[3]; } else if(v1->orco) { uv1= uv[0]; uv2= uv[1]; uv3= uv[2]; uv4= uv[3]; spheremap(v1->orco[0], v1->orco[1], v1->orco[2], &uv[0][0], &uv[0][1]); spheremap(v2->orco[0], v2->orco[1], v2->orco[2], &uv[1][0], &uv[1][1]); spheremap(v3->orco[0], v3->orco[1], v3->orco[2], &uv[2][0], &uv[2][1]); if(v4) spheremap(v4->orco[0], v4->orco[1], v4->orco[2], &uv[3][0], &uv[3][1]); } else return; tangent_from_uv(uv1, uv2, uv3, v1->co, v2->co, v3->co, vlr->n, tang); if(do_tangent) { tav= RE_vertren_get_tangent(obr, v1, 1); VECADD(tav, tav, tang); tav= RE_vertren_get_tangent(obr, v2, 1); VECADD(tav, tav, tang); tav= RE_vertren_get_tangent(obr, v3, 1); VECADD(tav, tav, tang); } if(do_nmap_tangent) { sum_or_add_vertex_tangent(arena, &vtangents[v1->index], tang, uv1); sum_or_add_vertex_tangent(arena, &vtangents[v2->index], tang, uv2); sum_or_add_vertex_tangent(arena, &vtangents[v3->index], tang, uv3); } if(v4) { tangent_from_uv(uv1, uv3, uv4, v1->co, v3->co, v4->co, vlr->n, tang); if(do_tangent) { tav= RE_vertren_get_tangent(obr, v1, 1); VECADD(tav, tav, tang); tav= RE_vertren_get_tangent(obr, v3, 1); VECADD(tav, tav, tang); tav= RE_vertren_get_tangent(obr, v4, 1); VECADD(tav, tav, tang); } if(do_nmap_tangent) { sum_or_add_vertex_tangent(arena, &vtangents[v1->index], tang, uv1); sum_or_add_vertex_tangent(arena, &vtangents[v3->index], tang, uv3); sum_or_add_vertex_tangent(arena, &vtangents[v4->index], tang, uv4); } } } static void calc_vertexnormals(Render *re, ObjectRen *obr, int do_tangent, int do_nmap_tangent) { MemArena *arena= NULL; VertexTangent **vtangents= NULL; int a; if(do_nmap_tangent) { arena= BLI_memarena_new(BLI_MEMARENA_STD_BUFSIZE); BLI_memarena_use_calloc(arena); vtangents= MEM_callocN(sizeof(VertexTangent*)*obr->totvert, "VertexTangent"); } /* 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; } /* 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) { VertRen *v1= vlr->v1; VertRen *v2= vlr->v2; VertRen *v3= vlr->v3; VertRen *v4= vlr->v4; float n1[3], n2[3], n3[3], n4[3]; float fac1, fac2, fac3, fac4=0.0f; if(re->flag & R_GLOB_NOPUNOFLIP) vlr->flag |= R_NOPUNOFLIP; VecSubf(n1, v2->co, v1->co); Normalize(n1); VecSubf(n2, v3->co, v2->co); Normalize(n2); if(v4==NULL) { VecSubf(n3, v1->co, v3->co); Normalize(n3); fac1= saacos(-n1[0]*n3[0]-n1[1]*n3[1]-n1[2]*n3[2]); fac2= saacos(-n1[0]*n2[0]-n1[1]*n2[1]-n1[2]*n2[2]); fac3= saacos(-n2[0]*n3[0]-n2[1]*n3[1]-n2[2]*n3[2]); } else { VecSubf(n3, v4->co, v3->co); Normalize(n3); VecSubf(n4, v1->co, v4->co); Normalize(n4); fac1= saacos(-n4[0]*n1[0]-n4[1]*n1[1]-n4[2]*n1[2]); fac2= saacos(-n1[0]*n2[0]-n1[1]*n2[1]-n1[2]*n2[2]); fac3= saacos(-n2[0]*n3[0]-n2[1]*n3[1]-n2[2]*n3[2]); fac4= saacos(-n3[0]*n4[0]-n3[1]*n4[1]-n3[2]*n4[2]); if(!(vlr->flag & R_NOPUNOFLIP)) { if( check_vnormal(vlr->n, v4->n) ) fac4= -fac4; } v4->n[0] +=fac4*vlr->n[0]; v4->n[1] +=fac4*vlr->n[1]; v4->n[2] +=fac4*vlr->n[2]; } if(!(vlr->flag & R_NOPUNOFLIP)) { if( check_vnormal(vlr->n, v1->n) ) fac1= -fac1; if( check_vnormal(vlr->n, v2->n) ) fac2= -fac2; if( check_vnormal(vlr->n, v3->n) ) fac3= -fac3; } v1->n[0] +=fac1*vlr->n[0]; v1->n[1] +=fac1*vlr->n[1]; v1->n[2] +=fac1*vlr->n[2]; v2->n[0] +=fac2*vlr->n[0]; v2->n[1] +=fac2*vlr->n[1]; v2->n[2] +=fac2*vlr->n[2]; v3->n[0] +=fac3*vlr->n[0]; v3->n[1] +=fac3*vlr->n[1]; v3->n[2] +=fac3*vlr->n[2]; } if(do_nmap_tangent || do_tangent) { /* tangents still need to be calculated for flat faces too */ /* weighting removed, they are not vertexnormals */ calc_tangent_vector(obr, vtangents, arena, vlr, do_nmap_tangent, do_tangent); } } /* do solid faces */ for(a=0; atotvlak; a++) { VlakRen *vlr= RE_findOrAddVlak(obr, a); if((vlr->flag & ME_SMOOTH)==0) { float *f1= vlr->v1->n; if(f1[0]==0.0 && f1[1]==0.0 && f1[2]==0.0) VECCOPY(f1, vlr->n); f1= vlr->v2->n; if(f1[0]==0.0 && f1[1]==0.0 && f1[2]==0.0) VECCOPY(f1, vlr->n); f1= vlr->v3->n; if(f1[0]==0.0 && f1[1]==0.0 && f1[2]==0.0) VECCOPY(f1, vlr->n); if(vlr->v4) { f1= vlr->v4->n; if(f1[0]==0.0 && f1[1]==0.0 && f1[2]==0.0) VECCOPY(f1, vlr->n); } } if(do_nmap_tangent) { VertRen *v1=vlr->v1, *v2=vlr->v2, *v3=vlr->v3, *v4=vlr->v4; MTFace *tface= RE_vlakren_get_tface(obr, vlr, obr->actmtface, NULL, 0); if(tface) { float *vtang, *ftang= RE_vlakren_get_nmap_tangent(obr, vlr, 1); vtang= find_vertex_tangent(vtangents[v1->index], tface->uv[0]); VECCOPY(ftang, vtang); Normalize(ftang); vtang= find_vertex_tangent(vtangents[v2->index], tface->uv[1]); VECCOPY(ftang+3, vtang); Normalize(ftang+3); vtang= find_vertex_tangent(vtangents[v3->index], tface->uv[2]); VECCOPY(ftang+6, vtang); Normalize(ftang+6); if(v4) { vtang= find_vertex_tangent(vtangents[v4->index], tface->uv[3]); VECCOPY(ftang+9, vtang); Normalize(ftang+9); } } } } /* normalize vertex normals */ for(a=0; atotvert; a++) { VertRen *ver= RE_findOrAddVert(obr, a); Normalize(ver->n); if(do_tangent) { float *tav= RE_vertren_get_tangent(obr, ver, 0); if (tav) { /* orthonorm. */ float tdn = tav[0]*ver->n[0] + tav[1]*ver->n[1] + tav[2]*ver->n[2]; tav[0] -= ver->n[0]*tdn; tav[1] -= ver->n[1]*tdn; tav[2] -= ver->n[2]*tdn; Normalize(tav); } } } if(arena) BLI_memarena_free(arena); if(vtangents) MEM_freeN(vtangents); } /* ------------------------------------------------------------------------- */ /* Autosmoothing: */ /* ------------------------------------------------------------------------- */ typedef struct ASvert { int totface; ListBase faces; } ASvert; typedef struct ASface { struct ASface *next, *prev; VlakRen *vlr[4]; VertRen *nver[4]; } ASface; static void as_addvert(ASvert *asv, VertRen *v1, VlakRen *vlr) { ASface *asf; int a; if(v1 == NULL) return; if(asv->faces.first==NULL) { asf= MEM_callocN(sizeof(ASface), "asface"); BLI_addtail(&asv->faces, asf); } asf= asv->faces.last; for(a=0; a<4; a++) { if(asf->vlr[a]==NULL) { asf->vlr[a]= vlr; asv->totface++; break; } } /* new face struct */ if(a==4) { asf= MEM_callocN(sizeof(ASface), "asface"); BLI_addtail(&asv->faces, asf); asf->vlr[0]= vlr; asv->totface++; } } static int as_testvertex(VlakRen *vlr, VertRen *ver, ASvert *asv, float thresh) { /* return 1: vertex needs a copy */ ASface *asf; float inp; int a; if(vlr==0) return 0; asf= asv->faces.first; while(asf) { for(a=0; a<4; a++) { if(asf->vlr[a] && asf->vlr[a]!=vlr) { inp= fabs( vlr->n[0]*asf->vlr[a]->n[0] + vlr->n[1]*asf->vlr[a]->n[1] + vlr->n[2]*asf->vlr[a]->n[2] ); if(inp < thresh) return 1; } } asf= asf->next; } return 0; } static VertRen *as_findvertex(VlakRen *vlr, VertRen *ver, ASvert *asv, float thresh) { /* return when new vertex already was made */ ASface *asf; float inp; int a; asf= asv->faces.first; while(asf) { for(a=0; a<4; a++) { if(asf->vlr[a] && asf->vlr[a]!=vlr) { /* this face already made a copy for this vertex! */ if(asf->nver[a]) { inp= fabs( vlr->n[0]*asf->vlr[a]->n[0] + vlr->n[1]*asf->vlr[a]->n[1] + vlr->n[2]*asf->vlr[a]->n[2] ); if(inp >= thresh) { return asf->nver[a]; } } } } asf= asf->next; } return NULL; } /* 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 *re, ObjectRen *obr, float mat[][4], int degr) { ASvert *asv, *asverts; ASface *asf; VertRen *ver, *v1; VlakRen *vlr; float thresh; int a, b, totvert; if(obr->totvert==0) return; asverts= MEM_callocN(sizeof(ASvert)*obr->totvert, "all smooth verts"); thresh= cos( M_PI*(0.5f+(float)degr)/180.0 ); /* 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); 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; } } } /* free */ for(a=0; atotvert; a++) { ver= RE_findOrAddVert(obr, a); Mat4MulVecfl(mat, ver->co); } for(a=0; atotvlak; a++) { vlr= RE_findOrAddVlak(obr, a); /* skip wire faces */ if(vlr->v2 != vlr->v3) { if(vlr->v4) CalcNormFloat4(vlr->v4->co, vlr->v3->co, vlr->v2->co, vlr->v1->co, vlr->n); else CalcNormFloat(vlr->v3->co, vlr->v2->co, vlr->v1->co, vlr->n); } } } /* ------------------------------------------------------------------------- */ /* Orco hash and Materials */ /* ------------------------------------------------------------------------- */ static float *get_object_orco(Render *re, Object *ob) { float *orco; if (!re->orco_hash) re->orco_hash = BLI_ghash_new(BLI_ghashutil_ptrhash, BLI_ghashutil_ptrcmp); orco = BLI_ghash_lookup(re->orco_hash, ob); if (!orco) { if (ELEM(ob->type, OB_CURVE, OB_FONT)) { orco = make_orco_curve(re->scene, ob); } else if (ob->type==OB_SURF) { orco = make_orco_surf(ob); } else if (ob->type==OB_MBALL) { orco = make_orco_mball(ob); } if (orco) BLI_ghash_insert(re->orco_hash, ob, orco); } return orco; } static void set_object_orco(Render *re, void *ob, float *orco) { if (!re->orco_hash) re->orco_hash = BLI_ghash_new(BLI_ghashutil_ptrhash, BLI_ghashutil_ptrcmp); BLI_ghash_insert(re->orco_hash, ob, orco); } static void free_mesh_orco_hash(Render *re) { if (re->orco_hash) { BLI_ghash_free(re->orco_hash, NULL, (GHashValFreeFP)MEM_freeN); re->orco_hash = NULL; } } static void flag_render_node_material(Render *re, bNodeTree *ntree) { bNode *node; for(node=ntree->nodes.first; node; node= node->next) { if(node->id) { if(GS(node->id->name)==ID_MA) { Material *ma= (Material *)node->id; if((ma->mode & MA_TRANSP) && (ma->mode & MA_ZTRANSP)) re->flag |= R_ZTRA; ma->flag |= MA_IS_USED; } else if(node->type==NODE_GROUP) flag_render_node_material(re, (bNodeTree *)node->id); } } } static Material *give_render_material(Render *re, Object *ob, int nr) { extern Material defmaterial; /* material.c */ Material *ma; ma= give_current_material(ob, nr); if(ma==NULL) ma= &defmaterial; if(re->r.mode & R_SPEED) ma->texco |= NEED_UV; if(ma->material_type == MA_TYPE_VOLUME) ma->mode |= MA_TRANSP; if((ma->mode & MA_TRANSP) && (ma->mode & MA_ZTRANSP)) re->flag |= R_ZTRA; /* for light groups */ ma->flag |= MA_IS_USED; if(ma->nodetree && ma->use_nodes) flag_render_node_material(re, ma->nodetree); return ma; } /* ------------------------------------------------------------------------- */ /* Particles */ /* ------------------------------------------------------------------------- */ typedef struct ParticleStrandData { struct MCol *mcol; float *orco, *uvco, *surfnor; float time, adapt_angle, adapt_pix, size; int totuv, totcol; int first, line, adapt, override_uv; } ParticleStrandData; /* future thread problem... */ static void static_particle_strand(Render *re, ObjectRen *obr, Material *ma, ParticleStrandData *sd, float *vec, float *vec1) { static VertRen *v1= NULL, *v2= NULL; VlakRen *vlr= NULL; float nor[3], cross[3], crosslen, w, dx, dy, width; static float anor[3], avec[3]; int flag, i; static int second=0; VecSubf(nor, vec, vec1); Normalize(nor); // nor needed as tangent Crossf(cross, vec, nor); /* turn cross in pixelsize */ w= vec[2]*re->winmat[2][3] + re->winmat[3][3]; dx= re->winx*cross[0]*re->winmat[0][0]; dy= re->winy*cross[1]*re->winmat[1][1]; w= sqrt(dx*dx + dy*dy)/w; if(w!=0.0f) { float fac; if(ma->strand_ease!=0.0f) { if(ma->strand_ease<0.0f) fac= pow(sd->time, 1.0+ma->strand_ease); else fac= pow(sd->time, 1.0/(1.0f-ma->strand_ease)); } else fac= sd->time; width= ((1.0f-fac)*ma->strand_sta + (fac)*ma->strand_end); /* use actual Blender units for strand width and fall back to minimum width */ if(ma->mode & MA_STR_B_UNITS){ crosslen= VecLength(cross); w= 2.0f*crosslen*ma->strand_min/w; if(width < w) width= w; /*cross is the radius of the strand so we want it to be half of full width */ VecMulf(cross,0.5/crosslen); } else width/=w; VecMulf(cross, width); } else width= 1.0f; if(ma->mode & MA_TANGENT_STR) flag= R_SMOOTH|R_NOPUNOFLIP|R_TANGENT; else flag= R_SMOOTH; /* only 1 pixel wide strands filled in as quads now, otherwise zbuf errors */ if(ma->strand_sta==1.0f) flag |= R_STRAND; /* single face line */ if(sd->line) { vlr= RE_findOrAddVlak(obr, obr->totvlak++); vlr->flag= flag; vlr->v1= RE_findOrAddVert(obr, obr->totvert++); vlr->v2= RE_findOrAddVert(obr, obr->totvert++); vlr->v3= RE_findOrAddVert(obr, obr->totvert++); vlr->v4= RE_findOrAddVert(obr, obr->totvert++); VECCOPY(vlr->v1->co, vec); VecAddf(vlr->v1->co, vlr->v1->co, cross); VECCOPY(vlr->v1->n, nor); vlr->v1->orco= sd->orco; vlr->v1->accum= -1.0f; // accum abuse for strand texco VECCOPY(vlr->v2->co, vec); VecSubf(vlr->v2->co, vlr->v2->co, cross); VECCOPY(vlr->v2->n, nor); vlr->v2->orco= sd->orco; vlr->v2->accum= vlr->v1->accum; VECCOPY(vlr->v4->co, vec1); VecAddf(vlr->v4->co, vlr->v4->co, cross); VECCOPY(vlr->v4->n, nor); vlr->v4->orco= sd->orco; vlr->v4->accum= 1.0f; // accum abuse for strand texco VECCOPY(vlr->v3->co, vec1); VecSubf(vlr->v3->co, vlr->v3->co, cross); VECCOPY(vlr->v3->n, nor); vlr->v3->orco= sd->orco; vlr->v3->accum= vlr->v4->accum; CalcNormFloat4(vlr->v4->co, vlr->v3->co, vlr->v2->co, vlr->v1->co, vlr->n); vlr->mat= ma; vlr->ec= ME_V2V3; if(sd->surfnor) { float *snor= RE_vlakren_get_surfnor(obr, vlr, 1); VECCOPY(snor, sd->surfnor); } if(sd->uvco){ for(i=0; itotuv; i++){ MTFace *mtf; mtf=RE_vlakren_get_tface(obr,vlr,i,NULL,1); mtf->uv[0][0]=mtf->uv[1][0]= mtf->uv[2][0]=mtf->uv[3][0]=(sd->uvco+2*i)[0]; mtf->uv[0][1]=mtf->uv[1][1]= mtf->uv[2][1]=mtf->uv[3][1]=(sd->uvco+2*i)[1]; } if(sd->override_uv>=0){ MTFace *mtf; mtf=RE_vlakren_get_tface(obr,vlr,sd->override_uv,NULL,0); mtf->uv[0][0]=mtf->uv[3][0]=0.0f; mtf->uv[1][0]=mtf->uv[2][0]=1.0f; mtf->uv[0][1]=mtf->uv[1][1]=0.0f; mtf->uv[2][1]=mtf->uv[3][1]=1.0f; } } if(sd->mcol){ for(i=0; itotcol; i++){ MCol *mc; mc=RE_vlakren_get_mcol(obr,vlr,i,NULL,1); mc[0]=mc[1]=mc[2]=mc[3]=sd->mcol[i]; mc[0]=mc[1]=mc[2]=mc[3]=sd->mcol[i]; } } } /* first two vertices of a strand */ else if(sd->first) { if(sd->adapt){ VECCOPY(anor, nor); VECCOPY(avec, vec); second=1; } v1= RE_findOrAddVert(obr, obr->totvert++); v2= RE_findOrAddVert(obr, obr->totvert++); VECCOPY(v1->co, vec); VecAddf(v1->co, v1->co, cross); VECCOPY(v1->n, nor); v1->orco= sd->orco; v1->accum= -1.0f; // accum abuse for strand texco VECCOPY(v2->co, vec); VecSubf(v2->co, v2->co, cross); VECCOPY(v2->n, nor); v2->orco= sd->orco; v2->accum= v1->accum; } /* more vertices & faces to strand */ else { if(sd->adapt==0 || second){ vlr= RE_findOrAddVlak(obr, obr->totvlak++); vlr->flag= flag; vlr->v1= v1; vlr->v2= v2; vlr->v3= RE_findOrAddVert(obr, obr->totvert++); vlr->v4= RE_findOrAddVert(obr, obr->totvert++); v1= vlr->v4; // cycle v2= vlr->v3; // cycle if(sd->adapt){ second=0; VECCOPY(anor,nor); VECCOPY(avec,vec); } } else if(sd->adapt){ float dvec[3],pvec[3]; VecSubf(dvec,avec,vec); Projf(pvec,dvec,vec); VecSubf(dvec,dvec,pvec); w= vec[2]*re->winmat[2][3] + re->winmat[3][3]; dx= re->winx*dvec[0]*re->winmat[0][0]/w; dy= re->winy*dvec[1]*re->winmat[1][1]/w; w= sqrt(dx*dx + dy*dy); if(Inpf(anor,nor)adapt_angle && w>sd->adapt_pix){ vlr= RE_findOrAddVlak(obr, obr->totvlak++); vlr->flag= flag; vlr->v1= v1; vlr->v2= v2; vlr->v3= RE_findOrAddVert(obr, obr->totvert++); vlr->v4= RE_findOrAddVert(obr, obr->totvert++); v1= vlr->v4; // cycle v2= vlr->v3; // cycle VECCOPY(anor,nor); VECCOPY(avec,vec); } else{ vlr= RE_findOrAddVlak(obr, obr->totvlak-1); } } VECCOPY(vlr->v4->co, vec); VecAddf(vlr->v4->co, vlr->v4->co, cross); VECCOPY(vlr->v4->n, nor); vlr->v4->orco= sd->orco; vlr->v4->accum= -1.0f + 2.0f*sd->time; // accum abuse for strand texco VECCOPY(vlr->v3->co, vec); VecSubf(vlr->v3->co, vlr->v3->co, cross); VECCOPY(vlr->v3->n, nor); vlr->v3->orco= sd->orco; vlr->v3->accum= vlr->v4->accum; CalcNormFloat4(vlr->v4->co, vlr->v3->co, vlr->v2->co, vlr->v1->co, vlr->n); vlr->mat= ma; vlr->ec= ME_V2V3; if(sd->surfnor) { float *snor= RE_vlakren_get_surfnor(obr, vlr, 1); VECCOPY(snor, sd->surfnor); } if(sd->uvco){ for(i=0; itotuv; i++){ MTFace *mtf; mtf=RE_vlakren_get_tface(obr,vlr,i,NULL,1); mtf->uv[0][0]=mtf->uv[1][0]= mtf->uv[2][0]=mtf->uv[3][0]=(sd->uvco+2*i)[0]; mtf->uv[0][1]=mtf->uv[1][1]= mtf->uv[2][1]=mtf->uv[3][1]=(sd->uvco+2*i)[1]; } if(sd->override_uv>=0){ MTFace *mtf; mtf=RE_vlakren_get_tface(obr,vlr,sd->override_uv,NULL,0); mtf->uv[0][0]=mtf->uv[3][0]=0.0f; mtf->uv[1][0]=mtf->uv[2][0]=1.0f; mtf->uv[0][1]=mtf->uv[1][1]=(vlr->v1->accum+1.0f)/2.0f; mtf->uv[2][1]=mtf->uv[3][1]=(vlr->v3->accum+1.0f)/2.0f; } } if(sd->mcol){ for(i=0; itotcol; i++){ MCol *mc; mc=RE_vlakren_get_mcol(obr,vlr,i,NULL,1); mc[0]=mc[1]=mc[2]=mc[3]=sd->mcol[i]; mc[0]=mc[1]=mc[2]=mc[3]=sd->mcol[i]; } } } } static void static_particle_wire(ObjectRen *obr, Material *ma, float *vec, float *vec1, int first, int line) { VlakRen *vlr; static VertRen *v1; if(line) { vlr= RE_findOrAddVlak(obr, obr->totvlak++); vlr->v1= RE_findOrAddVert(obr, obr->totvert++); vlr->v2= RE_findOrAddVert(obr, obr->totvert++); vlr->v3= vlr->v2; vlr->v4= NULL; VECCOPY(vlr->v1->co, vec); VECCOPY(vlr->v2->co, vec1); VecSubf(vlr->n, vec, vec1); Normalize(vlr->n); VECCOPY(vlr->v1->n, vlr->n); VECCOPY(vlr->v2->n, vlr->n); vlr->mat= ma; vlr->ec= ME_V1V2; } else if(first) { v1= RE_findOrAddVert(obr, obr->totvert++); VECCOPY(v1->co, vec); } else { vlr= RE_findOrAddVlak(obr, obr->totvlak++); vlr->v1= v1; vlr->v2= RE_findOrAddVert(obr, obr->totvert++); vlr->v3= vlr->v2; vlr->v4= NULL; v1= vlr->v2; // cycle VECCOPY(v1->co, vec); VecSubf(vlr->n, vec, vec1); Normalize(vlr->n); VECCOPY(v1->n, vlr->n); vlr->mat= ma; vlr->ec= ME_V1V2; } } static void particle_curve(Render *re, ObjectRen *obr, DerivedMesh *dm, Material *ma, ParticleStrandData *sd, float *loc, float *loc1, int seed) { HaloRen *har=0; if(ma->material_type == MA_TYPE_WIRE) static_particle_wire(obr, ma, loc, loc1, sd->first, sd->line); else if(ma->material_type == MA_TYPE_HALO) { har= RE_inithalo_particle(re, obr, dm, ma, loc, loc1, sd->orco, sd->uvco, sd->size, 1.0, seed); if(har) har->lay= obr->ob->lay; } else static_particle_strand(re, obr, ma, sd, loc, loc1); } static void particle_billboard(Render *re, ObjectRen *obr, Material *ma, ParticleBillboardData *bb) { VlakRen *vlr; MTFace *mtf; float xvec[3], yvec[3], zvec[3], bb_center[3]; float uvx = 0.0f, uvy = 0.0f, uvdx = 1.0f, uvdy = 1.0f, time = 0.0f; vlr= RE_findOrAddVlak(obr, obr->totvlak++); vlr->v1= RE_findOrAddVert(obr, obr->totvert++); vlr->v2= RE_findOrAddVert(obr, obr->totvert++); vlr->v3= RE_findOrAddVert(obr, obr->totvert++); vlr->v4= RE_findOrAddVert(obr, obr->totvert++); psys_make_billboard(bb, xvec, yvec, zvec, bb_center); VECADD(vlr->v1->co, bb_center, xvec); VECADD(vlr->v1->co, vlr->v1->co, yvec); Mat4MulVecfl(re->viewmat, vlr->v1->co); VECSUB(vlr->v2->co, bb_center, xvec); VECADD(vlr->v2->co, vlr->v2->co, yvec); Mat4MulVecfl(re->viewmat, vlr->v2->co); VECSUB(vlr->v3->co, bb_center, xvec); VECSUB(vlr->v3->co, vlr->v3->co, yvec); Mat4MulVecfl(re->viewmat, vlr->v3->co); VECADD(vlr->v4->co, bb_center, xvec); VECSUB(vlr->v4->co, vlr->v4->co, yvec); Mat4MulVecfl(re->viewmat, vlr->v4->co); CalcNormFloat4(vlr->v4->co, vlr->v3->co, vlr->v2->co, vlr->v1->co, vlr->n); VECCOPY(vlr->v1->n,vlr->n); VECCOPY(vlr->v2->n,vlr->n); VECCOPY(vlr->v3->n,vlr->n); VECCOPY(vlr->v4->n,vlr->n); vlr->mat= ma; vlr->ec= ME_V2V3; if(bb->uv_split > 1){ uvdx = uvdy = 1.0f / (float)bb->uv_split; if(bb->anim == PART_BB_ANIM_TIME) { if(bb->split_offset == PART_BB_OFF_NONE) time = bb->time; else if(bb->split_offset == PART_BB_OFF_LINEAR) time = (float)fmod(bb->time + (float)bb->num / (float)(bb->uv_split * bb->uv_split), 1.0f); else /* split_offset==PART_BB_OFF_RANDOM */ time = (float)fmod(bb->time + bb->random, 1.0f); } else if(bb->anim == PART_BB_ANIM_ANGLE) { if(bb->align == PART_BB_VIEW) { time = (float)fmod((bb->tilt + 1.0f) / 2.0f, 1.0); } else{ float axis1[3] = {0.0f,0.0f,0.0f}; float axis2[3] = {0.0f,0.0f,0.0f}; axis1[(bb->align + 1) % 3] = 1.0f; axis2[(bb->align + 2) % 3] = 1.0f; if(bb->lock == 0) { zvec[bb->align] = 0.0f; Normalize(zvec); } time = saacos(Inpf(zvec, axis1)) / (float)M_PI; if(Inpf(zvec, axis2) < 0.0f) time = 1.0f - time / 2.0f; else time = time / 2.0f; } if(bb->split_offset == PART_BB_OFF_LINEAR) time = (float)fmod(bb->time + (float)bb->num / (float)(bb->uv_split * bb->uv_split), 1.0f); else if(bb->split_offset == PART_BB_OFF_RANDOM) time = (float)fmod(bb->time + bb->random, 1.0f); } else{ if(bb->split_offset == PART_BB_OFF_NONE) time = 0.0f; else if(bb->split_offset == PART_BB_OFF_LINEAR) time = (float)fmod((float)bb->num /(float)(bb->uv_split * bb->uv_split) , 1.0f); else /* split_offset==PART_BB_OFF_RANDOM */ time = bb->random; } uvx = uvdx * floor((float)(bb->uv_split * bb->uv_split) * (float)fmod((double)time, (double)uvdx)); uvy = uvdy * floor((1.0f - time) * (float)bb->uv_split); if(fmod(time, 1.0f / bb->uv_split) == 0.0f) uvy -= uvdy; } /* normal UVs */ if(bb->uv[0] >= 0){ mtf = RE_vlakren_get_tface(obr, vlr, bb->uv[0], NULL, 1); mtf->uv[0][0] = 1.0f; mtf->uv[0][1] = 1.0f; mtf->uv[1][0] = 0.0f; mtf->uv[1][1] = 1.0f; mtf->uv[2][0] = 0.0f; mtf->uv[2][1] = 0.0f; mtf->uv[3][0] = 1.0f; mtf->uv[3][1] = 0.0f; } /* time-index UVs */ if(bb->uv[1] >= 0){ mtf = RE_vlakren_get_tface(obr, vlr, bb->uv[1], NULL, 1); mtf->uv[0][0] = mtf->uv[1][0] = mtf->uv[2][0] = mtf->uv[3][0] = bb->time; mtf->uv[0][1] = mtf->uv[1][1] = mtf->uv[2][1] = mtf->uv[3][1] = (float)bb->num/(float)bb->totnum; } /* split UVs */ if(bb->uv_split > 1 && bb->uv[2] >= 0){ mtf = RE_vlakren_get_tface(obr, vlr, bb->uv[2], NULL, 1); mtf->uv[0][0] = uvx + uvdx; mtf->uv[0][1] = uvy + uvdy; mtf->uv[1][0] = uvx; mtf->uv[1][1] = uvy + uvdy; mtf->uv[2][0] = uvx; mtf->uv[2][1] = uvy; mtf->uv[3][0] = uvx + uvdx; mtf->uv[3][1] = uvy; } } static void particle_normal_ren(short ren_as, ParticleSettings *part, Render *re, ObjectRen *obr, DerivedMesh *dm, Material *ma, ParticleStrandData *sd, ParticleBillboardData *bb, ParticleKey *state, int seed, float hasize) { float loc[3], loc0[3], loc1[3], vel[3]; VECCOPY(loc, state->co); if(ren_as != PART_DRAW_BB) Mat4MulVecfl(re->viewmat, loc); switch(ren_as) { case PART_DRAW_LINE: sd->line = 1; sd->time = 0.0f; sd->size = hasize; VECCOPY(vel, state->vel); Mat4Mul3Vecfl(re->viewmat, vel); Normalize(vel); if(part->draw & PART_DRAW_VEL_LENGTH) VecMulf(vel, VecLength(state->vel)); VECADDFAC(loc0, loc, vel, -part->draw_line[0]); VECADDFAC(loc1, loc, vel, part->draw_line[1]); particle_curve(re, obr, dm, ma, sd, loc0, loc1, seed); break; case PART_DRAW_BB: VECCOPY(bb->vec, loc); VECCOPY(bb->vel, state->vel); particle_billboard(re, obr, ma, bb); break; default: { HaloRen *har=0; har = RE_inithalo_particle(re, obr, dm, ma, loc, NULL, sd->orco, sd->uvco, hasize, 0.0, seed); if(har) har->lay= obr->ob->lay; break; } } } static void get_particle_uvco_mcol(short from, DerivedMesh *dm, float *fuv, int num, ParticleStrandData *sd) { int i; /* get uvco */ if(sd->uvco && ELEM(from,PART_FROM_FACE,PART_FROM_VOLUME)) { for(i=0; itotuv; i++) { if(num != DMCACHE_NOTFOUND) { MFace *mface = dm->getFaceData(dm, num, CD_MFACE); MTFace *mtface = (MTFace*)CustomData_get_layer_n(&dm->faceData, CD_MTFACE, i); mtface += num; psys_interpolate_uvs(mtface, mface->v4, fuv, sd->uvco + 2 * i); } else { sd->uvco[2*i] = 0.0f; sd->uvco[2*i + 1] = 0.0f; } } } /* get mcol */ if(sd->mcol && ELEM(from,PART_FROM_FACE,PART_FROM_VOLUME)) { for(i=0; itotcol; i++) { if(num != DMCACHE_NOTFOUND) { MFace *mface = dm->getFaceData(dm, num, CD_MFACE); MCol *mc = (MCol*)CustomData_get_layer_n(&dm->faceData, CD_MCOL, i); mc += num * 4; psys_interpolate_mcol(mc, mface->v4, fuv, sd->mcol + i); } else memset(&sd->mcol[i], 0, sizeof(MCol)); } } } static int render_new_particle_system(Render *re, ObjectRen *obr, ParticleSystem *psys, int timeoffset) { Object *ob= obr->ob; // Object *tob=0; Material *ma=0; ParticleSystemModifierData *psmd; ParticleSystem *tpsys=0; ParticleSettings *part, *tpart=0; ParticleData *pars, *pa=0,*tpa=0; ParticleKey *states=0; ParticleKey state; ParticleCacheKey *cache=0; ParticleBillboardData bb; ParticleSimulationData sim = {re->scene, ob, psys, NULL}; ParticleStrandData sd; StrandBuffer *strandbuf=0; StrandVert *svert=0; StrandBound *sbound= 0; StrandRen *strand=0; RNG *rng= 0; float loc[3],loc1[3],loc0[3],mat[4][4],nmat[3][3],co[3],nor[3],time; float strandlen=0.0f, curlen=0.0f; float hasize, pa_size, r_tilt, r_length, cfra=bsystem_time(re->scene, ob, (float)re->scene->r.cfra, 0.0); float pa_time, pa_birthtime, pa_dietime; float random, simplify[2]; int i, a, k, max_k=0, totpart, dosimplify = 0, dosurfacecache = 0; int totchild=0; int seed, path_nbr=0, orco1=0, num; int totface, *origindex = 0; char **uv_name=0; /* 1. check that everything is ok & updated */ if(psys==NULL) return 0; totchild=psys->totchild; part=psys->part; pars=psys->particles; if(part==NULL || pars==NULL || !psys_check_enabled(ob, psys)) return 0; if(part->ren_as==PART_DRAW_OB || part->ren_as==PART_DRAW_GR || part->ren_as==PART_DRAW_NOT) return 1; /* 2. start initialising things */ /* last possibility to bail out! */ sim.psmd = psmd = psys_get_modifier(ob,psys); if(!(psmd->modifier.mode & eModifierMode_Render)) return 0; if(part->phystype==PART_PHYS_KEYED) psys_count_keyed_targets(&sim); if(G.rendering == 0) { /* preview render */ totchild = (int)((float)totchild * (float)part->disp / 100.0f); } psys->flag |= PSYS_DRAWING; rng= rng_new(psys->seed); totpart=psys->totpart; memset(&sd, 0, sizeof(ParticleStrandData)); sd.override_uv = -1; /* 2.1 setup material stff */ ma= give_render_material(re, ob, part->omat); #if 0 // XXX old animation system if(ma->ipo){ calc_ipo(ma->ipo, cfra); execute_ipo((ID *)ma, ma->ipo); } #endif // XXX old animation system hasize = ma->hasize; seed = ma->seed1; re->flag |= R_HALO; RE_set_customdata_names(obr, &psmd->dm->faceData); sd.totuv = CustomData_number_of_layers(&psmd->dm->faceData, CD_MTFACE); sd.totcol = CustomData_number_of_layers(&psmd->dm->faceData, CD_MCOL); if(ma->texco & TEXCO_UV && sd.totuv) { sd.uvco = MEM_callocN(sd.totuv * 2 * sizeof(float), "particle_uvs"); if(ma->strand_uvname[0]) { sd.override_uv = CustomData_get_named_layer_index(&psmd->dm->faceData, CD_MTFACE, ma->strand_uvname); sd.override_uv -= CustomData_get_layer_index(&psmd->dm->faceData, CD_MTFACE); } } else sd.uvco = NULL; if(sd.totcol) sd.mcol = MEM_callocN(sd.totcol * sizeof(MCol), "particle_mcols"); /* 2.2 setup billboards */ if(part->ren_as == PART_DRAW_BB) { int first_uv = CustomData_get_layer_index(&psmd->dm->faceData, CD_MTFACE); bb.uv[0] = CustomData_get_named_layer_index(&psmd->dm->faceData, CD_MTFACE, psys->bb_uvname[0]); if(bb.uv[0] < 0) bb.uv[0] = CustomData_get_active_layer_index(&psmd->dm->faceData, CD_MTFACE); bb.uv[1] = CustomData_get_named_layer_index(&psmd->dm->faceData, CD_MTFACE, psys->bb_uvname[1]); bb.uv[2] = CustomData_get_named_layer_index(&psmd->dm->faceData, CD_MTFACE, psys->bb_uvname[2]); if(first_uv >= 0) { bb.uv[0] -= first_uv; bb.uv[1] -= first_uv; bb.uv[2] -= first_uv; } bb.align = part->bb_align; bb.anim = part->bb_anim; bb.lock = part->draw & PART_DRAW_BB_LOCK; bb.ob = (part->bb_ob ? part->bb_ob : re->scene->camera); bb.offset[0] = part->bb_offset[0]; bb.offset[1] = part->bb_offset[1]; bb.split_offset = part->bb_split_offset; bb.totnum = totpart+totchild; bb.uv_split = part->bb_uv_split; } #if 0 // XXX old animation system /* 2.3 setup time */ if(part->flag&PART_ABS_TIME && part->ipo) { calc_ipo(part->ipo, cfra); execute_ipo((ID *)part, part->ipo); } if(part->flag & PART_GLOB_TIME) #endif // XXX old animation system cfra = bsystem_time(re->scene, 0, (float)re->scene->r.cfra, 0.0); ///* 2.4 setup reactors */ // if(part->type == PART_REACTOR){ // psys_get_reactor_target(ob, psys, &tob, &tpsys); // if(tpsys && (part->from==PART_FROM_PARTICLE || part->phystype==PART_PHYS_NO)){ // psmd = psys_get_modifier(tob,tpsys); // tpart = tpsys->part; // } // } /* 2.5 setup matrices */ Mat4MulMat4(mat, ob->obmat, re->viewmat); Mat4Invert(ob->imat, mat); /* need to be that way, for imat texture */ Mat3CpyMat4(nmat, ob->imat); Mat3Transp(nmat); /* 2.6 setup strand rendering */ if(part->ren_as == PART_DRAW_PATH && psys->pathcache){ path_nbr=(int)pow(2.0,(double) part->ren_step); if(path_nbr) { if(!ELEM(ma->material_type, MA_TYPE_HALO, MA_TYPE_WIRE)) { sd.orco = MEM_mallocN(3*sizeof(float)*(totpart+totchild), "particle orcos"); set_object_orco(re, psys, sd.orco); } } if(part->draw & PART_DRAW_REN_ADAPT) { sd.adapt = 1; sd.adapt_pix = (float)part->adapt_pix; sd.adapt_angle = cos((float)part->adapt_angle * (float)(M_PI / 180.0)); } if(re->r.renderer==R_INTERN && part->draw&PART_DRAW_REN_STRAND) { strandbuf= RE_addStrandBuffer(obr, (totpart+totchild)*(path_nbr+1)); strandbuf->ma= ma; strandbuf->lay= ob->lay; Mat4CpyMat4(strandbuf->winmat, re->winmat); strandbuf->winx= re->winx; strandbuf->winy= re->winy; strandbuf->maxdepth= 2; strandbuf->adaptcos= cos((float)part->adapt_angle*(float)(M_PI/180.0)); strandbuf->overrideuv= sd.override_uv; strandbuf->minwidth= ma->strand_min; if(ma->strand_widthfade == 0.0f) strandbuf->widthfade= 0.0f; else if(ma->strand_widthfade >= 1.0f) strandbuf->widthfade= 2.0f - ma->strand_widthfade; else strandbuf->widthfade= 1.0f/MAX2(ma->strand_widthfade, 1e-5f); if(part->flag & PART_HAIR_BSPLINE) strandbuf->flag |= R_STRAND_BSPLINE; if(ma->mode & MA_STR_B_UNITS) strandbuf->flag |= R_STRAND_B_UNITS; svert= strandbuf->vert; if(re->r.mode & R_SPEED) dosurfacecache= 1; else if((re->wrld.mode & WO_AMB_OCC) && (re->wrld.ao_gather_method == WO_AOGATHER_APPROX)) if(ma->amb != 0.0f) dosurfacecache= 1; totface= psmd->dm->getNumFaces(psmd->dm); origindex= psmd->dm->getFaceDataArray(psmd->dm, CD_ORIGINDEX); if(origindex) { for(a=0; atotbound= MAX2(strandbuf->totbound, origindex[a]); strandbuf->totbound++; } strandbuf->totbound++; strandbuf->bound= MEM_callocN(sizeof(StrandBound)*strandbuf->totbound, "StrandBound"); sbound= strandbuf->bound; sbound->start= sbound->end= 0; } } if(sd.orco == 0) { sd.orco = MEM_mallocN(3 * sizeof(float), "particle orco"); orco1 = 1; } if(path_nbr == 0) psys->lattice = psys_get_lattice(&sim); /* 3. start creating renderable things */ for(a=0,pa=pars; aflag & PARS_UNEXIST) continue; pa_time=(cfra-pa->time)/pa->lifetime; pa_birthtime = pa->time; pa_dietime = pa->dietime; #if 0 // XXX old animation system if((part->flag&PART_ABS_TIME) == 0){ if(ma->ipo) { /* correction for lifetime */ calc_ipo(ma->ipo, 100.0f * pa_time); execute_ipo((ID *)ma, ma->ipo); } if(part->ipo){ /* correction for lifetime */ calc_ipo(part->ipo, 100.0f*pa_time); execute_ipo((ID *)part, part->ipo); } } #endif // XXX old animation system hasize = ma->hasize; /* get orco */ if(tpsys && (part->from==PART_FROM_PARTICLE || part->phystype==PART_PHYS_NO)){ tpa=tpsys->particles+pa->num; psys_particle_on_emitter(psmd,tpart->from,tpa->num,pa->num_dmcache,tpa->fuv,tpa->foffset,co,nor,0,0,sd.orco,0); } else psys_particle_on_emitter(psmd,part->from,pa->num,pa->num_dmcache,pa->fuv,pa->foffset,co,nor,0,0,sd.orco,0); /* get uvco & mcol */ num= pa->num_dmcache; if(num == DMCACHE_NOTFOUND) if(pa->num < psmd->dm->getNumFaces(psmd->dm)) num= pa->num; get_particle_uvco_mcol(part->from, psmd->dm, pa->fuv, num, &sd); pa_size = pa->size; BLI_srandom(psys->seed+a); r_tilt = 2.0f*(BLI_frand() - 0.5f); r_length = BLI_frand(); if(path_nbr) { cache = psys->pathcache[a]; max_k = (int)cache->steps; } if(totchild && (part->draw&PART_DRAW_PARENT)==0) continue; } else { ChildParticle *cpa= psys->child+a-totpart; if(path_nbr) { cache = psys->childcache[a-totpart]; if(cache->steps < 0) continue; max_k = (int)cache->steps; } pa_time = psys_get_child_time(psys, cpa, cfra, &pa_birthtime, &pa_dietime); #if 0 // XXX old animation system if((part->flag & PART_ABS_TIME) == 0) { if(ma->ipo){ /* correction for lifetime */ calc_ipo(ma->ipo, 100.0f * pa_time); execute_ipo((ID *)ma, ma->ipo); } if(part->ipo) { /* correction for lifetime */ calc_ipo(part->ipo, 100.0f * pa_time); execute_ipo((ID *)part, part->ipo); } } #endif // XXX old animation system pa_size = psys_get_child_size(psys, cpa, cfra, &pa_time); r_tilt = 2.0f*(PSYS_FRAND(a + 21) - 0.5f); r_length = PSYS_FRAND(a + 22); num = cpa->num; /* get orco */ if(part->childtype == PART_CHILD_FACES) { psys_particle_on_emitter(psmd, PART_FROM_FACE, cpa->num,DMCACHE_ISCHILD, cpa->fuv,cpa->foffset,co,nor,0,0,sd.orco,0); } else { ParticleData *par = psys->particles + cpa->parent; psys_particle_on_emitter(psmd, part->from, par->num,DMCACHE_ISCHILD,par->fuv, par->foffset,co,nor,0,0,sd.orco,0); } /* get uvco & mcol */ if(part->from!=PART_FROM_PARTICLE && part->childtype==PART_CHILD_FACES) { get_particle_uvco_mcol(PART_FROM_FACE, psmd->dm, cpa->fuv, cpa->num, &sd); } else { ParticleData *parent = psys->particles + cpa->parent; num = parent->num_dmcache; if(num == DMCACHE_NOTFOUND) if(parent->num < psmd->dm->getNumFaces(psmd->dm)) num = parent->num; get_particle_uvco_mcol(part->from, psmd->dm, parent->fuv, num, &sd); } dosimplify = psys_render_simplify_params(psys, cpa, simplify); if(strandbuf) { if(origindex[cpa->num]+1 > sbound - strandbuf->bound) { sbound= strandbuf->bound + origindex[cpa->num]+1; sbound->start= sbound->end= obr->totstrand; } } } /* surface normal shading setup */ if(ma->mode_l & MA_STR_SURFDIFF) { Mat3MulVecfl(nmat, nor); sd.surfnor= nor; } else sd.surfnor= NULL; /* strand render setup */ if(strandbuf) { strand= RE_findOrAddStrand(obr, obr->totstrand++); strand->buffer= strandbuf; strand->vert= svert; VECCOPY(strand->orco, sd.orco); if(dosimplify) { float *ssimplify= RE_strandren_get_simplify(obr, strand, 1); ssimplify[0]= simplify[0]; ssimplify[1]= simplify[1]; } if(sd.surfnor) { float *snor= RE_strandren_get_surfnor(obr, strand, 1); VECCOPY(snor, sd.surfnor); } if(dosurfacecache && num >= 0) { int *facenum= RE_strandren_get_face(obr, strand, 1); *facenum= num; } if(sd.uvco) { for(i=0; iend++; } /* strandco computation setup */ if(path_nbr) { strandlen= 0.0f; curlen= 0.0f; for(k=1; k<=path_nbr; k++) if(k<=max_k) strandlen += VecLenf((cache+k-1)->co, (cache+k)->co); } if(path_nbr) { /* render strands */ for(k=0; k<=path_nbr; k++){ if(k<=max_k){ VECCOPY(state.co,(cache+k)->co); VECCOPY(state.vel,(cache+k)->vel); } else continue; if(k > 0) curlen += VecLenf((cache+k-1)->co, (cache+k)->co); time= curlen/strandlen; VECCOPY(loc,state.co); Mat4MulVecfl(re->viewmat,loc); if(strandbuf) { VECCOPY(svert->co, loc); svert->strandco= -1.0f + 2.0f*time; svert++; strand->totvert++; } else{ sd.size = hasize; if(k==1){ sd.first = 1; sd.time = 0.0f; VECSUB(loc0,loc1,loc); VECADD(loc0,loc1,loc0); particle_curve(re, obr, psmd->dm, ma, &sd, loc1, loc0, seed); } sd.first = 0; sd.time = time; if(k) particle_curve(re, obr, psmd->dm, ma, &sd, loc, loc1, seed); VECCOPY(loc1,loc); } } } else { /* render normal particles */ if(part->trail_count > 1) { float length = part->path_end * (1.0 - part->randlength * r_length); int trail_count = part->trail_count * (1.0 - part->randlength * r_length); float ct = (part->draw & PART_ABS_PATH_TIME) ? cfra : pa_time; float dt = length / (trail_count ? (float)trail_count : 1.0f); for(i=0; i < trail_count; i++, ct -= dt) { if(part->draw & PART_ABS_PATH_TIME) { if(ct < pa_birthtime || ct > pa_dietime) continue; } else if(ct < 0.0f || ct > 1.0f) continue; state.time = (part->draw & PART_ABS_PATH_TIME) ? -ct : ct; psys_get_particle_on_path(&sim,a,&state,1); if(psys->parent) Mat4MulVecfl(psys->parent->obmat, state.co); if(part->ren_as == PART_DRAW_BB) { bb.random = random; bb.size = pa_size; bb.tilt = part->bb_tilt * (1.0f - part->bb_rand_tilt * r_tilt); bb.time = ct; bb.num = a; } particle_normal_ren(part->ren_as, part, re, obr, psmd->dm, ma, &sd, &bb, &state, seed, hasize); } } else { time=0.0f; state.time=cfra; if(psys_get_particle_state(&sim,a,&state,0)==0) continue; if(psys->parent) Mat4MulVecfl(psys->parent->obmat, state.co); if(part->ren_as == PART_DRAW_BB) { bb.random = random; bb.size = pa_size; bb.tilt = part->bb_tilt * (1.0f - part->bb_rand_tilt * r_tilt); bb.time = pa_time; bb.num = a; } particle_normal_ren(part->ren_as, part, re, obr, psmd->dm, ma, &sd, &bb, &state, seed, hasize); } } if(orco1==0) sd.orco+=3; if(re->test_break(re->tbh)) break; } if(dosurfacecache) strandbuf->surface= cache_strand_surface(re, obr, psmd->dm, mat, timeoffset); /* 4. clean up */ #if 0 // XXX old animation system if(ma) do_mat_ipo(re->scene, ma); #endif // XXX old animation system if(orco1) MEM_freeN(sd.orco); if(sd.uvco) MEM_freeN(sd.uvco); if(sd.mcol) MEM_freeN(sd.mcol); if(uv_name) MEM_freeN(uv_name); if(states) MEM_freeN(states); rng_free(rng); psys->flag &= ~PSYS_DRAWING; if(psys->lattice){ end_latt_deform(psys->lattice); psys->lattice= NULL; } if(path_nbr && (ma->mode_l & MA_TANGENT_STR)==0) calc_vertexnormals(re, obr, 0, 0); return 1; } /* ------------------------------------------------------------------------- */ /* Halo's */ /* ------------------------------------------------------------------------- */ static void make_render_halos(Render *re, ObjectRen *obr, Mesh *me, int totvert, MVert *mvert, Material *ma, float *orco) { Object *ob= obr->ob; HaloRen *har; float xn, yn, zn, nor[3], view[3]; float vec[3], hasize, mat[4][4], imat[3][3]; int a, ok, seed= ma->seed1; Mat4MulMat4(mat, ob->obmat, re->viewmat); Mat3CpyMat4(imat, ob->imat); re->flag |= R_HALO; for(a=0; ahasize; VECCOPY(vec, mvert->co); Mat4MulVecfl(mat, vec); if(ma->mode & MA_HALOPUNO) { xn= mvert->no[0]; yn= mvert->no[1]; zn= mvert->no[2]; /* transpose ! */ nor[0]= imat[0][0]*xn+imat[0][1]*yn+imat[0][2]*zn; nor[1]= imat[1][0]*xn+imat[1][1]*yn+imat[1][2]*zn; nor[2]= imat[2][0]*xn+imat[2][1]*yn+imat[2][2]*zn; Normalize(nor); VECCOPY(view, vec); Normalize(view); zn= nor[0]*view[0]+nor[1]*view[1]+nor[2]*view[2]; if(zn>=0.0) hasize= 0.0; else hasize*= zn*zn*zn*zn; } if(orco) har= RE_inithalo(re, obr, ma, vec, NULL, orco, hasize, 0.0, seed); else har= RE_inithalo(re, obr, ma, vec, NULL, mvert->co, hasize, 0.0, seed); if(har) har->lay= ob->lay; } if(orco) orco+= 3; seed++; } } static int verghalo(const void *a1, const void *a2) { const HaloRen *har1= *(const HaloRen**)a1; const HaloRen *har2= *(const HaloRen**)a2; if(har1->zs < har2->zs) return 1; else if(har1->zs > har2->zs) return -1; return 0; } static void sort_halos(Render *re, int totsort) { ObjectRen *obr; HaloRen *har= NULL, **haso; int a; if(re->tothalo==0) return; re->sortedhalos= MEM_callocN(sizeof(HaloRen*)*re->tothalo, "sorthalos"); haso= re->sortedhalos; for(obr=re->objecttable.first; obr; obr=obr->next) { for(a=0; atothalo; a++) { if((a & 255)==0) har= obr->bloha[a>>8]; else har++; *(haso++)= har; } } qsort(re->sortedhalos, totsort, sizeof(HaloRen*), verghalo); } /* ------------------------------------------------------------------------- */ /* Displacement Mapping */ /* ------------------------------------------------------------------------- */ static short test_for_displace(Render *re, Object *ob) { /* return 1 when this object uses displacement textures. */ Material *ma; int i; for (i=1; i<=ob->totcol; i++) { ma=give_render_material(re, ob, i); /* ma->mapto is ORed total of all mapto channels */ if(ma && (ma->mapto & MAP_DISPLACE)) return 1; } return 0; } static void displace_render_vert(Render *re, ObjectRen *obr, ShadeInput *shi, VertRen *vr, int vindex, float *scale, float mat[][4], float imat[][3]) { MTFace *tface; short texco= shi->mat->texco; float sample=0, displace[3]; char *name; int i; /* shi->co is current render coord, just make sure at least some vector is here */ VECCOPY(shi->co, vr->co); /* vertex normal is used for textures type 'col' and 'var' */ VECCOPY(shi->vn, vr->n); if(mat) Mat4MulVecfl(mat, shi->co); if(imat) { shi->vn[0]= imat[0][0]*vr->n[0]+imat[0][1]*vr->n[1]+imat[0][2]*vr->n[2]; shi->vn[1]= imat[1][0]*vr->n[0]+imat[1][1]*vr->n[1]+imat[1][2]*vr->n[2]; shi->vn[2]= imat[2][0]*vr->n[0]+imat[2][1]*vr->n[1]+imat[2][2]*vr->n[2]; } if (texco & TEXCO_UV) { shi->totuv= 0; shi->actuv= obr->actmtface; for (i=0; (tface=RE_vlakren_get_tface(obr, shi->vlr, i, &name, 0)); i++) { ShadeInputUV *suv= &shi->uv[i]; /* shi.uv needs scale correction from tface uv */ suv->uv[0]= 2*tface->uv[vindex][0]-1.0f; suv->uv[1]= 2*tface->uv[vindex][1]-1.0f; suv->uv[2]= 0.0f; suv->name= name; shi->totuv++; } } /* set all rendercoords, 'texco' is an ORed value for all textures needed */ if ((texco & TEXCO_ORCO) && (vr->orco)) { VECCOPY(shi->lo, vr->orco); } if (texco & TEXCO_STICKY) { float *sticky= RE_vertren_get_sticky(obr, vr, 0); if(sticky) { shi->sticky[0]= sticky[0]; shi->sticky[1]= sticky[1]; shi->sticky[2]= 0.0f; } } if (texco & TEXCO_GLOB) { VECCOPY(shi->gl, shi->co); Mat4MulVecfl(re->viewinv, shi->gl); } if (texco & TEXCO_NORM) { VECCOPY(shi->orn, shi->vn); } if(texco & TEXCO_REFL) { /* not (yet?) */ } shi->displace[0]= shi->displace[1]= shi->displace[2]= 0.0; do_material_tex(shi); //printf("no=%f, %f, %f\nbefore co=%f, %f, %f\n", vr->n[0], vr->n[1], vr->n[2], //vr->co[0], vr->co[1], vr->co[2]); displace[0]= shi->displace[0] * scale[0]; displace[1]= shi->displace[1] * scale[1]; displace[2]= shi->displace[2] * scale[2]; if(mat) Mat3MulVecfl(imat, displace); /* 0.5 could become button once? */ vr->co[0] += displace[0]; vr->co[1] += displace[1]; vr->co[2] += displace[2]; //printf("after co=%f, %f, %f\n", vr->co[0], vr->co[1], vr->co[2]); /* we just don't do this vertex again, bad luck for other face using same vertex with different material... */ vr->flag |= 1; /* Pass sample back so displace_face can decide which way to split the quad */ sample = shi->displace[0]*shi->displace[0]; sample += shi->displace[1]*shi->displace[1]; sample += shi->displace[2]*shi->displace[2]; vr->accum=sample; /* Should be sqrt(sample), but I'm only looking for "bigger". Save the cycles. */ return; } static void displace_render_face(Render *re, ObjectRen *obr, VlakRen *vlr, float *scale, float mat[][4], float imat[][3]) { ShadeInput shi; /* Warning, This is not that nice, and possibly a bit slow, however some variables were not initialized properly in, unless using shade_input_initialize(...), we need to do a memset */ memset(&shi, 0, sizeof(ShadeInput)); /* end warning! - Campbell */ /* set up shadeinput struct for multitex() */ /* memset above means we dont need this */ /*shi.osatex= 0;*/ /* signal not to use dx[] and dy[] texture AA vectors */ shi.obr= obr; shi.vlr= vlr; /* current render face */ shi.mat= vlr->mat; /* current input material */ shi.thread= 0; /* Displace the verts, flag is set when done */ if (!vlr->v1->flag) displace_render_vert(re, obr, &shi, vlr->v1,0, scale, mat, imat); if (!vlr->v2->flag) displace_render_vert(re, obr, &shi, vlr->v2, 1, scale, mat, imat); if (!vlr->v3->flag) displace_render_vert(re, obr, &shi, vlr->v3, 2, scale, mat, imat); if (vlr->v4) { if (!vlr->v4->flag) displace_render_vert(re, obr, &shi, vlr->v4, 3, scale, mat, imat); /* closest in displace value. This will help smooth edges. */ if ( fabs(vlr->v1->accum - vlr->v3->accum) > fabs(vlr->v2->accum - vlr->v4->accum)) vlr->flag |= R_DIVIDE_24; else vlr->flag &= ~R_DIVIDE_24; } /* Recalculate the face normal - if flipped before, flip now */ if(vlr->v4) { CalcNormFloat4(vlr->v4->co, vlr->v3->co, vlr->v2->co, vlr->v1->co, vlr->n); } else { CalcNormFloat(vlr->v3->co, vlr->v2->co, vlr->v1->co, vlr->n); } } static void do_displacement(Render *re, ObjectRen *obr, float mat[][4], float imat[][3]) { VertRen *vr; VlakRen *vlr; // float min[3]={1e30, 1e30, 1e30}, max[3]={-1e30, -1e30, -1e30}; float scale[3]={1.0f, 1.0f, 1.0f}, temp[3];//, xn int i; //, texflag=0; Object *obt; /* Object Size with parenting */ obt=obr->ob; while(obt){ VecAddf(temp, obt->size, obt->dsize); scale[0]*=temp[0]; scale[1]*=temp[1]; scale[2]*=temp[2]; obt=obt->parent; } /* Clear all flags */ for(i=0; itotvert; i++){ vr= RE_findOrAddVert(obr, i); vr->flag= 0; } for(i=0; itotvlak; i++){ vlr=RE_findOrAddVlak(obr, i); displace_render_face(re, obr, vlr, scale, mat, imat); } /* Recalc vertex normals */ calc_vertexnormals(re, obr, 0, 0); } /* ------------------------------------------------------------------------- */ /* Metaball */ /* ------------------------------------------------------------------------- */ static void init_render_mball(Render *re, ObjectRen *obr) { Object *ob= obr->ob; DispList *dl; VertRen *ver; VlakRen *vlr, *vlr1; Material *ma; float *data, *nors, *orco, mat[4][4], imat[3][3], xn, yn, zn; int a, need_orco, vlakindex, *index; if (ob!=find_basis_mball(re->scene, ob)) return; Mat4MulMat4(mat, ob->obmat, re->viewmat); Mat4Invert(ob->imat, mat); Mat3CpyMat4(imat, ob->imat); ma= give_render_material(re, ob, 1); need_orco= 0; if(ma->texco & TEXCO_ORCO) { need_orco= 1; } makeDispListMBall(re->scene, ob); dl= ob->disp.first; if(dl==0) return; data= dl->verts; nors= dl->nors; orco= get_object_orco(re, ob); for(a=0; anr; a++, data+=3, nors+=3, orco+=3) { ver= RE_findOrAddVert(obr, obr->totvert++); VECCOPY(ver->co, data); Mat4MulVecfl(mat, ver->co); /* render normals are inverted */ xn= -nors[0]; yn= -nors[1]; zn= -nors[2]; /* transpose ! */ ver->n[0]= imat[0][0]*xn+imat[0][1]*yn+imat[0][2]*zn; ver->n[1]= imat[1][0]*xn+imat[1][1]*yn+imat[1][2]*zn; ver->n[2]= imat[2][0]*xn+imat[2][1]*yn+imat[2][2]*zn; Normalize(ver->n); //if(ob->transflag & OB_NEG_SCALE) VecMulf(ver->n. -1.0); if(need_orco) ver->orco= orco; } index= dl->index; for(a=0; aparts; a++, index+=4) { vlr= RE_findOrAddVlak(obr, obr->totvlak++); vlr->v1= RE_findOrAddVert(obr, index[0]); vlr->v2= RE_findOrAddVert(obr, index[1]); vlr->v3= RE_findOrAddVert(obr, index[2]); vlr->v4= 0; if(ob->transflag & OB_NEG_SCALE) CalcNormFloat(vlr->v1->co, vlr->v2->co, vlr->v3->co, vlr->n); else CalcNormFloat(vlr->v3->co, vlr->v2->co, vlr->v1->co, vlr->n); vlr->mat= ma; vlr->flag= ME_SMOOTH+R_NOPUNOFLIP; vlr->ec= 0; /* mball -too bad- always has triangles, because quads can be non-planar */ if(index[3] && index[3]!=index[2]) { vlr1= RE_findOrAddVlak(obr, obr->totvlak++); vlakindex= vlr1->index; *vlr1= *vlr; vlr1->index= vlakindex; vlr1->v2= vlr1->v3; vlr1->v3= RE_findOrAddVert(obr, index[3]); if(ob->transflag & OB_NEG_SCALE) CalcNormFloat(vlr1->v1->co, vlr1->v2->co, vlr1->v3->co, vlr1->n); else CalcNormFloat(vlr1->v3->co, vlr1->v2->co, vlr1->v1->co, vlr1->n); } } /* enforce display lists remade */ freedisplist(&ob->disp); /* this enforces remake for real, orco displist is small (in scale) */ ob->recalc |= OB_RECALC_DATA; } /* ------------------------------------------------------------------------- */ /* Surfaces and Curves */ /* ------------------------------------------------------------------------- */ /* returns amount of vertices added for orco */ static int dl_surf_to_renderdata(ObjectRen *obr, DispList *dl, Material **matar, float *orco, float mat[4][4]) { Object *ob= obr->ob; VertRen *v1, *v2, *v3, *v4, *ver; VlakRen *vlr, *vlr1, *vlr2, *vlr3; Curve *cu= ob->data; float *data, n1[3]; int u, v, orcoret= 0; int p1, p2, p3, p4, a; int sizeu, nsizeu, sizev, nsizev; int startvert, startvlak; startvert= obr->totvert; nsizeu = sizeu = dl->parts; nsizev = sizev = dl->nr; data= dl->verts; for (u = 0; u < sizeu; u++) { v1 = RE_findOrAddVert(obr, obr->totvert++); /* save this for possible V wrapping */ VECCOPY(v1->co, data); data += 3; if(orco) { v1->orco= orco; orco+= 3; orcoret++; } Mat4MulVecfl(mat, v1->co); for (v = 1; v < sizev; v++) { ver= RE_findOrAddVert(obr, obr->totvert++); VECCOPY(ver->co, data); data += 3; if(orco) { ver->orco= orco; orco+= 3; orcoret++; } Mat4MulVecfl(mat, ver->co); } /* if V-cyclic, add extra vertices at end of the row */ if (dl->flag & DL_CYCL_U) { ver= RE_findOrAddVert(obr, obr->totvert++); VECCOPY(ver->co, v1->co); if(orco) { ver->orco= orco; orco+=3; orcoret++; //orcobase + 3*(u*sizev + 0); } } } /* Done before next loop to get corner vert */ if (dl->flag & DL_CYCL_U) nsizev++; if (dl->flag & DL_CYCL_V) nsizeu++; /* if U cyclic, add extra row at end of column */ if (dl->flag & DL_CYCL_V) { for (v = 0; v < nsizev; v++) { v1= RE_findOrAddVert(obr, startvert + v); ver= RE_findOrAddVert(obr, obr->totvert++); VECCOPY(ver->co, v1->co); if(orco) { ver->orco= orco; orco+=3; orcoret++; //ver->orco= orcobase + 3*(0*sizev + v); } } } sizeu = nsizeu; sizev = nsizev; startvlak= obr->totvlak; for(u = 0; u < sizeu - 1; u++) { p1 = startvert + u * sizev; /* walk through face list */ p2 = p1 + 1; p3 = p2 + sizev; p4 = p3 - 1; for(v = 0; v < sizev - 1; v++) { v1= RE_findOrAddVert(obr, p1); v2= RE_findOrAddVert(obr, p2); v3= RE_findOrAddVert(obr, p3); v4= RE_findOrAddVert(obr, p4); vlr= RE_findOrAddVlak(obr, obr->totvlak++); vlr->v1= v1; vlr->v2= v2; vlr->v3= v3; vlr->v4= v4; CalcNormFloat4(vlr->v4->co, vlr->v3->co, vlr->v2->co, vlr->v1->co, n1); VECCOPY(vlr->n, n1); vlr->mat= matar[ dl->col]; vlr->ec= ME_V1V2+ME_V2V3; vlr->flag= dl->rt; if( (cu->flag & CU_NOPUNOFLIP) ) { vlr->flag |= R_NOPUNOFLIP; } VecAddf(v1->n, v1->n, n1); VecAddf(v2->n, v2->n, n1); VecAddf(v3->n, v3->n, n1); VecAddf(v4->n, v4->n, n1); p1++; p2++; p3++; p4++; } } /* fix normals for U resp. V cyclic faces */ sizeu--; sizev--; /* dec size for face array */ if (dl->flag & DL_CYCL_V) { for (v = 0; v < sizev; v++) { /* optimize! :*/ vlr= RE_findOrAddVlak(obr, UVTOINDEX(sizeu - 1, v)); vlr1= RE_findOrAddVlak(obr, UVTOINDEX(0, v)); VecAddf(vlr1->v1->n, vlr1->v1->n, vlr->n); VecAddf(vlr1->v2->n, vlr1->v2->n, vlr->n); VecAddf(vlr->v3->n, vlr->v3->n, vlr1->n); VecAddf(vlr->v4->n, vlr->v4->n, vlr1->n); } } if (dl->flag & DL_CYCL_U) { for (u = 0; u < sizeu; u++) { /* optimize! :*/ vlr= RE_findOrAddVlak(obr, UVTOINDEX(u, 0)); vlr1= RE_findOrAddVlak(obr, UVTOINDEX(u, sizev-1)); VecAddf(vlr1->v2->n, vlr1->v2->n, vlr->n); VecAddf(vlr1->v3->n, vlr1->v3->n, vlr->n); VecAddf(vlr->v1->n, vlr->v1->n, vlr1->n); VecAddf(vlr->v4->n, vlr->v4->n, vlr1->n); } } /* last vertex is an extra case: ^ ()----()----()----() | | | || | u | |(0,n)||(0,0)| | | || | ()====()====[]====() | | || | | |(m,n)||(m,0)| | | || | ()----()----()----() v -> vertex [] is no longer shared, therefore distribute normals of the surrounding faces to all of the duplicates of [] */ if ((dl->flag & DL_CYCL_V) && (dl->flag & DL_CYCL_U)) { vlr= RE_findOrAddVlak(obr, UVTOINDEX(sizeu - 1, sizev - 1)); /* (m,n) */ vlr1= RE_findOrAddVlak(obr, UVTOINDEX(0,0)); /* (0,0) */ VecAddf(n1, vlr->n, vlr1->n); vlr2= RE_findOrAddVlak(obr, UVTOINDEX(0, sizev-1)); /* (0,n) */ VecAddf(n1, n1, vlr2->n); vlr3= RE_findOrAddVlak(obr, UVTOINDEX(sizeu-1, 0)); /* (m,0) */ VecAddf(n1, n1, vlr3->n); VECCOPY(vlr->v3->n, n1); VECCOPY(vlr1->v1->n, n1); VECCOPY(vlr2->v2->n, n1); VECCOPY(vlr3->v4->n, n1); } for(a = startvert; a < obr->totvert; a++) { ver= RE_findOrAddVert(obr, a); Normalize(ver->n); } return orcoret; } static void init_render_surf(Render *re, ObjectRen *obr) { Object *ob= obr->ob; Nurb *nu=0; Curve *cu; ListBase displist; DispList *dl; Material **matar; float *orco=NULL, *orcobase=NULL, mat[4][4]; int a, totmat, need_orco=0; cu= ob->data; nu= cu->nurb.first; if(nu==0) return; Mat4MulMat4(mat, ob->obmat, re->viewmat); Mat4Invert(ob->imat, mat); /* material array */ totmat= ob->totcol+1; matar= MEM_callocN(sizeof(Material*)*totmat, "init_render_surf matar"); for(a=0; atexco & TEXCO_ORCO) need_orco= 1; } if(ob->parent && (ob->parent->type==OB_LATTICE)) need_orco= 1; if(need_orco) orcobase= orco= get_object_orco(re, ob); displist.first= displist.last= 0; makeDispListSurf(re->scene, ob, &displist, 1, 0); /* walk along displaylist and create rendervertices/-faces */ for(dl=displist.first; dl; dl=dl->next) { /* watch out: u ^= y, v ^= x !! */ if(dl->type==DL_SURF) orco+= 3*dl_surf_to_renderdata(obr, dl, matar, orco, mat); } freedisplist(&displist); MEM_freeN(matar); } static void init_render_curve(Render *re, ObjectRen *obr, int timeoffset) { Object *ob= obr->ob; Curve *cu; VertRen *ver; VlakRen *vlr; DispList *dl; ListBase olddl={NULL, NULL}; Material **matar; float len, *data, *fp, *orco=NULL, *orcobase= NULL; float n[3], mat[4][4]; int nr, startvert, startvlak, a, b; int frontside, need_orco=0, totmat; cu= ob->data; if(ob->type==OB_FONT && cu->str==NULL) return; else if(ob->type==OB_CURVE && cu->nurb.first==NULL) return; /* no modifier call here, is in makedisp */ if(cu->resolu_ren) SWAP(ListBase, olddl, cu->disp); /* test displist */ if(cu->disp.first==NULL) makeDispListCurveTypes(re->scene, ob, 0); dl= cu->disp.first; if(cu->disp.first==NULL) return; Mat4MulMat4(mat, ob->obmat, re->viewmat); Mat4Invert(ob->imat, mat); /* material array */ totmat= ob->totcol+1; matar= MEM_callocN(sizeof(Material*)*totmat, "init_render_surf matar"); for(a=0; atexco & TEXCO_ORCO) need_orco= 1; } if(need_orco) orcobase=orco= get_object_orco(re, ob); dl= cu->disp.first; while(dl) { if(dl->type==DL_INDEX3) { int *index; startvert= obr->totvert; data= dl->verts; n[0]= ob->imat[0][2]; n[1]= ob->imat[1][2]; n[2]= ob->imat[2][2]; Normalize(n); for(a=0; anr; a++, data+=3) { ver= RE_findOrAddVert(obr, obr->totvert++); VECCOPY(ver->co, data); /* flip normal if face is backfacing, also used in face loop below */ if(ver->co[2] < 0.0) { VECCOPY(ver->n, n); ver->flag = 1; } else { ver->n[0]= -n[0]; ver->n[1]= -n[1]; ver->n[2]= -n[2]; ver->flag = 0; } Mat4MulVecfl(mat, ver->co); if (orco) { ver->orco = orco; orco += 3; } } if(timeoffset==0) { startvlak= obr->totvlak; index= dl->index; for(a=0; aparts; a++, index+=3) { vlr= RE_findOrAddVlak(obr, obr->totvlak++); vlr->v1= RE_findOrAddVert(obr, startvert+index[0]); vlr->v2= RE_findOrAddVert(obr, startvert+index[1]); vlr->v3= RE_findOrAddVert(obr, startvert+index[2]); vlr->v4= NULL; if(vlr->v1->flag) { VECCOPY(vlr->n, n); } else { vlr->n[0]= -n[0]; vlr->n[1]= -n[1]; vlr->n[2]= -n[2]; } vlr->mat= matar[ dl->col ]; vlr->flag= 0; if( (cu->flag & CU_NOPUNOFLIP) ) { vlr->flag |= R_NOPUNOFLIP; } vlr->ec= 0; } } } else if (dl->type==DL_SURF) { /* cyclic U means an extruded full circular curve, we skip bevel splitting then */ if (dl->flag & DL_CYCL_U) { orco+= 3*dl_surf_to_renderdata(obr, dl, matar, orco, mat); } else { int p1,p2,p3,p4; fp= dl->verts; startvert= obr->totvert; nr= dl->nr*dl->parts; while(nr--) { ver= RE_findOrAddVert(obr, obr->totvert++); VECCOPY(ver->co, fp); Mat4MulVecfl(mat, ver->co); fp+= 3; if (orco) { ver->orco = orco; orco += 3; } } if(dl->bevelSplitFlag || timeoffset==0) { startvlak= obr->totvlak; for(a=0; aparts; a++) { frontside= (a >= dl->nr/2); if (surfindex_displist(dl, a, &b, &p1, &p2, &p3, &p4)==0) break; p1+= startvert; p2+= startvert; p3+= startvert; p4+= startvert; for(; bnr; b++) { vlr= RE_findOrAddVlak(obr, obr->totvlak++); vlr->v1= RE_findOrAddVert(obr, p2); vlr->v2= RE_findOrAddVert(obr, p1); vlr->v3= RE_findOrAddVert(obr, p3); vlr->v4= RE_findOrAddVert(obr, p4); vlr->ec= ME_V2V3+ME_V3V4; if(a==0) vlr->ec+= ME_V1V2; vlr->flag= dl->rt; /* this is not really scientific: the vertices * 2, 3 en 4 seem to give better vertexnormals than 1 2 3: * front and backside treated different!! */ if(frontside) CalcNormFloat(vlr->v2->co, vlr->v3->co, vlr->v4->co, vlr->n); else CalcNormFloat(vlr->v1->co, vlr->v2->co, vlr->v3->co, vlr->n); vlr->mat= matar[ dl->col ]; p4= p3; p3++; p2= p1; p1++; } } if (dl->bevelSplitFlag) { for(a=0; aparts-1+!!(dl->flag&DL_CYCL_V); a++) if(dl->bevelSplitFlag[a>>5]&(1<<(a&0x1F))) split_v_renderfaces(obr, startvlak, startvert, dl->parts, dl->nr, a, dl->flag&DL_CYCL_V, dl->flag&DL_CYCL_U); } /* vertex normals */ for(a= startvlak; atotvlak; a++) { vlr= RE_findOrAddVlak(obr, a); VecAddf(vlr->v1->n, vlr->v1->n, vlr->n); VecAddf(vlr->v3->n, vlr->v3->n, vlr->n); VecAddf(vlr->v2->n, vlr->v2->n, vlr->n); VecAddf(vlr->v4->n, vlr->v4->n, vlr->n); } for(a=startvert; atotvert; a++) { ver= RE_findOrAddVert(obr, a); len= Normalize(ver->n); if(len==0.0) ver->flag= 1; /* flag abuse, its only used in zbuf now */ else ver->flag= 0; } for(a= startvlak; atotvlak; a++) { vlr= RE_findOrAddVlak(obr, a); if(vlr->v1->flag) VECCOPY(vlr->v1->n, vlr->n); if(vlr->v2->flag) VECCOPY(vlr->v2->n, vlr->n); if(vlr->v3->flag) VECCOPY(vlr->v3->n, vlr->n); if(vlr->v4->flag) VECCOPY(vlr->v4->n, vlr->n); } } } } dl= dl->next; } /* not very elegant... but we want original displist in UI */ if(cu->resolu_ren) { freedisplist(&cu->disp); SWAP(ListBase, olddl, cu->disp); } MEM_freeN(matar); } /* ------------------------------------------------------------------------- */ /* Mesh */ /* ------------------------------------------------------------------------- */ struct edgesort { int v1, v2; int f; int i1, i2; }; /* edges have to be added with lowest index first for sorting */ static void to_edgesort(struct edgesort *ed, int i1, int i2, int v1, int v2, int f) { if(v1>v2) { SWAP(int, v1, v2); SWAP(int, i1, i2); } ed->v1= v1; ed->v2= v2; ed->i1= i1; ed->i2= i2; ed->f = f; } static int vergedgesort(const void *v1, const void *v2) { const struct edgesort *x1=v1, *x2=v2; if( x1->v1 > x2->v1) return 1; else if( x1->v1 < x2->v1) return -1; else if( x1->v2 > x2->v2) return 1; else if( x1->v2 < x2->v2) return -1; return 0; } static struct edgesort *make_mesh_edge_lookup(DerivedMesh *dm, int *totedgesort) { MFace *mf, *mface; MTFace *tface=NULL; struct edgesort *edsort, *ed; unsigned int *mcol=NULL; int a, totedge=0, totface; mface= dm->getFaceArray(dm); totface= dm->getNumFaces(dm); tface= dm->getFaceDataArray(dm, CD_MTFACE); mcol= dm->getFaceDataArray(dm, CD_MCOL); if(mcol==NULL && tface==NULL) return NULL; /* make sorted table with edges and face indices in it */ for(a= totface, mf= mface; a>0; a--, mf++) { if(mf->v4) totedge+=4; else if(mf->v3) totedge+=3; } if(totedge==0) return NULL; ed= edsort= MEM_callocN(totedge*sizeof(struct edgesort), "edgesort"); for(a=0, mf=mface; av1, mf->v2, a); to_edgesort(ed++, 1, 2, mf->v2, mf->v3, a); if(mf->v4) { to_edgesort(ed++, 2, 3, mf->v3, mf->v4, a); to_edgesort(ed++, 3, 0, mf->v4, mf->v1, a); } else if(mf->v3) to_edgesort(ed++, 2, 3, mf->v3, mf->v1, a); } qsort(edsort, totedge, sizeof(struct edgesort), vergedgesort); *totedgesort= totedge; return edsort; } static void use_mesh_edge_lookup(ObjectRen *obr, DerivedMesh *dm, MEdge *medge, VlakRen *vlr, struct edgesort *edgetable, int totedge) { struct edgesort ed, *edp; CustomDataLayer *layer; MTFace *mtface, *mtf; MCol *mcol, *mc; int index, mtfn, mcn; char *name; if(medge->v1 < medge->v2) { ed.v1= medge->v1; ed.v2= medge->v2; } else { ed.v1= medge->v2; ed.v2= medge->v1; } edp= bsearch(&ed, edgetable, totedge, sizeof(struct edgesort), vergedgesort); /* since edges have different index ordering, we have to duplicate mcol and tface */ if(edp) { mtfn= mcn= 0; for(index=0; indexfaceData.totlayer; index++) { layer= &dm->faceData.layers[index]; name= layer->name; if(layer->type == CD_MTFACE && mtfn < MAX_MTFACE) { mtface= &((MTFace*)layer->data)[edp->f]; mtf= RE_vlakren_get_tface(obr, vlr, mtfn++, &name, 1); *mtf= *mtface; memcpy(mtf->uv[0], mtface->uv[edp->i1], sizeof(float)*2); memcpy(mtf->uv[1], mtface->uv[edp->i2], sizeof(float)*2); memcpy(mtf->uv[2], mtface->uv[1], sizeof(float)*2); memcpy(mtf->uv[3], mtface->uv[1], sizeof(float)*2); } else if(layer->type == CD_MCOL && mcn < MAX_MCOL) { mcol= &((MCol*)layer->data)[edp->f*4]; mc= RE_vlakren_get_mcol(obr, vlr, mcn++, &name, 1); mc[0]= mcol[edp->i1]; mc[1]= mc[2]= mc[3]= mcol[edp->i2]; } } } } static void free_camera_inside_volumes(Render *re) { BLI_freelistN(&re->render_volumes_inside); } static void init_camera_inside_volumes(Render *re) { ObjectInstanceRen *obi; VolumeOb *vo; float co[3] = {0.f, 0.f, 0.f}; for(vo= re->volumes.first; vo; vo= vo->next) { for(obi= re->instancetable.first; obi; obi= obi->next) { if (obi->obr == vo->obr) { if (point_inside_volume_objectinstance(obi, co)) { MatInside *mi; mi = MEM_mallocN(sizeof(MatInside), "camera inside material"); mi->ma = vo->ma; mi->obi = obi; BLI_addtail(&(re->render_volumes_inside), mi); } } } } /* debug { MatInside *m; for (m=re->render_volumes_inside.first; m; m=m->next) { printf("matinside: ma: %s \n", m->ma->id.name+2); } }*/ } static void add_volume(Render *re, ObjectRen *obr, Material *ma) { struct VolumeOb *vo; vo = MEM_mallocN(sizeof(VolumeOb), "volume object"); vo->ma = ma; vo->obr = obr; BLI_addtail(&re->volumes, vo); } static void init_render_mesh(Render *re, ObjectRen *obr, int timeoffset) { Object *ob= obr->ob; Mesh *me; MVert *mvert = NULL; MFace *mface; VlakRen *vlr; //, *vlr1; VertRen *ver; Material *ma; MSticky *ms = NULL; DerivedMesh *dm; CustomDataMask mask; float xn, yn, zn, imat[3][3], mat[4][4]; //nor[3], float *orco=0; int need_orco=0, need_stress=0, need_nmap_tangent=0, need_tangent=0; int a, a1, ok, vertofs; int end, do_autosmooth=0, totvert = 0; int use_original_normals= 0; me= ob->data; Mat4MulMat4(mat, ob->obmat, re->viewmat); Mat4Invert(ob->imat, mat); Mat3CpyMat4(imat, ob->imat); if(me->totvert==0) return; need_orco= 0; for(a=1; a<=ob->totcol; a++) { ma= give_render_material(re, ob, a); if(ma) { if(ma->texco & (TEXCO_ORCO|TEXCO_STRESS)) need_orco= 1; if(ma->texco & TEXCO_STRESS) need_stress= 1; /* normalmaps, test if tangents needed, separated from shading */ if(ma->mode_l & MA_TANGENT_V) { need_tangent= 1; if(me->mtface==NULL) need_orco= 1; } if(ma->mode_l & MA_NORMAP_TANG) { if(me->mtface==NULL) { need_orco= 1; need_tangent= 1; } need_nmap_tangent= 1; } } } if(re->flag & R_NEED_TANGENT) { /* exception for tangent space baking */ if(me->mtface==NULL) { need_orco= 1; need_tangent= 1; } need_nmap_tangent= 1; } /* check autosmooth and displacement, we then have to skip only-verts optimize */ do_autosmooth |= (me->flag & ME_AUTOSMOOTH); if(do_autosmooth) timeoffset= 0; if(test_for_displace(re, ob ) ) timeoffset= 0; mask= CD_MASK_BAREMESH|CD_MASK_MTFACE|CD_MASK_MCOL; if(!timeoffset) if(need_orco) mask |= CD_MASK_ORCO; dm= mesh_create_derived_render(re->scene, ob, mask); if(dm==NULL) return; /* in case duplicated object fails? */ if(mask & CD_MASK_ORCO) { orco= dm->getVertDataArray(dm, CD_ORCO); if(orco) { orco= MEM_dupallocN(orco); set_object_orco(re, ob, orco); } } mvert= dm->getVertArray(dm); totvert= dm->getNumVerts(dm); /* attempt to autsmooth on original mesh, only without subsurf */ if(do_autosmooth && me->totvert==totvert && me->totface==dm->getNumFaces(dm)) use_original_normals= 1; ms = (totvert==me->totvert)?me->msticky:NULL; ma= give_render_material(re, ob, 1); if(ma->material_type == MA_TYPE_HALO) { make_render_halos(re, obr, me, totvert, mvert, ma, orco); } else { for(a=0; atotvert++); VECCOPY(ver->co, mvert->co); if(do_autosmooth==0) /* autosmooth on original unrotated data to prevent differences between frames */ Mat4MulVecfl(mat, ver->co); if(orco) { ver->orco= orco; orco+=3; } if(ms) { float *sticky= RE_vertren_get_sticky(obr, ver, 1); sticky[0]= ms->co[0]; sticky[1]= ms->co[1]; ms++; } } if(!timeoffset) { /* store customdata names, because DerivedMesh is freed */ RE_set_customdata_names(obr, &dm->faceData); /* still to do for keys: the correct local texture coordinate */ /* faces in order of color blocks */ vertofs= obr->totvert - totvert; for(a1=0; (a1totcol || (a1==0 && ob->totcol==0)); a1++) { ma= give_render_material(re, ob, a1+1); /* test for 100% transparant */ ok= 1; if(ma->alpha==0.0 && ma->spectra==0.0) { ok= 0; /* texture on transparency? */ for(a=0; amtex[a] && ma->mtex[a]->tex) { if(ma->mtex[a]->mapto & MAP_ALPHA) ok= 1; } } } /* if wire material, and we got edges, don't do the faces */ if(ma->material_type == MA_TYPE_WIRE) { end= dm->getNumEdges(dm); if(end) ok= 0; } if(ok) { end= dm->getNumFaces(dm); mface= dm->getFaceArray(dm); for(a=0; amat_nr==a1 ) { float len; v1= mface->v1; v2= mface->v2; v3= mface->v3; v4= mface->v4; flag= mface->flag & ME_SMOOTH; vlr= RE_findOrAddVlak(obr, obr->totvlak++); vlr->v1= RE_findOrAddVert(obr, vertofs+v1); vlr->v2= RE_findOrAddVert(obr, vertofs+v2); vlr->v3= RE_findOrAddVert(obr, vertofs+v3); if(v4) vlr->v4= RE_findOrAddVert(obr, vertofs+v4); else vlr->v4= 0; /* render normals are inverted in render */ if(use_original_normals) { MFace *mf= me->mface+a; MVert *mv= me->mvert; if(vlr->v4) len= CalcNormFloat4( mv[mf->v4].co, mv[mf->v3].co, mv[mf->v2].co, mv[mf->v1].co, vlr->n); else len= CalcNormFloat(mv[mf->v3].co, mv[mf->v2].co, mv[mf->v1].co, vlr->n); } else { if(vlr->v4) len= CalcNormFloat4(vlr->v4->co, vlr->v3->co, vlr->v2->co, vlr->v1->co, vlr->n); else len= CalcNormFloat(vlr->v3->co, vlr->v2->co, vlr->v1->co, vlr->n); } vlr->mat= ma; vlr->flag= flag; if((me->flag & ME_NOPUNOFLIP) ) { vlr->flag |= R_NOPUNOFLIP; } vlr->ec= 0; /* mesh edges rendered separately */ if(len==0) obr->totvlak--; else { CustomDataLayer *layer; MTFace *mtface, *mtf; MCol *mcol, *mc; int index, mtfn= 0, mcn= 0; char *name; for(index=0; indexfaceData.totlayer; index++) { layer= &dm->faceData.layers[index]; name= layer->name; if(layer->type == CD_MTFACE && mtfn < MAX_MTFACE) { mtf= RE_vlakren_get_tface(obr, vlr, mtfn++, &name, 1); mtface= (MTFace*)layer->data; *mtf= mtface[a]; } else if(layer->type == CD_MCOL && mcn < MAX_MCOL) { mc= RE_vlakren_get_mcol(obr, vlr, mcn++, &name, 1); mcol= (MCol*)layer->data; memcpy(mc, &mcol[a*4], sizeof(MCol)*4); } } } } } } } /* exception... we do edges for wire mode. potential conflict when faces exist... */ end= dm->getNumEdges(dm); mvert= dm->getVertArray(dm); ma= give_render_material(re, ob, 1); if(end && (ma->material_type == MA_TYPE_WIRE)) { MEdge *medge; struct edgesort *edgetable; int totedge= 0; medge= dm->getEdgeArray(dm); /* we want edges to have UV and vcol too... */ edgetable= make_mesh_edge_lookup(dm, &totedge); for(a1=0; a1flag&ME_EDGERENDER) { MVert *v0 = &mvert[medge->v1]; MVert *v1 = &mvert[medge->v2]; vlr= RE_findOrAddVlak(obr, obr->totvlak++); vlr->v1= RE_findOrAddVert(obr, vertofs+medge->v1); vlr->v2= RE_findOrAddVert(obr, vertofs+medge->v2); vlr->v3= vlr->v2; vlr->v4= NULL; if(edgetable) use_mesh_edge_lookup(obr, dm, medge, vlr, edgetable, totedge); xn= -(v0->no[0]+v1->no[0]); yn= -(v0->no[1]+v1->no[1]); zn= -(v0->no[2]+v1->no[2]); /* transpose ! */ vlr->n[0]= imat[0][0]*xn+imat[0][1]*yn+imat[0][2]*zn; vlr->n[1]= imat[1][0]*xn+imat[1][1]*yn+imat[1][2]*zn; vlr->n[2]= imat[2][0]*xn+imat[2][1]*yn+imat[2][2]*zn; Normalize(vlr->n); vlr->mat= ma; vlr->flag= 0; vlr->ec= ME_V1V2; } } if(edgetable) MEM_freeN(edgetable); } } } if(!timeoffset) { if (test_for_displace(re, ob ) ) { calc_vertexnormals(re, obr, 0, 0); if(do_autosmooth) do_displacement(re, obr, mat, imat); else do_displacement(re, obr, NULL, NULL); } if(do_autosmooth) { autosmooth(re, obr, mat, me->smoothresh); } calc_vertexnormals(re, obr, need_tangent, need_nmap_tangent); if(need_stress) calc_edge_stress(re, obr, me); } dm->release(dm); } /* ------------------------------------------------------------------------- */ /* Lamps and Shadowbuffers */ /* ------------------------------------------------------------------------- */ static void initshadowbuf(Render *re, LampRen *lar, float mat[][4]) { struct ShadBuf *shb; float viewinv[4][4]; /* if(la->spsi<16) return; */ /* memory alloc */ shb= (struct ShadBuf *)MEM_callocN( sizeof(struct ShadBuf),"initshadbuf"); lar->shb= shb; if(shb==NULL) return; VECCOPY(shb->co, lar->co); /* percentage render: keep track of min and max */ shb->size= (lar->bufsize*re->r.size)/100; if(shb->size<512) shb->size= 512; else if(shb->size > lar->bufsize) shb->size= lar->bufsize; shb->size &= ~15; /* make sure its multiples of 16 */ shb->samp= lar->samp; shb->soft= lar->soft; shb->shadhalostep= lar->shadhalostep; Mat4Ortho(mat); Mat4Invert(shb->winmat, mat); /* winmat is temp */ /* matrix: combination of inverse view and lampmat */ /* calculate again: the ortho-render has no correct viewinv */ Mat4Invert(viewinv, re->viewmat); Mat4MulMat4(shb->viewmat, viewinv, shb->winmat); /* projection */ shb->d= lar->clipsta; shb->clipend= lar->clipend; /* bias is percentage, made 2x larger because of correction for angle of incidence */ /* when a ray is closer to parallel of a face, bias value is increased during render */ shb->bias= (0.02*lar->bias)*0x7FFFFFFF; shb->bias= shb->bias*(100/re->r.size); /* halfway method (average of first and 2nd z) reduces bias issues */ if(lar->buftype==LA_SHADBUF_HALFWAY) shb->bias= 0.1f*shb->bias; } static void area_lamp_vectors(LampRen *lar) { float xsize= 0.5*lar->area_size, ysize= 0.5*lar->area_sizey, multifac; /* make it smaller, so area light can be multisampled */ multifac= 1.0f/sqrt((float)lar->ray_totsamp); xsize *= multifac; ysize *= multifac; /* corner vectors */ lar->area[0][0]= lar->co[0] - xsize*lar->mat[0][0] - ysize*lar->mat[1][0]; lar->area[0][1]= lar->co[1] - xsize*lar->mat[0][1] - ysize*lar->mat[1][1]; lar->area[0][2]= lar->co[2] - xsize*lar->mat[0][2] - ysize*lar->mat[1][2]; /* corner vectors */ lar->area[1][0]= lar->co[0] - xsize*lar->mat[0][0] + ysize*lar->mat[1][0]; lar->area[1][1]= lar->co[1] - xsize*lar->mat[0][1] + ysize*lar->mat[1][1]; lar->area[1][2]= lar->co[2] - xsize*lar->mat[0][2] + ysize*lar->mat[1][2]; /* corner vectors */ lar->area[2][0]= lar->co[0] + xsize*lar->mat[0][0] + ysize*lar->mat[1][0]; lar->area[2][1]= lar->co[1] + xsize*lar->mat[0][1] + ysize*lar->mat[1][1]; lar->area[2][2]= lar->co[2] + xsize*lar->mat[0][2] + ysize*lar->mat[1][2]; /* corner vectors */ lar->area[3][0]= lar->co[0] + xsize*lar->mat[0][0] - ysize*lar->mat[1][0]; lar->area[3][1]= lar->co[1] + xsize*lar->mat[0][1] - ysize*lar->mat[1][1]; lar->area[3][2]= lar->co[2] + xsize*lar->mat[0][2] - ysize*lar->mat[1][2]; /* only for correction button size, matrix size works on energy */ lar->areasize= lar->dist*lar->dist/(4.0*xsize*ysize); } /* If lar takes more lamp data, the decoupling will be better. */ static GroupObject *add_render_lamp(Render *re, Object *ob) { Lamp *la= ob->data; LampRen *lar; GroupObject *go; float mat[4][4], angle, xn, yn; float vec[3]; int c; /* previewrender sets this to zero... prevent accidents */ if(la==NULL) return NULL; /* prevent only shadow from rendering light */ if(la->mode & LA_ONLYSHADOW) if((re->r.mode & R_SHADOW)==0) return NULL; re->totlamp++; /* groups is used to unify support for lightgroups, this is the global lightgroup */ go= MEM_callocN(sizeof(GroupObject), "groupobject"); BLI_addtail(&re->lights, go); go->ob= ob; /* lamprens are in own list, for freeing */ lar= (LampRen *)MEM_callocN(sizeof(LampRen),"lampren"); BLI_addtail(&re->lampren, lar); go->lampren= lar; Mat4MulMat4(mat, ob->obmat, re->viewmat); Mat4Invert(ob->imat, mat); Mat3CpyMat4(lar->mat, mat); Mat3CpyMat4(lar->imat, ob->imat); lar->bufsize = la->bufsize; lar->samp = la->samp; lar->buffers= la->buffers; if(lar->buffers==0) lar->buffers= 1; lar->buftype= la->buftype; lar->filtertype= la->filtertype; lar->soft = la->soft; lar->shadhalostep = la->shadhalostep; lar->clipsta = la->clipsta; lar->clipend = la->clipend; lar->bias = la->bias; lar->type= la->type; lar->mode= la->mode; lar->energy= la->energy; if(la->mode & LA_NEG) lar->energy= -lar->energy; lar->vec[0]= -mat[2][0]; lar->vec[1]= -mat[2][1]; lar->vec[2]= -mat[2][2]; Normalize(lar->vec); lar->co[0]= mat[3][0]; lar->co[1]= mat[3][1]; lar->co[2]= mat[3][2]; lar->dist= la->dist; lar->haint= la->haint; lar->distkw= lar->dist*lar->dist; lar->r= lar->energy*la->r; lar->g= lar->energy*la->g; lar->b= lar->energy*la->b; lar->shdwr= la->shdwr; lar->shdwg= la->shdwg; lar->shdwb= la->shdwb; lar->k= la->k; // area lar->ray_samp= la->ray_samp; lar->ray_sampy= la->ray_sampy; lar->ray_sampz= la->ray_sampz; lar->area_size= la->area_size; lar->area_sizey= la->area_sizey; lar->area_sizez= la->area_sizez; lar->area_shape= la->area_shape; /* Annoying, lamp UI does this, but the UI might not have been used? - add here too. * make sure this matches buttons_shading.c's logic */ if(ELEM4(la->type, LA_AREA, LA_SPOT, LA_SUN, LA_LOCAL) && (la->mode & LA_SHAD_RAY)) if (ELEM3(la->type, LA_SPOT, LA_SUN, LA_LOCAL)) if (la->ray_samp_method == LA_SAMP_CONSTANT) la->ray_samp_method = LA_SAMP_HALTON; lar->ray_samp_method= la->ray_samp_method; lar->ray_samp_type= la->ray_samp_type; lar->adapt_thresh= la->adapt_thresh; lar->sunsky = NULL; if( ELEM(lar->type, LA_SPOT, LA_LOCAL)) { lar->ray_totsamp= lar->ray_samp*lar->ray_samp; lar->area_shape = LA_AREA_SQUARE; lar->area_sizey= lar->area_size; } else if(lar->type==LA_AREA) { switch(lar->area_shape) { case LA_AREA_SQUARE: lar->ray_totsamp= lar->ray_samp*lar->ray_samp; lar->ray_sampy= lar->ray_samp; lar->area_sizey= lar->area_size; break; case LA_AREA_RECT: lar->ray_totsamp= lar->ray_samp*lar->ray_sampy; break; case LA_AREA_CUBE: lar->ray_totsamp= lar->ray_samp*lar->ray_samp*lar->ray_samp; lar->ray_sampy= lar->ray_samp; lar->ray_sampz= lar->ray_samp; lar->area_sizey= lar->area_size; lar->area_sizez= lar->area_size; break; case LA_AREA_BOX: lar->ray_totsamp= lar->ray_samp*lar->ray_sampy*lar->ray_sampz; break; } area_lamp_vectors(lar); init_jitter_plane(lar); // subsamples } else if(lar->type==LA_SUN){ lar->ray_totsamp= lar->ray_samp*lar->ray_samp; lar->area_shape = LA_AREA_SQUARE; lar->area_sizey= lar->area_size; if((la->sun_effect_type & LA_SUN_EFFECT_SKY) || (la->sun_effect_type & LA_SUN_EFFECT_AP)){ lar->sunsky = (struct SunSky*)MEM_callocN(sizeof(struct SunSky), "sunskyren"); lar->sunsky->effect_type = la->sun_effect_type; VECCOPY(vec,ob->obmat[2]); Normalize(vec); InitSunSky(lar->sunsky, la->atm_turbidity, vec, la->horizon_brightness, la->spread, la->sun_brightness, la->sun_size, la->backscattered_light, la->skyblendfac, la->skyblendtype, la->sky_exposure, la->sky_colorspace); InitAtmosphere(lar->sunsky, la->sun_intensity, 1.0, 1.0, la->atm_inscattering_factor, la->atm_extinction_factor, la->atm_distance_factor); } } else lar->ray_totsamp= 0; lar->spotsi= la->spotsize; if(lar->mode & LA_HALO) { if(lar->spotsi>170.0) lar->spotsi= 170.0; } lar->spotsi= cos( M_PI*lar->spotsi/360.0 ); lar->spotbl= (1.0-lar->spotsi)*la->spotblend; memcpy(lar->mtex, la->mtex, MAX_MTEX*sizeof(void *)); lar->lay= ob->lay & 0xFFFFFF; // higher 8 bits are localview layers lar->falloff_type = la->falloff_type; lar->ld1= la->att1; lar->ld2= la->att2; lar->curfalloff = curvemapping_copy(la->curfalloff); if(lar->type==LA_SPOT) { Normalize(lar->imat[0]); Normalize(lar->imat[1]); Normalize(lar->imat[2]); xn= saacos(lar->spotsi); xn= sin(xn)/cos(xn); lar->spottexfac= 1.0/(xn); if(lar->mode & LA_ONLYSHADOW) { if((lar->mode & (LA_SHAD_BUF|LA_SHAD_RAY))==0) lar->mode -= LA_ONLYSHADOW; } } /* set flag for spothalo en initvars */ if(la->type==LA_SPOT && (la->mode & LA_HALO)) { if(la->haint>0.0) { re->flag |= R_LAMPHALO; /* camera position (0,0,0) rotate around lamp */ lar->sh_invcampos[0]= -lar->co[0]; lar->sh_invcampos[1]= -lar->co[1]; lar->sh_invcampos[2]= -lar->co[2]; Mat3MulVecfl(lar->imat, lar->sh_invcampos); /* z factor, for a normalized volume */ angle= saacos(lar->spotsi); xn= lar->spotsi; yn= sin(angle); lar->sh_zfac= yn/xn; /* pre-scale */ lar->sh_invcampos[2]*= lar->sh_zfac; } } else if(la->type==LA_HEMI) { lar->mode &= ~(LA_SHAD_RAY|LA_SHAD_BUF); } for(c=0; cmtex[c] && la->mtex[c]->tex) { if (la->mtex[c]->mapto & LAMAP_COL) lar->mode |= LA_TEXTURE; if (la->mtex[c]->mapto & LAMAP_SHAD) lar->mode |= LA_SHAD_TEX; if(G.rendering) { if(re->osa) { if(la->mtex[c]->tex->type==TEX_IMAGE) lar->mode |= LA_OSATEX; } } } } /* yafray: shadow flag should not be cleared, only used with internal renderer */ if (re->r.renderer==R_INTERN) { /* to make sure we can check ray shadow easily in the render code */ if(lar->mode & LA_SHAD_RAY) { if( (re->r.mode & R_RAYTRACE)==0) lar->mode &= ~LA_SHAD_RAY; } if(re->r.mode & R_SHADOW) { if(la->type==LA_AREA && (lar->mode & LA_SHAD_RAY) && (lar->ray_samp_method == LA_SAMP_CONSTANT)) { init_jitter_plane(lar); } else if (la->type==LA_SPOT && (lar->mode & LA_SHAD_BUF) ) { /* Per lamp, one shadow buffer is made. */ lar->bufflag= la->bufflag; Mat4CpyMat4(mat, ob->obmat); initshadowbuf(re, lar, mat); // mat is altered } /* this is the way used all over to check for shadow */ if(lar->shb || (lar->mode & LA_SHAD_RAY)) { LampShadowSample *ls; LampShadowSubSample *lss; int a, b; memset(re->shadowsamplenr, 0, sizeof(re->shadowsamplenr)); lar->shadsamp= MEM_mallocN(re->r.threads*sizeof(LampShadowSample), "lamp shadow sample"); ls= lar->shadsamp; /* shadfacs actually mean light, let's put them to 1 to prevent unitialized accidents */ for(a=0; ar.threads; a++, ls++) { lss= ls->s; for(b=0; br.osa; b++, lss++) { lss->samplenr= -1; /* used to detect whether we store or read */ lss->shadfac[0]= 1.0f; lss->shadfac[1]= 1.0f; lss->shadfac[2]= 1.0f; lss->shadfac[3]= 1.0f; } } } } } return go; } /* layflag: allows material group to ignore layerflag */ static void add_lightgroup(Render *re, Group *group, int exclusive) { GroupObject *go, *gol; group->id.flag &= ~LIB_DOIT; /* it's a bit too many loops in loops... but will survive */ /* note that 'exclusive' will remove it from the global list */ for(go= group->gobject.first; go; go= go->next) { go->lampren= NULL; if(go->ob->lay & re->scene->lay) { if(go->ob && go->ob->type==OB_LAMP) { for(gol= re->lights.first; gol; gol= gol->next) { if(gol->ob==go->ob) { go->lampren= gol->lampren; break; } } if(go->lampren==NULL) gol= add_render_lamp(re, go->ob); if(gol && exclusive) { BLI_remlink(&re->lights, gol); MEM_freeN(gol); } } } } } static void set_material_lightgroups(Render *re) { Group *group; Material *ma; /* not for preview render */ if(re->scene->r.scemode & R_PREVIEWBUTS) return; for(group= G.main->group.first; group; group=group->id.next) group->id.flag |= LIB_DOIT; /* it's a bit too many loops in loops... but will survive */ /* hola! materials not in use...? */ for(ma= G.main->mat.first; ma; ma=ma->id.next) { if(ma->group && (ma->group->id.flag & LIB_DOIT)) add_lightgroup(re, ma->group, ma->mode & MA_GROUP_NOLAY); } } static void set_renderlayer_lightgroups(Render *re, Scene *sce) { SceneRenderLayer *srl; for(srl= sce->r.layers.first; srl; srl= srl->next) { if(srl->light_override) add_lightgroup(re, srl->light_override, 0); } } /* ------------------------------------------------------------------------- */ /* World */ /* ------------------------------------------------------------------------- */ void init_render_world(Render *re) { int a; char *cp; if(re->scene && re->scene->world) { re->wrld= *(re->scene->world); cp= (char *)&re->wrld.fastcol; cp[0]= 255.0*re->wrld.horr; cp[1]= 255.0*re->wrld.horg; cp[2]= 255.0*re->wrld.horb; cp[3]= 1; VECCOPY(re->grvec, re->viewmat[2]); Normalize(re->grvec); Mat3CpyMat4(re->imat, re->viewinv); for(a=0; awrld.mtex[a] && re->wrld.mtex[a]->tex) re->wrld.skytype |= WO_SKYTEX; /* AO samples should be OSA minimum */ if(re->osa) while(re->wrld.aosamp*re->wrld.aosamp < re->osa) re->wrld.aosamp++; if(!(re->r.mode & R_RAYTRACE) && (re->wrld.ao_gather_method == WO_AOGATHER_RAYTRACE)) re->wrld.mode &= ~WO_AMB_OCC; } else { memset(&re->wrld, 0, sizeof(World)); re->wrld.exp= 0.0f; re->wrld.range= 1.0f; /* for mist pass */ re->wrld.miststa= re->clipsta; re->wrld.mistdist= re->clipend-re->clipsta; re->wrld.misi= 1.0f; } re->wrld.linfac= 1.0 + pow((2.0*re->wrld.exp + 0.5), -10); re->wrld.logfac= log( (re->wrld.linfac-1.0)/re->wrld.linfac )/re->wrld.range; } /* ------------------------------------------------------------------------- */ /* Object Finalization */ /* ------------------------------------------------------------------------- */ /* prevent phong interpolation for giving ray shadow errors (terminator problem) */ static void set_phong_threshold(ObjectRen *obr) { // VertRen *ver; VlakRen *vlr; float thresh= 0.0, dot; int tot=0, i; /* Added check for 'pointy' situations, only dotproducts of 0.9 and larger are taken into account. This threshold is meant to work on smooth geometry, not for extreme cases (ton) */ for(i=0; itotvlak; i++) { vlr= RE_findOrAddVlak(obr, i); if(vlr->flag & R_SMOOTH) { dot= INPR(vlr->n, vlr->v1->n); dot= ABS(dot); if(dot>0.9) { thresh+= dot; tot++; } dot= INPR(vlr->n, vlr->v2->n); dot= ABS(dot); if(dot>0.9) { thresh+= dot; tot++; } dot= INPR(vlr->n, vlr->v3->n); dot= ABS(dot); if(dot>0.9) { thresh+= dot; tot++; } if(vlr->v4) { dot= INPR(vlr->n, vlr->v4->n); dot= ABS(dot); if(dot>0.9) { thresh+= dot; tot++; } } } } if(tot) { thresh/= (float)tot; obr->ob->smoothresh= cos(0.5*M_PI-saacos(thresh)); } } /* per face check if all samples should be taken. if raytrace or multisample, do always for raytraced material, or when material full_osa set */ static void set_fullsample_flag(Render *re, ObjectRen *obr) { VlakRen *vlr; int a, trace, mode; if(re->osa==0) return; trace= re->r.mode & R_RAYTRACE; for(a=obr->totvlak-1; a>=0; a--) { vlr= RE_findOrAddVlak(obr, a); mode= vlr->mat->mode; if(mode & MA_FULL_OSA) vlr->flag |= R_FULL_OSA; else if(trace) { if(mode & MA_SHLESS); else if(vlr->mat->material_type == MA_TYPE_VOLUME); else if((mode & MA_RAYMIRROR) || ((mode & MA_TRANSP) && (mode & MA_RAYTRANSP))) /* for blurry reflect/refract, better to take more samples * inside the raytrace than as OSA samples */ if ((vlr->mat->gloss_mir == 1.0) && (vlr->mat->gloss_tra == 1.0)) vlr->flag |= R_FULL_OSA; } } } /* split quads for pradictable baking * dir 1 == (0,1,2) (0,2,3), 2 == (1,3,0) (1,2,3) */ static void split_quads(ObjectRen *obr, int dir) { VlakRen *vlr, *vlr1; int a; for(a=obr->totvlak-1; a>=0; a--) { vlr= RE_findOrAddVlak(obr, a); /* test if rendering as a quad or triangle, skip wire */ if(vlr->v4 && (vlr->flag & R_STRAND)==0 && (vlr->mat->material_type != MA_TYPE_WIRE)) { if(vlr->v4) { vlr1= RE_vlakren_copy(obr, vlr); vlr1->flag |= R_FACE_SPLIT; if( dir==2 ) vlr->flag |= R_DIVIDE_24; else vlr->flag &= ~R_DIVIDE_24; /* new vertex pointers */ if (vlr->flag & R_DIVIDE_24) { vlr1->v1= vlr->v2; vlr1->v2= vlr->v3; vlr1->v3= vlr->v4; vlr->v3 = vlr->v4; vlr1->flag |= R_DIVIDE_24; } else { vlr1->v1= vlr->v1; vlr1->v2= vlr->v3; vlr1->v3= vlr->v4; vlr1->flag &= ~R_DIVIDE_24; } vlr->v4 = vlr1->v4 = NULL; /* new normals */ CalcNormFloat(vlr->v3->co, vlr->v2->co, vlr->v1->co, vlr->n); CalcNormFloat(vlr1->v3->co, vlr1->v2->co, vlr1->v1->co, vlr1->n); } /* clear the flag when not divided */ else vlr->flag &= ~R_DIVIDE_24; } } } static void check_non_flat_quads(ObjectRen *obr) { VlakRen *vlr, *vlr1; VertRen *v1, *v2, *v3, *v4; float nor[3], xn, flen; int a; for(a=obr->totvlak-1; a>=0; a--) { vlr= RE_findOrAddVlak(obr, a); /* test if rendering as a quad or triangle, skip wire */ if(vlr->v4 && (vlr->flag & R_STRAND)==0 && (vlr->mat->material_type != MA_TYPE_WIRE)) { /* check if quad is actually triangle */ v1= vlr->v1; v2= vlr->v2; v3= vlr->v3; v4= vlr->v4; VECSUB(nor, v1->co, v2->co); if( ABS(nor[0])v1= v2; vlr->v2= v3; vlr->v3= v4; vlr->v4= NULL; } else { VECSUB(nor, v2->co, v3->co); if( ABS(nor[0])v2= v3; vlr->v3= v4; vlr->v4= NULL; } else { VECSUB(nor, v3->co, v4->co); if( ABS(nor[0])v4= NULL; } else { VECSUB(nor, v4->co, v1->co); if( ABS(nor[0])v4= NULL; } } } } if(vlr->v4) { /* Face is divided along edge with the least gradient */ /* Flagged with R_DIVIDE_24 if divide is from vert 2 to 4 */ /* 4---3 4---3 */ /* |\ 1| or |1 /| */ /* |0\ | |/ 0| */ /* 1---2 1---2 0 = orig face, 1 = new face */ /* render normals are inverted in render! we calculate normal of single tria here */ flen= CalcNormFloat(vlr->v4->co, vlr->v3->co, vlr->v1->co, nor); if(flen==0.0) CalcNormFloat(vlr->v4->co, vlr->v2->co, vlr->v1->co, nor); xn= nor[0]*vlr->n[0] + nor[1]*vlr->n[1] + nor[2]*vlr->n[2]; if(ABS(xn) < 0.999995 ) { // checked on noisy fractal grid float d1, d2; vlr1= RE_vlakren_copy(obr, vlr); vlr1->flag |= R_FACE_SPLIT; /* split direction based on vnorms */ CalcNormFloat(vlr->v1->co, vlr->v2->co, vlr->v3->co, nor); d1= nor[0]*vlr->v1->n[0] + nor[1]*vlr->v1->n[1] + nor[2]*vlr->v1->n[2]; CalcNormFloat(vlr->v2->co, vlr->v3->co, vlr->v4->co, nor); d2= nor[0]*vlr->v2->n[0] + nor[1]*vlr->v2->n[1] + nor[2]*vlr->v2->n[2]; if( fabs(d1) < fabs(d2) ) vlr->flag |= R_DIVIDE_24; else vlr->flag &= ~R_DIVIDE_24; /* new vertex pointers */ if (vlr->flag & R_DIVIDE_24) { vlr1->v1= vlr->v2; vlr1->v2= vlr->v3; vlr1->v3= vlr->v4; vlr->v3 = vlr->v4; vlr1->flag |= R_DIVIDE_24; } else { vlr1->v1= vlr->v1; vlr1->v2= vlr->v3; vlr1->v3= vlr->v4; vlr1->flag &= ~R_DIVIDE_24; } vlr->v4 = vlr1->v4 = NULL; /* new normals */ CalcNormFloat(vlr->v3->co, vlr->v2->co, vlr->v1->co, vlr->n); CalcNormFloat(vlr1->v3->co, vlr1->v2->co, vlr1->v1->co, vlr1->n); } /* clear the flag when not divided */ else vlr->flag &= ~R_DIVIDE_24; } } } } static void finalize_render_object(Render *re, ObjectRen *obr, int timeoffset) { Object *ob= obr->ob; VertRen *ver= NULL; StrandRen *strand= NULL; StrandBound *sbound= NULL; float min[3], max[3], smin[3], smax[3]; int a, b; if(obr->totvert || obr->totvlak || obr->tothalo || obr->totstrand) { /* the exception below is because displace code now is in init_render_mesh call, I will look at means to have autosmooth enabled for all object types and have it as general postprocess, like displace */ if(ob->type!=OB_MESH && test_for_displace(re, ob)) do_displacement(re, obr, NULL, NULL); if(!timeoffset) { /* phong normal interpolation can cause error in tracing * (terminator problem) */ ob->smoothresh= 0.0; if((re->r.mode & R_RAYTRACE) && (re->r.mode & R_SHADOW)) set_phong_threshold(obr); if (re->flag & R_BAKING && re->r.bake_quad_split != 0) { /* Baking lets us define a quad split order */ split_quads(obr, re->r.bake_quad_split); } else { check_non_flat_quads(obr); } set_fullsample_flag(re, obr); /* compute bounding boxes for clipping */ INIT_MINMAX(min, max); for(a=0; atotvert; a++) { if((a & 255)==0) ver= obr->vertnodes[a>>8].vert; else ver++; DO_MINMAX(ver->co, min, max); } if(obr->strandbuf) { sbound= obr->strandbuf->bound; for(b=0; bstrandbuf->totbound; b++, sbound++) { INIT_MINMAX(smin, smax); for(a=sbound->start; aend; a++) { strand= RE_findOrAddStrand(obr, a); strand_minmax(strand, smin, smax); } VECCOPY(sbound->boundbox[0], smin); VECCOPY(sbound->boundbox[1], smax); DO_MINMAX(smin, min, max); DO_MINMAX(smax, min, max); } } VECCOPY(obr->boundbox[0], min); VECCOPY(obr->boundbox[1], max); } } } /* ------------------------------------------------------------------------- */ /* Database */ /* ------------------------------------------------------------------------- */ static int render_object_type(int type) { return ELEM5(type, OB_FONT, OB_CURVE, OB_SURF, OB_MESH, OB_MBALL); } static void find_dupli_instances(Render *re, ObjectRen *obr) { ObjectInstanceRen *obi; float imat[4][4], obmat[4][4], obimat[4][4], nmat[3][3]; int first = 1; Mat4MulMat4(obmat, obr->obmat, re->viewmat); Mat4Invert(imat, obmat); /* for objects instanced by dupliverts/faces/particles, we go over the * list of instances to find ones that instance obr, and setup their * matrices and obr pointer */ for(obi=re->instancetable.last; obi; obi=obi->prev) { if(!obi->obr && obi->ob == obr->ob && obi->psysindex == obr->psysindex) { obi->obr= obr; /* compute difference between object matrix and * object matrix with dupli transform, in viewspace */ Mat4CpyMat4(obimat, obi->mat); Mat4MulMat4(obi->mat, imat, obimat); Mat3CpyMat4(nmat, obi->mat); Mat3Inv(obi->nmat, nmat); Mat3Transp(obi->nmat); if(!first) { re->totvert += obr->totvert; re->totvlak += obr->totvlak; re->tothalo += obr->tothalo; re->totstrand += obr->totstrand; } else first= 0; } } } static void assign_dupligroup_dupli(Render *re, ObjectInstanceRen *obi, ObjectRen *obr) { float imat[4][4], obmat[4][4], obimat[4][4], nmat[3][3]; Mat4MulMat4(obmat, obr->obmat, re->viewmat); Mat4Invert(imat, obmat); obi->obr= obr; /* compute difference between object matrix and * object matrix with dupli transform, in viewspace */ Mat4CpyMat4(obimat, obi->mat); Mat4MulMat4(obi->mat, imat, obimat); Mat3CpyMat4(nmat, obi->mat); Mat3Inv(obi->nmat, nmat); Mat3Transp(obi->nmat); re->totvert += obr->totvert; re->totvlak += obr->totvlak; re->tothalo += obr->tothalo; re->totstrand += obr->totstrand; } static ObjectRen *find_dupligroup_dupli(Render *re, Object *ob, int psysindex) { ObjectRen *obr; /* if the object is itself instanced, we don't want to create an instance * for it */ if(ob->transflag & OB_RENDER_DUPLI) return NULL; /* try to find an object that was already created so we can reuse it * and save memory */ for(obr=re->objecttable.first; obr; obr=obr->next) if(obr->ob == ob && obr->psysindex == psysindex && (obr->flag & R_INSTANCEABLE)) return obr; return NULL; } static void set_dupli_tex_mat(Render *re, ObjectInstanceRen *obi, DupliObject *dob) { /* For duplis we need to have a matrix that transform the coordinate back * to it's original position, without the dupli transforms. We also check * the matrix is actually needed, to save memory on lots of dupliverts for * example */ static Object *lastob= NULL; static int needtexmat= 0; /* init */ if(!re) { lastob= NULL; needtexmat= 0; return; } /* check if we actually need it */ if(lastob != dob->ob) { Material ***material; short a, *totmaterial; lastob= dob->ob; needtexmat= 0; totmaterial= give_totcolp(dob->ob); material= give_matarar(dob->ob); if(totmaterial && material) for(a= 0; a<*totmaterial; a++) if((*material)[a] && (*material)[a]->texco & TEXCO_OBJECT) needtexmat= 1; } if(needtexmat) { float imat[4][4]; obi->duplitexmat= BLI_memarena_alloc(re->memArena, sizeof(float)*4*4); Mat4Invert(imat, dob->mat); Mat4MulSerie(obi->duplitexmat, re->viewmat, dob->omat, imat, re->viewinv, 0, 0, 0, 0); } } static void init_render_object_data(Render *re, ObjectRen *obr, int timeoffset) { Object *ob= obr->ob; ParticleSystem *psys; int i; if(obr->psysindex) { if((!obr->prev || obr->prev->ob != ob) && ob->type==OB_MESH) { /* the emitter mesh wasn't rendered so the modifier stack wasn't * evaluated with render settings */ DerivedMesh *dm; dm = mesh_create_derived_render(re->scene, ob, CD_MASK_BAREMESH|CD_MASK_MTFACE|CD_MASK_MCOL); dm->release(dm); } for(psys=ob->particlesystem.first, i=0; ipsysindex-1; i++) psys= psys->next; render_new_particle_system(re, obr, psys, timeoffset); } else { if ELEM(ob->type, OB_FONT, OB_CURVE) init_render_curve(re, obr, timeoffset); else if(ob->type==OB_SURF) init_render_surf(re, obr); else if(ob->type==OB_MESH) init_render_mesh(re, obr, timeoffset); else if(ob->type==OB_MBALL) init_render_mball(re, obr); } finalize_render_object(re, obr, timeoffset); re->totvert += obr->totvert; re->totvlak += obr->totvlak; re->tothalo += obr->tothalo; re->totstrand += obr->totstrand; } static void add_render_object(Render *re, Object *ob, Object *par, DupliObject *dob, int timeoffset, int vectorlay) { ObjectRen *obr; ObjectInstanceRen *obi; ParticleSystem *psys; int show_emitter, allow_render= 1, index, psysindex, i; index= (dob)? dob->index: 0; /* the emitter has to be processed first (render levels of modifiers) */ /* so here we only check if the emitter should be rendered */ if(ob->particlesystem.first) { show_emitter= 0; for(psys=ob->particlesystem.first; psys; psys=psys->next) { show_emitter += psys->part->draw & PART_DRAW_EMITTER; psys_render_set(ob, psys, re->viewmat, re->winmat, re->winx, re->winy, timeoffset); } /* if no psys has "show emitter" selected don't render emitter */ if(show_emitter == 0) allow_render= 0; } /* one render object for the data itself */ if(allow_render) { obr= RE_addRenderObject(re, ob, par, index, 0, ob->lay); if((dob && !dob->animated) || (ob->transflag & OB_RENDER_DUPLI)) { obr->flag |= R_INSTANCEABLE; Mat4CpyMat4(obr->obmat, ob->obmat); } if(obr->lay & vectorlay) obr->flag |= R_NEED_VECTORS; init_render_object_data(re, obr, timeoffset); /* only add instance for objects that have not been used for dupli */ if(!(ob->transflag & OB_RENDER_DUPLI)) { obi= RE_addRenderInstance(re, obr, ob, par, index, 0, NULL, ob->lay); if(dob) set_dupli_tex_mat(re, obi, dob); } else find_dupli_instances(re, obr); for (i=1; i<=ob->totcol; i++) { Material* ma = give_render_material(re, ob, i); if (ma && ma->material_type == MA_TYPE_VOLUME) add_volume(re, obr, ma); } } /* and one render object per particle system */ if(ob->particlesystem.first) { psysindex= 1; for(psys=ob->particlesystem.first; psys; psys=psys->next, psysindex++) { obr= RE_addRenderObject(re, ob, par, index, psysindex, ob->lay); if((dob && !dob->animated) || (ob->transflag & OB_RENDER_DUPLI)) { obr->flag |= R_INSTANCEABLE; Mat4CpyMat4(obr->obmat, ob->obmat); } if(obr->lay & vectorlay) obr->flag |= R_NEED_VECTORS; init_render_object_data(re, obr, timeoffset); psys_render_restore(ob, psys); /* only add instance for objects that have not been used for dupli */ if(!(ob->transflag & OB_RENDER_DUPLI)) { obi= RE_addRenderInstance(re, obr, ob, par, index, psysindex, NULL, ob->lay); if(dob) set_dupli_tex_mat(re, obi, dob); } else find_dupli_instances(re, obr); } } } /* par = pointer to duplicator parent, needed for object lookup table */ /* index = when duplicater copies same object (particle), the counter */ static void init_render_object(Render *re, Object *ob, Object *par, DupliObject *dob, int timeoffset, int vectorlay) { static double lasttime= 0.0; double time; float mat[4][4]; if(ob->type==OB_LAMP) add_render_lamp(re, ob); else if(render_object_type(ob->type)) add_render_object(re, ob, par, dob, timeoffset, vectorlay); else { Mat4MulMat4(mat, ob->obmat, re->viewmat); Mat4Invert(ob->imat, mat); } time= PIL_check_seconds_timer(); if(time - lasttime > 1.0) { lasttime= time; /* clumsy copying still */ re->i.totvert= re->totvert; re->i.totface= re->totvlak; re->i.totstrand= re->totstrand; re->i.tothalo= re->tothalo; re->i.totlamp= re->totlamp; re->stats_draw(re->sdh, &re->i); } ob->flag |= OB_DONE; } void RE_Database_Free(Render *re) { Object *ob = NULL; LampRen *lar; /* statistics for debugging render memory usage */ if((G.f & G_DEBUG) && (G.rendering)) { if((re->r.scemode & R_PREVIEWBUTS)==0) { BKE_image_print_memlist(); MEM_printmemlist_stats(); } } /* FREE */ for(lar= re->lampren.first; lar; lar= lar->next) { freeshadowbuf(lar); if(lar->jitter) MEM_freeN(lar->jitter); if(lar->shadsamp) MEM_freeN(lar->shadsamp); if(lar->sunsky) MEM_freeN(lar->sunsky); curvemapping_free(lar->curfalloff); } free_volume_precache(re); BLI_freelistN(&re->lampren); BLI_freelistN(&re->lights); free_renderdata_tables(re); /* free orco. check all objects because of duplis and sets */ ob= G.main->object.first; while(ob) { if(ob->type==OB_MBALL) { if(ob->disp.first && ob->disp.first!=ob->disp.last) { DispList *dl= ob->disp.first; BLI_remlink(&ob->disp, dl); freedisplist(&ob->disp); BLI_addtail(&ob->disp, dl); } } ob= ob->id.next; } free_mesh_orco_hash(re); #if 0 /* radio can be redone better */ end_radio_render(); #endif end_render_materials(); end_render_textures(); free_pointdensities(re); free_voxeldata(re); free_camera_inside_volumes(re); if(re->wrld.aosphere) { MEM_freeN(re->wrld.aosphere); re->wrld.aosphere= NULL; re->scene->world->aosphere= NULL; } if(re->wrld.aotables) { MEM_freeN(re->wrld.aotables); re->wrld.aotables= NULL; re->scene->world->aotables= NULL; } if(re->r.mode & R_RAYTRACE) free_render_qmcsampler(re); if(re->r.mode & R_RAYTRACE) freeraytree(re); free_sss(re); free_occ(re); free_strand_surface(re); re->totvlak=re->totvert=re->totstrand=re->totlamp=re->tothalo= 0; re->i.convertdone= 0; if(re->scene) if(re->scene->r.scemode & R_FREE_IMAGE) if((re->r.scemode & R_PREVIEWBUTS)==0) BKE_image_free_all_textures(); if(re->memArena) { BLI_memarena_free(re->memArena); re->memArena = NULL; } } static int allow_render_object(Object *ob, int nolamps, int onlyselected, Object *actob) { /* override not showing object when duplis are used with particles */ if(ob->transflag & OB_DUPLIPARTS) ; /* let particle system(s) handle showing vs. not showing */ else if((ob->transflag & OB_DUPLI) && !(ob->transflag & OB_DUPLIFRAMES)) return 0; if(nolamps && (ob->type==OB_LAMP)) return 0; if(onlyselected && (ob!=actob && !(ob->flag & SELECT))) return 0; return 1; } static int allow_render_dupli_instance(Render *re, DupliObject *dob, Object *obd) { ParticleSystem *psys; Material *ma; short a, *totmaterial; /* don't allow objects with halos. we need to have * all halo's to sort them globally in advance */ totmaterial= give_totcolp(obd); if(totmaterial) { for(a= 0; a<*totmaterial; a++) { ma= give_current_material(obd, a); if(ma && (ma->material_type == MA_TYPE_HALO)) return 0; } } for(psys=obd->particlesystem.first; psys; psys=psys->next) if(!ELEM5(psys->part->ren_as, PART_DRAW_BB, PART_DRAW_LINE, PART_DRAW_PATH, PART_DRAW_OB, PART_DRAW_GR)) return 0; /* don't allow lamp, animated duplis, or radio render */ return (render_object_type(obd->type) && (!(dob->type == OB_DUPLIGROUP) || !dob->animated) && !(re->r.mode & R_RADIO)); } static void dupli_render_particle_set(Render *re, Object *ob, int timeoffset, int level, int enable) { /* ugly function, but we need to set particle systems to their render * settings before calling object_duplilist, to get render level duplis */ Group *group; GroupObject *go; ParticleSystem *psys; DerivedMesh *dm; if(level >= MAX_DUPLI_RECUR) return; if(ob->transflag & OB_DUPLIPARTS) { for(psys=ob->particlesystem.first; psys; psys=psys->next) { if(ELEM(psys->part->ren_as, PART_DRAW_OB, PART_DRAW_GR)) { if(enable) psys_render_set(ob, psys, re->viewmat, re->winmat, re->winx, re->winy, timeoffset); else psys_render_restore(ob, psys); } } if(level == 0 && enable) { /* this is to make sure we get render level duplis in groups: * the derivedmesh must be created before init_render_mesh, * since object_duplilist does dupliparticles before that */ dm = mesh_create_derived_render(re->scene, ob, CD_MASK_BAREMESH|CD_MASK_MTFACE|CD_MASK_MCOL); dm->release(dm); for(psys=ob->particlesystem.first; psys; psys=psys->next) psys_get_modifier(ob, psys)->flag &= ~eParticleSystemFlag_psys_updated; } } if(ob->dup_group==NULL) return; group= ob->dup_group; for(go= group->gobject.first; go; go= go->next) dupli_render_particle_set(re, go->ob, timeoffset, level+1, enable); } static int get_vector_renderlayers(Scene *sce) { SceneRenderLayer *srl; int lay= 0; for(srl= sce->r.layers.first; srl; srl= srl->next) if(srl->passflag & SCE_PASS_VECTOR) lay |= srl->lay; return lay; } static void add_group_render_dupli_obs(Render *re, Group *group, int nolamps, int onlyselected, Object *actob, int timeoffset, int vectorlay, int level) { GroupObject *go; Object *ob; /* simple preventing of too deep nested groups */ if(level>MAX_DUPLI_RECUR) return; /* recursively go into dupligroups to find objects with OB_RENDER_DUPLI * that were not created yet */ for(go= group->gobject.first; go; go= go->next) { ob= go->ob; if(ob->flag & OB_DONE) { if(ob->transflag & OB_RENDER_DUPLI) { if(allow_render_object(ob, nolamps, onlyselected, actob)) { init_render_object(re, ob, NULL, 0, timeoffset, vectorlay); ob->transflag &= ~OB_RENDER_DUPLI; if(ob->dup_group) add_group_render_dupli_obs(re, ob->dup_group, nolamps, onlyselected, actob, timeoffset, vectorlay, level+1); } } } } } static void database_init_objects(Render *re, unsigned int renderlay, int nolamps, int onlyselected, Object *actob, int timeoffset) { Base *base; Object *ob; Group *group; ObjectInstanceRen *obi; Scene *sce; float mat[4][4]; int lay, vectorlay, redoimat= 0; /* for duplis we need the Object texture mapping to work as if * untransformed, set_dupli_tex_mat sets the matrix to allow that * NULL is just for init */ set_dupli_tex_mat(NULL, NULL, NULL); for(SETLOOPER(re->scene, base)) { ob= base->object; /* imat objects has to be done here, since displace can have texture using Object map-input */ Mat4MulMat4(mat, ob->obmat, re->viewmat); Mat4Invert(ob->imat, mat); /* each object should only be rendered once */ ob->flag &= ~OB_DONE; ob->transflag &= ~OB_RENDER_DUPLI; } for(SETLOOPER(re->scene, base)) { ob= base->object; /* in the prev/next pass for making speed vectors, avoid creating * objects that are not on a renderlayer with a vector pass, can * save a lot of time in complex scenes */ vectorlay= get_vector_renderlayers(sce); lay= (timeoffset)? renderlay & vectorlay: renderlay; /* if the object has been restricted from rendering in the outliner, ignore it */ if(ob->restrictflag & OB_RESTRICT_RENDER) continue; /* OB_DONE means the object itself got duplicated, so was already converted */ if(ob->flag & OB_DONE) { /* OB_RENDER_DUPLI means instances for it were already created, now * it still needs to create the ObjectRen containing the data */ if(ob->transflag & OB_RENDER_DUPLI) { if(allow_render_object(ob, nolamps, onlyselected, actob)) { init_render_object(re, ob, NULL, 0, timeoffset, vectorlay); ob->transflag &= ~OB_RENDER_DUPLI; } } } else if((base->lay & lay) || (ob->type==OB_LAMP && (base->lay & re->scene->lay)) ) { if((ob->transflag & OB_DUPLI) && (ob->type!=OB_MBALL)) { DupliObject *dob; ListBase *lb; redoimat= 1; /* create list of duplis generated by this object, particle * system need to have render settings set for dupli particles */ dupli_render_particle_set(re, ob, timeoffset, 0, 1); lb= object_duplilist(sce, ob); dupli_render_particle_set(re, ob, timeoffset, 0, 0); for(dob= lb->first; dob; dob= dob->next) { Object *obd= dob->ob; Mat4CpyMat4(obd->obmat, dob->mat); /* group duplis need to set ob matrices correct, for deform. so no_draw is part handled */ if(!(obd->transflag & OB_RENDER_DUPLI) && dob->no_draw) continue; if(obd->restrictflag & OB_RESTRICT_RENDER) continue; if(obd->type==OB_MBALL) continue; if(!allow_render_object(obd, nolamps, onlyselected, actob)) continue; if(allow_render_dupli_instance(re, dob, obd)) { ParticleSystem *psys; ObjectRen *obr = NULL; int psysindex; float mat[4][4]; /* instances instead of the actual object are added in two cases, either * this is a duplivert/face/particle, or it is a non-animated object in * a dupligroup that has already been created before */ if(dob->type != OB_DUPLIGROUP || (obr=find_dupligroup_dupli(re, obd, 0))) { Mat4MulMat4(mat, dob->mat, re->viewmat); obi= RE_addRenderInstance(re, NULL, obd, ob, dob->index, 0, mat, obd->lay); /* fill in instance variables for texturing */ set_dupli_tex_mat(re, obi, dob); if(dob->type != OB_DUPLIGROUP) { VECCOPY(obi->dupliorco, dob->orco); obi->dupliuv[0]= dob->uv[0]; obi->dupliuv[1]= dob->uv[1]; } else { /* for the second case, setup instance to point to the already * created object, and possibly setup instances if this object * itself was duplicated. for the first case find_dupli_instances * will be called later. */ assign_dupligroup_dupli(re, obi, obr); if(obd->transflag & OB_RENDER_DUPLI) find_dupli_instances(re, obr); } } else /* can't instance, just create the object */ init_render_object(re, obd, ob, dob, timeoffset, vectorlay); /* same logic for particles, each particle system has it's own object, so * need to go over them separately */ psysindex= 1; for(psys=obd->particlesystem.first; psys; psys=psys->next) { if(dob->type != OB_DUPLIGROUP || (obr=find_dupligroup_dupli(re, ob, psysindex))) { obi= RE_addRenderInstance(re, NULL, obd, ob, dob->index, psysindex++, mat, obd->lay); set_dupli_tex_mat(re, obi, dob); if(dob->type != OB_DUPLIGROUP) { VECCOPY(obi->dupliorco, dob->orco); obi->dupliuv[0]= dob->uv[0]; obi->dupliuv[1]= dob->uv[1]; } else { assign_dupligroup_dupli(re, obi, obr); if(obd->transflag & OB_RENDER_DUPLI) find_dupli_instances(re, obr); } } } if(dob->type != OB_DUPLIGROUP) { obd->flag |= OB_DONE; obd->transflag |= OB_RENDER_DUPLI; } } else init_render_object(re, obd, ob, dob, timeoffset, vectorlay); if(re->test_break(re->tbh)) break; } free_object_duplilist(lb); if(allow_render_object(ob, nolamps, onlyselected, actob)) init_render_object(re, ob, NULL, 0, timeoffset, vectorlay); } else if(allow_render_object(ob, nolamps, onlyselected, actob)) init_render_object(re, ob, NULL, 0, timeoffset, vectorlay); } if(re->test_break(re->tbh)) break; } /* objects in groups with OB_RENDER_DUPLI set still need to be created, * since they may not be part of the scene */ for(group= G.main->group.first; group; group=group->id.next) add_group_render_dupli_obs(re, group, nolamps, onlyselected, actob, timeoffset, renderlay, 0); /* imat objects has to be done again, since groups can mess it up */ if(redoimat) { for(SETLOOPER(re->scene, base)) { ob= base->object; Mat4MulMat4(mat, ob->obmat, re->viewmat); Mat4Invert(ob->imat, mat); } } if(!re->test_break(re->tbh)) RE_makeRenderInstances(re); } /* used to be 'rotate scene' */ void RE_Database_FromScene(Render *re, Scene *scene, int use_camera_view) { extern int slurph_opt; /* key.c */ Scene *sce; float mat[4][4]; float amb[3]; unsigned int lay; re->scene= scene; /* per second, per object, stats print this */ re->i.infostr= "Preparing Scene data"; re->i.cfra= scene->r.cfra; strncpy(re->i.scenename, scene->id.name+2, 20); /* XXX add test if dbase was filled already? */ re->memArena = BLI_memarena_new(BLI_MEMARENA_STD_BUFSIZE); re->totvlak=re->totvert=re->totstrand=re->totlamp=re->tothalo= 0; re->lights.first= re->lights.last= NULL; re->lampren.first= re->lampren.last= NULL; slurph_opt= 0; re->i.partsdone= 0; /* signal now in use for previewrender */ /* in localview, lamps are using normal layers, objects only local bits */ if(re->scene->lay & 0xFF000000) lay= re->scene->lay & 0xFF000000; else lay= re->scene->lay; /* applies changes fully */ if((re->r.scemode & R_PREVIEWBUTS)==0) scene_update_for_newframe(re->scene, lay); /* if no camera, viewmat should have been set! */ if(use_camera_view && re->scene->camera) { Mat4Ortho(re->scene->camera->obmat); Mat4Invert(mat, re->scene->camera->obmat); RE_SetView(re, mat); re->scene->camera->recalc= OB_RECALC_OB; /* force correct matrix for scaled cameras */ } init_render_world(re); /* do first, because of ambient. also requires re->osa set correct */ if(re->r.mode & R_RAYTRACE) { init_render_qmcsampler(re); if(re->wrld.mode & WO_AMB_OCC) if (re->wrld.ao_samp_method == WO_AOSAMP_CONSTANT) init_ao_sphere(&re->wrld); } /* still bad... doing all */ init_render_textures(re); if (re->r.color_mgt_flag & R_COLOR_MANAGEMENT) color_manage_linearize(amb, &re->wrld.ambr); else VECCOPY(amb, &re->wrld.ambr); init_render_materials(re->r.mode, amb); set_node_shader_lamp_loop(shade_material_loop); /* MAKE RENDER DATA */ database_init_objects(re, lay, 0, 0, 0, 0); init_camera_inside_volumes(re); if(!re->test_break(re->tbh)) { int tothalo; set_material_lightgroups(re); for(sce= re->scene; sce; sce= sce->set) set_renderlayer_lightgroups(re, sce); slurph_opt= 1; /* for now some clumsy copying still */ re->i.totvert= re->totvert; re->i.totface= re->totvlak; re->i.totstrand= re->totstrand; re->i.tothalo= re->tothalo; re->i.totlamp= re->totlamp; re->stats_draw(re->sdh, &re->i); /* don't sort stars */ tothalo= re->tothalo; if(!re->test_break(re->tbh)) if(re->wrld.mode & WO_STARS) RE_make_stars(re, NULL, NULL, NULL, NULL); sort_halos(re, tothalo); re->i.infostr= "Creating Shadowbuffers"; re->stats_draw(re->sdh, &re->i); /* SHADOW BUFFER */ threaded_makeshadowbufs(re); /* yafray: 'direct' radiosity, environment maps and raytree init not needed for yafray render */ /* although radio mode could be useful at some point, later */ if (re->r.renderer==R_INTERN) { #if 0 /* RADIO was removed */ /* RADIO (uses no R anymore) */ if(!re->test_break(re->tbh)) if(re->r.mode & R_RADIO) do_radio_render(re); #endif /* raytree */ if(!re->test_break(re->tbh)) { if(re->r.mode & R_RAYTRACE) { makeraytree(re); } } /* ENVIRONMENT MAPS */ if(!re->test_break(re->tbh)) make_envmaps(re); /* point density texture */ if(!re->test_break(re->tbh)) make_pointdensities(re); /* voxel data texture */ if(!re->test_break(re->tbh)) make_voxeldata(re); } if(!re->test_break(re->tbh)) project_renderdata(re, projectverto, re->r.mode & R_PANORAMA, 0, 1); /* Occlusion */ if((re->wrld.mode & WO_AMB_OCC) && !re->test_break(re->tbh)) if(re->wrld.ao_gather_method == WO_AOGATHER_APPROX) if(re->r.renderer==R_INTERN) if(re->r.mode & R_SHADOW) make_occ_tree(re); /* SSS */ if((re->r.mode & R_SSS) && !re->test_break(re->tbh)) if(re->r.renderer==R_INTERN) make_sss_tree(re); if(!re->test_break(re->tbh)) if(re->r.mode & R_RAYTRACE) volume_precache(re); } if(re->test_break(re->tbh)) RE_Database_Free(re); else re->i.convertdone= 1; re->i.infostr= NULL; re->stats_draw(re->sdh, &re->i); } /* exported call to recalculate hoco for vertices, when winmat changed */ void RE_DataBase_ApplyWindow(Render *re) { project_renderdata(re, projectverto, 0, 0, 0); } void RE_DataBase_GetView(Render *re, float mat[][4]) { Mat4CpyMat4(mat, re->viewmat); } /* ------------------------------------------------------------------------- */ /* Speed Vectors */ /* ------------------------------------------------------------------------- */ static void database_fromscene_vectors(Render *re, Scene *scene, int timeoffset) { extern int slurph_opt; /* key.c */ float mat[4][4]; unsigned int lay; re->scene= scene; /* XXX add test if dbase was filled already? */ re->memArena = BLI_memarena_new(BLI_MEMARENA_STD_BUFSIZE); re->totvlak=re->totvert=re->totstrand=re->totlamp=re->tothalo= 0; re->i.totface=re->i.totvert=re->i.totstrand=re->i.totlamp=re->i.tothalo= 0; re->lights.first= re->lights.last= NULL; slurph_opt= 0; /* in localview, lamps are using normal layers, objects only local bits */ if(re->scene->lay & 0xFF000000) lay= re->scene->lay & 0xFF000000; else lay= re->scene->lay; /* applies changes fully */ scene->r.cfra += timeoffset; scene_update_for_newframe(re->scene, lay); /* if no camera, viewmat should have been set! */ if(re->scene->camera) { Mat4Ortho(re->scene->camera->obmat); Mat4Invert(mat, re->scene->camera->obmat); RE_SetView(re, mat); } /* MAKE RENDER DATA */ database_init_objects(re, lay, 0, 0, 0, timeoffset); if(!re->test_break(re->tbh)) project_renderdata(re, projectverto, re->r.mode & R_PANORAMA, 0, 1); /* do this in end, particles for example need cfra */ scene->r.cfra -= timeoffset; } /* choose to use static, to prevent giving too many args to this call */ static void speedvector_project(Render *re, float *zco, float *co, float *ho) { static float pixelphix=0.0f, pixelphiy=0.0f, zmulx=0.0f, zmuly=0.0f; static int pano= 0; float div; /* initialize */ if(re) { pano= re->r.mode & R_PANORAMA; /* precalculate amount of radians 1 pixel rotates */ if(pano) { /* size of 1 pixel mapped to viewplane coords */ float psize= (re->viewplane.xmax-re->viewplane.xmin)/(float)re->winx; /* x angle of a pixel */ pixelphix= atan(psize/re->clipsta); psize= (re->viewplane.ymax-re->viewplane.ymin)/(float)re->winy; /* y angle of a pixel */ pixelphiy= atan(psize/re->clipsta); } zmulx= re->winx/2; zmuly= re->winy/2; return; } /* now map hocos to screenspace, uses very primitive clip still */ if(ho[3]<0.1f) div= 10.0f; else div= 1.0f/ho[3]; /* use cylinder projection */ if(pano) { float vec[3], ang; /* angle between (0,0,-1) and (co) */ VECCOPY(vec, co); ang= saacos(-vec[2]/sqrt(vec[0]*vec[0] + vec[2]*vec[2])); if(vec[0]<0.0f) ang= -ang; zco[0]= ang/pixelphix + zmulx; ang= 0.5f*M_PI - saacos(vec[1]/sqrt(vec[0]*vec[0] + vec[1]*vec[1] + vec[2]*vec[2])); zco[1]= ang/pixelphiy + zmuly; } else { zco[0]= zmulx*(1.0f+ho[0]*div); zco[1]= zmuly*(1.0f+ho[1]*div); } } static void calculate_speedvector(float *vectors, int step, float winsq, float winroot, float *co, float *ho, float *speed) { float zco[2], len; speedvector_project(NULL, zco, co, ho); zco[0]= vectors[0] - zco[0]; zco[1]= vectors[1] - zco[1]; /* enable nice masks for hardly moving stuff or float inaccuracy */ if(zco[0]<0.1f && zco[0]>-0.1f && zco[1]<0.1f && zco[1]>-0.1f ) { zco[0]= 0.0f; zco[1]= 0.0f; } /* maximize speed for image width, otherwise it never looks good */ len= zco[0]*zco[0] + zco[1]*zco[1]; if(len > winsq) { len= winroot/sqrt(len); zco[0]*= len; zco[1]*= len; } /* note; in main vecblur loop speedvec is negated again */ if(step) { speed[2]= -zco[0]; speed[3]= -zco[1]; } else { speed[0]= zco[0]; speed[1]= zco[1]; } } static float *calculate_strandsurface_speedvectors(Render *re, ObjectInstanceRen *obi, StrandSurface *mesh) { float winsq= re->winx*re->winy, winroot= sqrt(winsq), (*winspeed)[4]; float ho[4], prevho[4], nextho[4], winmat[4][4], vec[2]; int a; if(mesh->co && mesh->prevco && mesh->nextco) { if(obi->flag & R_TRANSFORMED) Mat4MulMat4(winmat, obi->mat, re->winmat); else Mat4CpyMat4(winmat, re->winmat); winspeed= MEM_callocN(sizeof(float)*4*mesh->totvert, "StrandSurfWin"); for(a=0; atotvert; a++) { projectvert(mesh->co[a], winmat, ho); projectvert(mesh->prevco[a], winmat, prevho); speedvector_project(NULL, vec, mesh->prevco[a], prevho); calculate_speedvector(vec, 0, winsq, winroot, mesh->co[a], ho, winspeed[a]); projectvert(mesh->nextco[a], winmat, nextho); speedvector_project(NULL, vec, mesh->nextco[a], nextho); calculate_speedvector(vec, 1, winsq, winroot, mesh->co[a], ho, winspeed[a]); } return (float*)winspeed; } return NULL; } static void calculate_speedvectors(Render *re, ObjectInstanceRen *obi, float *vectors, int step) { ObjectRen *obr= obi->obr; VertRen *ver= NULL; StrandRen *strand= NULL; StrandBuffer *strandbuf; StrandSurface *mesh= NULL; float *speed, (*winspeed)[4]=NULL, ho[4], winmat[4][4]; float *co1, *co2, *co3, *co4, w[4]; float winsq= re->winx*re->winy, winroot= sqrt(winsq); int a, *face, *index; if(obi->flag & R_TRANSFORMED) Mat4MulMat4(winmat, obi->mat, re->winmat); else Mat4CpyMat4(winmat, re->winmat); if(obr->vertnodes) { for(a=0; atotvert; a++, vectors+=2) { if((a & 255)==0) ver= obr->vertnodes[a>>8].vert; else ver++; speed= RE_vertren_get_winspeed(obi, ver, 1); projectvert(ver->co, winmat, ho); calculate_speedvector(vectors, step, winsq, winroot, ver->co, ho, speed); } } if(obr->strandnodes) { strandbuf= obr->strandbuf; mesh= (strandbuf)? strandbuf->surface: NULL; /* compute speed vectors at surface vertices */ if(mesh) winspeed= (float(*)[4])calculate_strandsurface_speedvectors(re, obi, mesh); if(winspeed) { for(a=0; atotstrand; a++, vectors+=2) { if((a & 255)==0) strand= obr->strandnodes[a>>8].strand; else strand++; index= RE_strandren_get_face(obr, strand, 0); if(index && *index < mesh->totface) { speed= RE_strandren_get_winspeed(obi, strand, 1); /* interpolate speed vectors from strand surface */ face= mesh->face[*index]; co1= mesh->co[face[0]]; co2= mesh->co[face[1]]; co3= mesh->co[face[2]]; co4= (face[3])? mesh->co[face[3]]: NULL; InterpWeightsQ3Dfl(co1, co2, co3, co4, strand->vert->co, w); speed[0]= speed[1]= speed[2]= speed[3]= 0.0f; QUATADDFAC(speed, speed, winspeed[face[0]], w[0]); QUATADDFAC(speed, speed, winspeed[face[1]], w[1]); QUATADDFAC(speed, speed, winspeed[face[2]], w[2]); if(face[3]) QUATADDFAC(speed, speed, winspeed[face[3]], w[3]); } } MEM_freeN(winspeed); } } } static int load_fluidsimspeedvectors(Render *re, ObjectInstanceRen *obi, float *vectors, int step) { ObjectRen *obr= obi->obr; Object *fsob= obr->ob; VertRen *ver= NULL; float *speed, div, zco[2], avgvel[4] = {0.0, 0.0, 0.0, 0.0}; float zmulx= re->winx/2, zmuly= re->winy/2, len; float winsq= re->winx*re->winy, winroot= sqrt(winsq); int a, j; float hoco[4], ho[4], fsvec[4], camco[4]; float mat[4][4], winmat[4][4]; float imat[4][4]; FluidsimModifierData *fluidmd = (FluidsimModifierData *)modifiers_findByType(fsob, eModifierType_Fluidsim); FluidsimSettings *fss = fluidmd->fss; float *velarray = NULL; /* only one step needed */ if(step) return 1; if(fluidmd) fss = fluidmd->fss; else return 0; Mat4CpyMat4(mat, re->viewmat); Mat4Invert(imat, mat); /* set first vertex OK */ if(!fss->meshSurfNormals) return 0; if( obr->totvert != GET_INT_FROM_POINTER(fss->meshSurface) ) { //fprintf(stderr, "load_fluidsimspeedvectors - modified fluidsim mesh, not using speed vectors (%d,%d)...\n", obr->totvert, fsob->fluidsimSettings->meshSurface->totvert); // DEBUG return 0; } velarray = (float *)fss->meshSurfNormals; if(obi->flag & R_TRANSFORMED) Mat4MulMat4(winmat, obi->mat, re->winmat); else Mat4CpyMat4(winmat, re->winmat); /* (bad) HACK calculate average velocity */ /* better solution would be fixing getVelocityAt() in intern/elbeem/intern/solver_util.cpp so that also small drops/little water volumes return a velocity != 0. But I had no luck in fixing that function - DG */ for(a=0; atotvert; a++) { for(j=0;j<3;j++) avgvel[j] += velarray[3*a + j]; } for(j=0;j<3;j++) avgvel[j] /= (float)(obr->totvert); for(a=0; atotvert; a++, vectors+=2) { if((a & 255)==0) ver= obr->vertnodes[a>>8].vert; else ver++; // get fluid velocity fsvec[3] = 0.; //fsvec[0] = fsvec[1] = fsvec[2] = fsvec[3] = 0.; fsvec[2] = 2.; // NT fixed test for(j=0;j<3;j++) fsvec[j] = velarray[3*a + j]; /* (bad) HACK insert average velocity if none is there (see previous comment) */ if((fsvec[0] == 0.0) && (fsvec[1] == 0.0) && (fsvec[2] == 0.0)) { fsvec[0] = avgvel[0]; fsvec[1] = avgvel[1]; fsvec[2] = avgvel[2]; } // transform (=rotate) to cam space camco[0]= imat[0][0]*fsvec[0] + imat[0][1]*fsvec[1] + imat[0][2]*fsvec[2]; camco[1]= imat[1][0]*fsvec[0] + imat[1][1]*fsvec[1] + imat[1][2]*fsvec[2]; camco[2]= imat[2][0]*fsvec[0] + imat[2][1]*fsvec[1] + imat[2][2]*fsvec[2]; // get homogenous coordinates projectvert(camco, winmat, hoco); projectvert(ver->co, winmat, ho); /* now map hocos to screenspace, uses very primitive clip still */ // use ho[3] of original vertex, xy component of vel. direction if(ho[3]<0.1f) div= 10.0f; else div= 1.0f/ho[3]; zco[0]= zmulx*hoco[0]*div; zco[1]= zmuly*hoco[1]*div; // maximize speed as usual len= zco[0]*zco[0] + zco[1]*zco[1]; if(len > winsq) { len= winroot/sqrt(len); zco[0]*= len; zco[1]*= len; } speed= RE_vertren_get_winspeed(obi, ver, 1); // set both to the same value speed[0]= speed[2]= zco[0]; speed[1]= speed[3]= zco[1]; //if(a<20) fprintf(stderr,"speed %d %f,%f | camco %f,%f,%f | hoco %f,%f,%f,%f \n", a, speed[0], speed[1], camco[0],camco[1], camco[2], hoco[0],hoco[1], hoco[2],hoco[3]); // NT DEBUG } return 1; } /* makes copy per object of all vectors */ /* result should be that we can free entire database */ static void copy_dbase_object_vectors(Render *re, ListBase *lb) { ObjectInstanceRen *obi, *obilb; ObjectRen *obr; VertRen *ver= NULL; float *vec, ho[4], winmat[4][4]; int a, totvector; for(obi= re->instancetable.first; obi; obi= obi->next) { obr= obi->obr; obilb= MEM_mallocN(sizeof(ObjectInstanceRen), "ObInstanceVector"); memcpy(obilb, obi, sizeof(ObjectInstanceRen)); BLI_addtail(lb, obilb); obilb->totvector= totvector= obr->totvert; if(totvector > 0) { vec= obilb->vectors= MEM_mallocN(2*sizeof(float)*totvector, "vector array"); if(obi->flag & R_TRANSFORMED) Mat4MulMat4(winmat, obi->mat, re->winmat); else Mat4CpyMat4(winmat, re->winmat); for(a=0; atotvert; a++, vec+=2) { if((a & 255)==0) ver= obr->vertnodes[a>>8].vert; else ver++; projectvert(ver->co, winmat, ho); speedvector_project(NULL, vec, ver->co, ho); } } } } static void free_dbase_object_vectors(ListBase *lb) { ObjectInstanceRen *obi; for(obi= lb->first; obi; obi= obi->next) if(obi->vectors) MEM_freeN(obi->vectors); BLI_freelistN(lb); } void RE_Database_FromScene_Vectors(Render *re, Scene *sce) { ObjectInstanceRen *obi, *oldobi; StrandSurface *mesh; ListBase *table; ListBase oldtable= {NULL, NULL}, newtable= {NULL, NULL}; ListBase strandsurface; int step; re->i.infostr= "Calculating previous vectors"; re->r.mode |= R_SPEED; speedvector_project(re, NULL, NULL, NULL); /* initializes projection code */ /* creates entire dbase */ database_fromscene_vectors(re, sce, -1); /* copy away vertex info */ copy_dbase_object_vectors(re, &oldtable); /* free dbase and make the future one */ strandsurface= re->strandsurface; memset(&re->strandsurface, 0, sizeof(ListBase)); RE_Database_Free(re); re->strandsurface= strandsurface; if(!re->test_break(re->tbh)) { /* creates entire dbase */ re->i.infostr= "Calculating next frame vectors"; database_fromscene_vectors(re, sce, +1); } /* copy away vertex info */ copy_dbase_object_vectors(re, &newtable); /* free dbase and make the real one */ strandsurface= re->strandsurface; memset(&re->strandsurface, 0, sizeof(ListBase)); RE_Database_Free(re); re->strandsurface= strandsurface; if(!re->test_break(re->tbh)) RE_Database_FromScene(re, sce, 1); if(!re->test_break(re->tbh)) { for(step= 0; step<2; step++) { if(step) table= &newtable; else table= &oldtable; oldobi= table->first; for(obi= re->instancetable.first; obi && oldobi; obi= obi->next) { int ok= 1; FluidsimModifierData *fluidmd; if(!(obi->obr->flag & R_NEED_VECTORS)) continue; obi->totvector= obi->obr->totvert; /* find matching object in old table */ if(oldobi->ob!=obi->ob || oldobi->par!=obi->par || oldobi->index!=obi->index || oldobi->psysindex!=obi->psysindex) { ok= 0; for(oldobi= table->first; oldobi; oldobi= oldobi->next) if(oldobi->ob==obi->ob && oldobi->par==obi->par && oldobi->index==obi->index && oldobi->psysindex==obi->psysindex) break; if(oldobi==NULL) oldobi= table->first; else ok= 1; } if(ok==0) { printf("speed table: missing object %s\n", obi->ob->id.name+2); continue; } // NT check for fluidsim special treatment fluidmd = (FluidsimModifierData *)modifiers_findByType(obi->ob, eModifierType_Fluidsim); if(fluidmd && fluidmd->fss && (fluidmd->fss->type & OB_FLUIDSIM_DOMAIN)) { // use preloaded per vertex simulation data , only does calculation for step=1 // NOTE/FIXME - velocities and meshes loaded unnecessarily often during the database_fromscene_vectors calls... load_fluidsimspeedvectors(re, obi, oldobi->vectors, step); } else { /* check if both have same amounts of vertices */ if(obi->totvector==oldobi->totvector) calculate_speedvectors(re, obi, oldobi->vectors, step); else printf("Warning: object %s has different amount of vertices or strands on other frame\n", obi->ob->id.name+2); } // not fluidsim oldobi= oldobi->next; } } } free_dbase_object_vectors(&oldtable); free_dbase_object_vectors(&newtable); for(mesh=re->strandsurface.first; mesh; mesh=mesh->next) { if(mesh->prevco) { MEM_freeN(mesh->prevco); mesh->prevco= NULL; } if(mesh->nextco) { MEM_freeN(mesh->nextco); mesh->nextco= NULL; } } re->i.infostr= NULL; re->stats_draw(re->sdh, &re->i); } /* ------------------------------------------------------------------------- */ /* Baking */ /* ------------------------------------------------------------------------- */ /* setup for shaded view or bake, so only lamps and materials are initialized */ /* type: RE_BAKE_LIGHT: for shaded view, only add lamps RE_BAKE_ALL: for baking, all lamps and objects RE_BAKE_NORMALS:for baking, no lamps and only selected objects RE_BAKE_AO: for baking, no lamps, but all objects RE_BAKE_TEXTURE:for baking, no lamps, only selected objects RE_BAKE_DISPLACEMENT:for baking, no lamps, only selected objects RE_BAKE_SHADOW: for baking, only shadows, but all objects */ void RE_Database_Baking(Render *re, Scene *scene, int type, Object *actob) { float mat[4][4]; float amb[3]; unsigned int lay; int onlyselected, nolamps; re->scene= scene; /* renderdata setup and exceptions */ re->r= scene->r; RE_init_threadcount(re); re->flag |= R_GLOB_NOPUNOFLIP; re->flag |= R_BAKING; re->excludeob= actob; if(actob) re->flag |= R_BAKE_TRACE; if(type==RE_BAKE_NORMALS && re->r.bake_normal_space==R_BAKE_SPACE_TANGENT) re->flag |= R_NEED_TANGENT; if(!actob && ELEM4(type, RE_BAKE_LIGHT, RE_BAKE_NORMALS, RE_BAKE_TEXTURE, RE_BAKE_DISPLACEMENT)) { re->r.mode &= ~R_SHADOW; re->r.mode &= ~R_RAYTRACE; } if(!actob && (type==RE_BAKE_SHADOW)) { re->r.mode |= R_SHADOW; } /* setup render stuff */ re->memArena = BLI_memarena_new(BLI_MEMARENA_STD_BUFSIZE); re->totvlak=re->totvert=re->totstrand=re->totlamp=re->tothalo= 0; re->lights.first= re->lights.last= NULL; re->lampren.first= re->lampren.last= NULL; /* in localview, lamps are using normal layers, objects only local bits */ if(re->scene->lay & 0xFF000000) lay= re->scene->lay & 0xFF000000; else lay= re->scene->lay; /* if no camera, set unit */ if(re->scene->camera) { Mat4Ortho(re->scene->camera->obmat); Mat4Invert(mat, re->scene->camera->obmat); RE_SetView(re, mat); } else { Mat4One(mat); RE_SetView(re, mat); } init_render_world(re); /* do first, because of ambient. also requires re->osa set correct */ if(re->r.mode & R_RAYTRACE) { init_render_qmcsampler(re); if(re->wrld.mode & WO_AMB_OCC) if (re->wrld.ao_samp_method == WO_AOSAMP_CONSTANT) init_ao_sphere(&re->wrld); } /* still bad... doing all */ init_render_textures(re); if (re->r.color_mgt_flag & R_COLOR_MANAGEMENT) color_manage_linearize(amb, &re->wrld.ambr); else VECCOPY(amb, &re->wrld.ambr); init_render_materials(re->r.mode, amb); set_node_shader_lamp_loop(shade_material_loop); /* MAKE RENDER DATA */ nolamps= !ELEM3(type, RE_BAKE_LIGHT, RE_BAKE_ALL, RE_BAKE_SHADOW); onlyselected= ELEM3(type, RE_BAKE_NORMALS, RE_BAKE_TEXTURE, RE_BAKE_DISPLACEMENT); database_init_objects(re, lay, nolamps, onlyselected, actob, 0); set_material_lightgroups(re); /* SHADOW BUFFER */ if(type!=RE_BAKE_LIGHT) if(re->r.mode & R_SHADOW) threaded_makeshadowbufs(re); /* raytree */ if(!re->test_break(re->tbh)) if(re->r.mode & R_RAYTRACE) makeraytree(re); /* occlusion */ if((re->wrld.mode & WO_AMB_OCC) && !re->test_break(re->tbh)) if(re->wrld.ao_gather_method == WO_AOGATHER_APPROX) if(re->r.mode & R_SHADOW) make_occ_tree(re); } /* ------------------------------------------------------------------------- */ /* Sticky texture coords */ /* ------------------------------------------------------------------------- */ void RE_make_sticky(Scene *scene, View3D *v3d) { Object *ob; Base *base; MVert *mvert; Mesh *me; MSticky *ms; Render *re; float ho[4], mat[4][4]; int a; if(v3d==NULL) { printf("Need a 3d view to make sticky\n"); return; } if(scene->camera==NULL) { printf("Need camera to make sticky\n"); return; } if(scene->obedit) { printf("Unable to make sticky in Edit Mode\n"); return; } re= RE_NewRender("_make sticky_"); RE_InitState(re, NULL, &scene->r, scene->r.xsch, scene->r.ysch, NULL); /* use renderdata and camera to set viewplane */ RE_SetCamera(re, scene->camera); /* and set view matrix */ Mat4Ortho(scene->camera->obmat); Mat4Invert(mat, scene->camera->obmat); RE_SetView(re, mat); for(base= FIRSTBASE; base; base= base->next) { if TESTBASELIB(v3d, base) { if(base->object->type==OB_MESH) { ob= base->object; me= ob->data; mvert= me->mvert; if(me->msticky) CustomData_free_layer_active(&me->vdata, CD_MSTICKY, me->totvert); me->msticky= CustomData_add_layer(&me->vdata, CD_MSTICKY, CD_CALLOC, NULL, me->totvert); where_is_object(scene, ob); Mat4MulMat4(mat, ob->obmat, re->viewmat); ms= me->msticky; for(a=0; atotvert; a++, ms++, mvert++) { VECCOPY(ho, mvert->co); Mat4MulVecfl(mat, ho); projectverto(ho, re->winmat, ho); ms->co[0]= ho[0]/ho[3]; ms->co[1]= ho[1]/ho[3]; } } } } }