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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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 *****
35 #include "MTC_matrixops.h"
37 #include "MEM_guardedalloc.h"
39 #include "BLI_arithb.h"
40 #include "BLI_blenlib.h"
42 #include "BLI_memarena.h"
43 #include "BLI_ghash.h"
45 #include "DNA_armature_types.h"
46 #include "DNA_camera_types.h"
47 #include "DNA_material_types.h"
48 #include "DNA_curve_types.h"
49 #include "DNA_effect_types.h"
50 #include "DNA_group_types.h"
51 #include "DNA_lamp_types.h"
52 #include "DNA_image_types.h"
53 #include "DNA_lattice_types.h"
54 #include "DNA_mesh_types.h"
55 #include "DNA_meshdata_types.h"
56 #include "DNA_meta_types.h"
57 #include "DNA_modifier_types.h"
58 #include "DNA_node_types.h"
59 #include "DNA_object_types.h"
60 #include "DNA_object_force.h"
61 #include "DNA_object_fluidsim.h"
62 #include "DNA_particle_types.h"
63 #include "DNA_scene_types.h"
64 #include "DNA_texture_types.h"
65 #include "DNA_view3d_types.h"
68 #include "BKE_armature.h"
69 #include "BKE_action.h"
70 #include "BKE_curve.h"
71 #include "BKE_customdata.h"
72 #include "BKE_colortools.h"
73 #include "BKE_constraint.h"
74 #include "BKE_displist.h"
75 #include "BKE_deform.h"
76 #include "BKE_DerivedMesh.h"
77 #include "BKE_effect.h"
78 #include "BKE_global.h"
79 #include "BKE_group.h"
82 #include "BKE_image.h"
83 #include "BKE_lattice.h"
84 #include "BKE_library.h"
85 #include "BKE_material.h"
87 #include "BKE_mball.h"
89 #include "BKE_modifier.h"
91 #include "BKE_object.h"
92 #include "BKE_particle.h"
93 #include "BKE_scene.h"
94 #include "BKE_subsurf.h"
95 #include "BKE_texture.h"
96 #include "BKE_utildefines.h"
97 #include "BKE_world.h"
100 #include "IMB_imbuf_types.h"
103 #include "multires.h"
104 #include "occlusion.h"
105 #include "render_types.h"
106 #include "rendercore.h"
107 #include "renderdatabase.h"
108 #include "renderpipeline.h"
119 #ifndef DISABLE_YAFRAY /* disable yafray */
121 #include "YafRay_Api.h"
123 /* yafray: Identity transform 'hack' removed, exporter now transforms vertices back to world.
124 * Same is true for lamp coords & vec.
125 * Duplicated data objects & dupliframe/duplivert objects are only stored once,
126 * only the matrix is stored for all others, in yafray these objects are instances of the original.
127 * The main changes are in RE_Database_FromScene().
130 #endif /* disable yafray */
132 /* 10 times larger than normal epsilon, test it on default nurbs sphere with ray_transp (for quad detection) */
133 /* or for checking vertex normal flips */
134 #define FLT_EPSILON10 1.19209290e-06F
136 /* ------------------------------------------------------------------------- */
138 /* Stuff for stars. This sits here because it uses gl-things. Part of
139 this code may move down to the converter. */
140 /* ------------------------------------------------------------------------- */
141 /* this is a bad beast, since it is misused by the 3d view drawing as well. */
143 static HaloRen *initstar(Render *re, ObjectRen *obr, float *vec, float hasize)
148 projectverto(vec, re->winmat, hoco);
150 har= RE_findOrAddHalo(obr, obr->tothalo++);
152 /* projectvert is done in function zbufvlaggen again, because of parts */
153 VECCOPY(har->co, vec);
161 /* there must be a 'fixed' amount of stars generated between
163 * all stars must by preference lie on the far and solely
164 * differ in clarity/color
167 void RE_make_stars(Render *re, void (*initfunc)(void),
168 void (*vertexfunc)(float*), void (*termfunc)(void))
170 extern unsigned char hash[512];
171 ObjectRen *obr= NULL;
176 double dblrand, hlfrand;
177 float vec[4], fx, fy, fz;
178 float fac, starmindist, clipend;
179 float mat[4][4], stargrid, maxrand, maxjit, force, alpha;
180 int x, y, z, sx, sy, sz, ex, ey, ez, done = 0;
184 wrld= G.scene->world;
191 stargrid = wrld->stardist; /* distance between stars */
192 maxrand = 2.0; /* amount a star can be shifted (in grid units) */
193 maxjit = (wrld->starcolnoise); /* amount a color is being shifted */
196 force = ( wrld->starsize );
198 /* minimal free space (starting at camera) */
199 starmindist= wrld->starmindist;
201 if (stargrid <= 0.10) return;
203 if (re) re->flag |= R_HALO;
204 else stargrid *= 1.0; /* then it draws fewer */
206 if(re) MTC_Mat4Invert(mat, re->viewmat);
207 else MTC_Mat4One(mat);
209 /* BOUNDING BOX CALCULATION
210 * bbox goes from z = loc_near_var | loc_far_var,
215 if(scene->camera==NULL)
217 camera = scene->camera->data;
218 clipend = camera->clipend;
220 /* convert to grid coordinates */
222 sx = ((mat[3][0] - clipend) / stargrid) - maxrand;
223 sy = ((mat[3][1] - clipend) / stargrid) - maxrand;
224 sz = ((mat[3][2] - clipend) / stargrid) - maxrand;
226 ex = ((mat[3][0] + clipend) / stargrid) + maxrand;
227 ey = ((mat[3][1] + clipend) / stargrid) + maxrand;
228 ez = ((mat[3][2] + clipend) / stargrid) + maxrand;
230 dblrand = maxrand * stargrid;
231 hlfrand = 2.0 * dblrand;
237 if(re) /* add render object for stars */
238 obr= RE_addRenderObject(re, NULL, NULL, 0, 0, 0);
240 for (x = sx, fx = sx * stargrid; x <= ex; x++, fx += stargrid) {
241 for (y = sy, fy = sy * stargrid; y <= ey ; y++, fy += stargrid) {
242 for (z = sz, fz = sz * stargrid; z <= ez; z++, fz += stargrid) {
244 BLI_srand((hash[z & 0xff] << 24) + (hash[y & 0xff] << 16) + (hash[x & 0xff] << 8));
245 vec[0] = fx + (hlfrand * BLI_drand()) - dblrand;
246 vec[1] = fy + (hlfrand * BLI_drand()) - dblrand;
247 vec[2] = fz + (hlfrand * BLI_drand()) - dblrand;
251 if(done & 1) vertexfunc(vec);
255 MTC_Mat4MulVecfl(re->viewmat, vec);
257 /* in vec are global coordinates
258 * calculate distance to camera
259 * and using that, define the alpha
269 alpha = sqrt(tx * tx + ty * ty + tz * tz);
271 if (alpha >= clipend) alpha = 0.0;
272 else if (alpha <= starmindist) alpha = 0.0;
273 else if (alpha <= 2.0 * starmindist) {
274 alpha = (alpha - starmindist) / starmindist;
276 alpha -= 2.0 * starmindist;
277 alpha /= (clipend - 2.0 * starmindist);
284 fac = force * BLI_drand();
286 har = initstar(re, obr, vec, fac);
289 har->alfa = sqrt(sqrt(alpha));
291 har->r = har->g = har->b = 1.0;
293 har->r += ((maxjit * BLI_drand()) ) - maxjit;
294 har->g += ((maxjit * BLI_drand()) ) - maxjit;
295 har->b += ((maxjit * BLI_drand()) ) - maxjit;
299 har->type |= HA_ONLYSKY;
305 /* do not call blender_test_break() here, since it is used in UI as well, confusing the callback system */
306 /* main cause is G.afbreek of course, a global again... (ton) */
309 if (termfunc) termfunc();
312 re->tothalo += obr->tothalo;
316 /* ------------------------------------------------------------------------- */
317 /* tool functions/defines for ad hoc simplification and possible future
319 /* ------------------------------------------------------------------------- */
321 #define UVTOINDEX(u,v) (startvlak + (u) * sizev + (v))
324 NOTE THAT U/V COORDINATES ARE SOMETIMES SWAPPED !!
326 ^ ()----p4----p3----()
334 /* ------------------------------------------------------------------------- */
336 static void split_v_renderfaces(ObjectRen *obr, int startvlak, int startvert, int usize, int vsize, int uIndex, int cyclu, int cyclv)
338 int vLen = vsize-1+(!!cyclv);
341 for (v=0; v<vLen; v++) {
342 VlakRen *vlr = RE_findOrAddVlak(obr, startvlak + vLen*uIndex + v);
343 VertRen *vert = RE_vertren_copy(obr, vlr->v2);
349 VlakRen *vlr = RE_findOrAddVlak(obr, startvlak + vLen*uIndex + 0);
352 VlakRen *vlr = RE_findOrAddVlak(obr, startvlak + vLen*uIndex + v+1);
359 VlakRen *vlr = RE_findOrAddVlak(obr, startvlak + vLen*uIndex + v+1);
364 vlr->v1 = RE_vertren_copy(obr, vlr->v1);
370 /* ------------------------------------------------------------------------- */
372 static int check_vnormal(float *n, float *veno)
376 inp=n[0]*veno[0]+n[1]*veno[1]+n[2]*veno[2];
377 if(inp < -FLT_EPSILON10) return 1;
381 /* ------------------------------------------------------------------------- */
382 /* Stress, tangents and normals */
383 /* ------------------------------------------------------------------------- */
385 static void calc_edge_stress_add(float *accum, VertRen *v1, VertRen *v2)
387 float len= VecLenf(v1->co, v2->co)/VecLenf(v1->orco, v2->orco);
390 acc= accum + 2*v1->index;
394 acc= accum + 2*v2->index;
399 static void calc_edge_stress(Render *re, ObjectRen *obr, Mesh *me)
401 float loc[3], size[3], *accum, *acc, *accumoffs, *stress;
404 if(obr->totvert==0) return;
406 mesh_get_texspace(me, loc, NULL, size);
408 accum= MEM_callocN(2*sizeof(float)*obr->totvert, "temp accum for stress");
410 /* de-normalize orco */
411 for(a=0; a<obr->totvert; a++) {
412 VertRen *ver= RE_findOrAddVert(obr, a);
414 ver->orco[0]= ver->orco[0]*size[0] +loc[0];
415 ver->orco[1]= ver->orco[1]*size[1] +loc[1];
416 ver->orco[2]= ver->orco[2]*size[2] +loc[2];
420 /* add stress values */
421 accumoffs= accum; /* so we can use vertex index */
422 for(a=0; a<obr->totvlak; a++) {
423 VlakRen *vlr= RE_findOrAddVlak(obr, a);
425 if(vlr->v1->orco && vlr->v4) {
426 calc_edge_stress_add(accumoffs, vlr->v1, vlr->v2);
427 calc_edge_stress_add(accumoffs, vlr->v2, vlr->v3);
428 calc_edge_stress_add(accumoffs, vlr->v3, vlr->v1);
430 calc_edge_stress_add(accumoffs, vlr->v3, vlr->v4);
431 calc_edge_stress_add(accumoffs, vlr->v4, vlr->v1);
432 calc_edge_stress_add(accumoffs, vlr->v2, vlr->v4);
437 for(a=0; a<obr->totvert; a++) {
438 VertRen *ver= RE_findOrAddVert(obr, a);
440 /* find stress value */
441 acc= accumoffs + 2*ver->index;
444 stress= RE_vertren_get_stress(obr, ver, 1);
448 ver->orco[0] = (ver->orco[0]-loc[0])/size[0];
449 ver->orco[1] = (ver->orco[1]-loc[1])/size[1];
450 ver->orco[2] = (ver->orco[2]-loc[2])/size[2];
457 /* gets tangent from tface or orco */
458 static void calc_tangent_vector(ObjectRen *obr, VertexTangent **vtangents, MemArena *arena, VlakRen *vlr, int do_nmap_tangent, int do_tangent)
460 MTFace *tface= RE_vlakren_get_tface(obr, vlr, obr->actmtface, NULL, 0);
461 VertRen *v1=vlr->v1, *v2=vlr->v2, *v3=vlr->v3, *v4=vlr->v4;
463 float *uv1, *uv2, *uv3, *uv4;
473 uv1= uv[0]; uv2= uv[1]; uv3= uv[2]; uv4= uv[3];
474 spheremap(v1->orco[0], v1->orco[1], v1->orco[2], &uv[0][0], &uv[0][1]);
475 spheremap(v2->orco[0], v2->orco[1], v2->orco[2], &uv[1][0], &uv[1][1]);
476 spheremap(v3->orco[0], v3->orco[1], v3->orco[2], &uv[2][0], &uv[2][1]);
478 spheremap(v4->orco[0], v4->orco[1], v4->orco[2], &uv[3][0], &uv[3][1]);
482 tangent_from_uv(uv1, uv2, uv3, v1->co, v2->co, v3->co, vlr->n, tang);
485 tav= RE_vertren_get_tangent(obr, v1, 1);
486 VECADD(tav, tav, tang);
487 tav= RE_vertren_get_tangent(obr, v2, 1);
488 VECADD(tav, tav, tang);
489 tav= RE_vertren_get_tangent(obr, v3, 1);
490 VECADD(tav, tav, tang);
493 if(do_nmap_tangent) {
494 sum_or_add_vertex_tangent(arena, &vtangents[v1->index], tang, uv1);
495 sum_or_add_vertex_tangent(arena, &vtangents[v2->index], tang, uv2);
496 sum_or_add_vertex_tangent(arena, &vtangents[v3->index], tang, uv3);
500 tangent_from_uv(uv1, uv3, uv4, v1->co, v3->co, v4->co, vlr->n, tang);
503 tav= RE_vertren_get_tangent(obr, v1, 1);
504 VECADD(tav, tav, tang);
505 tav= RE_vertren_get_tangent(obr, v3, 1);
506 VECADD(tav, tav, tang);
507 tav= RE_vertren_get_tangent(obr, v4, 1);
508 VECADD(tav, tav, tang);
511 if(do_nmap_tangent) {
512 sum_or_add_vertex_tangent(arena, &vtangents[v1->index], tang, uv1);
513 sum_or_add_vertex_tangent(arena, &vtangents[v3->index], tang, uv3);
514 sum_or_add_vertex_tangent(arena, &vtangents[v4->index], tang, uv4);
520 static void calc_vertexnormals(Render *re, ObjectRen *obr, int do_tangent, int do_nmap_tangent)
522 MemArena *arena= NULL;
523 VertexTangent **vtangents= NULL;
526 if(do_nmap_tangent) {
527 arena= BLI_memarena_new(BLI_MEMARENA_STD_BUFSIZE);
528 BLI_memarena_use_calloc(arena);
530 vtangents= MEM_callocN(sizeof(VertexTangent*)*obr->totvert, "VertexTangent");
533 /* clear all vertex normals */
534 for(a=0; a<obr->totvert; a++) {
535 VertRen *ver= RE_findOrAddVert(obr, a);
536 ver->n[0]=ver->n[1]=ver->n[2]= 0.0f;
539 /* calculate cos of angles and point-masses, use as weight factor to
540 add face normal to vertex */
541 for(a=0; a<obr->totvlak; a++) {
542 VlakRen *vlr= RE_findOrAddVlak(obr, a);
543 if(vlr->flag & ME_SMOOTH) {
544 VertRen *v1= vlr->v1;
545 VertRen *v2= vlr->v2;
546 VertRen *v3= vlr->v3;
547 VertRen *v4= vlr->v4;
548 float n1[3], n2[3], n3[3], n4[3];
549 float fac1, fac2, fac3, fac4=0.0f;
551 if(re->flag & R_GLOB_NOPUNOFLIP)
552 vlr->flag |= R_NOPUNOFLIP;
554 VecSubf(n1, v2->co, v1->co);
556 VecSubf(n2, v3->co, v2->co);
559 VecSubf(n3, v1->co, v3->co);
562 fac1= saacos(-n1[0]*n3[0]-n1[1]*n3[1]-n1[2]*n3[2]);
563 fac2= saacos(-n1[0]*n2[0]-n1[1]*n2[1]-n1[2]*n2[2]);
564 fac3= saacos(-n2[0]*n3[0]-n2[1]*n3[1]-n2[2]*n3[2]);
567 VecSubf(n3, v4->co, v3->co);
569 VecSubf(n4, v1->co, v4->co);
572 fac1= saacos(-n4[0]*n1[0]-n4[1]*n1[1]-n4[2]*n1[2]);
573 fac2= saacos(-n1[0]*n2[0]-n1[1]*n2[1]-n1[2]*n2[2]);
574 fac3= saacos(-n2[0]*n3[0]-n2[1]*n3[1]-n2[2]*n3[2]);
575 fac4= saacos(-n3[0]*n4[0]-n3[1]*n4[1]-n3[2]*n4[2]);
577 if(!(vlr->flag & R_NOPUNOFLIP)) {
578 if( check_vnormal(vlr->n, v4->n) ) fac4= -fac4;
581 v4->n[0] +=fac4*vlr->n[0];
582 v4->n[1] +=fac4*vlr->n[1];
583 v4->n[2] +=fac4*vlr->n[2];
586 if(!(vlr->flag & R_NOPUNOFLIP)) {
587 if( check_vnormal(vlr->n, v1->n) ) fac1= -fac1;
588 if( check_vnormal(vlr->n, v2->n) ) fac2= -fac2;
589 if( check_vnormal(vlr->n, v3->n) ) fac3= -fac3;
592 v1->n[0] +=fac1*vlr->n[0];
593 v1->n[1] +=fac1*vlr->n[1];
594 v1->n[2] +=fac1*vlr->n[2];
596 v2->n[0] +=fac2*vlr->n[0];
597 v2->n[1] +=fac2*vlr->n[1];
598 v2->n[2] +=fac2*vlr->n[2];
600 v3->n[0] +=fac3*vlr->n[0];
601 v3->n[1] +=fac3*vlr->n[1];
602 v3->n[2] +=fac3*vlr->n[2];
605 if(do_nmap_tangent || do_tangent) {
606 /* tangents still need to be calculated for flat faces too */
607 /* weighting removed, they are not vertexnormals */
608 calc_tangent_vector(obr, vtangents, arena, vlr, do_nmap_tangent, do_tangent);
613 for(a=0; a<obr->totvlak; a++) {
614 VlakRen *vlr= RE_findOrAddVlak(obr, a);
615 if((vlr->flag & ME_SMOOTH)==0) {
616 float *f1= vlr->v1->n;
617 if(f1[0]==0.0 && f1[1]==0.0 && f1[2]==0.0) VECCOPY(f1, vlr->n);
619 if(f1[0]==0.0 && f1[1]==0.0 && f1[2]==0.0) VECCOPY(f1, vlr->n);
621 if(f1[0]==0.0 && f1[1]==0.0 && f1[2]==0.0) VECCOPY(f1, vlr->n);
624 if(f1[0]==0.0 && f1[1]==0.0 && f1[2]==0.0) VECCOPY(f1, vlr->n);
628 if(do_nmap_tangent) {
629 VertRen *v1=vlr->v1, *v2=vlr->v2, *v3=vlr->v3, *v4=vlr->v4;
630 MTFace *tface= RE_vlakren_get_tface(obr, vlr, obr->actmtface, NULL, 0);
633 float *vtang, *ftang= RE_vlakren_get_nmap_tangent(obr, vlr, 1);
635 vtang= find_vertex_tangent(vtangents[v1->index], tface->uv[0]);
636 VECCOPY(ftang, vtang);
638 vtang= find_vertex_tangent(vtangents[v2->index], tface->uv[1]);
639 VECCOPY(ftang+3, vtang);
641 vtang= find_vertex_tangent(vtangents[v3->index], tface->uv[2]);
642 VECCOPY(ftang+6, vtang);
645 vtang= find_vertex_tangent(vtangents[v4->index], tface->uv[3]);
646 VECCOPY(ftang+9, vtang);
653 /* normalize vertex normals */
654 for(a=0; a<obr->totvert; a++) {
655 VertRen *ver= RE_findOrAddVert(obr, a);
658 float *tav= RE_vertren_get_tangent(obr, ver, 0);
661 float tdn = tav[0]*ver->n[0] + tav[1]*ver->n[1] + tav[2]*ver->n[2];
662 tav[0] -= ver->n[0]*tdn;
663 tav[1] -= ver->n[1]*tdn;
664 tav[2] -= ver->n[2]*tdn;
672 BLI_memarena_free(arena);
674 MEM_freeN(vtangents);
677 // NT same as calc_vertexnormals, but dont modify the existing vertex normals
678 // only recalculate other render data. If this is at some point used for other things than fluidsim,
679 // this could be made on option for the normal calc_vertexnormals
680 static void calc_fluidsimnormals(Render *re, ObjectRen *obr, int do_nmap_tangent)
684 /* dont clear vertex normals here */
685 // OFF for(a=0; a<obr->totvert; a++) { VertRen *ver= RE_findOrAddVert(obr, a); ver->n[0]=ver->n[1]=ver->n[2]= 0.0; }
686 /* calculate cos of angles and point-masses, use as weight factor to add face normal to vertex */
687 for(a=0; a<obr->totvlak; a++) {
688 VlakRen *vlr= RE_findOrAddVlak(obr, a);
689 if(vlr->flag & ME_SMOOTH) {
690 VertRen *v1= vlr->v1;
691 VertRen *v2= vlr->v2;
692 VertRen *v3= vlr->v3;
693 VertRen *v4= vlr->v4;
694 float n1[3], n2[3], n3[3], n4[3];
695 float fac1, fac2, fac3, fac4=0.0f;
697 if(re->flag & R_GLOB_NOPUNOFLIP)
698 vlr->flag |= R_NOPUNOFLIP;
700 VecSubf(n1, v2->co, v1->co);
702 VecSubf(n2, v3->co, v2->co);
705 VecSubf(n3, v1->co, v3->co);
707 fac1= saacos(-n1[0]*n3[0]-n1[1]*n3[1]-n1[2]*n3[2]);
708 fac2= saacos(-n1[0]*n2[0]-n1[1]*n2[1]-n1[2]*n2[2]);
709 fac3= saacos(-n2[0]*n3[0]-n2[1]*n3[1]-n2[2]*n3[2]);
712 VecSubf(n3, v4->co, v3->co);
714 VecSubf(n4, v1->co, v4->co);
717 fac1= saacos(-n4[0]*n1[0]-n4[1]*n1[1]-n4[2]*n1[2]);
718 fac2= saacos(-n1[0]*n2[0]-n1[1]*n2[1]-n1[2]*n2[2]);
719 fac3= saacos(-n2[0]*n3[0]-n2[1]*n3[1]-n2[2]*n3[2]);
720 fac4= saacos(-n3[0]*n4[0]-n3[1]*n4[1]-n3[2]*n4[2]);
722 if(!(vlr->flag & R_NOPUNOFLIP)) {
723 if( check_vnormal(vlr->n, v4->n) ) fac4= -fac4;
727 //if(do_nmap_tangent)
728 // calc_tangent_vector(obr, vlr, fac1, fac2, fac3, fac4);
730 if(do_nmap_tangent) {
731 /* tangents still need to be calculated for flat faces too */
732 /* weighting removed, they are not vertexnormals */
733 //calc_tangent_vector(obr, vlr);
738 for(a=0; a<obr->totvlak; a++) {
739 VlakRen *vlr= RE_findOrAddVlak(obr, a);
740 if((vlr->flag & ME_SMOOTH)==0) {
741 float *f1= vlr->v1->n;
742 if(f1[0]==0.0 && f1[1]==0.0 && f1[2]==0.0) VECCOPY(f1, vlr->n);
744 if(f1[0]==0.0 && f1[1]==0.0 && f1[2]==0.0) VECCOPY(f1, vlr->n);
746 if(f1[0]==0.0 && f1[1]==0.0 && f1[2]==0.0) VECCOPY(f1, vlr->n);
749 if(f1[0]==0.0 && f1[1]==0.0 && f1[2]==0.0) VECCOPY(f1, vlr->n);
754 /* normalize vertex normals */
755 for(a=0; a<obr->totvert; a++) {
756 VertRen *ver= RE_findOrAddVert(obr, a);
758 if(do_nmap_tangent) {
759 float *tav= RE_vertren_get_tangent(obr, ver, 0);
760 if(tav) Normalize(tav);
765 /* ------------------------------------------------------------------------- */
767 /* ------------------------------------------------------------------------- */
769 typedef struct ASvert {
774 typedef struct ASface {
775 struct ASface *next, *prev;
780 static void as_addvert(ASvert *asv, VertRen *v1, VlakRen *vlr)
785 if(v1 == NULL) return;
787 if(asv->faces.first==NULL) {
788 asf= MEM_callocN(sizeof(ASface), "asface");
789 BLI_addtail(&asv->faces, asf);
792 asf= asv->faces.last;
794 if(asf->vlr[a]==NULL) {
801 /* new face struct */
803 asf= MEM_callocN(sizeof(ASface), "asface");
804 BLI_addtail(&asv->faces, asf);
810 static int as_testvertex(VlakRen *vlr, VertRen *ver, ASvert *asv, float thresh)
812 /* return 1: vertex needs a copy */
819 asf= asv->faces.first;
822 if(asf->vlr[a] && asf->vlr[a]!=vlr) {
823 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] );
824 if(inp < thresh) return 1;
833 static VertRen *as_findvertex(VlakRen *vlr, VertRen *ver, ASvert *asv, float thresh)
835 /* return when new vertex already was made */
840 asf= asv->faces.first;
843 if(asf->vlr[a] && asf->vlr[a]!=vlr) {
844 /* this face already made a copy for this vertex! */
846 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] );
859 /* note; autosmooth happens in object space still, after applying autosmooth we rotate */
860 /* note2; actually, when original mesh and displist are equal sized, face normals are from original mesh */
861 static void autosmooth(Render *re, ObjectRen *obr, float mat[][4], int degr)
863 ASvert *asv, *asverts;
870 if(obr->totvert==0) return;
871 asverts= MEM_callocN(sizeof(ASvert)*obr->totvert, "all smooth verts");
873 thresh= cos( M_PI*(0.5f+(float)degr)/180.0 );
875 /* step zero: give faces normals of original mesh, if this is provided */
878 /* step one: construct listbase of all vertices and pointers to faces */
879 for(a=0; a<obr->totvlak; a++) {
880 vlr= RE_findOrAddVlak(obr, a);
881 /* skip wire faces */
882 if(vlr->v2 != vlr->v3) {
883 as_addvert(asverts+vlr->v1->index, vlr->v1, vlr);
884 as_addvert(asverts+vlr->v2->index, vlr->v2, vlr);
885 as_addvert(asverts+vlr->v3->index, vlr->v3, vlr);
887 as_addvert(asverts+vlr->v4->index, vlr->v4, vlr);
891 totvert= obr->totvert;
892 /* we now test all vertices, when faces have a normal too much different: they get a new vertex */
893 for(a=0, asv=asverts; a<totvert; a++, asv++) {
894 if(asv && asv->totface>1) {
895 ver= RE_findOrAddVert(obr, a);
897 asf= asv->faces.first;
901 /* is there a reason to make a new vertex? */
903 if( as_testvertex(vlr, ver, asv, thresh) ) {
905 /* already made a new vertex within threshold? */
906 v1= as_findvertex(vlr, ver, asv, thresh);
908 /* make a new vertex */
909 v1= RE_vertren_copy(obr, ver);
912 if(vlr->v1==ver) vlr->v1= v1;
913 if(vlr->v2==ver) vlr->v2= v1;
914 if(vlr->v3==ver) vlr->v3= v1;
915 if(vlr->v4==ver) vlr->v4= v1;
924 for(a=0; a<totvert; a++) {
925 BLI_freelistN(&asverts[a].faces);
929 /* rotate vertices and calculate normal of faces */
930 for(a=0; a<obr->totvert; a++) {
931 ver= RE_findOrAddVert(obr, a);
932 MTC_Mat4MulVecfl(mat, ver->co);
934 for(a=0; a<obr->totvlak; a++) {
935 vlr= RE_findOrAddVlak(obr, a);
937 /* skip wire faces */
938 if(vlr->v2 != vlr->v3) {
940 CalcNormFloat4(vlr->v4->co, vlr->v3->co, vlr->v2->co, vlr->v1->co, vlr->n);
942 CalcNormFloat(vlr->v3->co, vlr->v2->co, vlr->v1->co, vlr->n);
947 /* ------------------------------------------------------------------------- */
948 /* Orco hash and Materials */
949 /* ------------------------------------------------------------------------- */
951 static float *get_object_orco(Render *re, Object *ob)
956 re->orco_hash = BLI_ghash_new(BLI_ghashutil_ptrhash, BLI_ghashutil_ptrcmp);
958 orco = BLI_ghash_lookup(re->orco_hash, ob);
961 if (ELEM(ob->type, OB_CURVE, OB_FONT)) {
962 orco = make_orco_curve(ob);
963 } else if (ob->type==OB_SURF) {
964 orco = make_orco_surf(ob);
965 } else if (ob->type==OB_MBALL) {
966 orco = make_orco_mball(ob);
970 BLI_ghash_insert(re->orco_hash, ob, orco);
976 static void set_object_orco(Render *re, void *ob, float *orco)
979 re->orco_hash = BLI_ghash_new(BLI_ghashutil_ptrhash, BLI_ghashutil_ptrcmp);
981 BLI_ghash_insert(re->orco_hash, ob, orco);
984 static void free_mesh_orco_hash(Render *re)
987 BLI_ghash_free(re->orco_hash, NULL, (GHashValFreeFP)MEM_freeN);
988 re->orco_hash = NULL;
992 static void flag_render_node_material(Render *re, bNodeTree *ntree)
996 for(node=ntree->nodes.first; node; node= node->next) {
998 if(GS(node->id->name)==ID_MA) {
999 Material *ma= (Material *)node->id;
1001 if(ma->mode & MA_ZTRA)
1004 ma->flag |= MA_IS_USED;
1006 else if(node->type==NODE_GROUP)
1007 flag_render_node_material(re, (bNodeTree *)node->id);
1012 static Material *give_render_material(Render *re, Object *ob, int nr)
1014 extern Material defmaterial; /* material.c */
1017 ma= give_current_material(ob, nr);
1021 if(re->r.mode & R_SPEED) ma->texco |= NEED_UV;
1023 if(ma->mode & MA_ZTRA)
1026 /* for light groups */
1027 ma->flag |= MA_IS_USED;
1029 if(ma->nodetree && ma->use_nodes)
1030 flag_render_node_material(re, ma->nodetree);
1035 /* ------------------------------------------------------------------------- */
1037 /* ------------------------------------------------------------------------- */
1039 /* future thread problem... */
1040 static void static_particle_strand(Render *re, ObjectRen *obr, Material *ma, float *orco, float *surfnor,
1041 float *uvco, int totuv, MCol *mcol, int totcol, float *vec, float *vec1, float ctime,
1042 int first, int line, int adapt, float adapt_angle, float adapt_pix, int override_uv)
1044 static VertRen *v1= NULL, *v2= NULL;
1046 float nor[3], cross[3], crosslen, w, dx, dy, width;
1047 static float anor[3], avec[3];
1049 static int second=0;
1051 VecSubf(nor, vec, vec1);
1052 Normalize(nor); // nor needed as tangent
1053 Crossf(cross, vec, nor);
1055 /* turn cross in pixelsize */
1056 w= vec[2]*re->winmat[2][3] + re->winmat[3][3];
1057 dx= re->winx*cross[0]*re->winmat[0][0];
1058 dy= re->winy*cross[1]*re->winmat[1][1];
1059 w= sqrt(dx*dx + dy*dy)/w;
1063 if(ma->strand_ease!=0.0f) {
1064 if(ma->strand_ease<0.0f)
1065 fac= pow(ctime, 1.0+ma->strand_ease);
1067 fac= pow(ctime, 1.0/(1.0f-ma->strand_ease));
1071 width= ((1.0f-fac)*ma->strand_sta + (fac)*ma->strand_end);
1073 /* use actual Blender units for strand width and fall back to minimum width */
1074 if(ma->mode & MA_STR_B_UNITS){
1075 crosslen= VecLength(cross);
1076 w= 2.0f*crosslen*ma->strand_min/w;
1081 /*cross is the radius of the strand so we want it to be half of full width */
1082 VecMulf(cross,0.5/crosslen);
1087 VecMulf(cross, width);
1091 if(ma->mode & MA_TANGENT_STR)
1092 flag= R_SMOOTH|R_NOPUNOFLIP|R_TANGENT;
1096 /* only 1 pixel wide strands filled in as quads now, otherwise zbuf errors */
1097 if(ma->strand_sta==1.0f)
1100 /* single face line */
1102 vlr= RE_findOrAddVlak(obr, obr->totvlak++);
1104 vlr->v1= RE_findOrAddVert(obr, obr->totvert++);
1105 vlr->v2= RE_findOrAddVert(obr, obr->totvert++);
1106 vlr->v3= RE_findOrAddVert(obr, obr->totvert++);
1107 vlr->v4= RE_findOrAddVert(obr, obr->totvert++);
1109 VECCOPY(vlr->v1->co, vec);
1110 VecAddf(vlr->v1->co, vlr->v1->co, cross);
1111 VECCOPY(vlr->v1->n, nor);
1112 vlr->v1->orco= orco;
1113 vlr->v1->accum= -1.0f; // accum abuse for strand texco
1115 VECCOPY(vlr->v2->co, vec);
1116 VecSubf(vlr->v2->co, vlr->v2->co, cross);
1117 VECCOPY(vlr->v2->n, nor);
1118 vlr->v2->orco= orco;
1119 vlr->v2->accum= vlr->v1->accum;
1121 VECCOPY(vlr->v4->co, vec1);
1122 VecAddf(vlr->v4->co, vlr->v4->co, cross);
1123 VECCOPY(vlr->v4->n, nor);
1124 vlr->v4->orco= orco;
1125 vlr->v4->accum= 1.0f; // accum abuse for strand texco
1127 VECCOPY(vlr->v3->co, vec1);
1128 VecSubf(vlr->v3->co, vlr->v3->co, cross);
1129 VECCOPY(vlr->v3->n, nor);
1130 vlr->v3->orco= orco;
1131 vlr->v3->accum= vlr->v4->accum;
1133 CalcNormFloat4(vlr->v4->co, vlr->v3->co, vlr->v2->co, vlr->v1->co, vlr->n);
1139 float *snor= RE_vlakren_get_surfnor(obr, vlr, 1);
1140 VECCOPY(snor, surfnor);
1144 for(i=0; i<totuv; i++){
1146 mtf=RE_vlakren_get_tface(obr,vlr,i,NULL,1);
1147 mtf->uv[0][0]=mtf->uv[1][0]=
1148 mtf->uv[2][0]=mtf->uv[3][0]=(uvco+2*i)[0];
1149 mtf->uv[0][1]=mtf->uv[1][1]=
1150 mtf->uv[2][1]=mtf->uv[3][1]=(uvco+2*i)[1];
1154 mtf=RE_vlakren_get_tface(obr,vlr,override_uv,NULL,0);
1156 mtf->uv[0][0]=mtf->uv[3][0]=0.0f;
1157 mtf->uv[1][0]=mtf->uv[2][0]=1.0f;
1159 mtf->uv[0][1]=mtf->uv[1][1]=0.0f;
1160 mtf->uv[2][1]=mtf->uv[3][1]=1.0f;
1164 for(i=0; i<totcol; i++){
1166 mc=RE_vlakren_get_mcol(obr,vlr,i,NULL,1);
1167 mc[0]=mc[1]=mc[2]=mc[3]=mcol[i];
1168 mc[0]=mc[1]=mc[2]=mc[3]=mcol[i];
1172 /* first two vertices of a strand */
1180 v1= RE_findOrAddVert(obr, obr->totvert++);
1181 v2= RE_findOrAddVert(obr, obr->totvert++);
1183 VECCOPY(v1->co, vec);
1184 VecAddf(v1->co, v1->co, cross);
1185 VECCOPY(v1->n, nor);
1187 v1->accum= -1.0f; // accum abuse for strand texco
1189 VECCOPY(v2->co, vec);
1190 VecSubf(v2->co, v2->co, cross);
1191 VECCOPY(v2->n, nor);
1193 v2->accum= v1->accum;
1195 /* more vertices & faces to strand */
1197 if(adapt==0 || second){
1198 vlr= RE_findOrAddVlak(obr, obr->totvlak++);
1202 vlr->v3= RE_findOrAddVert(obr, obr->totvert++);
1203 vlr->v4= RE_findOrAddVert(obr, obr->totvert++);
1205 v1= vlr->v4; // cycle
1206 v2= vlr->v3; // cycle
1217 float dvec[3],pvec[3];
1218 VecSubf(dvec,avec,vec);
1219 Projf(pvec,dvec,vec);
1220 VecSubf(dvec,dvec,pvec);
1222 w= vec[2]*re->winmat[2][3] + re->winmat[3][3];
1223 dx= re->winx*dvec[0]*re->winmat[0][0]/w;
1224 dy= re->winy*dvec[1]*re->winmat[1][1]/w;
1225 w= sqrt(dx*dx + dy*dy);
1226 if(Inpf(anor,nor)<adapt_angle && w>adapt_pix){
1227 vlr= RE_findOrAddVlak(obr, obr->totvlak++);
1231 vlr->v3= RE_findOrAddVert(obr, obr->totvert++);
1232 vlr->v4= RE_findOrAddVert(obr, obr->totvert++);
1234 v1= vlr->v4; // cycle
1235 v2= vlr->v3; // cycle
1241 vlr= RE_findOrAddVlak(obr, obr->totvlak-1);
1245 VECCOPY(vlr->v4->co, vec);
1246 VecAddf(vlr->v4->co, vlr->v4->co, cross);
1247 VECCOPY(vlr->v4->n, nor);
1248 vlr->v4->orco= orco;
1249 vlr->v4->accum= -1.0f + 2.0f*ctime; // accum abuse for strand texco
1251 VECCOPY(vlr->v3->co, vec);
1252 VecSubf(vlr->v3->co, vlr->v3->co, cross);
1253 VECCOPY(vlr->v3->n, nor);
1254 vlr->v3->orco= orco;
1255 vlr->v3->accum= vlr->v4->accum;
1257 CalcNormFloat4(vlr->v4->co, vlr->v3->co, vlr->v2->co, vlr->v1->co, vlr->n);
1263 float *snor= RE_vlakren_get_surfnor(obr, vlr, 1);
1264 VECCOPY(snor, surfnor);
1268 for(i=0; i<totuv; i++){
1270 mtf=RE_vlakren_get_tface(obr,vlr,i,NULL,1);
1271 mtf->uv[0][0]=mtf->uv[1][0]=
1272 mtf->uv[2][0]=mtf->uv[3][0]=(uvco+2*i)[0];
1273 mtf->uv[0][1]=mtf->uv[1][1]=
1274 mtf->uv[2][1]=mtf->uv[3][1]=(uvco+2*i)[1];
1278 mtf=RE_vlakren_get_tface(obr,vlr,override_uv,NULL,0);
1280 mtf->uv[0][0]=mtf->uv[3][0]=0.0f;
1281 mtf->uv[1][0]=mtf->uv[2][0]=1.0f;
1283 mtf->uv[0][1]=mtf->uv[1][1]=(vlr->v1->accum+1.0f)/2.0f;
1284 mtf->uv[2][1]=mtf->uv[3][1]=(vlr->v3->accum+1.0f)/2.0f;
1288 for(i=0; i<totcol; i++){
1290 mc=RE_vlakren_get_mcol(obr,vlr,i,NULL,1);
1291 mc[0]=mc[1]=mc[2]=mc[3]=mcol[i];
1292 mc[0]=mc[1]=mc[2]=mc[3]=mcol[i];
1298 static void static_particle_wire(ObjectRen *obr, Material *ma, float *vec, float *vec1, int first, int line)
1304 vlr= RE_findOrAddVlak(obr, obr->totvlak++);
1305 vlr->v1= RE_findOrAddVert(obr, obr->totvert++);
1306 vlr->v2= RE_findOrAddVert(obr, obr->totvert++);
1310 VECCOPY(vlr->v1->co, vec);
1311 VECCOPY(vlr->v2->co, vec1);
1313 VecSubf(vlr->n, vec, vec1);
1315 VECCOPY(vlr->v1->n, vlr->n);
1316 VECCOPY(vlr->v2->n, vlr->n);
1323 v1= RE_findOrAddVert(obr, obr->totvert++);
1324 VECCOPY(v1->co, vec);
1327 vlr= RE_findOrAddVlak(obr, obr->totvlak++);
1329 vlr->v2= RE_findOrAddVert(obr, obr->totvert++);
1333 v1= vlr->v2; // cycle
1334 VECCOPY(v1->co, vec);
1336 VecSubf(vlr->n, vec, vec1);
1338 VECCOPY(v1->n, vlr->n);
1345 static void particle_billboard(Render *re, ObjectRen *obr, Material *ma, Object *bb_ob, float *vec, float *vel, float size, float tilt, short align,
1346 int lock, int p, int totpart, short uv_split, short anim, short split_offset, float random, float pa_time, float offset[2], int uv[3])
1350 float xvec[3]={1.0f,0.0f,0.0f}, yvec[3]={0.0f,1.0f,0.0f}, zvec[3];
1351 float onevec[3]={0.0f,0.0f,0.0f}, tvec[3],tvec2[3], bb_center[3];
1352 float uvx=0.0f, uvy=0.0f, uvdx=1.0f, uvdy=1.0f, time=0.0f;
1354 if(align<PART_BB_VIEW)
1357 vlr= RE_findOrAddVlak(obr, obr->totvlak++);
1358 vlr->v1= RE_findOrAddVert(obr, obr->totvert++);
1359 vlr->v2= RE_findOrAddVert(obr, obr->totvert++);
1360 vlr->v3= RE_findOrAddVert(obr, obr->totvert++);
1361 vlr->v4= RE_findOrAddVert(obr, obr->totvert++);
1363 if(lock && align==PART_BB_VIEW){
1364 VECCOPY(xvec,bb_ob->obmat[0]);
1366 VECCOPY(yvec,bb_ob->obmat[1]);
1368 VECCOPY(zvec,bb_ob->obmat[2]);
1371 else if(align==PART_BB_VEL){
1375 VECSUB(zvec,bb_ob->obmat[3],vec);
1377 float fac=-Inpf(zvec,temp);
1378 VECADDFAC(zvec,zvec,temp,fac);
1381 Crossf(xvec,temp,zvec);
1383 Crossf(yvec,zvec,xvec);
1386 VECSUB(zvec,bb_ob->obmat[3],vec);
1391 if(align<PART_BB_VIEW)
1392 Crossf(xvec,onevec,zvec);
1394 Crossf(xvec,bb_ob->obmat[1],zvec);
1396 Crossf(yvec,zvec,xvec);
1400 VECCOPY(tvec2,yvec);
1402 VecMulf(xvec,cos(tilt*(float)M_PI));
1403 VecMulf(tvec2,sin(tilt*(float)M_PI));
1404 VECADD(xvec,xvec,tvec2);
1406 VecMulf(yvec,cos(tilt*(float)M_PI));
1407 VecMulf(tvec,-sin(tilt*(float)M_PI));
1408 VECADD(yvec,yvec,tvec);
1413 VECADDFAC(bb_center,vec,xvec,offset[0]);
1414 VECADDFAC(bb_center,bb_center,yvec,offset[1]);
1416 VECADD(vlr->v1->co,bb_center,xvec);
1417 VECADD(vlr->v1->co,vlr->v1->co,yvec);
1418 MTC_Mat4MulVecfl(re->viewmat,vlr->v1->co);
1420 VECSUB(vlr->v2->co,bb_center,xvec);
1421 VECADD(vlr->v2->co,vlr->v2->co,yvec);
1422 MTC_Mat4MulVecfl(re->viewmat,vlr->v2->co);
1424 VECSUB(vlr->v3->co,bb_center,xvec);
1425 VECSUB(vlr->v3->co,vlr->v3->co,yvec);
1426 MTC_Mat4MulVecfl(re->viewmat,vlr->v3->co);
1428 VECADD(vlr->v4->co,bb_center,xvec);
1429 VECSUB(vlr->v4->co,vlr->v4->co,yvec);
1430 MTC_Mat4MulVecfl(re->viewmat,vlr->v4->co);
1432 CalcNormFloat4(vlr->v4->co, vlr->v3->co, vlr->v2->co, vlr->v1->co, vlr->n);
1433 VECCOPY(vlr->v1->n,vlr->n);
1434 VECCOPY(vlr->v2->n,vlr->n);
1435 VECCOPY(vlr->v3->n,vlr->n);
1436 VECCOPY(vlr->v4->n,vlr->n);
1442 uvdx=uvdy=1.0f/(float)uv_split;
1443 if(anim==PART_BB_ANIM_TIME){
1444 if(split_offset==PART_BB_OFF_NONE)
1446 else if(split_offset==PART_BB_OFF_LINEAR)
1447 time=(float)fmod(pa_time+(float)p/(float)(uv_split*uv_split),1.0f);
1448 else /* split_offset==PART_BB_OFF_RANDOM */
1449 time=(float)fmod(pa_time+random,1.0f);
1452 else if(anim==PART_BB_ANIM_ANGLE){
1453 if(align==PART_BB_VIEW){
1454 time=(float)fmod((tilt+1.0f)/2.0f,1.0);
1457 float axis1[3]={0.0f,0.0f,0.0f};
1458 float axis2[3]={0.0f,0.0f,0.0f};
1459 axis1[(align+1)%3]=1.0f;
1460 axis2[(align+2)%3]=1.0f;
1465 time=saacos(Inpf(zvec,axis1))/(float)M_PI;
1466 if(Inpf(zvec,axis2)<0.0f)
1467 time=1.0f-time/2.0f;
1471 if(split_offset==PART_BB_OFF_LINEAR)
1472 time=(float)fmod(pa_time+(float)p/(float)(uv_split*uv_split),1.0f);
1473 else if(split_offset==PART_BB_OFF_RANDOM)
1474 time=(float)fmod(pa_time+random,1.0f);
1477 if(split_offset==PART_BB_OFF_NONE)
1479 else if(split_offset==PART_BB_OFF_LINEAR)
1480 time=(float)fmod((float)p/(float)(uv_split*uv_split),1.0f);
1481 else /* split_offset==PART_BB_OFF_RANDOM */
1484 uvx=uvdx*floor((float)(uv_split*uv_split)*(float)fmod((double)time,(double)uvdx));
1485 uvy=uvdy*floor((1.0f-time)*(float)uv_split);
1486 if(fmod(time,1.0f/uv_split)==0.0f)
1492 mtf=RE_vlakren_get_tface(obr,vlr,uv[0],NULL,1);
1503 /* time-index UVs */
1505 mtf=RE_vlakren_get_tface(obr,vlr,uv[1],NULL,1);
1506 mtf->uv[0][0]=mtf->uv[1][0]=mtf->uv[2][0]=mtf->uv[3][0]=pa_time;
1507 mtf->uv[0][1]=mtf->uv[1][1]=mtf->uv[2][1]=mtf->uv[3][1]=(float)p/(float)totpart;
1511 if(uv_split>1 && uv[2]>=0){
1512 mtf=RE_vlakren_get_tface(obr,vlr,uv[2],NULL,1);
1513 mtf->uv[0][0]=uvx+uvdx;
1514 mtf->uv[0][1]=uvy+uvdy;
1516 mtf->uv[1][1]=uvy+uvdy;
1519 mtf->uv[3][0]=uvx+uvdx;
1523 static void render_new_particle(Render *re, ObjectRen *obr, DerivedMesh *dm, Material *ma, int path, int first, int line,
1524 float time, float *loc, float *loc1, float *orco, float *surfnor, int totuv, float *uvco,
1525 int totcol, MCol *mcol, float size, int seed, int override_uv,
1526 int adapt, float adapt_angle, float adapt_pix)
1530 if(ma->mode&MA_WIRE)
1531 static_particle_wire(obr, ma, loc, loc1, first, line);
1532 else if(ma->mode & MA_HALO){
1533 har= RE_inithalo_particle(re, obr, dm, ma, loc, loc1, orco, uvco, size, 1.0, seed);
1534 if(har) har->lay= obr->ob->lay;
1537 static_particle_strand(re, obr, ma, orco, surfnor, uvco, totuv, mcol, totcol, loc, loc1, time, first, line, adapt, adapt_angle, adapt_pix, override_uv);
1540 har= RE_inithalo_particle(re, obr, dm, ma, loc, NULL, orco, uvco, size, 0.0, seed);
1541 if(har) har->lay= obr->ob->lay;
1544 static int render_new_particle_system(Render *re, ObjectRen *obr, ParticleSystem *psys, int timeoffset)
1546 Object *ob= obr->ob;
1547 Object *tob=0, *bb_ob=re->scene->camera;
1550 ParticleSystemModifierData *psmd;
1551 ParticleSystem *tpsys=0;
1552 ParticleSettings *part, *tpart=0;
1553 ParticleData *pars, *pa=0,*tpa=0;
1554 ParticleKey *states=0;
1556 ParticleCacheKey *cache=0;
1557 StrandBuffer *strandbuf=0;
1558 StrandVert *svert=0;
1559 StrandBound *sbound= 0;
1560 StrandRen *strand=0;
1563 float loc[3],loc1[3],loc0[3],vel[3],mat[4][4],nmat[3][3],co[3],nor[3],time;
1564 float *orco=0,*surfnor=0,*uvco=0, strandlen=0.0f, curlen=0.0f;
1565 float hasize, pa_size, pa_time, r_tilt, cfra=bsystem_time(ob,(float)CFRA,0.0);
1566 float adapt_angle=0.0, adapt_pix=0.0, random, simplify[2];
1567 int i, a, k, max_k=0, totpart, totuv=0, totcol=0, override_uv=-1, dosimplify = 0, dosurfacecache = 0;
1568 int path_possible=0, keys_possible=0, baked_keys=0, totchild=0;
1569 int seed, path_nbr=0, path=0, orco1=0, adapt=0, uv[3]={0,0,0}, num;
1570 int totface, *origindex = 0;
1573 /* 1. check that everything is ok & updated */
1577 totchild=psys->totchild;
1580 pars=psys->particles;
1582 if(part==NULL || pars==NULL || !psys_check_enabled(ob, psys))
1585 if(part->draw_as==PART_DRAW_OB || part->draw_as==PART_DRAW_GR || part->draw_as==PART_DRAW_NOT)
1588 /* 2. start initialising things */
1589 if(part->phystype==PART_PHYS_KEYED){
1590 if(psys->flag & PSYS_FIRST_KEYED)
1591 psys_count_keyed_targets(ob,psys);
1596 psmd= psys_get_modifier(ob,psys);
1597 if(!(psmd->modifier.mode & eModifierMode_Render))
1600 if(G.rendering == 0) { /* preview render */
1601 totchild = (int)((float)totchild * (float)part->disp / 100.0f);
1604 psys->flag|=PSYS_DRAWING;
1606 rng= rng_new(psys->seed);
1608 ma= give_render_material(re, ob, part->omat);
1614 calc_ipo(ma->ipo, cfra);
1615 execute_ipo((ID *)ma, ma->ipo);
1618 RE_set_customdata_names(obr, &psmd->dm->faceData);
1619 totuv=CustomData_number_of_layers(&psmd->dm->faceData,CD_MTFACE);
1620 totcol=CustomData_number_of_layers(&psmd->dm->faceData,CD_MCOL);
1622 if(ma->texco & TEXCO_UV && totuv) {
1623 uvco = MEM_callocN(totuv*2*sizeof(float),"particle_uvs");
1625 if(ma->strand_uvname[0]) {
1626 override_uv= CustomData_get_named_layer_index(&psmd->dm->faceData,CD_MTFACE,ma->strand_uvname);
1627 override_uv-= CustomData_get_layer_index(&psmd->dm->faceData,CD_MTFACE);
1632 mcol = MEM_callocN(totcol*sizeof(MCol),"particle_mcols");
1634 if(part->draw_as==PART_DRAW_BB){
1635 int first_uv=CustomData_get_layer_index(&psmd->dm->faceData,CD_MTFACE);
1637 uv[0]=CustomData_get_named_layer_index(&psmd->dm->faceData,CD_MTFACE,psys->bb_uvname[0]);
1639 uv[0]=CustomData_get_active_layer_index(&psmd->dm->faceData,CD_MTFACE);
1641 uv[1]=CustomData_get_named_layer_index(&psmd->dm->faceData,CD_MTFACE,psys->bb_uvname[1]);
1643 // uv[1]=CustomData_get_active_layer_index(&psmd->dm->faceData,CD_MTFACE);
1645 uv[2]=CustomData_get_named_layer_index(&psmd->dm->faceData,CD_MTFACE,psys->bb_uvname[2]);
1647 // uv[2]=CustomData_get_active_layer_index(&psmd->dm->faceData,CD_MTFACE);
1656 if(part->flag&PART_ABS_TIME && part->ipo){
1657 calc_ipo(part->ipo, cfra);
1658 execute_ipo((ID *)part, part->ipo);
1661 if(part->flag&PART_GLOB_TIME)
1662 cfra=bsystem_time(0,(float)CFRA,0.0);
1664 if(part->type==PART_REACTOR){
1665 psys_get_reactor_target(ob, psys, &tob, &tpsys);
1666 if(tpsys && (part->from==PART_FROM_PARTICLE || part->phystype==PART_PHYS_NO)){
1667 psmd=psys_get_modifier(tob,tpsys);
1672 hasize = ma->hasize;
1677 MTC_Mat4MulMat4(mat, ob->obmat, re->viewmat);
1678 MTC_Mat4Invert(ob->imat, mat); /* need to be that way, for imat texture */
1679 Mat3CpyMat4(nmat, ob->imat);
1682 totpart=psys->totpart;
1684 if(psys->pathcache){
1688 if(part->draw_as==PART_DRAW_PATH){
1690 path_nbr=(int)pow(2.0,(double) part->ren_step);
1691 //if(part->phystype==PART_PHYS_KEYED && (psys->flag&PSYS_BAKED)==0)
1692 // path_nbr*=psys->totkeyed;
1695 if((ma->mode & (MA_HALO|MA_WIRE))==0) {
1696 orco= MEM_mallocN(3*sizeof(float)*(totpart+totchild), "particle orcos");
1697 set_object_orco(re, psys, orco);
1702 if(part->draw&PART_DRAW_REN_ADAPT) {
1704 adapt_pix=(float)part->adapt_pix;
1705 adapt_angle=cos((float)part->adapt_angle*(float)(M_PI/180.0));
1708 if(re->r.renderer==R_INTERN && part->draw&PART_DRAW_REN_STRAND) {
1709 strandbuf= RE_addStrandBuffer(obr, (totpart+totchild)*(path_nbr+1));
1711 strandbuf->lay= ob->lay;
1712 Mat4CpyMat4(strandbuf->winmat, re->winmat);
1713 strandbuf->winx= re->winx;
1714 strandbuf->winy= re->winy;
1715 strandbuf->maxdepth= 2;
1716 strandbuf->adaptcos= cos((float)part->adapt_angle*(float)(M_PI/180.0));
1717 strandbuf->overrideuv= override_uv;
1718 strandbuf->minwidth= ma->strand_min;
1720 if(ma->strand_widthfade == 0.0f)
1721 strandbuf->widthfade= 0.0f;
1722 else if(ma->strand_widthfade >= 1.0f)
1723 strandbuf->widthfade= 2.0f - ma->strand_widthfade;
1725 strandbuf->widthfade= 1.0f/MAX2(ma->strand_widthfade, 1e-5f);
1727 if(part->flag & PART_HAIR_BSPLINE)
1728 strandbuf->flag |= R_STRAND_BSPLINE;
1729 if(ma->mode & MA_STR_B_UNITS)
1730 strandbuf->flag |= R_STRAND_B_UNITS;
1732 svert= strandbuf->vert;
1734 if(re->r.mode & R_SPEED)
1736 else if((re->wrld.mode & WO_AMB_OCC) && (re->wrld.ao_gather_method == WO_AOGATHER_APPROX))
1740 totface= psmd->dm->getNumFaces(psmd->dm);
1741 origindex= psmd->dm->getFaceDataArray(psmd->dm, CD_ORIGINDEX);
1743 for(a=0; a<totface; a++)
1744 strandbuf->totbound= MAX2(strandbuf->totbound, origindex[a]);
1745 strandbuf->totbound++;
1747 strandbuf->totbound++;
1748 strandbuf->bound= MEM_callocN(sizeof(StrandBound)*strandbuf->totbound, "StrandBound");
1749 sbound= strandbuf->bound;
1750 sbound->start= sbound->end= 0;
1754 else if(keys_possible && part->draw&PART_DRAW_KEYS){
1755 path_nbr=part->keys_step;
1761 orco=MEM_mallocN(3*sizeof(float),"particle orco");
1766 psys->lattice=psys_get_lattice(ob,psys);
1768 /* 3. start creating renderable things */
1769 for(a=0,pa=pars; a<totpart+totchild; a++, pa++, seed++) {
1770 random = rng_getFloat(rng);
1773 if(pa->flag & PARS_UNEXIST) continue;
1775 pa_time=(cfra-pa->time)/pa->lifetime;
1776 if((part->flag&PART_ABS_TIME)==0){
1778 /* correction for lifetime */
1779 calc_ipo(ma->ipo, 100.0f*pa_time);
1780 execute_ipo((ID *)ma, ma->ipo);
1783 /* correction for lifetime */
1784 calc_ipo(part->ipo, 100.0f*pa_time);
1785 execute_ipo((ID *)part, part->ipo);
1789 hasize = ma->hasize;
1792 if(tpsys && (part->from==PART_FROM_PARTICLE || part->phystype==PART_PHYS_NO)){
1793 tpa=tpsys->particles+pa->num;
1794 psys_particle_on_emitter(ob, psmd,tpart->from,tpa->num,pa->num_dmcache,tpa->fuv,tpa->foffset,co,nor,0,0,orco,0);
1797 psys_particle_on_emitter(ob, psmd,part->from,pa->num,pa->num_dmcache,pa->fuv,pa->foffset,co,nor,0,0,orco,0);
1799 num= pa->num_dmcache;
1801 if(num == DMCACHE_NOTFOUND)
1802 if(pa->num < psmd->dm->getNumFaces(psmd->dm))
1805 if(uvco && ELEM(part->from,PART_FROM_FACE,PART_FROM_VOLUME)){
1806 for(i=0; i<totuv; i++){
1807 if(num != DMCACHE_NOTFOUND) {
1808 MFace *mface=psmd->dm->getFaceData(psmd->dm,num,CD_MFACE);
1809 mtface=(MTFace*)CustomData_get_layer_n(&psmd->dm->faceData,CD_MTFACE,i);
1812 psys_interpolate_uvs(mtface,mface->v4,pa->fuv,uvco+2*i);
1816 uvco[2*i + 1]= 0.0f;
1820 if(mcol && ELEM(part->from,PART_FROM_FACE,PART_FROM_VOLUME)){
1821 for(i=0; i<totcol; i++){
1822 if(num != DMCACHE_NOTFOUND) {
1823 MFace *mface=psmd->dm->getFaceData(psmd->dm,num,CD_MFACE);
1824 MCol *mc=(MCol*)CustomData_get_layer_n(&psmd->dm->faceData,CD_MCOL,i);
1827 psys_interpolate_mcol(mc,mface->v4,pa->fuv,mcol+i);
1830 memset(&mcol[i], 0, sizeof(MCol));
1836 r_tilt=1.0f+pa->r_ave[0];
1839 cache = psys->pathcache[a];
1840 max_k = (int)cache->steps;
1843 if(totchild && (part->draw&PART_DRAW_PARENT)==0) continue;
1846 ChildParticle *cpa= psys->child+a-totpart;
1848 pa_time=psys_get_child_time(psys, cpa, cfra);
1850 if((part->flag&PART_ABS_TIME)==0){
1852 /* correction for lifetime */
1853 calc_ipo(ma->ipo, 100.0f*pa_time);
1854 execute_ipo((ID *)ma, ma->ipo);
1857 /* correction for lifetime */
1858 calc_ipo(part->ipo, 100.0f*pa_time);
1859 execute_ipo((ID *)part, part->ipo);
1863 pa_size=psys_get_child_size(psys, cpa, cfra, &pa_time);
1865 r_tilt=2.0f*cpa->rand[2];
1870 if(part->childtype == PART_CHILD_FACES) {
1871 psys_particle_on_emitter(ob, psmd,
1872 PART_FROM_FACE, cpa->num,DMCACHE_ISCHILD,
1873 cpa->fuv,cpa->foffset,co,nor,0,0,orco,0);
1876 ParticleData *par = psys->particles + cpa->parent;
1877 psys_particle_on_emitter(ob, psmd, part->from,
1878 par->num,DMCACHE_ISCHILD,par->fuv,
1879 par->foffset,co,nor,0,0,orco,0);
1883 if(part->from!=PART_FROM_PARTICLE && part->childtype==PART_CHILD_FACES){
1884 for(i=0; i<totuv; i++){
1885 if(part->childtype==PART_CHILD_FACES){
1886 MFace *mface=psmd->dm->getFaceData(psmd->dm,cpa->num,CD_MFACE);
1888 mtface=(MTFace*)CustomData_get_layer_n(&psmd->dm->faceData,CD_MTFACE,i);
1891 psys_interpolate_uvs(mtface,mface->v4,cpa->fuv,uvco+2*i);
1894 uvco[2*i]=uvco[2*i+1]=0.0f;
1898 else if(ELEM(part->from,PART_FROM_FACE,PART_FROM_VOLUME)){
1899 ParticleData *parent = psys->particles + cpa->parent;
1900 num= parent->num_dmcache;
1902 if(num == DMCACHE_NOTFOUND)
1903 if(parent->num < psmd->dm->getNumFaces(psmd->dm))
1906 for(i=0; i<totuv; i++) {
1907 if(num != DMCACHE_NOTFOUND) {
1908 MFace *mface=psmd->dm->getFaceData(psmd->dm,num,CD_MFACE);
1909 mtface=(MTFace*)CustomData_get_layer_n(&psmd->dm->faceData,CD_MTFACE,i);
1911 psys_interpolate_uvs(mtface,mface->v4,parent->fuv,uvco+2*i);
1915 uvco[2*i + 1]= 0.0f;
1922 if(part->from!=PART_FROM_PARTICLE && part->childtype==PART_CHILD_FACES){
1923 for(i=0; i<totcol; i++){
1924 if(part->childtype==PART_CHILD_FACES){
1925 MFace *mface=psmd->dm->getFaceData(psmd->dm,cpa->num,CD_MFACE);
1926 MCol *mc=(MCol*)CustomData_get_layer_n(&psmd->dm->faceData,CD_MCOL,i);
1929 psys_interpolate_mcol(mc,mface->v4,cpa->fuv,mcol+i);
1932 memset(&mcol[i], 0, sizeof(MCol));
1935 else if(ELEM(part->from,PART_FROM_FACE,PART_FROM_VOLUME)){
1936 ParticleData *parent = psys->particles + cpa->parent;
1937 num= parent->num_dmcache;
1939 if(num == DMCACHE_NOTFOUND)
1940 if(parent->num < psmd->dm->getNumFaces(psmd->dm))
1943 for(i=0; i<totcol; i++){
1944 if(num != DMCACHE_NOTFOUND) {
1945 MFace *mface=psmd->dm->getFaceData(psmd->dm,num,CD_MFACE);
1946 MCol *mc=(MCol*)CustomData_get_layer_n(&psmd->dm->faceData,CD_MCOL,i);
1949 psys_interpolate_mcol(mc,mface->v4,parent->fuv,mcol+i);
1952 memset(&mcol[i], 0, sizeof(MCol));
1957 dosimplify= psys_render_simplify_params(psys, cpa, simplify);
1960 cache = psys->childcache[a-totpart];
1961 max_k = (int)cache->steps;
1965 if(origindex[cpa->num]+1 > sbound - strandbuf->bound) {
1966 sbound= strandbuf->bound + origindex[cpa->num]+1;
1967 sbound->start= sbound->end= obr->totstrand;
1972 /* surface normal shading setup */
1973 if(ma->mode_l & MA_STR_SURFDIFF) {
1974 Mat3MulVecfl(nmat, nor);
1980 /* strand render setup */
1982 strand= RE_findOrAddStrand(obr, obr->totstrand++);
1983 strand->buffer= strandbuf;
1984 strand->vert= svert;
1985 VECCOPY(strand->orco, orco);
1988 float *ssimplify= RE_strandren_get_simplify(obr, strand, 1);
1989 ssimplify[0]= simplify[0];
1990 ssimplify[1]= simplify[1];
1994 float *snor= RE_strandren_get_surfnor(obr, strand, 1);
1995 VECCOPY(snor, surfnor);
1998 if(dosurfacecache && num >= 0) {
1999 int *facenum= RE_strandren_get_face(obr, strand, 1);
2004 for(i=0; i<totuv; i++) {
2005 if(i != override_uv) {
2006 float *uv= RE_strandren_get_uv(obr, strand, i, NULL, 1);
2014 for(i=0; i<totcol; i++) {
2015 MCol *mc= RE_strandren_get_mcol(obr, strand, i, NULL, 1);
2023 /* strandco computation setup */
2027 for(k=1; k<=path_nbr; k++)
2029 strandlen += VecLenf((cache+k-1)->co, (cache+k)->co);
2032 for(k=0; k<=path_nbr; k++){
2035 //bti->convert_bake_key(bsys,cache+k,0,(void*)&state);
2036 //copy_particle_key(&state,cache+k,0);
2037 VECCOPY(state.co,(cache+k)->co);
2038 VECCOPY(state.vel,(cache+k)->vel);
2044 curlen += VecLenf((cache+k-1)->co, (cache+k)->co);
2045 time= curlen/strandlen;
2050 if(psys_get_particle_state(ob,psys,a,&state,0)==0)
2054 VECCOPY(loc,state.co);
2055 if(part->draw_as!=PART_DRAW_BB)
2056 MTC_Mat4MulVecfl(re->viewmat,loc);
2058 if(part->draw_as==PART_DRAW_LINE) {
2059 VECCOPY(vel,state.vel);
2060 //VECADD(vel,vel,state.co);
2061 MTC_Mat4Mul3Vecfl(re->viewmat,vel);
2062 //VECSUB(vel,vel,loc);
2064 if(part->draw & PART_DRAW_VEL_LENGTH)
2065 VecMulf(vel,VecLength(state.vel));
2066 VECADDFAC(loc0,loc,vel,-part->draw_line[0]);
2067 VECADDFAC(loc1,loc,vel,part->draw_line[1]);
2069 render_new_particle(re,obr,psmd->dm,ma,1,0,1,0.0f,loc0,loc1,
2070 orco,surfnor,totuv,uvco,totcol,mcol,hasize,seed,override_uv,0,0,0);
2072 else if(part->draw_as==PART_DRAW_BB) {
2073 VECCOPY(vel,state.vel);
2074 //MTC_Mat4Mul3Vecfl(re->viewmat,vel);
2075 particle_billboard(re,obr,ma,bb_ob,loc,vel,pa_size,part->bb_tilt*(1.0f-part->bb_rand_tilt*r_tilt),
2076 part->bb_align,part->draw&PART_DRAW_BB_LOCK,
2077 a,totpart+totchild,part->bb_uv_split,part->bb_anim,part->bb_split_offset,random,pa_time,part->bb_offset,uv);
2079 else if(strandbuf) {
2080 VECCOPY(svert->co, loc);
2081 svert->strandco= -1.0f + 2.0f*time;
2087 VECSUB(loc0,loc1,loc);
2088 VECADD(loc0,loc1,loc0);
2089 render_new_particle(re,obr,psmd->dm,ma,path,1,0,0.0f,loc1,loc0,
2090 orco,surfnor,totuv,uvco,totcol,mcol,hasize,seed,override_uv,
2091 adapt,adapt_angle,adapt_pix);
2094 if(path_nbr==0 || k)
2095 render_new_particle(re,obr,psmd->dm,ma,path,0,0,time,loc,loc1,
2096 orco,surfnor,totuv,uvco,totcol,mcol,hasize,seed,override_uv,
2097 adapt,adapt_angle,adapt_pix);
2106 if(re->test_break())
2111 strandbuf->surface= cache_strand_surface(re, obr, psmd->dm, mat, timeoffset);
2114 if(ma) do_mat_ipo(ma);
2133 psys->flag &= ~PSYS_DRAWING;
2140 if(path && (ma->mode_l & MA_TANGENT_STR)==0)
2141 calc_vertexnormals(re, obr, 0, 0);
2146 /* ------------------------------------------------------------------------- */
2148 /* ------------------------------------------------------------------------- */
2150 static void make_render_halos(Render *re, ObjectRen *obr, Mesh *me, int totvert, MVert *mvert, Material *ma, float *orco)
2152 Object *ob= obr->ob;
2154 float xn, yn, zn, nor[3], view[3];
2155 float vec[3], hasize, mat[4][4], imat[3][3];
2156 int a, ok, seed= ma->seed1;
2158 MTC_Mat4MulMat4(mat, ob->obmat, re->viewmat);
2159 MTC_Mat3CpyMat4(imat, ob->imat);
2163 for(a=0; a<totvert; a++, mvert++) {
2169 VECCOPY(vec, mvert->co);
2170 MTC_Mat4MulVecfl(mat, vec);
2172 if(ma->mode & MA_HALOPUNO) {
2178 nor[0]= imat[0][0]*xn+imat[0][1]*yn+imat[0][2]*zn;
2179 nor[1]= imat[1][0]*xn+imat[1][1]*yn+imat[1][2]*zn;
2180 nor[2]= imat[2][0]*xn+imat[2][1]*yn+imat[2][2]*zn;
2186 zn= nor[0]*view[0]+nor[1]*view[1]+nor[2]*view[2];
2187 if(zn>=0.0) hasize= 0.0;
2188 else hasize*= zn*zn*zn*zn;
2191 if(orco) har= RE_inithalo(re, obr, ma, vec, NULL, orco, hasize, 0.0, seed);
2192 else har= RE_inithalo(re, obr, ma, vec, NULL, mvert->co, hasize, 0.0, seed);
2193 if(har) har->lay= ob->lay;
2200 static int verghalo(const void *a1, const void *a2)
2202 const HaloRen *har1= *(const HaloRen**)a1;
2203 const HaloRen *har2= *(const HaloRen**)a2;
2205 if(har1->zs < har2->zs) return 1;
2206 else if(har1->zs > har2->zs) return -1;
2210 static void sort_halos(Render *re, int totsort)
2213 HaloRen *har= NULL, **haso;
2216 if(re->tothalo==0) return;
2218 re->sortedhalos= MEM_callocN(sizeof(HaloRen*)*re->tothalo, "sorthalos");
2219 haso= re->sortedhalos;
2221 for(obr=re->objecttable.first; obr; obr=obr->next) {
2222 for(a=0; a<obr->tothalo; a++) {
2223 if((a & 255)==0) har= obr->bloha[a>>8];
2230 qsort(re->sortedhalos, totsort, sizeof(HaloRen*), verghalo);
2233 /* ------------------------------------------------------------------------- */
2234 /* Displacement Mapping */
2235 /* ------------------------------------------------------------------------- */
2237 static short test_for_displace(Render *re, Object *ob)
2239 /* return 1 when this object uses displacement textures. */
2243 for (i=1; i<=ob->totcol; i++) {
2244 ma=give_render_material(re, ob, i);
2245 /* ma->mapto is ORed total of all mapto channels */
2246 if(ma && (ma->mapto & MAP_DISPLACE)) return 1;
2251 static void displace_render_vert(Render *re, ObjectRen *obr, ShadeInput *shi, VertRen *vr, int vindex, float *scale, float mat[][4], float imat[][3])
2254 short texco= shi->mat->texco;
2255 float sample=0, displace[3];
2259 /* shi->co is current render coord, just make sure at least some vector is here */
2260 VECCOPY(shi->co, vr->co);
2261 /* vertex normal is used for textures type 'col' and 'var' */
2262 VECCOPY(shi->vn, vr->n);
2265 Mat4MulVecfl(mat, shi->co);
2268 shi->vn[0]= imat[0][0]*vr->n[0]+imat[0][1]*vr->n[1]+imat[0][2]*vr->n[2];
2269 shi->vn[1]= imat[1][0]*vr->n[0]+imat[1][1]*vr->n[1]+imat[1][2]*vr->n[2];
2270 shi->vn[2]= imat[2][0]*vr->n[0]+imat[2][1]*vr->n[1]+imat[2][2]*vr->n[2];
2273 if (texco & TEXCO_UV) {
2275 shi->actuv= obr->actmtface;
2277 for (i=0; (tface=RE_vlakren_get_tface(obr, shi->vlr, i, &name, 0)); i++) {
2278 ShadeInputUV *suv= &shi->uv[i];
2280 /* shi.uv needs scale correction from tface uv */
2281 suv->uv[0]= 2*tface->uv[vindex][0]-1.0f;
2282 suv->uv[1]= 2*tface->uv[vindex][1]-1.0f;
2289 /* set all rendercoords, 'texco' is an ORed value for all textures needed */
2290 if ((texco & TEXCO_ORCO) && (vr->orco)) {
2291 VECCOPY(shi->lo, vr->orco);
2293 if (texco & TEXCO_STICKY) {
2294 float *sticky= RE_vertren_get_sticky(obr, vr, 0);
2296 shi->sticky[0]= sticky[0];
2297 shi->sticky[1]= sticky[1];
2298 shi->sticky[2]= 0.0f;
2301 if (texco & TEXCO_GLOB) {
2302 VECCOPY(shi->gl, shi->co);
2303 MTC_Mat4MulVecfl(re->viewinv, shi->gl);
2305 if (texco & TEXCO_NORM) {
2306 VECCOPY(shi->orn, shi->vn);
2308 if(texco & TEXCO_REFL) {
2312 shi->displace[0]= shi->displace[1]= shi->displace[2]= 0.0;
2314 do_material_tex(shi);
2316 //printf("no=%f, %f, %f\nbefore co=%f, %f, %f\n", vr->n[0], vr->n[1], vr->n[2],
2317 //vr->co[0], vr->co[1], vr->co[2]);
2319 displace[0]= shi->displace[0] * scale[0];
2320 displace[1]= shi->displace[1] * scale[1];
2321 displace[2]= shi->displace[2] * scale[2];
2324 Mat3MulVecfl(imat, displace);
2326 /* 0.5 could become button once? */
2327 vr->co[0] += displace[0];
2328 vr->co[1] += displace[1];
2329 vr->co[2] += displace[2];
2331 //printf("after co=%f, %f, %f\n", vr->co[0], vr->co[1], vr->co[2]);
2333 /* we just don't do this vertex again, bad luck for other face using same vertex with
2334 different material... */
2337 /* Pass sample back so displace_face can decide which way to split the quad */
2338 sample = shi->displace[0]*shi->displace[0];
2339 sample += shi->displace[1]*shi->displace[1];
2340 sample += shi->displace[2]*shi->displace[2];
2343 /* Should be sqrt(sample), but I'm only looking for "bigger". Save the cycles. */
2347 static void displace_render_face(Render *re, ObjectRen *obr, VlakRen *vlr, float *scale, float mat[][4], float imat[][3])
2351 /* Warning, This is not that nice, and possibly a bit slow,
2352 however some variables were not initialized properly in, unless using shade_input_initialize(...), we need to do a memset */
2353 memset(&shi, 0, sizeof(ShadeInput));
2354 /* end warning! - Campbell */
2356 /* set up shadeinput struct for multitex() */
2358 /* memset above means we dont need this */
2359 /*shi.osatex= 0;*/ /* signal not to use dx[] and dy[] texture AA vectors */
2361 shi.vlr= vlr; /* current render face */
2362 shi.mat= vlr->mat; /* current input material */
2364 /* Displace the verts, flag is set when done */
2366 displace_render_vert(re, obr, &shi, vlr->v1,0, scale, mat, imat);
2369 displace_render_vert(re, obr, &shi, vlr->v2, 1, scale, mat, imat);
2372 displace_render_vert(re, obr, &shi, vlr->v3, 2, scale, mat, imat);
2376 displace_render_vert(re, obr, &shi, vlr->v4, 3, scale, mat, imat);
2378 /* closest in displace value. This will help smooth edges. */
2379 if ( fabs(vlr->v1->accum - vlr->v3->accum) > fabs(vlr->v2->accum - vlr->v4->accum))
2380 vlr->flag |= R_DIVIDE_24;
2381 else vlr->flag &= ~R_DIVIDE_24;
2384 /* Recalculate the face normal - if flipped before, flip now */
2386 CalcNormFloat4(vlr->v4->co, vlr->v3->co, vlr->v2->co, vlr->v1->co, vlr->n);
2389 CalcNormFloat(vlr->v3->co, vlr->v2->co, vlr->v1->co, vlr->n);
2393 static void do_displacement(Render *re, ObjectRen *obr, float mat[][4], float imat[][3])
2397 // float min[3]={1e30, 1e30, 1e30}, max[3]={-1e30, -1e30, -1e30};
2398 float scale[3]={1.0f, 1.0f, 1.0f}, temp[3];//, xn
2399 int i; //, texflag=0;
2402 /* Object Size with parenting */
2405 VecAddf(temp, obt->size, obt->dsize);
2406 scale[0]*=temp[0]; scale[1]*=temp[1]; scale[2]*=temp[2];
2410 /* Clear all flags */
2411 for(i=0; i<obr->totvert; i++){
2412 vr= RE_findOrAddVert(obr, i);
2416 for(i=0; i<obr->totvlak; i++){
2417 vlr=RE_findOrAddVlak(obr, i);
2418 displace_render_face(re, obr, vlr, scale, mat, imat);
2421 /* Recalc vertex normals */
2422 calc_vertexnormals(re, obr, 0, 0);
2425 /* ------------------------------------------------------------------------- */
2427 /* ------------------------------------------------------------------------- */
2429 static void init_render_mball(Render *re, ObjectRen *obr)
2431 Object *ob= obr->ob;
2434 VlakRen *vlr, *vlr1;
2436 float *data, *nors, *orco, mat[4][4], imat[3][3], xn, yn, zn;
2437 int a, need_orco, vlakindex, *index;
2439 if (ob!=find_basis_mball(ob))
2442 MTC_Mat4MulMat4(mat, ob->obmat, re->viewmat);
2443 MTC_Mat4Invert(ob->imat, mat);
2444 MTC_Mat3CpyMat4(imat, ob->imat);
2446 ma= give_render_material(re, ob, 1);
2449 if(ma->texco & TEXCO_ORCO) {
2453 makeDispListMBall(ob);
2459 orco= get_object_orco(re, ob);
2461 for(a=0; a<dl->nr; a++, data+=3, nors+=3, orco+=3) {
2463 ver= RE_findOrAddVert(obr, obr->totvert++);
2464 VECCOPY(ver->co, data);
2465 MTC_Mat4MulVecfl(mat, ver->co);
2467 /* render normals are inverted */
2473 ver->n[0]= imat[0][0]*xn+imat[0][1]*yn+imat[0][2]*zn;
2474 ver->n[1]= imat[1][0]*xn+imat[1][1]*yn+imat[1][2]*zn;
2475 ver->n[2]= imat[2][0]*xn+imat[2][1]*yn+imat[2][2]*zn;
2477 //if(ob->transflag & OB_NEG_SCALE) VecMulf(ver->n. -1.0);
2479 if(need_orco) ver->orco= orco;
2483 for(a=0; a<dl->parts; a++, index+=4) {
2485 vlr= RE_findOrAddVlak(obr, obr->totvlak++);
2486 vlr->v1= RE_findOrAddVert(obr, index[0]);
2487 vlr->v2= RE_findOrAddVert(obr, index[1]);
2488 vlr->v3= RE_findOrAddVert(obr, index[2]);
2491 if(ob->transflag & OB_NEG_SCALE)
2492 CalcNormFloat(vlr->v1->co, vlr->v2->co, vlr->v3->co, vlr->n);
2494 CalcNormFloat(vlr->v3->co, vlr->v2->co, vlr->v1->co, vlr->n);
2497 vlr->flag= ME_SMOOTH+R_NOPUNOFLIP;
2500 /* mball -too bad- always has triangles, because quads can be non-planar */
2501 if(index[3] && index[3]!=index[2]) {
2502 vlr1= RE_findOrAddVlak(obr, obr->totvlak++);
2503 vlakindex= vlr1->index;
2505 vlr1->index= vlakindex;
2507 vlr1->v3= RE_findOrAddVert(obr, index[3]);
2508 if(ob->transflag & OB_NEG_SCALE)
2509 CalcNormFloat(vlr1->v1->co, vlr1->v2->co, vlr1->v3->co, vlr1->n);
2511 CalcNormFloat(vlr1->v3->co, vlr1->v2->co, vlr1->v1->co, vlr1->n);
2515 /* enforce display lists remade */
2516 freedisplist(&ob->disp);
2518 /* this enforces remake for real, orco displist is small (in scale) */
2519 ob->recalc |= OB_RECALC_DATA;
2522 /* ------------------------------------------------------------------------- */
2523 /* Surfaces and Curves */
2524 /* ------------------------------------------------------------------------- */
2526 /* returns amount of vertices added for orco */
2527 static int dl_surf_to_renderdata(ObjectRen *obr, DispList *dl, Material **matar, float *orco, float mat[4][4])
2529 Object *ob= obr->ob;
2530 VertRen *v1, *v2, *v3, *v4, *ver;
2531 VlakRen *vlr, *vlr1, *vlr2, *vlr3;
2532 Curve *cu= ob->data;
2533 float *data, n1[3], flen;
2534 int u, v, orcoret= 0;
2535 int p1, p2, p3, p4, a;
2536 int sizeu, nsizeu, sizev, nsizev;
2537 int startvert, startvlak;
2539 startvert= obr->totvert;
2540 nsizeu = sizeu = dl->parts; nsizev = sizev = dl->nr;
2543 for (u = 0; u < sizeu; u++) {
2544 v1 = RE_findOrAddVert(obr, obr->totvert++); /* save this for possible V wrapping */
2545 VECCOPY(v1->co, data); data += 3;
2547 v1->orco= orco; orco+= 3; orcoret++;
2549 MTC_Mat4MulVecfl(mat, v1->co);
2551 for (v = 1; v < sizev; v++) {
2552 ver= RE_findOrAddVert(obr, obr->totvert++);
2553 VECCOPY(ver->co, data); data += 3;
2555 ver->orco= orco; orco+= 3; orcoret++;
2557 MTC_Mat4MulVecfl(mat, ver->co);
2559 /* if V-cyclic, add extra vertices at end of the row */
2560 if (dl->flag & DL_CYCL_U) {
2561 ver= RE_findOrAddVert(obr, obr->totvert++);
2562 VECCOPY(ver->co, v1->co);
2564 ver->orco= orco; orco+=3; orcoret++; //orcobase + 3*(u*sizev + 0);
2569 /* Done before next loop to get corner vert */
2570 if (dl->flag & DL_CYCL_U) nsizev++;
2571 if (dl->flag & DL_CYCL_V) nsizeu++;
2573 /* if U cyclic, add extra row at end of column */
2574 if (dl->flag & DL_CYCL_V) {
2575 for (v = 0; v < nsizev; v++) {
2576 v1= RE_findOrAddVert(obr, startvert + v);
2577 ver= RE_findOrAddVert(obr, obr->totvert++);
2578 VECCOPY(ver->co, v1->co);
2580 ver->orco= orco; orco+=3; orcoret++; //ver->orco= orcobase + 3*(0*sizev + v);
2588 startvlak= obr->totvlak;
2590 for(u = 0; u < sizeu - 1; u++) {
2591 p1 = startvert + u * sizev; /* walk through face list */
2596 for(v = 0; v < sizev - 1; v++) {
2597 v1= RE_findOrAddVert(obr, p1);
2598 v2= RE_findOrAddVert(obr, p2);
2599 v3= RE_findOrAddVert(obr, p3);
2600 v4= RE_findOrAddVert(obr, p4);
2602 vlr= RE_findOrAddVlak(obr, obr->totvlak++);
2603 vlr->v1= v1; vlr->v2= v2; vlr->v3= v3; vlr->v4= v4;
2605 flen= CalcNormFloat4(vlr->v4->co, vlr->v3->co, vlr->v2->co, vlr->v1->co, n1);
2606 VECCOPY(vlr->n, n1);
2608 vlr->mat= matar[ dl->col];
2609 vlr->ec= ME_V1V2+ME_V2V3;
2611 if( (cu->flag & CU_NOPUNOFLIP) ) {
2612 vlr->flag |= R_NOPUNOFLIP;
2615 VecAddf(v1->n, v1->n, n1);
2616 VecAddf(v2->n, v2->n, n1);
2617 VecAddf(v3->n, v3->n, n1);
2618 VecAddf(v4->n, v4->n, n1);
2620 p1++; p2++; p3++; p4++;
2623 /* fix normals for U resp. V cyclic faces */
2624 sizeu--; sizev--; /* dec size for face array */
2625 if (dl->flag & DL_CYCL_V) {
2627 for (v = 0; v < sizev; v++)
2630 vlr= RE_findOrAddVlak(obr, UVTOINDEX(sizeu - 1, v));
2631 vlr1= RE_findOrAddVlak(obr, UVTOINDEX(0, v));
2632 VecAddf(vlr1->v1->n, vlr1->v1->n, vlr->n);
2633 VecAddf(vlr1->v2->n, vlr1->v2->n, vlr->n);
2634 VecAddf(vlr->v3->n, vlr->v3->n, vlr1->n);
2635 VecAddf(vlr->v4->n, vlr->v4->n, vlr1->n);
2638 if (dl->flag & DL_CYCL_U) {
2640 for (u = 0; u < sizeu; u++)
2643 vlr= RE_findOrAddVlak(obr, UVTOINDEX(u, 0));
2644 vlr1= RE_findOrAddVlak(obr, UVTOINDEX(u, sizev-1));
2645 VecAddf(vlr1->v2->n, vlr1->v2->n, vlr->n);
2646 VecAddf(vlr1->v3->n, vlr1->v3->n, vlr->n);
2647 VecAddf(vlr->v1->n, vlr->v1->n, vlr1->n);
2648 VecAddf(vlr->v4->n, vlr->v4->n, vlr1->n);
2651 /* last vertex is an extra case:
2653 ^ ()----()----()----()
2657 ()====()====[]====()
2661 ()----()----()----()
2664 vertex [] is no longer shared, therefore distribute
2665 normals of the surrounding faces to all of the duplicates of []
2668 if ((dl->flag & DL_CYCL_V) && (dl->flag & DL_CYCL_U))
2670 vlr= RE_findOrAddVlak(obr, UVTOINDEX(sizeu - 1, sizev - 1)); /* (m,n) */
2671 vlr1= RE_findOrAddVlak(obr, UVTOINDEX(0,0)); /* (0,0) */
2672 VecAddf(n1, vlr->n, vlr1->n);
2673 vlr2= RE_findOrAddVlak(obr, UVTOINDEX(0, sizev-1)); /* (0,n) */
2674 VecAddf(n1, n1, vlr2->n);
2675 vlr3= RE_findOrAddVlak(obr, UVTOINDEX(sizeu-1, 0)); /* (m,0) */
2676 VecAddf(n1, n1, vlr3->n);
2677 VECCOPY(vlr->v3->n, n1);
2678 VECCOPY(vlr1->v1->n, n1);
2679 VECCOPY(vlr2->v2->n, n1);
2680 VECCOPY(vlr3->v4->n, n1);
2682 for(a = startvert; a < obr->totvert; a++) {
2683 ver= RE_findOrAddVert(obr, a);
2691 static void init_render_surf(Render *re, ObjectRen *obr)
2693 Object *ob= obr->ob;
2698 Material *matar[32];
2699 float *orco=NULL, *orcobase=NULL, mat[4][4];
2706 MTC_Mat4MulMat4(mat, ob->obmat, re->viewmat);
2707 MTC_Mat4Invert(ob->imat, mat);
2709 /* material array */
2710 memset(matar, 0, 4*32);
2711 matar[0]= give_render_material(re, ob, 0);
2712 for(a=0; a<ob->totcol; a++) {
2713 matar[a]= give_render_material(re, ob, a+1);
2714 if(matar[a] && matar[a]->texco & TEXCO_ORCO) {
2719 if(ob->parent && (ob->parent->type==OB_LATTICE)) need_orco= 1;
2721 if(need_orco) orcobase= orco= get_object_orco(re, ob);
2723 displist.first= displist.last= 0;
2724 makeDispListSurf(ob, &displist, 1);
2727 /* walk along displaylist and create rendervertices/-faces */
2729 /* watch out: u ^= y, v ^= x !! */
2730 if(dl->type==DL_SURF) {
2731 orco+= 3*dl_surf_to_renderdata(obr, dl, matar, orco, mat);
2736 freedisplist(&displist);
2739 static void init_render_curve(Render *re, ObjectRen *obr, int timeoffset)
2741 Object *ob= obr->ob;
2746 ListBase olddl={NULL, NULL};
2747 Material *matar[32];
2748 float len, *data, *fp, *orco=NULL, *orcobase= NULL;
2749 float n[3], mat[4][4];
2750 int nr, startvert, startvlak, a, b;
2751 int frontside, need_orco=0;
2754 if(ob->type==OB_FONT && cu->str==NULL) return;
2755 else if(ob->type==OB_CURVE && cu->nurb.first==NULL) return;
2757 /* no modifier call here, is in makedisp */
2760 SWAP(ListBase, olddl, cu->disp);
2763 if(cu->disp.first==NULL)
2764 makeDispListCurveTypes(ob, 0);
2766 if(cu->disp.first==NULL) return;
2768 MTC_Mat4MulMat4(mat, ob->obmat, re->viewmat);
2769 MTC_Mat4Invert(ob->imat, mat);
2771 /* material array */
2772 memset(matar, 0, 4*32);
2773 matar[0]= give_render_material(re, ob, 0);
2774 for(a=0; a<ob->totcol; a++) {
2775 matar[a]= give_render_material(re, ob, a+1);
2776 if(matar[a]->texco & TEXCO_ORCO) {
2781 if(need_orco) orcobase=orco= get_object_orco(re, ob);
2785 if(dl->type==DL_INDEX3) {
2788 startvert= obr->totvert;
2791 n[0]= ob->imat[0][2];
2792 n[1]= ob->imat[1][2];
2793 n[2]= ob->imat[2][2];
2796 for(a=0; a<dl->nr; a++, data+=3) {
2797 ver= RE_findOrAddVert(obr, obr->totvert++);
2798 VECCOPY(ver->co, data);
2800 /* flip normal if face is backfacing, also used in face loop below */
2801 if(ver->co[2] < 0.0) {
2806 ver->n[0]= -n[0]; ver->n[1]= -n[1]; ver->n[2]= -n[2];
2810 MTC_Mat4MulVecfl(mat, ver->co);
2819 startvlak= obr->totvlak;
2821 for(a=0; a<dl->parts; a++, index+=3) {
2823 vlr= RE_findOrAddVlak(obr, obr->totvlak++);
2824 vlr->v1= RE_findOrAddVert(obr, startvert+index[0]);
2825 vlr->v2= RE_findOrAddVert(obr, startvert+index[1]);