4 * ***** BEGIN GPL LICENSE BLOCK *****
6 * This program is free software; you can redistribute it and/or
7 * modify it under the terms of the GNU General Public License
8 * as published by the Free Software Foundation; either version 2
9 * of the License, or (at your option) any later version.
11 * This program is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 * GNU General Public License for more details.
16 * You should have received a copy of the GNU General Public License
17 * along with this program; if not, write to the Free Software Foundation,
18 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
20 * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
21 * All rights reserved.
23 * Contributors: 2004/2005/2006 Blender Foundation, full recode
25 * ***** END GPL LICENSE BLOCK *****
28 /** \file blender/render/intern/source/convertblender.c
39 #include "MEM_guardedalloc.h"
42 #include "BLI_blenlib.h"
43 #include "BLI_utildefines.h"
45 #include "BLI_memarena.h"
46 #include "BLI_ghash.h"
48 #include "DNA_armature_types.h"
49 #include "DNA_camera_types.h"
50 #include "DNA_material_types.h"
51 #include "DNA_curve_types.h"
52 #include "DNA_effect_types.h"
53 #include "DNA_group_types.h"
54 #include "DNA_lamp_types.h"
55 #include "DNA_image_types.h"
56 #include "DNA_lattice_types.h"
57 #include "DNA_mesh_types.h"
58 #include "DNA_meshdata_types.h"
59 #include "DNA_meta_types.h"
60 #include "DNA_modifier_types.h"
61 #include "DNA_node_types.h"
62 #include "DNA_object_types.h"
63 #include "DNA_object_force.h"
64 #include "DNA_object_fluidsim.h"
65 #include "DNA_particle_types.h"
66 #include "DNA_scene_types.h"
67 #include "DNA_texture_types.h"
68 #include "DNA_view3d_types.h"
71 #include "BKE_armature.h"
72 #include "BKE_action.h"
73 #include "BKE_curve.h"
74 #include "BKE_customdata.h"
75 #include "BKE_colortools.h"
76 #include "BKE_constraint.h"
77 #include "BKE_displist.h"
78 #include "BKE_deform.h"
79 #include "BKE_DerivedMesh.h"
80 #include "BKE_effect.h"
81 #include "BKE_global.h"
82 #include "BKE_group.h"
85 #include "BKE_image.h"
86 #include "BKE_lattice.h"
87 #include "BKE_library.h"
88 #include "BKE_material.h"
90 #include "BKE_mball.h"
92 #include "BKE_modifier.h"
94 #include "BKE_object.h"
95 #include "BKE_particle.h"
96 #include "BKE_scene.h"
97 #include "BKE_subsurf.h"
98 #include "BKE_texture.h"
100 #include "BKE_world.h"
102 #include "PIL_time.h"
103 #include "IMB_imbuf_types.h"
106 #include "occlusion.h"
107 #include "pointdensity.h"
108 #include "voxeldata.h"
109 #include "render_types.h"
110 #include "rendercore.h"
111 #include "renderdatabase.h"
112 #include "renderpipeline.h"
117 #include "volume_precache.h"
124 /* 10 times larger than normal epsilon, test it on default nurbs sphere with ray_transp (for quad detection) */
125 /* or for checking vertex normal flips */
126 #define FLT_EPSILON10 1.19209290e-06F
128 /* ------------------------------------------------------------------------- */
130 /* Stuff for stars. This sits here because it uses gl-things. Part of
131 this code may move down to the converter. */
132 /* ------------------------------------------------------------------------- */
133 /* this is a bad beast, since it is misused by the 3d view drawing as well. */
135 static HaloRen *initstar(Render *re, ObjectRen *obr, float *vec, float hasize)
140 projectverto(vec, re->winmat, hoco);
142 har= RE_findOrAddHalo(obr, obr->tothalo++);
144 /* projectvert is done in function zbufvlaggen again, because of parts */
145 VECCOPY(har->co, vec);
153 /* there must be a 'fixed' amount of stars generated between
155 * all stars must by preference lie on the far and solely
156 * differ in clarity/color
159 void RE_make_stars(Render *re, Scene *scenev3d, void (*initfunc)(void),
160 void (*vertexfunc)(float*), void (*termfunc)(void))
162 extern unsigned char hash[512];
163 ObjectRen *obr= NULL;
169 double dblrand, hlfrand;
170 float vec[4], fx, fy, fz;
171 float fac, starmindist, clipend;
172 float mat[4][4], stargrid, maxrand, maxjit, force, alpha;
173 int x, y, z, sx, sy, sz, ex, ey, ez, done = 0;
174 unsigned int totstar= 0;
185 stargrid = wrld->stardist; /* distance between stars */
186 maxrand = 2.0; /* amount a star can be shifted (in grid units) */
187 maxjit = (wrld->starcolnoise); /* amount a color is being shifted */
190 force = ( wrld->starsize );
192 /* minimal free space (starting at camera) */
193 starmindist= wrld->starmindist;
195 if (stargrid <= 0.10) return;
197 if (re) re->flag |= R_HALO;
198 else stargrid *= 1.0; /* then it draws fewer */
200 if(re) invert_m4_m4(mat, re->viewmat);
203 /* BOUNDING BOX CALCULATION
204 * bbox goes from z = loc_near_var | loc_far_var,
209 camera= re ? RE_GetCamera(re) : scene->camera;
211 if(camera==NULL || camera->type != OB_CAMERA)
215 clipend = cam->clipend;
217 /* convert to grid coordinates */
219 sx = ((mat[3][0] - clipend) / stargrid) - maxrand;
220 sy = ((mat[3][1] - clipend) / stargrid) - maxrand;
221 sz = ((mat[3][2] - clipend) / stargrid) - maxrand;
223 ex = ((mat[3][0] + clipend) / stargrid) + maxrand;
224 ey = ((mat[3][1] + clipend) / stargrid) + maxrand;
225 ez = ((mat[3][2] + clipend) / stargrid) + maxrand;
227 dblrand = maxrand * stargrid;
228 hlfrand = 2.0 * dblrand;
234 if(re) /* add render object for stars */
235 obr= RE_addRenderObject(re, NULL, NULL, 0, 0, 0);
237 for (x = sx, fx = sx * stargrid; x <= ex; x++, fx += stargrid) {
238 for (y = sy, fy = sy * stargrid; y <= ey ; y++, fy += stargrid) {
239 for (z = sz, fz = sz * stargrid; z <= ez; z++, fz += stargrid) {
241 BLI_srand((hash[z & 0xff] << 24) + (hash[y & 0xff] << 16) + (hash[x & 0xff] << 8));
242 vec[0] = fx + (hlfrand * BLI_drand()) - dblrand;
243 vec[1] = fy + (hlfrand * BLI_drand()) - dblrand;
244 vec[2] = fz + (hlfrand * BLI_drand()) - dblrand;
248 if(done & 1) vertexfunc(vec);
252 mul_m4_v3(re->viewmat, vec);
254 /* in vec are global coordinates
255 * calculate distance to camera
256 * and using that, define the alpha
266 alpha = sqrt(tx * tx + ty * ty + tz * tz);
268 if (alpha >= clipend) alpha = 0.0;
269 else if (alpha <= starmindist) alpha = 0.0;
270 else if (alpha <= 2.0 * starmindist) {
271 alpha = (alpha - starmindist) / starmindist;
273 alpha -= 2.0 * starmindist;
274 alpha /= (clipend - 2.0 * starmindist);
281 fac = force * BLI_drand();
283 har = initstar(re, obr, vec, fac);
286 har->alfa = sqrt(sqrt(alpha));
288 har->r = har->g = har->b = 1.0;
290 har->r += ((maxjit * BLI_drand()) ) - maxjit;
291 har->g += ((maxjit * BLI_drand()) ) - maxjit;
292 har->b += ((maxjit * BLI_drand()) ) - maxjit;
296 har->type |= HA_ONLYSKY;
302 /* break out of the loop if generating stars takes too long */
303 if(re && !(totstar % 1000000)) {
304 if(re->test_break(re->tbh)) {
313 /* do not call blender_test_break() here, since it is used in UI as well, confusing the callback system */
314 /* main cause is G.afbreek of course, a global again... (ton) */
317 if (termfunc) termfunc();
320 re->tothalo += obr->tothalo;
324 /* ------------------------------------------------------------------------- */
325 /* tool functions/defines for ad hoc simplification and possible future
327 /* ------------------------------------------------------------------------- */
329 #define UVTOINDEX(u,v) (startvlak + (u) * sizev + (v))
332 NOTE THAT U/V COORDINATES ARE SOMETIMES SWAPPED !!
334 ^ ()----p4----p3----()
342 /* ------------------------------------------------------------------------- */
344 static void split_v_renderfaces(ObjectRen *obr, int startvlak, int startvert, int usize, int vsize, int uIndex, int UNUSED(cyclu), int cyclv)
346 int vLen = vsize-1+(!!cyclv);
349 for (v=0; v<vLen; v++) {
350 VlakRen *vlr = RE_findOrAddVlak(obr, startvlak + vLen*uIndex + v);
351 VertRen *vert = RE_vertren_copy(obr, vlr->v2);
357 VlakRen *vlr = RE_findOrAddVlak(obr, startvlak + vLen*uIndex + 0);
360 VlakRen *vlr = RE_findOrAddVlak(obr, startvlak + vLen*uIndex + v+1);
367 VlakRen *vlr = RE_findOrAddVlak(obr, startvlak + vLen*uIndex + v+1);
372 vlr->v1 = RE_vertren_copy(obr, vlr->v1);
378 /* ------------------------------------------------------------------------- */
379 /* Stress, tangents and normals */
380 /* ------------------------------------------------------------------------- */
382 static void calc_edge_stress_add(float *accum, VertRen *v1, VertRen *v2)
384 float len= len_v3v3(v1->co, v2->co)/len_v3v3(v1->orco, v2->orco);
387 acc= accum + 2*v1->index;
391 acc= accum + 2*v2->index;
396 static void calc_edge_stress(Render *re, ObjectRen *obr, Mesh *me)
398 float loc[3], size[3], *accum, *acc, *accumoffs, *stress;
401 if(obr->totvert==0) return;
403 mesh_get_texspace(me, loc, NULL, size);
405 accum= MEM_callocN(2*sizeof(float)*obr->totvert, "temp accum for stress");
407 /* de-normalize orco */
408 for(a=0; a<obr->totvert; a++) {
409 VertRen *ver= RE_findOrAddVert(obr, a);
411 ver->orco[0]= ver->orco[0]*size[0] +loc[0];
412 ver->orco[1]= ver->orco[1]*size[1] +loc[1];
413 ver->orco[2]= ver->orco[2]*size[2] +loc[2];
417 /* add stress values */
418 accumoffs= accum; /* so we can use vertex index */
419 for(a=0; a<obr->totvlak; a++) {
420 VlakRen *vlr= RE_findOrAddVlak(obr, a);
422 if(vlr->v1->orco && vlr->v4) {
423 calc_edge_stress_add(accumoffs, vlr->v1, vlr->v2);
424 calc_edge_stress_add(accumoffs, vlr->v2, vlr->v3);
425 calc_edge_stress_add(accumoffs, vlr->v3, vlr->v1);
427 calc_edge_stress_add(accumoffs, vlr->v3, vlr->v4);
428 calc_edge_stress_add(accumoffs, vlr->v4, vlr->v1);
429 calc_edge_stress_add(accumoffs, vlr->v2, vlr->v4);
434 for(a=0; a<obr->totvert; a++) {
435 VertRen *ver= RE_findOrAddVert(obr, a);
437 /* find stress value */
438 acc= accumoffs + 2*ver->index;
441 stress= RE_vertren_get_stress(obr, ver, 1);
445 ver->orco[0] = (ver->orco[0]-loc[0])/size[0];
446 ver->orco[1] = (ver->orco[1]-loc[1])/size[1];
447 ver->orco[2] = (ver->orco[2]-loc[2])/size[2];
454 /* gets tangent from tface or orco */
455 static void calc_tangent_vector(ObjectRen *obr, VertexTangent **vtangents, MemArena *arena, VlakRen *vlr, int do_nmap_tangent, int do_tangent)
457 MTFace *tface= RE_vlakren_get_tface(obr, vlr, obr->actmtface, NULL, 0);
458 VertRen *v1=vlr->v1, *v2=vlr->v2, *v3=vlr->v3, *v4=vlr->v4;
460 float *uv1, *uv2, *uv3, *uv4;
470 uv1= uv[0]; uv2= uv[1]; uv3= uv[2]; uv4= uv[3];
471 map_to_sphere( &uv[0][0], &uv[0][1],v1->orco[0], v1->orco[1], v1->orco[2]);
472 map_to_sphere( &uv[1][0], &uv[1][1],v2->orco[0], v2->orco[1], v2->orco[2]);
473 map_to_sphere( &uv[2][0], &uv[2][1],v3->orco[0], v3->orco[1], v3->orco[2]);
475 map_to_sphere( &uv[3][0], &uv[3][1],v4->orco[0], v4->orco[1], v4->orco[2]);
479 tangent_from_uv(uv1, uv2, uv3, v1->co, v2->co, v3->co, vlr->n, tang);
482 tav= RE_vertren_get_tangent(obr, v1, 1);
483 VECADD(tav, tav, tang);
484 tav= RE_vertren_get_tangent(obr, v2, 1);
485 VECADD(tav, tav, tang);
486 tav= RE_vertren_get_tangent(obr, v3, 1);
487 VECADD(tav, tav, tang);
490 if(do_nmap_tangent) {
491 sum_or_add_vertex_tangent(arena, &vtangents[v1->index], tang, uv1);
492 sum_or_add_vertex_tangent(arena, &vtangents[v2->index], tang, uv2);
493 sum_or_add_vertex_tangent(arena, &vtangents[v3->index], tang, uv3);
497 tangent_from_uv(uv1, uv3, uv4, v1->co, v3->co, v4->co, vlr->n, tang);
500 tav= RE_vertren_get_tangent(obr, v1, 1);
501 VECADD(tav, tav, tang);
502 tav= RE_vertren_get_tangent(obr, v3, 1);
503 VECADD(tav, tav, tang);
504 tav= RE_vertren_get_tangent(obr, v4, 1);
505 VECADD(tav, tav, tang);
508 if(do_nmap_tangent) {
509 sum_or_add_vertex_tangent(arena, &vtangents[v1->index], tang, uv1);
510 sum_or_add_vertex_tangent(arena, &vtangents[v3->index], tang, uv3);
511 sum_or_add_vertex_tangent(arena, &vtangents[v4->index], tang, uv4);
518 /****************************************************************
519 ************ tangent space generation interface *****************
520 ****************************************************************/
526 } SRenderMeshToTangent;
529 #include "mikktspace.h"
531 static int GetNumFaces(const SMikkTSpaceContext * pContext)
533 SRenderMeshToTangent * pMesh = (SRenderMeshToTangent *) pContext->m_pUserData;
534 return pMesh->obr->totvlak;
537 static int GetNumVertsOfFace(const SMikkTSpaceContext * pContext, const int face_num)
539 SRenderMeshToTangent * pMesh = (SRenderMeshToTangent *) pContext->m_pUserData;
540 VlakRen *vlr= RE_findOrAddVlak(pMesh->obr, face_num);
541 return vlr->v4!=NULL ? 4 : 3;
544 static void GetPosition(const SMikkTSpaceContext * pContext, float fPos[], const int face_num, const int vert_index)
546 //assert(vert_index>=0 && vert_index<4);
547 SRenderMeshToTangent * pMesh = (SRenderMeshToTangent *) pContext->m_pUserData;
548 VlakRen *vlr= RE_findOrAddVlak(pMesh->obr, face_num);
549 const float *co= (&vlr->v1)[vert_index]->co;
553 static void GetTextureCoordinate(const SMikkTSpaceContext * pContext, float fUV[], const int face_num, const int vert_index)
555 //assert(vert_index>=0 && vert_index<4);
556 SRenderMeshToTangent * pMesh = (SRenderMeshToTangent *) pContext->m_pUserData;
557 VlakRen *vlr= RE_findOrAddVlak(pMesh->obr, face_num);
558 MTFace *tface= RE_vlakren_get_tface(pMesh->obr, vlr, pMesh->obr->actmtface, NULL, 0);
562 coord= tface->uv[vert_index];
563 fUV[0]= coord[0]; fUV[1]= coord[1];
565 else if((coord= (&vlr->v1)[vert_index]->orco)) {
566 map_to_sphere(&fUV[0], &fUV[1], coord[0], coord[1], coord[2]);
568 else { /* else we get un-initialized value, 0.0 ok default? */
569 fUV[0]= fUV[1]= 0.0f;
573 static void GetNormal(const SMikkTSpaceContext * pContext, float fNorm[], const int face_num, const int vert_index)
575 //assert(vert_index>=0 && vert_index<4);
576 SRenderMeshToTangent * pMesh = (SRenderMeshToTangent *) pContext->m_pUserData;
577 VlakRen *vlr= RE_findOrAddVlak(pMesh->obr, face_num);
578 const float *n= (&vlr->v1)[vert_index]->n;
581 static void SetTSpace(const SMikkTSpaceContext * pContext, const float fvTangent[], const float fSign, const int face_num, const int iVert)
583 //assert(vert_index>=0 && vert_index<4);
584 SRenderMeshToTangent * pMesh = (SRenderMeshToTangent *) pContext->m_pUserData;
585 VlakRen *vlr= RE_findOrAddVlak(pMesh->obr, face_num);
586 float * ftang= RE_vlakren_get_nmap_tangent(pMesh->obr, vlr, 1);
588 VECCOPY(&ftang[iVert*4+0], fvTangent);
589 ftang[iVert*4+3]=fSign;
593 static void calc_vertexnormals(Render *re, ObjectRen *obr, int do_tangent, int do_nmap_tangent)
595 MemArena *arena= NULL;
596 VertexTangent **vtangents= NULL;
597 int a, iCalcNewMethod;
599 if(do_nmap_tangent) {
600 arena= BLI_memarena_new(BLI_MEMARENA_STD_BUFSIZE, "nmap tangent arena");
601 BLI_memarena_use_calloc(arena);
603 vtangents= MEM_callocN(sizeof(VertexTangent*)*obr->totvert, "VertexTangent");
606 /* clear all vertex normals */
607 for(a=0; a<obr->totvert; a++) {
608 VertRen *ver= RE_findOrAddVert(obr, a);
609 ver->n[0]=ver->n[1]=ver->n[2]= 0.0f;
612 /* calculate cos of angles and point-masses, use as weight factor to
613 add face normal to vertex */
614 for(a=0; a<obr->totvlak; a++) {
615 VlakRen *vlr= RE_findOrAddVlak(obr, a);
616 if(vlr->flag & ME_SMOOTH) {
617 float *n4= (vlr->v4)? vlr->v4->n: NULL;
618 float *c4= (vlr->v4)? vlr->v4->co: NULL;
620 accumulate_vertex_normals(vlr->v1->n, vlr->v2->n, vlr->v3->n, n4,
621 vlr->n, vlr->v1->co, vlr->v2->co, vlr->v3->co, c4);
623 if(do_nmap_tangent || do_tangent) {
624 /* tangents still need to be calculated for flat faces too */
625 /* weighting removed, they are not vertexnormals */
626 calc_tangent_vector(obr, vtangents, arena, vlr, do_nmap_tangent, do_tangent);
631 for(a=0; a<obr->totvlak; a++) {
632 VlakRen *vlr= RE_findOrAddVlak(obr, a);
634 if((vlr->flag & ME_SMOOTH)==0) {
635 if(is_zero_v3(vlr->v1->n)) VECCOPY(vlr->v1->n, vlr->n);
636 if(is_zero_v3(vlr->v2->n)) VECCOPY(vlr->v2->n, vlr->n);
637 if(is_zero_v3(vlr->v3->n)) VECCOPY(vlr->v3->n, vlr->n);
638 if(vlr->v4 && is_zero_v3(vlr->v4->n)) VECCOPY(vlr->v4->n, vlr->n);
641 if(do_nmap_tangent) {
642 VertRen *v1=vlr->v1, *v2=vlr->v2, *v3=vlr->v3, *v4=vlr->v4;
643 MTFace *tface= RE_vlakren_get_tface(obr, vlr, obr->actmtface, NULL, 0);
647 float *vtang, *ftang= RE_vlakren_get_nmap_tangent(obr, vlr, 1);
649 vtang= find_vertex_tangent(vtangents[v1->index], tface->uv[0]);
650 VECCOPY(ftang, vtang);
652 vtang= find_vertex_tangent(vtangents[v2->index], tface->uv[1]);
653 VECCOPY(ftang+4, vtang);
654 normalize_v3(ftang+4);
655 vtang= find_vertex_tangent(vtangents[v3->index], tface->uv[2]);
656 VECCOPY(ftang+8, vtang);
657 normalize_v3(ftang+8);
659 vtang= find_vertex_tangent(vtangents[v4->index], tface->uv[3]);
660 VECCOPY(ftang+12, vtang);
661 normalize_v3(ftang+12);
663 for(k=0; k<4; k++) ftang[4*k+3]=1;
668 /* normalize vertex normals */
669 for(a=0; a<obr->totvert; a++) {
670 VertRen *ver= RE_findOrAddVert(obr, a);
671 normalize_v3(ver->n);
673 float *tav= RE_vertren_get_tangent(obr, ver, 0);
676 float tdn = tav[0]*ver->n[0] + tav[1]*ver->n[1] + tav[2]*ver->n[2];
677 tav[0] -= ver->n[0]*tdn;
678 tav[1] -= ver->n[1]*tdn;
679 tav[2] -= ver->n[2]*tdn;
686 if(iCalcNewMethod!=0 && do_nmap_tangent!=0)
688 SRenderMeshToTangent mesh2tangent;
689 SMikkTSpaceContext sContext;
690 SMikkTSpaceInterface sInterface;
691 memset(&mesh2tangent, 0, sizeof(SRenderMeshToTangent));
692 memset(&sContext, 0, sizeof(SMikkTSpaceContext));
693 memset(&sInterface, 0, sizeof(SMikkTSpaceInterface));
695 mesh2tangent.obr = obr;
697 sContext.m_pUserData = &mesh2tangent;
698 sContext.m_pInterface = &sInterface;
699 sInterface.m_getNumFaces = GetNumFaces;
700 sInterface.m_getNumVerticesOfFace = GetNumVertsOfFace;
701 sInterface.m_getPosition = GetPosition;
702 sInterface.m_getTexCoord = GetTextureCoordinate;
703 sInterface.m_getNormal = GetNormal;
704 sInterface.m_setTSpaceBasic = SetTSpace;
707 iCalcNewMethod = genTangSpaceDefault(&sContext);
712 BLI_memarena_free(arena);
714 MEM_freeN(vtangents);
717 /* ------------------------------------------------------------------------- */
719 /* ------------------------------------------------------------------------- */
721 typedef struct ASvert {
726 typedef struct ASface {
727 struct ASface *next, *prev;
732 static void as_addvert(ASvert *asv, VertRen *v1, VlakRen *vlr)
737 if(v1 == NULL) return;
739 if(asv->faces.first==NULL) {
740 asf= MEM_callocN(sizeof(ASface), "asface");
741 BLI_addtail(&asv->faces, asf);
744 asf= asv->faces.last;
746 if(asf->vlr[a]==NULL) {
753 /* new face struct */
755 asf= MEM_callocN(sizeof(ASface), "asface");
756 BLI_addtail(&asv->faces, asf);
762 static int as_testvertex(VlakRen *vlr, VertRen *ver, ASvert *asv, float thresh)
764 /* return 1: vertex needs a copy */
771 asf= asv->faces.first;
774 if(asf->vlr[a] && asf->vlr[a]!=vlr) {
775 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] );
776 if(inp < thresh) return 1;
785 static VertRen *as_findvertex(VlakRen *vlr, VertRen *ver, ASvert *asv, float thresh)
787 /* return when new vertex already was made */
792 asf= asv->faces.first;
795 if(asf->vlr[a] && asf->vlr[a]!=vlr) {
796 /* this face already made a copy for this vertex! */
798 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] );
811 /* note; autosmooth happens in object space still, after applying autosmooth we rotate */
812 /* note2; actually, when original mesh and displist are equal sized, face normals are from original mesh */
813 static void autosmooth(Render *re, ObjectRen *obr, float mat[][4], int degr)
815 ASvert *asv, *asverts;
822 if(obr->totvert==0) return;
823 asverts= MEM_callocN(sizeof(ASvert)*obr->totvert, "all smooth verts");
825 thresh= cos( M_PI*(0.5f+(float)degr)/180.0 );
827 /* step zero: give faces normals of original mesh, if this is provided */
830 /* step one: construct listbase of all vertices and pointers to faces */
831 for(a=0; a<obr->totvlak; a++) {
832 vlr= RE_findOrAddVlak(obr, a);
833 /* skip wire faces */
834 if(vlr->v2 != vlr->v3) {
835 as_addvert(asverts+vlr->v1->index, vlr->v1, vlr);
836 as_addvert(asverts+vlr->v2->index, vlr->v2, vlr);
837 as_addvert(asverts+vlr->v3->index, vlr->v3, vlr);
839 as_addvert(asverts+vlr->v4->index, vlr->v4, vlr);
843 totvert= obr->totvert;
844 /* we now test all vertices, when faces have a normal too much different: they get a new vertex */
845 for(a=0, asv=asverts; a<totvert; a++, asv++) {
846 if(asv && asv->totface>1) {
847 ver= RE_findOrAddVert(obr, a);
849 asf= asv->faces.first;
853 /* is there a reason to make a new vertex? */
855 if( as_testvertex(vlr, ver, asv, thresh) ) {
857 /* already made a new vertex within threshold? */
858 v1= as_findvertex(vlr, ver, asv, thresh);
860 /* make a new vertex */
861 v1= RE_vertren_copy(obr, ver);
864 if(vlr->v1==ver) vlr->v1= v1;
865 if(vlr->v2==ver) vlr->v2= v1;
866 if(vlr->v3==ver) vlr->v3= v1;
867 if(vlr->v4==ver) vlr->v4= v1;
876 for(a=0; a<totvert; a++) {
877 BLI_freelistN(&asverts[a].faces);
881 /* rotate vertices and calculate normal of faces */
882 for(a=0; a<obr->totvert; a++) {
883 ver= RE_findOrAddVert(obr, a);
884 mul_m4_v3(mat, ver->co);
886 for(a=0; a<obr->totvlak; a++) {
887 vlr= RE_findOrAddVlak(obr, a);
889 /* skip wire faces */
890 if(vlr->v2 != vlr->v3) {
892 normal_quad_v3( vlr->n,vlr->v4->co, vlr->v3->co, vlr->v2->co, vlr->v1->co);
894 normal_tri_v3( vlr->n,vlr->v3->co, vlr->v2->co, vlr->v1->co);
899 /* ------------------------------------------------------------------------- */
900 /* Orco hash and Materials */
901 /* ------------------------------------------------------------------------- */
903 static float *get_object_orco(Render *re, Object *ob)
908 re->orco_hash = BLI_ghash_new(BLI_ghashutil_ptrhash, BLI_ghashutil_ptrcmp, "get_object_orco gh");
910 orco = BLI_ghash_lookup(re->orco_hash, ob);
913 if (ELEM(ob->type, OB_CURVE, OB_FONT)) {
914 orco = make_orco_curve(re->scene, ob);
915 } else if (ob->type==OB_SURF) {
916 orco = make_orco_surf(ob);
920 BLI_ghash_insert(re->orco_hash, ob, orco);
926 static void set_object_orco(Render *re, void *ob, float *orco)
929 re->orco_hash = BLI_ghash_new(BLI_ghashutil_ptrhash, BLI_ghashutil_ptrcmp, "set_object_orco gh");
931 BLI_ghash_insert(re->orco_hash, ob, orco);
934 static void free_mesh_orco_hash(Render *re)
937 BLI_ghash_free(re->orco_hash, NULL, (GHashValFreeFP)MEM_freeN);
938 re->orco_hash = NULL;
942 static void check_material_mapto(Material *ma)
945 ma->mapto_textured = 0;
947 /* cache which inputs are actually textured.
948 * this can avoid a bit of time spent iterating through all the texture slots, map inputs and map tos
949 * every time a property which may or may not be textured is accessed */
951 for(a=0; a<MAX_MTEX; a++) {
952 if(ma->mtex[a] && ma->mtex[a]->tex) {
953 /* currently used only in volume render, so we'll check for those flags */
954 if(ma->mtex[a]->mapto & MAP_DENSITY) ma->mapto_textured |= MAP_DENSITY;
955 if(ma->mtex[a]->mapto & MAP_EMISSION) ma->mapto_textured |= MAP_EMISSION;
956 if(ma->mtex[a]->mapto & MAP_EMISSION_COL) ma->mapto_textured |= MAP_EMISSION_COL;
957 if(ma->mtex[a]->mapto & MAP_SCATTERING) ma->mapto_textured |= MAP_SCATTERING;
958 if(ma->mtex[a]->mapto & MAP_TRANSMISSION_COL) ma->mapto_textured |= MAP_TRANSMISSION_COL;
959 if(ma->mtex[a]->mapto & MAP_REFLECTION) ma->mapto_textured |= MAP_REFLECTION;
960 if(ma->mtex[a]->mapto & MAP_REFLECTION_COL) ma->mapto_textured |= MAP_REFLECTION_COL;
964 static void flag_render_node_material(Render *re, bNodeTree *ntree)
968 for(node=ntree->nodes.first; node; node= node->next) {
970 if(GS(node->id->name)==ID_MA) {
971 Material *ma= (Material *)node->id;
973 if((ma->mode & MA_TRANSP) && (ma->mode & MA_ZTRANSP))
976 ma->flag |= MA_IS_USED;
978 else if(node->type==NODE_GROUP)
979 flag_render_node_material(re, (bNodeTree *)node->id);
984 static Material *give_render_material(Render *re, Object *ob, int nr)
986 extern Material defmaterial; /* material.c */
989 ma= give_current_material(ob, nr);
993 if(re->r.mode & R_SPEED) ma->texco |= NEED_UV;
995 if(ma->material_type == MA_TYPE_VOLUME) {
996 ma->mode |= MA_TRANSP;
997 ma->mode &= ~MA_SHADBUF;
999 if((ma->mode & MA_TRANSP) && (ma->mode & MA_ZTRANSP))
1002 /* for light groups and SSS */
1003 ma->flag |= MA_IS_USED;
1005 if(ma->nodetree && ma->use_nodes)
1006 flag_render_node_material(re, ma->nodetree);
1008 check_material_mapto(ma);
1013 /* ------------------------------------------------------------------------- */
1015 /* ------------------------------------------------------------------------- */
1016 typedef struct ParticleStrandData
1019 float *orco, *uvco, *surfnor;
1020 float time, adapt_angle, adapt_pix, size;
1022 int first, line, adapt, override_uv;
1025 /* future thread problem... */
1026 static void static_particle_strand(Render *re, ObjectRen *obr, Material *ma, ParticleStrandData *sd, float *vec, float *vec1)
1028 static VertRen *v1= NULL, *v2= NULL;
1030 float nor[3], cross[3], crosslen, w, dx, dy, width;
1031 static float anor[3], avec[3];
1033 static int second=0;
1035 sub_v3_v3v3(nor, vec, vec1);
1036 normalize_v3(nor); // nor needed as tangent
1037 cross_v3_v3v3(cross, vec, nor);
1039 /* turn cross in pixelsize */
1040 w= vec[2]*re->winmat[2][3] + re->winmat[3][3];
1041 dx= re->winx*cross[0]*re->winmat[0][0];
1042 dy= re->winy*cross[1]*re->winmat[1][1];
1043 w= sqrt(dx*dx + dy*dy)/w;
1047 if(ma->strand_ease!=0.0f) {
1048 if(ma->strand_ease<0.0f)
1049 fac= pow(sd->time, 1.0+ma->strand_ease);
1051 fac= pow(sd->time, 1.0/(1.0f-ma->strand_ease));
1055 width= ((1.0f-fac)*ma->strand_sta + (fac)*ma->strand_end);
1057 /* use actual Blender units for strand width and fall back to minimum width */
1058 if(ma->mode & MA_STR_B_UNITS){
1059 crosslen= len_v3(cross);
1060 w= 2.0f*crosslen*ma->strand_min/w;
1065 /*cross is the radius of the strand so we want it to be half of full width */
1066 mul_v3_fl(cross,0.5/crosslen);
1071 mul_v3_fl(cross, width);
1075 if(ma->mode & MA_TANGENT_STR)
1076 flag= R_SMOOTH|R_TANGENT;
1080 /* only 1 pixel wide strands filled in as quads now, otherwise zbuf errors */
1081 if(ma->strand_sta==1.0f)
1084 /* single face line */
1086 vlr= RE_findOrAddVlak(obr, obr->totvlak++);
1088 vlr->v1= RE_findOrAddVert(obr, obr->totvert++);
1089 vlr->v2= RE_findOrAddVert(obr, obr->totvert++);
1090 vlr->v3= RE_findOrAddVert(obr, obr->totvert++);
1091 vlr->v4= RE_findOrAddVert(obr, obr->totvert++);
1093 VECCOPY(vlr->v1->co, vec);
1094 add_v3_v3(vlr->v1->co, cross);
1095 VECCOPY(vlr->v1->n, nor);
1096 vlr->v1->orco= sd->orco;
1097 vlr->v1->accum= -1.0f; // accum abuse for strand texco
1099 VECCOPY(vlr->v2->co, vec);
1100 sub_v3_v3v3(vlr->v2->co, vlr->v2->co, cross);
1101 VECCOPY(vlr->v2->n, nor);
1102 vlr->v2->orco= sd->orco;
1103 vlr->v2->accum= vlr->v1->accum;
1105 VECCOPY(vlr->v4->co, vec1);
1106 add_v3_v3(vlr->v4->co, cross);
1107 VECCOPY(vlr->v4->n, nor);
1108 vlr->v4->orco= sd->orco;
1109 vlr->v4->accum= 1.0f; // accum abuse for strand texco
1111 VECCOPY(vlr->v3->co, vec1);
1112 sub_v3_v3v3(vlr->v3->co, vlr->v3->co, cross);
1113 VECCOPY(vlr->v3->n, nor);
1114 vlr->v3->orco= sd->orco;
1115 vlr->v3->accum= vlr->v4->accum;
1117 normal_quad_v3( vlr->n,vlr->v4->co, vlr->v3->co, vlr->v2->co, vlr->v1->co);
1123 float *snor= RE_vlakren_get_surfnor(obr, vlr, 1);
1124 VECCOPY(snor, sd->surfnor);
1128 for(i=0; i<sd->totuv; i++){
1130 mtf=RE_vlakren_get_tface(obr,vlr,i,NULL,1);
1131 mtf->uv[0][0]=mtf->uv[1][0]=
1132 mtf->uv[2][0]=mtf->uv[3][0]=(sd->uvco+2*i)[0];
1133 mtf->uv[0][1]=mtf->uv[1][1]=
1134 mtf->uv[2][1]=mtf->uv[3][1]=(sd->uvco+2*i)[1];
1136 if(sd->override_uv>=0){
1138 mtf=RE_vlakren_get_tface(obr,vlr,sd->override_uv,NULL,0);
1140 mtf->uv[0][0]=mtf->uv[3][0]=0.0f;
1141 mtf->uv[1][0]=mtf->uv[2][0]=1.0f;
1143 mtf->uv[0][1]=mtf->uv[1][1]=0.0f;
1144 mtf->uv[2][1]=mtf->uv[3][1]=1.0f;
1148 for(i=0; i<sd->totcol; i++){
1150 mc=RE_vlakren_get_mcol(obr,vlr,i,NULL,1);
1151 mc[0]=mc[1]=mc[2]=mc[3]=sd->mcol[i];
1152 mc[0]=mc[1]=mc[2]=mc[3]=sd->mcol[i];
1156 /* first two vertices of a strand */
1157 else if(sd->first) {
1164 v1= RE_findOrAddVert(obr, obr->totvert++);
1165 v2= RE_findOrAddVert(obr, obr->totvert++);
1167 VECCOPY(v1->co, vec);
1168 add_v3_v3(v1->co, cross);
1169 VECCOPY(v1->n, nor);
1171 v1->accum= -1.0f; // accum abuse for strand texco
1173 VECCOPY(v2->co, vec);
1174 sub_v3_v3v3(v2->co, v2->co, cross);
1175 VECCOPY(v2->n, nor);
1177 v2->accum= v1->accum;
1179 /* more vertices & faces to strand */
1181 if(sd->adapt==0 || second){
1182 vlr= RE_findOrAddVlak(obr, obr->totvlak++);
1186 vlr->v3= RE_findOrAddVert(obr, obr->totvert++);
1187 vlr->v4= RE_findOrAddVert(obr, obr->totvert++);
1189 v1= vlr->v4; // cycle
1190 v2= vlr->v3; // cycle
1201 float dvec[3],pvec[3];
1202 sub_v3_v3v3(dvec,avec,vec);
1203 project_v3_v3v3(pvec,dvec,vec);
1204 sub_v3_v3v3(dvec,dvec,pvec);
1206 w= vec[2]*re->winmat[2][3] + re->winmat[3][3];
1207 dx= re->winx*dvec[0]*re->winmat[0][0]/w;
1208 dy= re->winy*dvec[1]*re->winmat[1][1]/w;
1209 w= sqrt(dx*dx + dy*dy);
1210 if(dot_v3v3(anor,nor)<sd->adapt_angle && w>sd->adapt_pix){
1211 vlr= RE_findOrAddVlak(obr, obr->totvlak++);
1215 vlr->v3= RE_findOrAddVert(obr, obr->totvert++);
1216 vlr->v4= RE_findOrAddVert(obr, obr->totvert++);
1218 v1= vlr->v4; // cycle
1219 v2= vlr->v3; // cycle
1225 vlr= RE_findOrAddVlak(obr, obr->totvlak-1);
1229 VECCOPY(vlr->v4->co, vec);
1230 add_v3_v3(vlr->v4->co, cross);
1231 VECCOPY(vlr->v4->n, nor);
1232 vlr->v4->orco= sd->orco;
1233 vlr->v4->accum= -1.0f + 2.0f*sd->time; // accum abuse for strand texco
1235 VECCOPY(vlr->v3->co, vec);
1236 sub_v3_v3v3(vlr->v3->co, vlr->v3->co, cross);
1237 VECCOPY(vlr->v3->n, nor);
1238 vlr->v3->orco= sd->orco;
1239 vlr->v3->accum= vlr->v4->accum;
1241 normal_quad_v3( vlr->n,vlr->v4->co, vlr->v3->co, vlr->v2->co, vlr->v1->co);
1247 float *snor= RE_vlakren_get_surfnor(obr, vlr, 1);
1248 VECCOPY(snor, sd->surfnor);
1252 for(i=0; i<sd->totuv; i++){
1254 mtf=RE_vlakren_get_tface(obr,vlr,i,NULL,1);
1255 mtf->uv[0][0]=mtf->uv[1][0]=
1256 mtf->uv[2][0]=mtf->uv[3][0]=(sd->uvco+2*i)[0];
1257 mtf->uv[0][1]=mtf->uv[1][1]=
1258 mtf->uv[2][1]=mtf->uv[3][1]=(sd->uvco+2*i)[1];
1260 if(sd->override_uv>=0){
1262 mtf=RE_vlakren_get_tface(obr,vlr,sd->override_uv,NULL,0);
1264 mtf->uv[0][0]=mtf->uv[3][0]=0.0f;
1265 mtf->uv[1][0]=mtf->uv[2][0]=1.0f;
1267 mtf->uv[0][1]=mtf->uv[1][1]=(vlr->v1->accum+1.0f)/2.0f;
1268 mtf->uv[2][1]=mtf->uv[3][1]=(vlr->v3->accum+1.0f)/2.0f;
1272 for(i=0; i<sd->totcol; i++){
1274 mc=RE_vlakren_get_mcol(obr,vlr,i,NULL,1);
1275 mc[0]=mc[1]=mc[2]=mc[3]=sd->mcol[i];
1276 mc[0]=mc[1]=mc[2]=mc[3]=sd->mcol[i];
1282 static void static_particle_wire(ObjectRen *obr, Material *ma, float *vec, float *vec1, int first, int line)
1288 vlr= RE_findOrAddVlak(obr, obr->totvlak++);
1289 vlr->v1= RE_findOrAddVert(obr, obr->totvert++);
1290 vlr->v2= RE_findOrAddVert(obr, obr->totvert++);
1294 VECCOPY(vlr->v1->co, vec);
1295 VECCOPY(vlr->v2->co, vec1);
1297 sub_v3_v3v3(vlr->n, vec, vec1);
1298 normalize_v3(vlr->n);
1299 VECCOPY(vlr->v1->n, vlr->n);
1300 VECCOPY(vlr->v2->n, vlr->n);
1307 v1= RE_findOrAddVert(obr, obr->totvert++);
1308 VECCOPY(v1->co, vec);
1311 vlr= RE_findOrAddVlak(obr, obr->totvlak++);
1313 vlr->v2= RE_findOrAddVert(obr, obr->totvert++);
1317 v1= vlr->v2; // cycle
1318 VECCOPY(v1->co, vec);
1320 sub_v3_v3v3(vlr->n, vec, vec1);
1321 normalize_v3(vlr->n);
1322 VECCOPY(v1->n, vlr->n);
1330 static void particle_curve(Render *re, ObjectRen *obr, DerivedMesh *dm, Material *ma, ParticleStrandData *sd, float *loc, float *loc1, int seed, float *pa_co)
1334 if(ma->material_type == MA_TYPE_WIRE)
1335 static_particle_wire(obr, ma, loc, loc1, sd->first, sd->line);
1336 else if(ma->material_type == MA_TYPE_HALO) {
1337 har= RE_inithalo_particle(re, obr, dm, ma, loc, loc1, sd->orco, sd->uvco, sd->size, 1.0, seed, pa_co);
1338 if(har) har->lay= obr->ob->lay;
1341 static_particle_strand(re, obr, ma, sd, loc, loc1);
1343 static void particle_billboard(Render *re, ObjectRen *obr, Material *ma, ParticleBillboardData *bb)
1347 float xvec[3], yvec[3], zvec[3], bb_center[3];
1348 int totsplit = bb->uv_split * bb->uv_split;
1349 float uvx = 0.0f, uvy = 0.0f, uvdx = 1.0f, uvdy = 1.0f, time = 0.0f;
1351 vlr= RE_findOrAddVlak(obr, obr->totvlak++);
1352 vlr->v1= RE_findOrAddVert(obr, obr->totvert++);
1353 vlr->v2= RE_findOrAddVert(obr, obr->totvert++);
1354 vlr->v3= RE_findOrAddVert(obr, obr->totvert++);
1355 vlr->v4= RE_findOrAddVert(obr, obr->totvert++);
1357 psys_make_billboard(bb, xvec, yvec, zvec, bb_center);
1359 VECADD(vlr->v1->co, bb_center, xvec);
1360 VECADD(vlr->v1->co, vlr->v1->co, yvec);
1361 mul_m4_v3(re->viewmat, vlr->v1->co);
1363 VECSUB(vlr->v2->co, bb_center, xvec);
1364 VECADD(vlr->v2->co, vlr->v2->co, yvec);
1365 mul_m4_v3(re->viewmat, vlr->v2->co);
1367 VECSUB(vlr->v3->co, bb_center, xvec);
1368 VECSUB(vlr->v3->co, vlr->v3->co, yvec);
1369 mul_m4_v3(re->viewmat, vlr->v3->co);
1371 VECADD(vlr->v4->co, bb_center, xvec);
1372 VECSUB(vlr->v4->co, vlr->v4->co, yvec);
1373 mul_m4_v3(re->viewmat, vlr->v4->co);
1375 normal_quad_v3( vlr->n,vlr->v4->co, vlr->v3->co, vlr->v2->co, vlr->v1->co);
1376 VECCOPY(vlr->v1->n,vlr->n);
1377 VECCOPY(vlr->v2->n,vlr->n);
1378 VECCOPY(vlr->v3->n,vlr->n);
1379 VECCOPY(vlr->v4->n,vlr->n);
1384 if(bb->uv_split > 1){
1385 uvdx = uvdy = 1.0f / (float)bb->uv_split;
1387 if(ELEM(bb->anim, PART_BB_ANIM_AGE, PART_BB_ANIM_FRAME)) {
1388 if(bb->anim == PART_BB_ANIM_FRAME)
1389 time = ((int)(bb->time * bb->lifetime) % totsplit)/(float)totsplit;
1393 else if(bb->anim == PART_BB_ANIM_ANGLE) {
1394 if(bb->align == PART_BB_VIEW) {
1395 time = (float)fmod((bb->tilt + 1.0f) / 2.0f, 1.0);
1398 float axis1[3] = {0.0f,0.0f,0.0f};
1399 float axis2[3] = {0.0f,0.0f,0.0f};
1401 axis1[(bb->align + 1) % 3] = 1.0f;
1402 axis2[(bb->align + 2) % 3] = 1.0f;
1405 zvec[bb->align] = 0.0f;
1409 time = saacos(dot_v3v3(zvec, axis1)) / (float)M_PI;
1411 if(dot_v3v3(zvec, axis2) < 0.0f)
1412 time = 1.0f - time / 2.0f;
1418 if(bb->split_offset == PART_BB_OFF_LINEAR)
1419 time = (float)fmod(time + (float)bb->num / (float)totsplit, 1.0f);
1420 else if(bb->split_offset==PART_BB_OFF_RANDOM)
1421 time = (float)fmod(time + bb->random, 1.0f);
1423 uvx = uvdx * floor((float)(bb->uv_split * bb->uv_split) * (float)fmod((double)time, (double)uvdx));
1424 uvy = uvdy * floor((1.0f - time) * (float)bb->uv_split);
1426 if(fmod(time, 1.0f / bb->uv_split) == 0.0f)
1432 mtf = RE_vlakren_get_tface(obr, vlr, bb->uv[0], NULL, 1);
1433 mtf->uv[0][0] = 1.0f;
1434 mtf->uv[0][1] = 1.0f;
1435 mtf->uv[1][0] = 0.0f;
1436 mtf->uv[1][1] = 1.0f;
1437 mtf->uv[2][0] = 0.0f;
1438 mtf->uv[2][1] = 0.0f;
1439 mtf->uv[3][0] = 1.0f;
1440 mtf->uv[3][1] = 0.0f;
1443 /* time-index UVs */
1445 mtf = RE_vlakren_get_tface(obr, vlr, bb->uv[1], NULL, 1);
1446 mtf->uv[0][0] = mtf->uv[1][0] = mtf->uv[2][0] = mtf->uv[3][0] = bb->time;
1447 mtf->uv[0][1] = mtf->uv[1][1] = mtf->uv[2][1] = mtf->uv[3][1] = (float)bb->num/(float)bb->totnum;
1451 if(bb->uv_split > 1 && bb->uv[2] >= 0){
1452 mtf = RE_vlakren_get_tface(obr, vlr, bb->uv[2], NULL, 1);
1453 mtf->uv[0][0] = uvx + uvdx;
1454 mtf->uv[0][1] = uvy + uvdy;
1455 mtf->uv[1][0] = uvx;
1456 mtf->uv[1][1] = uvy + uvdy;
1457 mtf->uv[2][0] = uvx;
1458 mtf->uv[2][1] = uvy;
1459 mtf->uv[3][0] = uvx + uvdx;
1460 mtf->uv[3][1] = uvy;
1463 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 *pa_co)
1465 float loc[3], loc0[3], loc1[3], vel[3];
1467 VECCOPY(loc, state->co);
1469 if(ren_as != PART_DRAW_BB)
1470 mul_m4_v3(re->viewmat, loc);
1473 case PART_DRAW_LINE:
1478 VECCOPY(vel, state->vel);
1479 mul_mat3_m4_v3(re->viewmat, vel);
1482 if(part->draw & PART_DRAW_VEL_LENGTH)
1483 mul_v3_fl(vel, len_v3(state->vel));
1485 VECADDFAC(loc0, loc, vel, -part->draw_line[0]);
1486 VECADDFAC(loc1, loc, vel, part->draw_line[1]);
1488 particle_curve(re, obr, dm, ma, sd, loc0, loc1, seed, pa_co);
1494 VECCOPY(bb->vec, loc);
1495 VECCOPY(bb->vel, state->vel);
1497 particle_billboard(re, obr, ma, bb);
1505 har = RE_inithalo_particle(re, obr, dm, ma, loc, NULL, sd->orco, sd->uvco, hasize, 0.0, seed, pa_co);
1507 if(har) har->lay= obr->ob->lay;
1513 static void get_particle_uvco_mcol(short from, DerivedMesh *dm, float *fuv, int num, ParticleStrandData *sd)
1518 if(sd->uvco && ELEM(from,PART_FROM_FACE,PART_FROM_VOLUME)) {
1519 for(i=0; i<sd->totuv; i++) {
1520 if(num != DMCACHE_NOTFOUND) {
1521 MFace *mface = dm->getFaceData(dm, num, CD_MFACE);
1522 MTFace *mtface = (MTFace*)CustomData_get_layer_n(&dm->faceData, CD_MTFACE, i);
1525 psys_interpolate_uvs(mtface, mface->v4, fuv, sd->uvco + 2 * i);
1528 sd->uvco[2*i] = 0.0f;
1529 sd->uvco[2*i + 1] = 0.0f;
1535 if(sd->mcol && ELEM(from,PART_FROM_FACE,PART_FROM_VOLUME)) {
1536 for(i=0; i<sd->totcol; i++) {
1537 if(num != DMCACHE_NOTFOUND) {
1538 MFace *mface = dm->getFaceData(dm, num, CD_MFACE);
1539 MCol *mc = (MCol*)CustomData_get_layer_n(&dm->faceData, CD_MCOL, i);
1542 psys_interpolate_mcol(mc, mface->v4, fuv, sd->mcol + i);
1545 memset(&sd->mcol[i], 0, sizeof(MCol));
1549 static int render_new_particle_system(Render *re, ObjectRen *obr, ParticleSystem *psys, int timeoffset)
1551 Object *ob= obr->ob;
1554 ParticleSystemModifierData *psmd;
1555 ParticleSystem *tpsys=0;
1556 ParticleSettings *part, *tpart=0;
1557 ParticleData *pars, *pa=0,*tpa=0;
1558 ParticleKey *states=0;
1560 ParticleCacheKey *cache=0;
1561 ParticleBillboardData bb;
1562 ParticleSimulationData sim = {0};
1563 ParticleStrandData sd;
1564 StrandBuffer *strandbuf=0;
1565 StrandVert *svert=0;
1566 StrandBound *sbound= 0;
1567 StrandRen *strand=0;
1569 float loc[3],loc1[3],loc0[3],mat[4][4],nmat[3][3],co[3],nor[3],duplimat[4][4];
1570 float strandlen=0.0f, curlen=0.0f;
1571 float hasize, pa_size, r_tilt, r_length;
1572 float pa_time, pa_birthtime, pa_dietime;
1573 float random, simplify[2], pa_co[3];
1574 const float cfra= BKE_curframe(re->scene);
1575 int i, a, k, max_k=0, totpart, dosimplify = 0, dosurfacecache = 0, use_duplimat = 0;
1577 int seed, path_nbr=0, orco1=0, num;
1578 int totface, *origindex = 0;
1581 /* 1. check that everything is ok & updated */
1586 pars=psys->particles;
1588 if(part==NULL || pars==NULL || !psys_check_enabled(ob, psys))
1591 if(part->ren_as==PART_DRAW_OB || part->ren_as==PART_DRAW_GR || part->ren_as==PART_DRAW_NOT)
1594 /* 2. start initialising things */
1596 /* last possibility to bail out! */
1597 psmd = psys_get_modifier(ob,psys);
1598 if(!(psmd->modifier.mode & eModifierMode_Render))
1601 sim.scene= re->scene;
1606 if(part->phystype==PART_PHYS_KEYED)
1607 psys_count_keyed_targets(&sim);
1609 totchild=psys->totchild;
1611 /* can happen for disconnected/global hair */
1612 if(part->type==PART_HAIR && !psys->childcache)
1615 if(G.rendering == 0) { /* preview render */
1616 totchild = (int)((float)totchild * (float)part->disp / 100.0f);
1619 psys->flag |= PSYS_DRAWING;
1621 rng= rng_new(psys->seed);
1623 totpart=psys->totpart;
1625 memset(&sd, 0, sizeof(ParticleStrandData));
1626 sd.override_uv = -1;
1628 /* 2.1 setup material stff */
1629 ma= give_render_material(re, ob, part->omat);
1631 #if 0 // XXX old animation system
1633 calc_ipo(ma->ipo, cfra);
1634 execute_ipo((ID *)ma, ma->ipo);
1636 #endif // XXX old animation system
1638 hasize = ma->hasize;
1643 RE_set_customdata_names(obr, &psmd->dm->faceData);
1644 sd.totuv = CustomData_number_of_layers(&psmd->dm->faceData, CD_MTFACE);
1645 sd.totcol = CustomData_number_of_layers(&psmd->dm->faceData, CD_MCOL);
1647 if(ma->texco & TEXCO_UV && sd.totuv) {
1648 sd.uvco = MEM_callocN(sd.totuv * 2 * sizeof(float), "particle_uvs");
1650 if(ma->strand_uvname[0]) {
1651 sd.override_uv = CustomData_get_named_layer_index(&psmd->dm->faceData, CD_MTFACE, ma->strand_uvname);
1652 sd.override_uv -= CustomData_get_layer_index(&psmd->dm->faceData, CD_MTFACE);
1659 sd.mcol = MEM_callocN(sd.totcol * sizeof(MCol), "particle_mcols");
1661 /* 2.2 setup billboards */
1662 if(part->ren_as == PART_DRAW_BB) {
1663 int first_uv = CustomData_get_layer_index(&psmd->dm->faceData, CD_MTFACE);
1665 bb.uv[0] = CustomData_get_named_layer_index(&psmd->dm->faceData, CD_MTFACE, psys->bb_uvname[0]);
1667 bb.uv[0] = CustomData_get_active_layer_index(&psmd->dm->faceData, CD_MTFACE);
1669 bb.uv[1] = CustomData_get_named_layer_index(&psmd->dm->faceData, CD_MTFACE, psys->bb_uvname[1]);
1671 bb.uv[2] = CustomData_get_named_layer_index(&psmd->dm->faceData, CD_MTFACE, psys->bb_uvname[2]);
1674 bb.uv[0] -= first_uv;
1675 bb.uv[1] -= first_uv;
1676 bb.uv[2] -= first_uv;
1679 bb.align = part->bb_align;
1680 bb.anim = part->bb_anim;
1681 bb.lock = part->draw & PART_DRAW_BB_LOCK;
1682 bb.ob = (part->bb_ob ? part->bb_ob : RE_GetCamera(re));
1683 bb.offset[0] = part->bb_offset[0];
1684 bb.offset[1] = part->bb_offset[1];
1685 bb.split_offset = part->bb_split_offset;
1686 bb.totnum = totpart+totchild;
1687 bb.uv_split = part->bb_uv_split;
1690 /* 2.5 setup matrices */
1691 mul_m4_m4m4(mat, ob->obmat, re->viewmat);
1692 invert_m4_m4(ob->imat, mat); /* need to be that way, for imat texture */
1693 copy_m3_m4(nmat, ob->imat);
1696 if(psys->flag & PSYS_USE_IMAT) {
1697 /* psys->imat is the original emitter's inverse matrix, ob->obmat is the duplicated object's matrix */
1698 mul_m4_m4m4(duplimat, psys->imat, ob->obmat);
1702 /* 2.6 setup strand rendering */
1703 if(part->ren_as == PART_DRAW_PATH && psys->pathcache){
1704 path_nbr=(int)pow(2.0,(double) part->ren_step);
1707 if(!ELEM(ma->material_type, MA_TYPE_HALO, MA_TYPE_WIRE)) {
1708 sd.orco = MEM_mallocN(3*sizeof(float)*(totpart+totchild), "particle orcos");
1709 set_object_orco(re, psys, sd.orco);
1713 if(part->draw & PART_DRAW_REN_ADAPT) {
1715 sd.adapt_pix = (float)part->adapt_pix;
1716 sd.adapt_angle = cos((float)part->adapt_angle * (float)(M_PI / 180.0));
1719 if(re->r.renderer==R_INTERN && part->draw&PART_DRAW_REN_STRAND) {
1720 strandbuf= RE_addStrandBuffer(obr, (totpart+totchild)*(path_nbr+1));
1722 strandbuf->lay= ob->lay;
1723 copy_m4_m4(strandbuf->winmat, re->winmat);
1724 strandbuf->winx= re->winx;
1725 strandbuf->winy= re->winy;
1726 strandbuf->maxdepth= 2;
1727 strandbuf->adaptcos= cos((float)part->adapt_angle*(float)(M_PI/180.0));
1728 strandbuf->overrideuv= sd.override_uv;
1729 strandbuf->minwidth= ma->strand_min;
1731 if(ma->strand_widthfade == 0.0f)
1732 strandbuf->widthfade= 0.0f;
1733 else if(ma->strand_widthfade >= 1.0f)
1734 strandbuf->widthfade= 2.0f - ma->strand_widthfade;
1736 strandbuf->widthfade= 1.0f/MAX2(ma->strand_widthfade, 1e-5f);
1738 if(part->flag & PART_HAIR_BSPLINE)
1739 strandbuf->flag |= R_STRAND_BSPLINE;
1740 if(ma->mode & MA_STR_B_UNITS)
1741 strandbuf->flag |= R_STRAND_B_UNITS;
1743 svert= strandbuf->vert;
1745 if(re->r.mode & R_SPEED)
1747 else if((re->wrld.mode & (WO_AMB_OCC|WO_ENV_LIGHT|WO_INDIRECT_LIGHT)) && (re->wrld.ao_gather_method == WO_AOGATHER_APPROX))
1751 totface= psmd->dm->getNumFaces(psmd->dm);
1752 origindex= psmd->dm->getFaceDataArray(psmd->dm, CD_ORIGINDEX);
1753 for(a=0; a<totface; a++)
1754 strandbuf->totbound= MAX2(strandbuf->totbound, (origindex)? origindex[a]: a);
1756 strandbuf->totbound++;
1757 strandbuf->bound= MEM_callocN(sizeof(StrandBound)*strandbuf->totbound, "StrandBound");
1758 sbound= strandbuf->bound;
1759 sbound->start= sbound->end= 0;
1764 sd.orco = MEM_mallocN(3 * sizeof(float), "particle orco");
1769 psys->lattice = psys_get_lattice(&sim);
1771 /* 3. start creating renderable things */
1772 for(a=0,pa=pars; a<totpart+totchild; a++, pa++, seed++) {
1773 random = rng_getFloat(rng);
1774 /* setup per particle individual stuff */
1776 if(pa->flag & PARS_UNEXIST) continue;
1778 pa_time=(cfra-pa->time)/pa->lifetime;
1779 pa_birthtime = pa->time;
1780 pa_dietime = pa->dietime;
1782 hasize = ma->hasize;
1785 if(tpsys && part->phystype==PART_PHYS_NO){
1786 tpa=tpsys->particles+pa->num;
1787 psys_particle_on_emitter(psmd,tpart->from,tpa->num,pa->num_dmcache,tpa->fuv,tpa->foffset,co,nor,0,0,sd.orco,0);
1790 psys_particle_on_emitter(psmd,part->from,pa->num,pa->num_dmcache,pa->fuv,pa->foffset,co,nor,0,0,sd.orco,0);
1792 /* get uvco & mcol */
1793 num= pa->num_dmcache;
1795 if(num == DMCACHE_NOTFOUND)
1796 if(pa->num < psmd->dm->getNumFaces(psmd->dm))
1799 get_particle_uvco_mcol(part->from, psmd->dm, pa->fuv, num, &sd);
1803 BLI_srandom(psys->seed+a);
1805 r_tilt = 2.0f*(BLI_frand() - 0.5f);
1806 r_length = BLI_frand();
1809 cache = psys->pathcache[a];
1810 max_k = (int)cache->steps;
1813 if(totchild && (part->draw&PART_DRAW_PARENT)==0) continue;
1816 ChildParticle *cpa= psys->child+a-totpart;
1819 cache = psys->childcache[a-totpart];
1821 if(cache->steps < 0)
1824 max_k = (int)cache->steps;
1827 pa_time = psys_get_child_time(psys, cpa, cfra, &pa_birthtime, &pa_dietime);
1828 pa_size = psys_get_child_size(psys, cpa, cfra, &pa_time);
1830 r_tilt = 2.0f*(PSYS_FRAND(a + 21) - 0.5f);
1831 r_length = PSYS_FRAND(a + 22);
1836 if(part->childtype == PART_CHILD_FACES) {
1837 psys_particle_on_emitter(psmd,
1838 PART_FROM_FACE, cpa->num,DMCACHE_ISCHILD,
1839 cpa->fuv,cpa->foffset,co,nor,0,0,sd.orco,0);
1842 ParticleData *par = psys->particles + cpa->parent;
1843 psys_particle_on_emitter(psmd, part->from,
1844 par->num,DMCACHE_ISCHILD,par->fuv,
1845 par->foffset,co,nor,0,0,sd.orco,0);
1848 /* get uvco & mcol */
1849 if(part->childtype==PART_CHILD_FACES) {
1850 get_particle_uvco_mcol(PART_FROM_FACE, psmd->dm, cpa->fuv, cpa->num, &sd);
1853 ParticleData *parent = psys->particles + cpa->parent;
1854 num = parent->num_dmcache;
1856 if(num == DMCACHE_NOTFOUND)
1857 if(parent->num < psmd->dm->getNumFaces(psmd->dm))
1860 get_particle_uvco_mcol(part->from, psmd->dm, parent->fuv, num, &sd);
1863 dosimplify = psys_render_simplify_params(psys, cpa, simplify);
1866 int orignum= (origindex)? origindex[cpa->num]: cpa->num;
1868 if(orignum > sbound - strandbuf->bound) {
1869 sbound= strandbuf->bound + orignum;
1870 sbound->start= sbound->end= obr->totstrand;
1875 /* TEXCO_PARTICLE */
1880 /* surface normal shading setup */
1881 if(ma->mode_l & MA_STR_SURFDIFF) {
1882 mul_m3_v3(nmat, nor);
1888 /* strand render setup */
1890 strand= RE_findOrAddStrand(obr, obr->totstrand++);
1891 strand->buffer= strandbuf;
1892 strand->vert= svert;
1893 VECCOPY(strand->orco, sd.orco);
1896 float *ssimplify= RE_strandren_get_simplify(obr, strand, 1);
1897 ssimplify[0]= simplify[0];
1898 ssimplify[1]= simplify[1];
1902 float *snor= RE_strandren_get_surfnor(obr, strand, 1);
1903 VECCOPY(snor, sd.surfnor);
1906 if(dosurfacecache && num >= 0) {
1907 int *facenum= RE_strandren_get_face(obr, strand, 1);
1912 for(i=0; i<sd.totuv; i++) {
1913 if(i != sd.override_uv) {
1914 float *uv= RE_strandren_get_uv(obr, strand, i, NULL, 1);
1916 uv[0]= sd.uvco[2*i];
1917 uv[1]= sd.uvco[2*i+1];
1922 for(i=0; i<sd.totcol; i++) {
1923 MCol *mc= RE_strandren_get_mcol(obr, strand, i, NULL, 1);
1931 /* strandco computation setup */
1935 for(k=1; k<=path_nbr; k++)
1937 strandlen += len_v3v3((cache+k-1)->co, (cache+k)->co);
1941 /* render strands */
1942 for(k=0; k<=path_nbr; k++){
1946 VECCOPY(state.co,(cache+k)->co);
1947 VECCOPY(state.vel,(cache+k)->vel);
1953 curlen += len_v3v3((cache+k-1)->co, (cache+k)->co);
1954 time= curlen/strandlen;
1956 VECCOPY(loc,state.co);
1957 mul_m4_v3(re->viewmat,loc);
1960 VECCOPY(svert->co, loc);
1961 svert->strandco= -1.0f + 2.0f*time;
1971 VECSUB(loc0,loc1,loc);
1972 VECADD(loc0,loc1,loc0);
1974 particle_curve(re, obr, psmd->dm, ma, &sd, loc1, loc0, seed, pa_co);
1981 particle_curve(re, obr, psmd->dm, ma, &sd, loc, loc1, seed, pa_co);
1989 /* render normal particles */
1990 if(part->trail_count > 1) {
1991 float length = part->path_end * (1.0 - part->randlength * r_length);
1992 int trail_count = part->trail_count * (1.0 - part->randlength * r_length);
1993 float ct = (part->draw & PART_ABS_PATH_TIME) ? cfra : pa_time;
1994 float dt = length / (trail_count ? (float)trail_count : 1.0f);
1996 /* make sure we have pointcache in memory before getting particle on path */
1997 psys_make_temp_pointcache(ob, psys);
1999 for(i=0; i < trail_count; i++, ct -= dt) {
2000 if(part->draw & PART_ABS_PATH_TIME) {
2001 if(ct < pa_birthtime || ct > pa_dietime)
2004 else if(ct < 0.0f || ct > 1.0f)
2007 state.time = (part->draw & PART_ABS_PATH_TIME) ? -ct : ct;
2008 psys_get_particle_on_path(&sim,a,&state,1);
2011 mul_m4_v3(psys->parent->obmat, state.co);
2014 mul_m4_v4(duplimat, state.co);
2016 if(part->ren_as == PART_DRAW_BB) {
2019 bb.tilt = part->bb_tilt * (1.0f - part->bb_rand_tilt * r_tilt);
2024 pa_co[0] = (part->draw & PART_ABS_PATH_TIME) ? (ct-pa_birthtime)/(pa_dietime-pa_birthtime) : ct;
2025 pa_co[1] = (float)i/(float)(trail_count-1);
2027 particle_normal_ren(part->ren_as, part, re, obr, psmd->dm, ma, &sd, &bb, &state, seed, hasize, pa_co);
2032 if(psys_get_particle_state(&sim,a,&state,0)==0)
2036 mul_m4_v3(psys->parent->obmat, state.co);
2039 mul_m4_v4(duplimat, state.co);
2041 if(part->ren_as == PART_DRAW_BB) {
2044 bb.tilt = part->bb_tilt * (1.0f - part->bb_rand_tilt * r_tilt);
2047 bb.lifetime = pa_dietime-pa_birthtime;
2050 particle_normal_ren(part->ren_as, part, re, obr, psmd->dm, ma, &sd, &bb, &state, seed, hasize, pa_co);
2057 if(re->test_break(re->tbh))
2062 strandbuf->surface= cache_strand_surface(re, obr, psmd->dm, mat, timeoffset);
2065 #if 0 // XXX old animation system
2066 if(ma) do_mat_ipo(re->scene, ma);
2067 #endif // XXX old animation system
2086 psys->flag &= ~PSYS_DRAWING;
2089 end_latt_deform(psys->lattice);
2090 psys->lattice= NULL;
2093 if(path_nbr && (ma->mode_l & MA_TANGENT_STR)==0)
2094 calc_vertexnormals(re, obr, 0, 0);
2099 /* ------------------------------------------------------------------------- */
2101 /* ------------------------------------------------------------------------- */
2103 static void make_render_halos(Render *re, ObjectRen *obr, Mesh *me, int totvert, MVert *mvert, Material *ma, float *orco)
2105 Object *ob= obr->ob;
2107 float xn, yn, zn, nor[3], view[3];
2108 float vec[3], hasize, mat[4][4], imat[3][3];
2109 int a, ok, seed= ma->seed1;
2111 mul_m4_m4m4(mat, ob->obmat, re->viewmat);
2112 copy_m3_m4(imat, ob->imat);
2116 for(a=0; a<totvert; a++, mvert++) {
2122 VECCOPY(vec, mvert->co);
2123 mul_m4_v3(mat, vec);
2125 if(ma->mode & MA_HALOPUNO) {
2131 nor[0]= imat[0][0]*xn+imat[0][1]*yn+imat[0][2]*zn;
2132 nor[1]= imat[1][0]*xn+imat[1][1]*yn+imat[1][2]*zn;
2133 nor[2]= imat[2][0]*xn+imat[2][1]*yn+imat[2][2]*zn;
2139 zn= nor[0]*view[0]+nor[1]*view[1]+nor[2]*view[2];
2140 if(zn>=0.0) hasize= 0.0;
2141 else hasize*= zn*zn*zn*zn;
2144 if(orco) har= RE_inithalo(re, obr, ma, vec, NULL, orco, hasize, 0.0, seed);
2145 else har= RE_inithalo(re, obr, ma, vec, NULL, mvert->co, hasize, 0.0, seed);
2146 if(har) har->lay= ob->lay;
2153 static int verghalo(const void *a1, const void *a2)
2155 const HaloRen *har1= *(const HaloRen**)a1;
2156 const HaloRen *har2= *(const HaloRen**)a2;
2158 if(har1->zs < har2->zs) return 1;
2159 else if(har1->zs > har2->zs) return -1;
2163 static void sort_halos(Render *re, int totsort)
2166 HaloRen *har= NULL, **haso;
2169 if(re->tothalo==0) return;
2171 re->sortedhalos= MEM_callocN(sizeof(HaloRen*)*re->tothalo, "sorthalos");
2172 haso= re->sortedhalos;
2174 for(obr=re->objecttable.first; obr; obr=obr->next) {
2175 for(a=0; a<obr->tothalo; a++) {
2176 if((a & 255)==0) har= obr->bloha[a>>8];
2183 qsort(re->sortedhalos, totsort, sizeof(HaloRen*), verghalo);
2186 /* ------------------------------------------------------------------------- */
2187 /* Displacement Mapping */
2188 /* ------------------------------------------------------------------------- */
2190 static short test_for_displace(Render *re, Object *ob)
2192 /* return 1 when this object uses displacement textures. */
2196 for (i=1; i<=ob->totcol; i++) {
2197 ma=give_render_material(re, ob, i);
2198 /* ma->mapto is ORed total of all mapto channels */
2199 if(ma && (ma->mapto & MAP_DISPLACE)) return 1;
2204 static void displace_render_vert(Render *re, ObjectRen *obr, ShadeInput *shi, VertRen *vr, int vindex, float *scale, float mat[][4], float imat[][3])
2207 short texco= shi->mat->texco;
2208 float sample=0, displace[3];
2212 /* shi->co is current render coord, just make sure at least some vector is here */
2213 VECCOPY(shi->co, vr->co);
2214 /* vertex normal is used for textures type 'col' and 'var' */
2215 VECCOPY(shi->vn, vr->n);
2218 mul_m4_v3(mat, shi->co);
2221 shi->vn[0]= imat[0][0]*vr->n[0]+imat[0][1]*vr->n[1]+imat[0][2]*vr->n[2];
2222 shi->vn[1]= imat[1][0]*vr->n[0]+imat[1][1]*vr->n[1]+imat[1][2]*vr->n[2];
2223 shi->vn[2]= imat[2][0]*vr->n[0]+imat[2][1]*vr->n[1]+imat[2][2]*vr->n[2];
2226 if (texco & TEXCO_UV) {
2228 shi->actuv= obr->actmtface;
2230 for (i=0; (tface=RE_vlakren_get_tface(obr, shi->vlr, i, &name, 0)); i++) {
2231 ShadeInputUV *suv= &shi->uv[i];
2233 /* shi.uv needs scale correction from tface uv */
2234 suv->uv[0]= 2*tface->uv[vindex][0]-1.0f;
2235 suv->uv[1]= 2*tface->uv[vindex][1]-1.0f;
2242 /* set all rendercoords, 'texco' is an ORed value for all textures needed */
2243 if ((texco & TEXCO_ORCO) && (vr->orco)) {
2244 VECCOPY(shi->lo, vr->orco);
2246 if (texco & TEXCO_STICKY) {
2247 float *sticky= RE_vertren_get_sticky(obr, vr, 0);
2249 shi->sticky[0]= sticky[0];
2250 shi->sticky[1]= sticky[1];
2251 shi->sticky[2]= 0.0f;
2254 if (texco & TEXCO_GLOB) {
2255 VECCOPY(shi->gl, shi->co);
2256 mul_m4_v3(re->viewinv, shi->gl);
2258 if (texco & TEXCO_NORM) {
2259 VECCOPY(shi->orn, shi->vn);
2261 if(texco & TEXCO_REFL) {
2265 shi->displace[0]= shi->displace[1]= shi->displace[2]= 0.0;
2267 do_material_tex(shi);
2269 //printf("no=%f, %f, %f\nbefore co=%f, %f, %f\n", vr->n[0], vr->n[1], vr->n[2],
2270 //vr->co[0], vr->co[1], vr->co[2]);
2272 displace[0]= shi->displace[0] * scale[0];
2273 displace[1]= shi->displace[1] * scale[1];
2274 displace[2]= shi->displace[2] * scale[2];
2277 mul_m3_v3(imat, displace);
2279 /* 0.5 could become button once? */
2280 vr->co[0] += displace[0];
2281 vr->co[1] += displace[1];
2282 vr->co[2] += displace[2];
2284 //printf("after co=%f, %f, %f\n", vr->co[0], vr->co[1], vr->co[2]);
2286 /* we just don't do this vertex again, bad luck for other face using same vertex with
2287 different material... */
2290 /* Pass sample back so displace_face can decide which way to split the quad */
2291 sample = shi->displace[0]*shi->displace[0];
2292 sample += shi->displace[1]*shi->displace[1];
2293 sample += shi->displace[2]*shi->displace[2];
2296 /* Should be sqrt(sample), but I'm only looking for "bigger". Save the cycles. */
2300 static void displace_render_face(Render *re, ObjectRen *obr, VlakRen *vlr, float *scale, float mat[][4], float imat[][3])
2304 /* Warning, This is not that nice, and possibly a bit slow,
2305 however some variables were not initialized properly in, unless using shade_input_initialize(...), we need to do a memset */
2306 memset(&shi, 0, sizeof(ShadeInput));
2307 /* end warning! - Campbell */
2309 /* set up shadeinput struct for multitex() */
2311 /* memset above means we dont need this */
2312 /*shi.osatex= 0;*/ /* signal not to use dx[] and dy[] texture AA vectors */
2315 shi.vlr= vlr; /* current render face */
2316 shi.mat= vlr->mat; /* current input material */
2319 /* TODO, assign these, displacement with new bumpmap is skipped without - campbell */
2321 /* order is not known ? */
2327 /* Displace the verts, flag is set when done */
2329 displace_render_vert(re, obr, &shi, vlr->v1,0, scale, mat, imat);
2332 displace_render_vert(re, obr, &shi, vlr->v2, 1, scale, mat, imat);
2335 displace_render_vert(re, obr, &shi, vlr->v3, 2, scale, mat, imat);
2339 displace_render_vert(re, obr, &shi, vlr->v4, 3, scale, mat, imat);
2341 /* closest in displace value. This will help smooth edges. */
2342 if ( fabs(vlr->v1->accum - vlr->v3->accum) > fabs(vlr->v2->accum - vlr->v4->accum))
2343 vlr->flag |= R_DIVIDE_24;
2344 else vlr->flag &= ~R_DIVIDE_24;
2347 /* Recalculate the face normal - if flipped before, flip now */
2349 normal_quad_v3( vlr->n,vlr->v4->co, vlr->v3->co, vlr->v2->co, vlr->v1->co);
2352 normal_tri_v3( vlr->n,vlr->v3->co, vlr->v2->co, vlr->v1->co);
2356 static void do_displacement(Render *re, ObjectRen *obr, float mat[][4], float imat[][3])
2360 // float min[3]={1e30, 1e30, 1e30}, max[3]={-1e30, -1e30, -1e30};
2361 float scale[3]={1.0f, 1.0f, 1.0f}, temp[3];//, xn
2362 int i; //, texflag=0;
2365 /* Object Size with parenting */
2368 add_v3_v3v3(temp, obt->size, obt->dsize);
2369 scale[0]*=temp[0]; scale[1]*=temp[1]; scale[2]*=temp[2];
2373 /* Clear all flags */
2374 for(i=0; i<obr->totvert; i++){
2375 vr= RE_findOrAddVert(obr, i);
2379 for(i=0; i<obr->totvlak; i++){
2380 vlr=RE_findOrAddVlak(obr, i);
2381 displace_render_face(re, obr, vlr, scale, mat, imat);
2384 /* Recalc vertex normals */
2385 calc_vertexnormals(re, obr, 0, 0);
2388 /* ------------------------------------------------------------------------- */
2390 /* ------------------------------------------------------------------------- */
2392 static void init_render_mball(Render *re, ObjectRen *obr)
2394 Object *ob= obr->ob;
2397 VlakRen *vlr, *vlr1;
2399 float *data, *nors, *orco=NULL, mat[4][4], imat[3][3], xn, yn, zn;
2400 int a, need_orco, vlakindex, *index;
2401 ListBase dispbase= {NULL, NULL};
2403 if (ob!=find_basis_mball(re->scene, ob))
2406 mul_m4_m4m4(mat, ob->obmat, re->viewmat);
2407 invert_m4_m4(ob->imat, mat);
2408 copy_m3_m4(imat, ob->imat);
2410 ma= give_render_material(re, ob, 1);
2413 if(ma->texco & TEXCO_ORCO) {
2417 makeDispListMBall_forRender(re->scene, ob, &dispbase);
2424 orco= get_object_orco(re, ob);
2427 /* orco hasn't been found in cache - create new one and add to cache */
2428 orco= make_orco_mball(ob, &dispbase);
2429 set_object_orco(re, ob, orco);
2433 for(a=0; a<dl->nr; a++, data+=3, nors+=3) {
2435 ver= RE_findOrAddVert(obr, obr->totvert++);
2436 VECCOPY(ver->co, data);
2437 mul_m4_v3(mat, ver->co);
2439 /* render normals are inverted */
2445 ver->n[0]= imat[0][0]*xn+imat[0][1]*yn+imat[0][2]*zn;
2446 ver->n[1]= imat[1][0]*xn+imat[1][1]*yn+imat[1][2]*zn;
2447 ver->n[2]= imat[2][0]*xn+imat[2][1]*yn+imat[2][2]*zn;
2448 normalize_v3(ver->n);
2449 //if(ob->transflag & OB_NEG_SCALE) negate_v3(ver->n);
2458 for(a=0; a<dl->parts; a++, index+=4) {
2460 vlr= RE_findOrAddVlak(obr, obr->totvlak++);
2461 vlr->v1= RE_findOrAddVert(obr, index[0]);
2462 vlr->v2= RE_findOrAddVert(obr, index[1]);
2463 vlr->v3= RE_findOrAddVert(obr, index[2]);
2466 if(ob->transflag & OB_NEG_SCALE)
2467 normal_tri_v3( vlr->n,vlr->v1->co, vlr->v2->co, vlr->v3->co);
2469 normal_tri_v3( vlr->n,vlr->v3->co, vlr->v2->co, vlr->v1->co);
2472 vlr->flag= ME_SMOOTH;
2475 /* mball -too bad- always has triangles, because quads can be non-planar */
2476 if(index[3] && index[3]!=index[2]) {
2477 vlr1= RE_findOrAddVlak(obr, obr->totvlak++);
2478 vlakindex= vlr1->index;
2480 vlr1->index= vlakindex;
2482 vlr1->v3= RE_findOrAddVert(obr, index[3]);
2483 if(ob->transflag & OB_NEG_SCALE)
2484 normal_tri_v3( vlr1->n,vlr1->v1->co, vlr1->v2->co, vlr1->v3->co);
2486 normal_tri_v3( vlr1->n,vlr1->v3->co, vlr1->v2->co, vlr1->v1->co);
2490 /* enforce display lists remade */
2491 freedisplist(&dispbase);
2494 /* ------------------------------------------------------------------------- */
2495 /* Surfaces and Curves */
2496 /* ------------------------------------------------------------------------- */
2498 /* returns amount of vertices added for orco */
2499 static int dl_surf_to_renderdata(ObjectRen *obr, DispList *dl, Material **matar, float *orco, float mat[4][4])
2501 VertRen *v1, *v2, *v3, *v4, *ver;
2502 VlakRen *vlr, *vlr1, *vlr2, *vlr3;
2504 int u, v, orcoret= 0;
2505 int p1, p2, p3, p4, a;
2506 int sizeu, nsizeu, sizev, nsizev;
2507 int startvert, startvlak;
2509 startvert= obr->totvert;
2510 nsizeu = sizeu = dl->parts; nsizev = sizev = dl->nr;
2513 for (u = 0; u < sizeu; u++) {
2514 v1 = RE_findOrAddVert(obr, obr->totvert++); /* save this for possible V wrapping */
2515 VECCOPY(v1->co, data); data += 3;
2517 v1->orco= orco; orco+= 3; orcoret++;
2519 mul_m4_v3(mat, v1->co);
2521 for (v = 1; v < sizev; v++) {
2522 ver= RE_findOrAddVert(obr, obr->totvert++);
2523 VECCOPY(ver->co, data); data += 3;
2525 ver->orco= orco; orco+= 3; orcoret++;
2527 mul_m4_v3(mat, ver->co);
2529 /* if V-cyclic, add extra vertices at end of the row */
2530 if (dl->flag & DL_CYCL_U) {
2531 ver= RE_findOrAddVert(obr, obr->totvert++);
2532 VECCOPY(ver->co, v1->co);
2534 ver->orco= orco; orco+=3; orcoret++; //orcobase + 3*(u*sizev + 0);
2539 /* Done before next loop to get corner vert */
2540 if (dl->flag & DL_CYCL_U) nsizev++;
2541 if (dl->flag & DL_CYCL_V) nsizeu++;
2543 /* if U cyclic, add extra row at end of column */
2544 if (dl->flag & DL_CYCL_V) {
2545 for (v = 0; v < nsizev; v++) {
2546 v1= RE_findOrAddVert(obr, startvert + v);
2547 ver= RE_findOrAddVert(obr, obr->totvert++);
2548 VECCOPY(ver->co, v1->co);
2550 ver->orco= orco; orco+=3; orcoret++; //ver->orco= orcobase + 3*(0*sizev + v);
2558 startvlak= obr->totvlak;
2560 for(u = 0; u < sizeu - 1; u++) {
2561 p1 = startvert + u * sizev; /* walk through face list */
2566 for(v = 0; v < sizev - 1; v++) {
2567 v1= RE_findOrAddVert(obr, p1);
2568 v2= RE_findOrAddVert(obr, p2);
2569 v3= RE_findOrAddVert(obr, p3);
2570 v4= RE_findOrAddVert(obr, p4);
2572 vlr= RE_findOrAddVlak(obr, obr->totvlak++);
2573 vlr->v1= v1; vlr->v2= v2; vlr->v3= v3; vlr->v4= v4;
2575 normal_quad_v3( n1,vlr->v4->co, vlr->v3->co, vlr->v2->co, vlr->v1->co);
2577 VECCOPY(vlr->n, n1);
2579 vlr->mat= matar[ dl->col];
2580 vlr->ec= ME_V1V2+ME_V2V3;
2583 add_v3_v3(v1->n, n1);
2584 add_v3_v3(v2->n, n1);
2585 add_v3_v3(v3->n, n1);
2586 add_v3_v3(v4->n, n1);
2588 p1++; p2++; p3++; p4++;
2591 /* fix normals for U resp. V cyclic faces */
2592 sizeu--; sizev--; /* dec size for face array */
2593 if (dl->flag & DL_CYCL_V) {
2595 for (v = 0; v < sizev; v++)
2598 vlr= RE_findOrAddVlak(obr, UVTOINDEX(sizeu - 1, v));
2599 vlr1= RE_findOrAddVlak(obr, UVTOINDEX(0, v));
2600 add_v3_v3(vlr1->v1->n, vlr->n);
2601 add_v3_v3(vlr1->v2->n, vlr->n);
2602 add_v3_v3(vlr->v3->n, vlr1->n);
2603 add_v3_v3(vlr->v4->n, vlr1->n);
2606 if (dl->flag & DL_CYCL_U) {
2608 for (u = 0; u < sizeu; u++)
2611 vlr= RE_findOrAddVlak(obr, UVTOINDEX(u, 0));
2612 vlr1= RE_findOrAddVlak(obr, UVTOINDEX(u, sizev-1));
2613 add_v3_v3(vlr1->v2->n, vlr->n);
2614 add_v3_v3(vlr1->v3->n, vlr->n);
2615 add_v3_v3(vlr->v1->n, vlr1->n);
2616 add_v3_v3(vlr->v4->n, vlr1->n);
2619 /* last vertex is an extra case:
2621 ^ ()----()----()----()
2625 ()====()====[]====()
2629 ()----()----()----()
2632 vertex [] is no longer shared, therefore distribute
2633 normals of the surrounding faces to all of the duplicates of []
2636 if ((dl->flag & DL_CYCL_V) && (dl->flag & DL_CYCL_U))
2638 vlr= RE_findOrAddVlak(obr, UVTOINDEX(sizeu - 1, sizev - 1)); /* (m,n) */
2639 vlr1= RE_findOrAddVlak(obr, UVTOINDEX(0,0)); /* (0,0) */
2640 add_v3_v3v3(n1, vlr->n, vlr1->n);
2641 vlr2= RE_findOrAddVlak(obr, UVTOINDEX(0, sizev-1)); /* (0,n) */
2642 add_v3_v3(n1, vlr2->n);
2643 vlr3= RE_findOrAddVlak(obr, UVTOINDEX(sizeu-1, 0)); /* (m,0) */
2644 add_v3_v3(n1, vlr3->n);
2645 VECCOPY(vlr->v3->n, n1);
2646 VECCOPY(vlr1->v1->n, n1);
2647 VECCOPY(vlr2->v2->n, n1);
2648 VECCOPY(vlr3->v4->n, n1);
2650 for(a = startvert; a < obr->totvert; a++) {
2651 ver= RE_findOrAddVert(obr, a);
2652 normalize_v3(ver->n);
2659 static void init_render_dm(DerivedMesh *dm, Render *re, ObjectRen *obr,
2660 int timeoffset, float *orco, float mat[4][4])
2662 Object *ob= obr->ob;
2663 int a, a1, end, totvert, vertofs;
2666 MVert *mvert = NULL;
2669 /* Curve *cu= ELEM(ob->type, OB_FONT, OB_CURVE) ? ob->data : NULL; */
2671 mvert= dm->getVertArray(dm);
2672 totvert= dm->getNumVerts(dm);
2674 for(a=0; a<totvert; a++, mvert++) {
2675 ver= RE_findOrAddVert(obr, obr->totvert++);
2676 VECCOPY(ver->co, mvert->co);
2677 mul_m4_v3(mat, ver->co);
2686 /* store customdata names, because DerivedMesh is freed */
2687 RE_set_customdata_names(obr, &dm->faceData);
2689 /* still to do for keys: the correct local texture coordinate */
2691 /* faces in order of color blocks */
2692 vertofs= obr->totvert - totvert;
2693 for(a1=0; (a1<ob->totcol || (a1==0 && ob->totcol==0)); a1++) {
2695 ma= give_render_material(re, ob, a1+1);
2696 end= dm->getNumFaces(dm);
2697 mface= dm->getFaceArray(dm);
2699 for(a=0; a<end; a++, mface++) {
2700 int v1, v2, v3, v4, flag;
2702 if( mface->mat_nr==a1 ) {
2709 flag= mface->flag & ME_SMOOTH;
2711 vlr= RE_findOrAddVlak(obr, obr->totvlak++);
2712 vlr->v1= RE_findOrAddVert(obr, vertofs+v1);
2713 vlr->v2= RE_findOrAddVert(obr, vertofs+v2);
2714 vlr->v3= RE_findOrAddVert(obr, vertofs+v3);
2715 if(v4) vlr->v4= RE_findOrAddVert(obr, vertofs+v4);
2718 /* render normals are inverted in render */
2720 len= normal_quad_v3( vlr->n,vlr->v4->co, vlr->v3->co, vlr->v2->co, vlr->v1->co);
2722 len= normal_tri_v3( vlr->n,vlr->v3->co, vlr->v2->co, vlr->v1->co);
2726 vlr->ec= 0; /* mesh edges rendered separately */
2728 if(len==0) obr->totvlak--;
2730 CustomDataLayer *layer;
2731 MTFace *mtface, *mtf;
2733 int index, mtfn= 0, mcn= 0;
2736 for(index=0; index<dm->faceData.totlayer; index++) {
2737 layer= &dm->faceData.layers[index];
2740 if(layer->type == CD_MTFACE && mtfn < MAX_MTFACE) {
2741 mtf= RE_vlakren_get_tface(obr, vlr, mtfn++, &name, 1);
2742 mtface= (MTFace*)layer->data;
2745 else if(layer->type == CD_MCOL && mcn < MAX_MCOL) {
2746 mc= RE_vlakren_get_mcol(obr, vlr, mcn++, &name, 1);
2747 mcol= (MCol*)layer->data;
2748 memcpy(mc, &mcol[a*4], sizeof(MCol)*4);
2757 calc_vertexnormals(re, obr, 0, 0);
2762 static void init_render_surf(Render *re, ObjectRen *obr, int timeoffset)
2764 Object *ob= obr->ob;
2767 ListBase displist= {NULL, NULL};
2770 float *orco=NULL, mat[4][4];
2771 int a, totmat, need_orco=0;
2772 DerivedMesh *dm= NULL;
2778 mul_m4_m4m4(mat, ob->obmat, re->viewmat);
2779 invert_m4_m4(ob->imat, mat);
2781 /* material array */
2782 totmat= ob->totcol+1;
2783 matar= MEM_callocN(sizeof(Material*)*totmat, "init_render_surf matar");
2785 for(a=0; a<totmat; a++) {
2786 matar[a]= give_render_material(re, ob, a+1);
2788 if(matar[a] && matar[a]->texco & TEXCO_ORCO)
2792 if(ob->parent && (ob->parent->type==OB_LATTICE)) need_orco= 1;
2794 makeDispListSurf(re->scene, ob, &displist, &dm, 1, 0);
2798 orco= makeOrcoDispList(re->scene, ob, dm, 1);
2800 set_object_orco(re, ob, orco);
2804 init_render_dm(dm, re, obr, timeoffset, orco, mat);
2808 orco= get_object_orco(re, ob);
2811 /* walk along displaylist and create rendervertices/-faces */
2812 for(dl=displist.first; dl; dl=dl->next) {
2813 /* watch out: u ^= y, v ^= x !! */
2814 if(dl->type==DL_SURF)
2815 orco+= 3*dl_surf_to_renderdata(obr, dl, matar, orco, mat);
2819 freedisplist(&displist);
2824 static void init_render_curve(Render *re, ObjectRen *obr, int timeoffset)
2826 Object *ob= obr->ob;
2831 DerivedMesh *dm = NULL;
2832 ListBase disp={NULL, NULL};
2834 float *data, *fp, *orco=NULL;
2835 float n[3], mat[4][4];
2836 int nr, startvert, a, b;
2837 int need_orco=0, totmat;
2840 if(ob->type==OB_FONT && cu->str==NULL) return;
2841 else if(ob->type==OB_CURVE && cu->nurb.first==NULL) return;
2843 makeDispListCurveTypes_forRender(re->scene, ob, &disp, &dm, 0);
2845 if(dl==NULL) return;
2847 mul_m4_m4m4(mat, ob->obmat, re->viewmat);
2848 invert_m4_m4(ob->imat, mat);
2850 /* material array */
2851 totmat= ob->totcol+1;
2852 matar= MEM_callocN(sizeof(Material*)*totmat, "init_render_surf matar");
2854 for(a=0; a<totmat; a++) {
2855 matar[a]= give_render_material(re, ob, a+1);
2857 if(matar[a] && matar[a]->texco & TEXCO_ORCO)
2863 orco= makeOrcoDispList(re->scene, ob, dm, 1);
2865 set_object_orco(re, ob, orco);
2869 init_render_dm(dm, re, obr, timeoffset, orco, mat);
2873 orco= get_object_orco(re, ob);
2877 if(dl->col > ob->totcol) {
2880 else if(dl->type==DL_INDEX3) {
2883 startvert= obr->totvert;
2886 for(a=0; a<dl->nr; a++, data+=3) {
2887 ver= RE_findOrAddVert(obr, obr->totvert++);