2 * ***** BEGIN GPL LICENSE BLOCK *****
4 * This program is free software; you can redistribute it and/or
5 * modify it under the terms of the GNU General Public License
6 * as published by the Free Software Foundation; either version 2
7 * of the License, or (at your option) any later version.
9 * This program is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
14 * You should have received a copy of the GNU General Public License
15 * along with this program; if not, write to the Free Software Foundation,
16 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
18 * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
19 * All rights reserved.
21 * Contributors: 2004/2005/2006 Blender Foundation, full recode
23 * ***** END GPL LICENSE BLOCK *****
26 /** \file blender/render/intern/source/convertblender.c
37 #include "MEM_guardedalloc.h"
40 #include "BLI_blenlib.h"
41 #include "BLI_utildefines.h"
43 #include "BLI_memarena.h"
44 #include "BLI_ghash.h"
46 #include "DNA_armature_types.h"
47 #include "DNA_camera_types.h"
48 #include "DNA_material_types.h"
49 #include "DNA_curve_types.h"
50 #include "DNA_effect_types.h"
51 #include "DNA_group_types.h"
52 #include "DNA_lamp_types.h"
53 #include "DNA_image_types.h"
54 #include "DNA_lattice_types.h"
55 #include "DNA_mesh_types.h"
56 #include "DNA_meshdata_types.h"
57 #include "DNA_meta_types.h"
58 #include "DNA_modifier_types.h"
59 #include "DNA_node_types.h"
60 #include "DNA_object_types.h"
61 #include "DNA_object_force.h"
62 #include "DNA_object_fluidsim.h"
63 #include "DNA_particle_types.h"
64 #include "DNA_scene_types.h"
65 #include "DNA_texture_types.h"
66 #include "DNA_view3d_types.h"
69 #include "BKE_armature.h"
70 #include "BKE_action.h"
71 #include "BKE_curve.h"
72 #include "BKE_customdata.h"
73 #include "BKE_colortools.h"
74 #include "BKE_constraint.h"
75 #include "BKE_displist.h"
76 #include "BKE_deform.h"
77 #include "BKE_DerivedMesh.h"
78 #include "BKE_effect.h"
79 #include "BKE_global.h"
80 #include "BKE_group.h"
83 #include "BKE_image.h"
84 #include "BKE_lattice.h"
85 #include "BKE_library.h"
86 #include "BKE_material.h"
88 #include "BKE_mball.h"
90 #include "BKE_modifier.h"
92 #include "BKE_object.h"
93 #include "BKE_particle.h"
94 #include "BKE_scene.h"
95 #include "BKE_subsurf.h"
96 #include "BKE_texture.h"
98 #include "BKE_world.h"
100 #include "PIL_time.h"
101 #include "IMB_imbuf_types.h"
104 #include "occlusion.h"
105 #include "pointdensity.h"
106 #include "voxeldata.h"
107 #include "render_types.h"
108 #include "rendercore.h"
109 #include "renderdatabase.h"
110 #include "renderpipeline.h"
115 #include "volume_precache.h"
122 /* 10 times larger than normal epsilon, test it on default nurbs sphere with ray_transp (for quad detection) */
123 /* or for checking vertex normal flips */
124 #define FLT_EPSILON10 1.19209290e-06F
126 /* ------------------------------------------------------------------------- */
128 /* Stuff for stars. This sits here because it uses gl-things. Part of
129 * this code may move down to the converter. */
130 /* ------------------------------------------------------------------------- */
131 /* this is a bad beast, since it is misused by the 3d view drawing as well. */
133 static HaloRen *initstar(Render *re, ObjectRen *obr, const float vec[3], float hasize)
138 projectverto(vec, re->winmat, hoco);
140 har= RE_findOrAddHalo(obr, obr->tothalo++);
142 /* projectvert is done in function zbufvlaggen again, because of parts */
143 copy_v3_v3(har->co, vec);
151 /* there must be a 'fixed' amount of stars generated between
153 * all stars must by preference lie on the far and solely
154 * differ in clarity/color
157 void RE_make_stars(Render *re, Scene *scenev3d, void (*initfunc)(void),
158 void (*vertexfunc)(float*), void (*termfunc)(void))
160 extern unsigned char hash[512];
161 ObjectRen *obr= NULL;
167 double dblrand, hlfrand;
168 float vec[4], fx, fy, fz;
169 float fac, starmindist, clipend;
170 float mat[4][4], stargrid, maxrand, maxjit, force, alpha;
171 int x, y, z, sx, sy, sz, ex, ey, ez, done = FALSE;
172 unsigned int totstar= 0;
183 stargrid = wrld->stardist; /* distance between stars */
184 maxrand = 2.0; /* amount a star can be shifted (in grid units) */
185 maxjit = (wrld->starcolnoise); /* amount a color is being shifted */
188 force = ( wrld->starsize );
190 /* minimal free space (starting at camera) */
191 starmindist= wrld->starmindist;
193 if (stargrid <= 0.10f) return;
195 if (re) re->flag |= R_HALO;
196 else stargrid *= 1.0f; /* then it draws fewer */
198 if (re) invert_m4_m4(mat, re->viewmat);
201 /* BOUNDING BOX CALCULATION
202 * bbox goes from z = loc_near_var | loc_far_var,
207 camera= re ? RE_GetCamera(re) : scene->camera;
209 if (camera==NULL || camera->type != OB_CAMERA)
213 clipend = cam->clipend;
215 /* convert to grid coordinates */
217 sx = ((mat[3][0] - clipend) / stargrid) - maxrand;
218 sy = ((mat[3][1] - clipend) / stargrid) - maxrand;
219 sz = ((mat[3][2] - clipend) / stargrid) - maxrand;
221 ex = ((mat[3][0] + clipend) / stargrid) + maxrand;
222 ey = ((mat[3][1] + clipend) / stargrid) + maxrand;
223 ez = ((mat[3][2] + clipend) / stargrid) + maxrand;
225 dblrand = maxrand * stargrid;
226 hlfrand = 2.0 * dblrand;
232 if (re) /* add render object for stars */
233 obr= RE_addRenderObject(re, NULL, NULL, 0, 0, 0);
235 for (x = sx, fx = sx * stargrid; x <= ex; x++, fx += stargrid) {
236 for (y = sy, fy = sy * stargrid; y <= ey ; y++, fy += stargrid) {
237 for (z = sz, fz = sz * stargrid; z <= ez; z++, fz += stargrid) {
239 BLI_srand((hash[z & 0xff] << 24) + (hash[y & 0xff] << 16) + (hash[x & 0xff] << 8));
240 vec[0] = fx + (hlfrand * BLI_drand()) - dblrand;
241 vec[1] = fy + (hlfrand * BLI_drand()) - dblrand;
242 vec[2] = fz + (hlfrand * BLI_drand()) - dblrand;
246 if (done & 1) vertexfunc(vec);
250 mul_m4_v3(re->viewmat, vec);
252 /* in vec are global coordinates
253 * calculate distance to camera
254 * and using that, define the alpha
264 alpha = sqrt(tx * tx + ty * ty + tz * tz);
266 if (alpha >= clipend) alpha = 0.0;
267 else if (alpha <= starmindist) alpha = 0.0;
268 else if (alpha <= 2.0f * starmindist) {
269 alpha = (alpha - starmindist) / starmindist;
272 alpha -= 2.0f * starmindist;
273 alpha /= (clipend - 2.0f * starmindist);
274 alpha = 1.0f - alpha;
280 fac = force * BLI_drand();
282 har = initstar(re, obr, vec, fac);
285 har->alfa = sqrt(sqrt(alpha));
287 har->r = har->g = har->b = 1.0;
289 har->r += ((maxjit * BLI_drand()) ) - maxjit;
290 har->g += ((maxjit * BLI_drand()) ) - maxjit;
291 har->b += ((maxjit * BLI_drand()) ) - maxjit;
295 har->type |= HA_ONLYSKY;
301 /* break out of the loop if generating stars takes too long */
302 if (re && !(totstar % 1000000)) {
303 if (re->test_break(re->tbh)) {
312 /* do not call blender_test_break() here, since it is used in UI as well, confusing the callback system */
313 /* main cause is G.afbreek of course, a global again... (ton) */
316 if (termfunc) termfunc();
319 re->tothalo += obr->tothalo;
323 /* ------------------------------------------------------------------------- */
324 /* tool functions/defines for ad hoc simplification and possible future
326 /* ------------------------------------------------------------------------- */
328 #define UVTOINDEX(u,v) (startvlak + (u) * sizev + (v))
331 NOTE THAT U/V COORDINATES ARE SOMETIMES SWAPPED !!
333 ^ ()----p4----p3----()
341 /* ------------------------------------------------------------------------- */
343 static void split_v_renderfaces(ObjectRen *obr, int startvlak, int UNUSED(startvert), int UNUSED(usize), int vsize, int uIndex, int UNUSED(cyclu), int cyclv)
345 int vLen = vsize-1+(!!cyclv);
348 for (v=0; v<vLen; v++) {
349 VlakRen *vlr = RE_findOrAddVlak(obr, startvlak + vLen*uIndex + v);
350 VertRen *vert = RE_vertren_copy(obr, vlr->v2);
356 VlakRen *vlr = RE_findOrAddVlak(obr, startvlak + vLen*uIndex + 0);
360 VlakRen *vlr = RE_findOrAddVlak(obr, startvlak + vLen*uIndex + v+1);
368 VlakRen *vlr = RE_findOrAddVlak(obr, startvlak + vLen*uIndex + v+1);
373 vlr->v1 = RE_vertren_copy(obr, vlr->v1);
379 /* ------------------------------------------------------------------------- */
380 /* Stress, tangents and normals */
381 /* ------------------------------------------------------------------------- */
383 static void calc_edge_stress_add(float *accum, VertRen *v1, VertRen *v2)
385 float len= len_v3v3(v1->co, v2->co)/len_v3v3(v1->orco, v2->orco);
388 acc= accum + 2*v1->index;
392 acc= accum + 2*v2->index;
397 static void calc_edge_stress(Render *UNUSED(re), ObjectRen *obr, Mesh *me)
399 float loc[3], size[3], *accum, *acc, *accumoffs, *stress;
402 if (obr->totvert==0) return;
404 BKE_mesh_texspace_get(me, loc, NULL, size);
406 accum= MEM_callocN(2*sizeof(float)*obr->totvert, "temp accum for stress");
408 /* de-normalize orco */
409 for (a=0; a<obr->totvert; a++) {
410 VertRen *ver= RE_findOrAddVert(obr, a);
412 ver->orco[0]= ver->orco[0]*size[0] +loc[0];
413 ver->orco[1]= ver->orco[1]*size[1] +loc[1];
414 ver->orco[2]= ver->orco[2]*size[2] +loc[2];
418 /* add stress values */
419 accumoffs= accum; /* so we can use vertex index */
420 for (a=0; a<obr->totvlak; a++) {
421 VlakRen *vlr= RE_findOrAddVlak(obr, a);
423 if (vlr->v1->orco && vlr->v4) {
424 calc_edge_stress_add(accumoffs, vlr->v1, vlr->v2);
425 calc_edge_stress_add(accumoffs, vlr->v2, vlr->v3);
426 calc_edge_stress_add(accumoffs, vlr->v3, vlr->v1);
428 calc_edge_stress_add(accumoffs, vlr->v3, vlr->v4);
429 calc_edge_stress_add(accumoffs, vlr->v4, vlr->v1);
430 calc_edge_stress_add(accumoffs, vlr->v2, vlr->v4);
435 for (a=0; a<obr->totvert; a++) {
436 VertRen *ver= RE_findOrAddVert(obr, a);
438 /* find stress value */
439 acc= accumoffs + 2*ver->index;
442 stress= RE_vertren_get_stress(obr, ver, 1);
446 ver->orco[0] = (ver->orco[0]-loc[0])/size[0];
447 ver->orco[1] = (ver->orco[1]-loc[1])/size[1];
448 ver->orco[2] = (ver->orco[2]-loc[2])/size[2];
455 /* gets tangent from tface or orco */
456 static void calc_tangent_vector(ObjectRen *obr, VertexTangent **vtangents, MemArena *arena, VlakRen *vlr, int do_nmap_tangent, int do_tangent)
458 MTFace *tface= RE_vlakren_get_tface(obr, vlr, obr->actmtface, NULL, 0);
459 VertRen *v1=vlr->v1, *v2=vlr->v2, *v3=vlr->v3, *v4=vlr->v4;
461 float *uv1, *uv2, *uv3, *uv4;
471 uv1= uv[0]; uv2= uv[1]; uv3= uv[2]; uv4= uv[3];
472 map_to_sphere(&uv[0][0], &uv[0][1], v1->orco[0], v1->orco[1], v1->orco[2]);
473 map_to_sphere(&uv[1][0], &uv[1][1], v2->orco[0], v2->orco[1], v2->orco[2]);
474 map_to_sphere(&uv[2][0], &uv[2][1], v3->orco[0], v3->orco[1], v3->orco[2]);
476 map_to_sphere(&uv[3][0], &uv[3][1], v4->orco[0], v4->orco[1], v4->orco[2]);
480 tangent_from_uv(uv1, uv2, uv3, v1->co, v2->co, v3->co, vlr->n, tang);
483 tav= RE_vertren_get_tangent(obr, v1, 1);
484 add_v3_v3(tav, tang);
485 tav= RE_vertren_get_tangent(obr, v2, 1);
486 add_v3_v3(tav, tang);
487 tav= RE_vertren_get_tangent(obr, v3, 1);
488 add_v3_v3(tav, tang);
491 if (do_nmap_tangent) {
492 sum_or_add_vertex_tangent(arena, &vtangents[v1->index], tang, uv1);
493 sum_or_add_vertex_tangent(arena, &vtangents[v2->index], tang, uv2);
494 sum_or_add_vertex_tangent(arena, &vtangents[v3->index], tang, uv3);
498 tangent_from_uv(uv1, uv3, uv4, v1->co, v3->co, v4->co, vlr->n, tang);
501 tav= RE_vertren_get_tangent(obr, v1, 1);
502 add_v3_v3(tav, tang);
503 tav= RE_vertren_get_tangent(obr, v3, 1);
504 add_v3_v3(tav, tang);
505 tav= RE_vertren_get_tangent(obr, v4, 1);
506 add_v3_v3(tav, tang);
509 if (do_nmap_tangent) {
510 sum_or_add_vertex_tangent(arena, &vtangents[v1->index], tang, uv1);
511 sum_or_add_vertex_tangent(arena, &vtangents[v3->index], tang, uv3);
512 sum_or_add_vertex_tangent(arena, &vtangents[v4->index], tang, uv4);
519 /****************************************************************
520 ************ tangent space generation interface ****************
521 ****************************************************************/
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;
550 copy_v3_v3(fPos, 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;
579 copy_v3_v3(fNorm, 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 copy_v3_v3(&ftang[iVert*4+0], fvTangent);
589 ftang[iVert*4+3]=fSign;
593 static void calc_vertexnormals(Render *UNUSED(re), ObjectRen *obr, int do_tangent, int do_nmap_tangent)
595 MemArena *arena= NULL;
596 VertexTangent **vtangents= NULL;
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)) copy_v3_v3(vlr->v1->n, vlr->n);
636 if (is_zero_v3(vlr->v2->n)) copy_v3_v3(vlr->v2->n, vlr->n);
637 if (is_zero_v3(vlr->v3->n)) copy_v3_v3(vlr->v3->n, vlr->n);
638 if (vlr->v4 && is_zero_v3(vlr->v4->n)) copy_v3_v3(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 copy_v3_v3(ftang, vtang);
652 vtang= find_vertex_tangent(vtangents[v2->index], tface->uv[1]);
653 copy_v3_v3(ftang+4, vtang);
654 normalize_v3(ftang+4);
655 vtang= find_vertex_tangent(vtangents[v3->index], tface->uv[2]);
656 copy_v3_v3(ftang+8, vtang);
657 normalize_v3(ftang+8);
659 vtang= find_vertex_tangent(vtangents[v4->index], tface->uv[3]);
660 copy_v3_v3(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 const float tdn = dot_v3v3(tav, ver->n);
677 tav[0] -= ver->n[0]*tdn;
678 tav[1] -= ver->n[1]*tdn;
679 tav[2] -= ver->n[2]*tdn;
685 if (do_nmap_tangent != FALSE) {
686 SRenderMeshToTangent mesh2tangent;
687 SMikkTSpaceContext sContext;
688 SMikkTSpaceInterface sInterface;
689 memset(&mesh2tangent, 0, sizeof(SRenderMeshToTangent));
690 memset(&sContext, 0, sizeof(SMikkTSpaceContext));
691 memset(&sInterface, 0, sizeof(SMikkTSpaceInterface));
693 mesh2tangent.obr = obr;
695 sContext.m_pUserData = &mesh2tangent;
696 sContext.m_pInterface = &sInterface;
697 sInterface.m_getNumFaces = GetNumFaces;
698 sInterface.m_getNumVerticesOfFace = GetNumVertsOfFace;
699 sInterface.m_getPosition = GetPosition;
700 sInterface.m_getTexCoord = GetTextureCoordinate;
701 sInterface.m_getNormal = GetNormal;
702 sInterface.m_setTSpaceBasic = SetTSpace;
704 genTangSpaceDefault(&sContext);
708 BLI_memarena_free(arena);
710 MEM_freeN(vtangents);
713 /* ------------------------------------------------------------------------- */
715 /* ------------------------------------------------------------------------- */
717 typedef struct ASvert {
722 typedef struct ASface {
723 struct ASface *next, *prev;
728 static void as_addvert(ASvert *asv, VertRen *v1, VlakRen *vlr)
733 if (v1 == NULL) return;
735 if (asv->faces.first==NULL) {
736 asf= MEM_callocN(sizeof(ASface), "asface");
737 BLI_addtail(&asv->faces, asf);
740 asf= asv->faces.last;
741 for (a=0; a<4; a++) {
742 if (asf->vlr[a]==NULL) {
749 /* new face struct */
751 asf= MEM_callocN(sizeof(ASface), "asface");
752 BLI_addtail(&asv->faces, asf);
758 static int as_testvertex(VlakRen *vlr, VertRen *UNUSED(ver), ASvert *asv, float thresh)
760 /* return 1: vertex needs a copy */
765 if (vlr==0) return 0;
767 asf= asv->faces.first;
769 for (a=0; a<4; a++) {
770 if (asf->vlr[a] && asf->vlr[a]!=vlr) {
771 inp = fabsf(dot_v3v3(vlr->n, asf->vlr[a]->n));
772 if (inp < thresh) return 1;
781 static VertRen *as_findvertex(VlakRen *vlr, VertRen *UNUSED(ver), ASvert *asv, float thresh)
783 /* return when new vertex already was made */
788 asf= asv->faces.first;
790 for (a=0; a<4; a++) {
791 if (asf->vlr[a] && asf->vlr[a]!=vlr) {
792 /* this face already made a copy for this vertex! */
794 inp = fabsf(dot_v3v3(vlr->n, asf->vlr[a]->n));
807 /* note; autosmooth happens in object space still, after applying autosmooth we rotate */
808 /* note2; actually, when original mesh and displist are equal sized, face normals are from original mesh */
809 static void autosmooth(Render *UNUSED(re), ObjectRen *obr, float mat[][4], int degr)
811 ASvert *asv, *asverts;
818 if (obr->totvert==0) return;
819 asverts= MEM_callocN(sizeof(ASvert)*obr->totvert, "all smooth verts");
821 thresh= cosf(DEG2RADF((0.5f + (float)degr)));
823 /* step zero: give faces normals of original mesh, if this is provided */
826 /* step one: construct listbase of all vertices and pointers to faces */
827 for (a=0; a<obr->totvlak; a++) {
828 vlr= RE_findOrAddVlak(obr, a);
829 /* skip wire faces */
830 if (vlr->v2 != vlr->v3) {
831 as_addvert(asverts+vlr->v1->index, vlr->v1, vlr);
832 as_addvert(asverts+vlr->v2->index, vlr->v2, vlr);
833 as_addvert(asverts+vlr->v3->index, vlr->v3, vlr);
835 as_addvert(asverts+vlr->v4->index, vlr->v4, vlr);
839 totvert= obr->totvert;
840 /* we now test all vertices, when faces have a normal too much different: they get a new vertex */
841 for (a=0, asv=asverts; a<totvert; a++, asv++) {
842 if (asv && asv->totface>1) {
843 ver= RE_findOrAddVert(obr, a);
845 asf= asv->faces.first;
847 for (b=0; b<4; b++) {
849 /* is there a reason to make a new vertex? */
851 if ( as_testvertex(vlr, ver, asv, thresh) ) {
853 /* already made a new vertex within threshold? */
854 v1= as_findvertex(vlr, ver, asv, thresh);
856 /* make a new vertex */
857 v1= RE_vertren_copy(obr, ver);
860 if (vlr->v1==ver) vlr->v1= v1;
861 if (vlr->v2==ver) vlr->v2= v1;
862 if (vlr->v3==ver) vlr->v3= v1;
863 if (vlr->v4==ver) vlr->v4= v1;
872 for (a=0; a<totvert; a++) {
873 BLI_freelistN(&asverts[a].faces);
877 /* rotate vertices and calculate normal of faces */
878 for (a=0; a<obr->totvert; a++) {
879 ver= RE_findOrAddVert(obr, a);
880 mul_m4_v3(mat, ver->co);
882 for (a=0; a<obr->totvlak; a++) {
883 vlr= RE_findOrAddVlak(obr, a);
885 /* skip wire faces */
886 if (vlr->v2 != vlr->v3) {
888 normal_quad_v3(vlr->n, vlr->v4->co, vlr->v3->co, vlr->v2->co, vlr->v1->co);
890 normal_tri_v3(vlr->n, vlr->v3->co, vlr->v2->co, vlr->v1->co);
895 /* ------------------------------------------------------------------------- */
896 /* Orco hash and Materials */
897 /* ------------------------------------------------------------------------- */
899 static float *get_object_orco(Render *re, Object *ob)
904 re->orco_hash = BLI_ghash_ptr_new("get_object_orco gh");
906 orco = BLI_ghash_lookup(re->orco_hash, ob);
909 if (ELEM(ob->type, OB_CURVE, OB_FONT)) {
910 orco = BKE_curve_make_orco(re->scene, ob);
912 else if (ob->type==OB_SURF) {
913 orco = BKE_curve_surf_make_orco(ob);
917 BLI_ghash_insert(re->orco_hash, ob, orco);
923 static void set_object_orco(Render *re, void *ob, float *orco)
926 re->orco_hash = BLI_ghash_ptr_new("set_object_orco gh");
928 BLI_ghash_insert(re->orco_hash, ob, orco);
931 static void free_mesh_orco_hash(Render *re)
934 BLI_ghash_free(re->orco_hash, NULL, (GHashValFreeFP)MEM_freeN);
935 re->orco_hash = NULL;
939 static void check_material_mapto(Material *ma)
942 ma->mapto_textured = 0;
944 /* cache which inputs are actually textured.
945 * this can avoid a bit of time spent iterating through all the texture slots, map inputs and map tos
946 * every time a property which may or may not be textured is accessed */
948 for (a=0; a<MAX_MTEX; a++) {
949 if (ma->mtex[a] && ma->mtex[a]->tex) {
950 /* currently used only in volume render, so we'll check for those flags */
951 if (ma->mtex[a]->mapto & MAP_DENSITY) ma->mapto_textured |= MAP_DENSITY;
952 if (ma->mtex[a]->mapto & MAP_EMISSION) ma->mapto_textured |= MAP_EMISSION;
953 if (ma->mtex[a]->mapto & MAP_EMISSION_COL) ma->mapto_textured |= MAP_EMISSION_COL;
954 if (ma->mtex[a]->mapto & MAP_SCATTERING) ma->mapto_textured |= MAP_SCATTERING;
955 if (ma->mtex[a]->mapto & MAP_TRANSMISSION_COL) ma->mapto_textured |= MAP_TRANSMISSION_COL;
956 if (ma->mtex[a]->mapto & MAP_REFLECTION) ma->mapto_textured |= MAP_REFLECTION;
957 if (ma->mtex[a]->mapto & MAP_REFLECTION_COL) ma->mapto_textured |= MAP_REFLECTION_COL;
961 static void flag_render_node_material(Render *re, bNodeTree *ntree)
965 for (node=ntree->nodes.first; node; node= node->next) {
967 if (GS(node->id->name)==ID_MA) {
968 Material *ma= (Material *)node->id;
970 if ((ma->mode & MA_TRANSP) && (ma->mode & MA_ZTRANSP))
973 ma->flag |= MA_IS_USED;
975 else if (node->type==NODE_GROUP)
976 flag_render_node_material(re, (bNodeTree *)node->id);
981 static Material *give_render_material(Render *re, Object *ob, short nr)
983 extern Material defmaterial; /* material.c */
986 ma= give_current_material(ob, nr);
990 if (re->r.mode & R_SPEED) ma->texco |= NEED_UV;
992 if (ma->material_type == MA_TYPE_VOLUME) {
993 ma->mode |= MA_TRANSP;
994 ma->mode &= ~MA_SHADBUF;
996 if ((ma->mode & MA_TRANSP) && (ma->mode & MA_ZTRANSP))
999 /* for light groups and SSS */
1000 ma->flag |= MA_IS_USED;
1002 if (ma->nodetree && ma->use_nodes)
1003 flag_render_node_material(re, ma->nodetree);
1005 check_material_mapto(ma);
1010 /* ------------------------------------------------------------------------- */
1012 /* ------------------------------------------------------------------------- */
1013 typedef struct ParticleStrandData {
1015 float *orco, *uvco, *surfnor;
1016 float time, adapt_angle, adapt_pix, size;
1018 int first, line, adapt, override_uv;
1021 /* future thread problem... */
1022 static void static_particle_strand(Render *re, ObjectRen *obr, Material *ma, ParticleStrandData *sd, const float vec[3], const float vec1[3])
1024 static VertRen *v1= NULL, *v2= NULL;
1026 float nor[3], cross[3], crosslen, w, dx, dy, width;
1027 static float anor[3], avec[3];
1029 static int second=0;
1031 sub_v3_v3v3(nor, vec, vec1);
1032 normalize_v3(nor); // nor needed as tangent
1033 cross_v3_v3v3(cross, vec, nor);
1035 /* turn cross in pixelsize */
1036 w= vec[2]*re->winmat[2][3] + re->winmat[3][3];
1037 dx= re->winx*cross[0]*re->winmat[0][0];
1038 dy= re->winy*cross[1]*re->winmat[1][1];
1039 w= sqrt(dx*dx + dy*dy)/w;
1043 if (ma->strand_ease!=0.0f) {
1044 if (ma->strand_ease<0.0f)
1045 fac= pow(sd->time, 1.0f+ma->strand_ease);
1047 fac= pow(sd->time, 1.0f/(1.0f-ma->strand_ease));
1051 width= ((1.0f-fac)*ma->strand_sta + (fac)*ma->strand_end);
1053 /* use actual Blender units for strand width and fall back to minimum width */
1054 if (ma->mode & MA_STR_B_UNITS) {
1055 crosslen= len_v3(cross);
1056 w= 2.0f*crosslen*ma->strand_min/w;
1061 /*cross is the radius of the strand so we want it to be half of full width */
1062 mul_v3_fl(cross, 0.5f/crosslen);
1067 mul_v3_fl(cross, width);
1070 if (ma->mode & MA_TANGENT_STR)
1071 flag= R_SMOOTH|R_TANGENT;
1075 /* only 1 pixel wide strands filled in as quads now, otherwise zbuf errors */
1076 if (ma->strand_sta==1.0f)
1079 /* single face line */
1081 vlr= RE_findOrAddVlak(obr, obr->totvlak++);
1083 vlr->v1= RE_findOrAddVert(obr, obr->totvert++);
1084 vlr->v2= RE_findOrAddVert(obr, obr->totvert++);
1085 vlr->v3= RE_findOrAddVert(obr, obr->totvert++);
1086 vlr->v4= RE_findOrAddVert(obr, obr->totvert++);
1088 copy_v3_v3(vlr->v1->co, vec);
1089 add_v3_v3(vlr->v1->co, cross);
1090 copy_v3_v3(vlr->v1->n, nor);
1091 vlr->v1->orco= sd->orco;
1092 vlr->v1->accum= -1.0f; // accum abuse for strand texco
1094 copy_v3_v3(vlr->v2->co, vec);
1095 sub_v3_v3v3(vlr->v2->co, vlr->v2->co, cross);
1096 copy_v3_v3(vlr->v2->n, nor);
1097 vlr->v2->orco= sd->orco;
1098 vlr->v2->accum= vlr->v1->accum;
1100 copy_v3_v3(vlr->v4->co, vec1);
1101 add_v3_v3(vlr->v4->co, cross);
1102 copy_v3_v3(vlr->v4->n, nor);
1103 vlr->v4->orco= sd->orco;
1104 vlr->v4->accum= 1.0f; // accum abuse for strand texco
1106 copy_v3_v3(vlr->v3->co, vec1);
1107 sub_v3_v3v3(vlr->v3->co, vlr->v3->co, cross);
1108 copy_v3_v3(vlr->v3->n, nor);
1109 vlr->v3->orco= sd->orco;
1110 vlr->v3->accum= vlr->v4->accum;
1112 normal_quad_v3(vlr->n, vlr->v4->co, vlr->v3->co, vlr->v2->co, vlr->v1->co);
1118 float *snor= RE_vlakren_get_surfnor(obr, vlr, 1);
1119 copy_v3_v3(snor, sd->surfnor);
1123 for (i=0; i<sd->totuv; i++) {
1125 mtf=RE_vlakren_get_tface(obr, vlr, i, NULL, 1);
1126 mtf->uv[0][0]=mtf->uv[1][0]=
1127 mtf->uv[2][0]=mtf->uv[3][0]=(sd->uvco+2*i)[0];
1128 mtf->uv[0][1]=mtf->uv[1][1]=
1129 mtf->uv[2][1]=mtf->uv[3][1]=(sd->uvco+2*i)[1];
1131 if (sd->override_uv>=0) {
1133 mtf=RE_vlakren_get_tface(obr, vlr, sd->override_uv, NULL, 0);
1135 mtf->uv[0][0]=mtf->uv[3][0]=0.0f;
1136 mtf->uv[1][0]=mtf->uv[2][0]=1.0f;
1138 mtf->uv[0][1]=mtf->uv[1][1]=0.0f;
1139 mtf->uv[2][1]=mtf->uv[3][1]=1.0f;
1143 for (i=0; i<sd->totcol; i++) {
1145 mc=RE_vlakren_get_mcol(obr, vlr, i, NULL, 1);
1146 mc[0]=mc[1]=mc[2]=mc[3]=sd->mcol[i];
1147 mc[0]=mc[1]=mc[2]=mc[3]=sd->mcol[i];
1151 /* first two vertices of a strand */
1152 else if (sd->first) {
1154 copy_v3_v3(anor, nor);
1155 copy_v3_v3(avec, vec);
1159 v1= RE_findOrAddVert(obr, obr->totvert++);
1160 v2= RE_findOrAddVert(obr, obr->totvert++);
1162 copy_v3_v3(v1->co, vec);
1163 add_v3_v3(v1->co, cross);
1164 copy_v3_v3(v1->n, nor);
1166 v1->accum= -1.0f; // accum abuse for strand texco
1168 copy_v3_v3(v2->co, vec);
1169 sub_v3_v3v3(v2->co, v2->co, cross);
1170 copy_v3_v3(v2->n, nor);
1172 v2->accum= v1->accum;
1174 /* more vertices & faces to strand */
1176 if (sd->adapt==0 || second) {
1177 vlr= RE_findOrAddVlak(obr, obr->totvlak++);
1181 vlr->v3= RE_findOrAddVert(obr, obr->totvert++);
1182 vlr->v4= RE_findOrAddVert(obr, obr->totvert++);
1184 v1= vlr->v4; // cycle
1185 v2= vlr->v3; // cycle
1190 copy_v3_v3(anor, nor);
1191 copy_v3_v3(avec, vec);
1195 else if (sd->adapt) {
1196 float dvec[3], pvec[3];
1197 sub_v3_v3v3(dvec, avec, vec);
1198 project_v3_v3v3(pvec, dvec, vec);
1199 sub_v3_v3v3(dvec, dvec, pvec);
1201 w= vec[2]*re->winmat[2][3] + re->winmat[3][3];
1202 dx= re->winx*dvec[0]*re->winmat[0][0]/w;
1203 dy= re->winy*dvec[1]*re->winmat[1][1]/w;
1204 w= sqrt(dx*dx + dy*dy);
1205 if (dot_v3v3(anor, nor)<sd->adapt_angle && w>sd->adapt_pix) {
1206 vlr= RE_findOrAddVlak(obr, obr->totvlak++);
1210 vlr->v3= RE_findOrAddVert(obr, obr->totvert++);
1211 vlr->v4= RE_findOrAddVert(obr, obr->totvert++);
1213 v1= vlr->v4; // cycle
1214 v2= vlr->v3; // cycle
1216 copy_v3_v3(anor, nor);
1217 copy_v3_v3(avec, vec);
1220 vlr= RE_findOrAddVlak(obr, obr->totvlak-1);
1224 copy_v3_v3(vlr->v4->co, vec);
1225 add_v3_v3(vlr->v4->co, cross);
1226 copy_v3_v3(vlr->v4->n, nor);
1227 vlr->v4->orco= sd->orco;
1228 vlr->v4->accum= -1.0f + 2.0f*sd->time; // accum abuse for strand texco
1230 copy_v3_v3(vlr->v3->co, vec);
1231 sub_v3_v3v3(vlr->v3->co, vlr->v3->co, cross);
1232 copy_v3_v3(vlr->v3->n, nor);
1233 vlr->v3->orco= sd->orco;
1234 vlr->v3->accum= vlr->v4->accum;
1236 normal_quad_v3(vlr->n, vlr->v4->co, vlr->v3->co, vlr->v2->co, vlr->v1->co);
1242 float *snor= RE_vlakren_get_surfnor(obr, vlr, 1);
1243 copy_v3_v3(snor, sd->surfnor);
1247 for (i=0; i<sd->totuv; i++) {
1249 mtf=RE_vlakren_get_tface(obr, vlr, i, NULL, 1);
1250 mtf->uv[0][0]=mtf->uv[1][0]=
1251 mtf->uv[2][0]=mtf->uv[3][0]=(sd->uvco+2*i)[0];
1252 mtf->uv[0][1]=mtf->uv[1][1]=
1253 mtf->uv[2][1]=mtf->uv[3][1]=(sd->uvco+2*i)[1];
1255 if (sd->override_uv>=0) {
1257 mtf=RE_vlakren_get_tface(obr, vlr, sd->override_uv, NULL, 0);
1259 mtf->uv[0][0]=mtf->uv[3][0]=0.0f;
1260 mtf->uv[1][0]=mtf->uv[2][0]=1.0f;
1262 mtf->uv[0][1]=mtf->uv[1][1]=(vlr->v1->accum+1.0f)/2.0f;
1263 mtf->uv[2][1]=mtf->uv[3][1]=(vlr->v3->accum+1.0f)/2.0f;
1267 for (i=0; i<sd->totcol; i++) {
1269 mc=RE_vlakren_get_mcol(obr, vlr, i, NULL, 1);
1270 mc[0]=mc[1]=mc[2]=mc[3]=sd->mcol[i];
1271 mc[0]=mc[1]=mc[2]=mc[3]=sd->mcol[i];
1277 static void static_particle_wire(ObjectRen *obr, Material *ma, const float vec[3], const float vec1[3], int first, int line)
1283 vlr= RE_findOrAddVlak(obr, obr->totvlak++);
1284 vlr->v1= RE_findOrAddVert(obr, obr->totvert++);
1285 vlr->v2= RE_findOrAddVert(obr, obr->totvert++);
1289 copy_v3_v3(vlr->v1->co, vec);
1290 copy_v3_v3(vlr->v2->co, vec1);
1292 sub_v3_v3v3(vlr->n, vec, vec1);
1293 normalize_v3(vlr->n);
1294 copy_v3_v3(vlr->v1->n, vlr->n);
1295 copy_v3_v3(vlr->v2->n, vlr->n);
1302 v1= RE_findOrAddVert(obr, obr->totvert++);
1303 copy_v3_v3(v1->co, vec);
1306 vlr= RE_findOrAddVlak(obr, obr->totvlak++);
1308 vlr->v2= RE_findOrAddVert(obr, obr->totvert++);
1312 v1= vlr->v2; // cycle
1313 copy_v3_v3(v1->co, vec);
1315 sub_v3_v3v3(vlr->n, vec, vec1);
1316 normalize_v3(vlr->n);
1317 copy_v3_v3(v1->n, vlr->n);
1325 static void particle_curve(Render *re, ObjectRen *obr, DerivedMesh *dm, Material *ma, ParticleStrandData *sd,
1326 const float loc[3], const float loc1[3], int seed, float *pa_co)
1330 if (ma->material_type == MA_TYPE_WIRE)
1331 static_particle_wire(obr, ma, loc, loc1, sd->first, sd->line);
1332 else if (ma->material_type == MA_TYPE_HALO) {
1333 har= RE_inithalo_particle(re, obr, dm, ma, loc, loc1, sd->orco, sd->uvco, sd->size, 1.0, seed, pa_co);
1334 if (har) har->lay= obr->ob->lay;
1337 static_particle_strand(re, obr, ma, sd, loc, loc1);
1339 static void particle_billboard(Render *re, ObjectRen *obr, Material *ma, ParticleBillboardData *bb)
1343 float xvec[3], yvec[3], zvec[3], bb_center[3];
1344 /* Number of tiles */
1345 int totsplit = bb->uv_split * bb->uv_split;
1348 float uvx = 0.0f, uvy = 0.0f, uvdx = 1.0f, uvdy = 1.0f, time = 0.0f;
1350 vlr= RE_findOrAddVlak(obr, obr->totvlak++);
1351 vlr->v1= RE_findOrAddVert(obr, obr->totvert++);
1352 vlr->v2= RE_findOrAddVert(obr, obr->totvert++);
1353 vlr->v3= RE_findOrAddVert(obr, obr->totvert++);
1354 vlr->v4= RE_findOrAddVert(obr, obr->totvert++);
1356 psys_make_billboard(bb, xvec, yvec, zvec, bb_center);
1358 add_v3_v3v3(vlr->v1->co, bb_center, xvec);
1359 add_v3_v3(vlr->v1->co, yvec);
1360 mul_m4_v3(re->viewmat, vlr->v1->co);
1362 sub_v3_v3v3(vlr->v2->co, bb_center, xvec);
1363 add_v3_v3(vlr->v2->co, yvec);
1364 mul_m4_v3(re->viewmat, vlr->v2->co);
1366 sub_v3_v3v3(vlr->v3->co, bb_center, xvec);
1367 sub_v3_v3v3(vlr->v3->co, vlr->v3->co, yvec);
1368 mul_m4_v3(re->viewmat, vlr->v3->co);
1370 add_v3_v3v3(vlr->v4->co, bb_center, xvec);
1371 sub_v3_v3(vlr->v4->co, yvec);
1372 mul_m4_v3(re->viewmat, vlr->v4->co);
1374 normal_quad_v3(vlr->n, vlr->v4->co, vlr->v3->co, vlr->v2->co, vlr->v1->co);
1375 copy_v3_v3(vlr->v1->n, vlr->n);
1376 copy_v3_v3(vlr->v2->n, vlr->n);
1377 copy_v3_v3(vlr->v3->n, vlr->n);
1378 copy_v3_v3(vlr->v4->n, vlr->n);
1383 if (bb->uv_split > 1) {
1384 uvdx = uvdy = 1.0f / (float)bb->uv_split;
1386 if (ELEM(bb->anim, PART_BB_ANIM_AGE, PART_BB_ANIM_FRAME)) {
1387 if (bb->anim == PART_BB_ANIM_FRAME)
1388 time = ((int)(bb->time * bb->lifetime) % totsplit)/(float)totsplit;
1392 else if (bb->anim == PART_BB_ANIM_ANGLE) {
1393 if (bb->align == PART_BB_VIEW) {
1394 time = (float)fmod((bb->tilt + 1.0f) / 2.0f, 1.0);
1397 float axis1[3] = {0.0f, 0.0f, 0.0f};
1398 float axis2[3] = {0.0f, 0.0f, 0.0f};
1400 axis1[(bb->align + 1) % 3] = 1.0f;
1401 axis2[(bb->align + 2) % 3] = 1.0f;
1403 if (bb->lock == 0) {
1404 zvec[bb->align] = 0.0f;
1408 time = saacos(dot_v3v3(zvec, axis1)) / (float)M_PI;
1410 if (dot_v3v3(zvec, axis2) < 0.0f)
1411 time = 1.0f - time / 2.0f;
1417 if (bb->split_offset == PART_BB_OFF_LINEAR)
1418 time = (float)fmod(time + (float)bb->num / (float)totsplit, 1.0f);
1419 else if (bb->split_offset==PART_BB_OFF_RANDOM)
1420 time = (float)fmod(time + bb->random, 1.0f);
1422 /* Find the coordinates in tile space (integer), then convert to UV
1423 * space (float). Note that Y is flipped. */
1424 tile = (int)((time + FLT_EPSILON10) * totsplit);
1425 x = tile % bb->uv_split;
1426 y = tile / bb->uv_split;
1427 y = (bb->uv_split - 1) - y;
1433 if (bb->uv[0] >= 0) {
1434 mtf = RE_vlakren_get_tface(obr, vlr, bb->uv[0], NULL, 1);
1435 mtf->uv[0][0] = 1.0f;
1436 mtf->uv[0][1] = 1.0f;
1437 mtf->uv[1][0] = 0.0f;
1438 mtf->uv[1][1] = 1.0f;
1439 mtf->uv[2][0] = 0.0f;
1440 mtf->uv[2][1] = 0.0f;
1441 mtf->uv[3][0] = 1.0f;
1442 mtf->uv[3][1] = 0.0f;
1445 /* time-index UVs */
1446 if (bb->uv[1] >= 0) {
1447 mtf = RE_vlakren_get_tface(obr, vlr, bb->uv[1], NULL, 1);
1448 mtf->uv[0][0] = mtf->uv[1][0] = mtf->uv[2][0] = mtf->uv[3][0] = bb->time;
1449 mtf->uv[0][1] = mtf->uv[1][1] = mtf->uv[2][1] = mtf->uv[3][1] = (float)bb->num/(float)bb->totnum;
1453 if (bb->uv_split > 1 && bb->uv[2] >= 0) {
1454 mtf = RE_vlakren_get_tface(obr, vlr, bb->uv[2], NULL, 1);
1455 mtf->uv[0][0] = uvx + uvdx;
1456 mtf->uv[0][1] = uvy + uvdy;
1457 mtf->uv[1][0] = uvx;
1458 mtf->uv[1][1] = uvy + uvdy;
1459 mtf->uv[2][0] = uvx;
1460 mtf->uv[2][1] = uvy;
1461 mtf->uv[3][0] = uvx + uvdx;
1462 mtf->uv[3][1] = uvy;
1465 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)
1467 float loc[3], loc0[3], loc1[3], vel[3];
1469 copy_v3_v3(loc, state->co);
1471 if (ren_as != PART_DRAW_BB)
1472 mul_m4_v3(re->viewmat, loc);
1475 case PART_DRAW_LINE:
1480 copy_v3_v3(vel, state->vel);
1481 mul_mat3_m4_v3(re->viewmat, vel);
1484 if (part->draw & PART_DRAW_VEL_LENGTH)
1485 mul_v3_fl(vel, len_v3(state->vel));
1487 madd_v3_v3v3fl(loc0, loc, vel, -part->draw_line[0]);
1488 madd_v3_v3v3fl(loc1, loc, vel, part->draw_line[1]);
1490 particle_curve(re, obr, dm, ma, sd, loc0, loc1, seed, pa_co);
1496 copy_v3_v3(bb->vec, loc);
1497 copy_v3_v3(bb->vel, state->vel);
1499 particle_billboard(re, obr, ma, bb);
1507 har = RE_inithalo_particle(re, obr, dm, ma, loc, NULL, sd->orco, sd->uvco, hasize, 0.0, seed, pa_co);
1509 if (har) har->lay= obr->ob->lay;
1515 static void get_particle_uvco_mcol(short from, DerivedMesh *dm, float *fuv, int num, ParticleStrandData *sd)
1520 if (sd->uvco && ELEM(from, PART_FROM_FACE, PART_FROM_VOLUME)) {
1521 for (i=0; i<sd->totuv; i++) {
1522 if (num != DMCACHE_NOTFOUND) {
1523 MFace *mface = dm->getTessFaceData(dm, num, CD_MFACE);
1524 MTFace *mtface = (MTFace*)CustomData_get_layer_n(&dm->faceData, CD_MTFACE, i);
1527 psys_interpolate_uvs(mtface, mface->v4, fuv, sd->uvco + 2 * i);
1530 sd->uvco[2*i] = 0.0f;
1531 sd->uvco[2*i + 1] = 0.0f;
1537 if (sd->mcol && ELEM(from, PART_FROM_FACE, PART_FROM_VOLUME)) {
1538 for (i=0; i<sd->totcol; i++) {
1539 if (num != DMCACHE_NOTFOUND) {
1540 MFace *mface = dm->getTessFaceData(dm, num, CD_MFACE);
1541 MCol *mc = (MCol*)CustomData_get_layer_n(&dm->faceData, CD_MCOL, i);
1544 psys_interpolate_mcol(mc, mface->v4, fuv, sd->mcol + i);
1547 memset(&sd->mcol[i], 0, sizeof(MCol));
1551 static int render_new_particle_system(Render *re, ObjectRen *obr, ParticleSystem *psys, int timeoffset)
1553 Object *ob= obr->ob;
1556 ParticleSystemModifierData *psmd;
1557 ParticleSystem *tpsys=0;
1558 ParticleSettings *part, *tpart=0;
1559 ParticleData *pars, *pa=0, *tpa=0;
1560 ParticleKey *states=0;
1562 ParticleCacheKey *cache=0;
1563 ParticleBillboardData bb;
1564 ParticleSimulationData sim = {0};
1565 ParticleStrandData sd;
1566 StrandBuffer *strandbuf=0;
1567 StrandVert *svert=0;
1568 StrandBound *sbound= 0;
1569 StrandRen *strand=0;
1571 float loc[3], loc1[3], loc0[3], mat[4][4], nmat[3][3], co[3], nor[3], duplimat[4][4];
1572 float strandlen=0.0f, curlen=0.0f;
1573 float hasize, pa_size, r_tilt, r_length;
1574 float pa_time, pa_birthtime, pa_dietime;
1575 float random, simplify[2], pa_co[3];
1576 const float cfra= BKE_scene_frame_get(re->scene);
1577 int i, a, k, max_k=0, totpart, do_simplify = FALSE, do_surfacecache = FALSE, use_duplimat = FALSE;
1579 int seed, path_nbr=0, orco1=0, num;
1580 int totface, *origindex = 0;
1583 /* 1. check that everything is ok & updated */
1588 pars=psys->particles;
1590 if (part==NULL || pars==NULL || !psys_check_enabled(ob, psys))
1593 if (part->ren_as==PART_DRAW_OB || part->ren_as==PART_DRAW_GR || part->ren_as==PART_DRAW_NOT)
1596 /* 2. start initializing things */
1598 /* last possibility to bail out! */
1599 psmd = psys_get_modifier(ob, psys);
1600 if (!(psmd->modifier.mode & eModifierMode_Render))
1603 sim.scene= re->scene;
1608 if (part->phystype==PART_PHYS_KEYED)
1609 psys_count_keyed_targets(&sim);
1611 totchild=psys->totchild;
1613 /* can happen for disconnected/global hair */
1614 if (part->type==PART_HAIR && !psys->childcache)
1617 if (G.rendering == 0) { /* preview render */
1618 totchild = (int)((float)totchild * (float)part->disp / 100.0f);
1621 psys->flag |= PSYS_DRAWING;
1623 rng= rng_new(psys->seed);
1625 totpart=psys->totpart;
1627 memset(&sd, 0, sizeof(ParticleStrandData));
1628 sd.override_uv = -1;
1630 /* 2.1 setup material stff */
1631 ma= give_render_material(re, ob, part->omat);
1633 #if 0 // XXX old animation system
1635 calc_ipo(ma->ipo, cfra);
1636 execute_ipo((ID *)ma, ma->ipo);
1638 #endif // XXX old animation system
1640 hasize = ma->hasize;
1645 RE_set_customdata_names(obr, &psmd->dm->faceData);
1646 sd.totuv = CustomData_number_of_layers(&psmd->dm->faceData, CD_MTFACE);
1647 sd.totcol = CustomData_number_of_layers(&psmd->dm->faceData, CD_MCOL);
1649 if (ma->texco & TEXCO_UV && sd.totuv) {
1650 sd.uvco = MEM_callocN(sd.totuv * 2 * sizeof(float), "particle_uvs");
1652 if (ma->strand_uvname[0]) {
1653 sd.override_uv = CustomData_get_named_layer_index(&psmd->dm->faceData, CD_MTFACE, ma->strand_uvname);
1654 sd.override_uv -= CustomData_get_layer_index(&psmd->dm->faceData, CD_MTFACE);
1661 sd.mcol = MEM_callocN(sd.totcol * sizeof(MCol), "particle_mcols");
1663 /* 2.2 setup billboards */
1664 if (part->ren_as == PART_DRAW_BB) {
1665 int first_uv = CustomData_get_layer_index(&psmd->dm->faceData, CD_MTFACE);
1667 bb.uv[0] = CustomData_get_named_layer_index(&psmd->dm->faceData, CD_MTFACE, psys->bb_uvname[0]);
1669 bb.uv[0] = CustomData_get_active_layer_index(&psmd->dm->faceData, CD_MTFACE);
1671 bb.uv[1] = CustomData_get_named_layer_index(&psmd->dm->faceData, CD_MTFACE, psys->bb_uvname[1]);
1673 bb.uv[2] = CustomData_get_named_layer_index(&psmd->dm->faceData, CD_MTFACE, psys->bb_uvname[2]);
1675 if (first_uv >= 0) {
1676 bb.uv[0] -= first_uv;
1677 bb.uv[1] -= first_uv;
1678 bb.uv[2] -= first_uv;
1681 bb.align = part->bb_align;
1682 bb.anim = part->bb_anim;
1683 bb.lock = part->draw & PART_DRAW_BB_LOCK;
1684 bb.ob = (part->bb_ob ? part->bb_ob : RE_GetCamera(re));
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 mult_m4_m4m4(mat, re->viewmat, ob->obmat);
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 mult_m4_m4m4(duplimat, ob->obmat, psys->imat);
1699 use_duplimat = TRUE;
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 = cosf(DEG2RADF((float)part->adapt_angle));
1719 if (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= cosf(DEG2RADF((float)part->adapt_angle));
1728 strandbuf->overrideuv= sd.override_uv;
1729 strandbuf->minwidth= ma->strand_min;
1731 if (ma->strand_widthfade == 0.0f)
1732 strandbuf->widthfade= -1.0f;
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)
1746 do_surfacecache = TRUE;
1747 else if ((re->wrld.mode & (WO_AMB_OCC|WO_ENV_LIGHT|WO_INDIRECT_LIGHT)) && (re->wrld.ao_gather_method == WO_AOGATHER_APPROX))
1748 if (ma->amb != 0.0f)
1749 do_surfacecache = TRUE;
1751 totface= psmd->dm->getNumTessFaces(psmd->dm);
1752 origindex= psmd->dm->getTessFaceDataArray(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;
1784 /* XXX 'tpsys' is alwyas NULL, this code won't run! */
1786 if (tpsys && part->phystype == PART_PHYS_NO) {
1787 tpa = tpsys->particles + pa->num;
1788 psys_particle_on_emitter(psmd, tpart->from, tpa->num, pa->num_dmcache, tpa->fuv, tpa->foffset, co, nor, 0, 0, sd.orco, 0);
1791 psys_particle_on_emitter(psmd, part->from, pa->num, pa->num_dmcache, pa->fuv, pa->foffset, co, nor, 0, 0, sd.orco, 0);
1793 /* get uvco & mcol */
1794 num= pa->num_dmcache;
1796 if (num == DMCACHE_NOTFOUND)
1797 if (pa->num < psmd->dm->getNumTessFaces(psmd->dm))
1800 get_particle_uvco_mcol(part->from, psmd->dm, pa->fuv, num, &sd);
1804 r_tilt = 2.0f*(PSYS_FRAND(a) - 0.5f);
1805 r_length = PSYS_FRAND(a+1);
1808 cache = psys->pathcache[a];
1809 max_k = (int)cache->steps;
1812 if (totchild && (part->draw&PART_DRAW_PARENT)==0) continue;
1815 ChildParticle *cpa= psys->child+a-totpart;
1818 cache = psys->childcache[a-totpart];
1820 if (cache->steps < 0)
1823 max_k = (int)cache->steps;
1826 pa_time = psys_get_child_time(psys, cpa, cfra, &pa_birthtime, &pa_dietime);
1827 pa_size = psys_get_child_size(psys, cpa, cfra, &pa_time);
1829 r_tilt = 2.0f*(PSYS_FRAND(a + 21) - 0.5f);
1830 r_length = PSYS_FRAND(a + 22);
1835 if (part->childtype == PART_CHILD_FACES) {
1836 psys_particle_on_emitter(psmd,
1837 PART_FROM_FACE, cpa->num, DMCACHE_ISCHILD,
1838 cpa->fuv, cpa->foffset, co, nor, 0, 0, sd.orco, 0);
1841 ParticleData *par = psys->particles + cpa->parent;
1842 psys_particle_on_emitter(psmd, part->from,
1843 par->num, DMCACHE_ISCHILD, par->fuv,
1844 par->foffset, co, nor, 0, 0, sd.orco, 0);
1847 /* get uvco & mcol */
1848 if (part->childtype==PART_CHILD_FACES) {
1849 get_particle_uvco_mcol(PART_FROM_FACE, psmd->dm, cpa->fuv, cpa->num, &sd);
1852 ParticleData *parent = psys->particles + cpa->parent;
1853 num = parent->num_dmcache;
1855 if (num == DMCACHE_NOTFOUND)
1856 if (parent->num < psmd->dm->getNumTessFaces(psmd->dm))
1859 get_particle_uvco_mcol(part->from, psmd->dm, parent->fuv, num, &sd);
1862 do_simplify = psys_render_simplify_params(psys, cpa, simplify);
1865 int orignum= (origindex)? origindex[cpa->num]: cpa->num;
1867 if (orignum > sbound - strandbuf->bound) {
1868 sbound= strandbuf->bound + orignum;
1869 sbound->start= sbound->end= obr->totstrand;
1874 /* TEXCO_PARTICLE */
1879 /* surface normal shading setup */
1880 if (ma->mode_l & MA_STR_SURFDIFF) {
1881 mul_m3_v3(nmat, nor);
1887 /* strand render setup */
1889 strand= RE_findOrAddStrand(obr, obr->totstrand++);
1890 strand->buffer= strandbuf;
1891 strand->vert= svert;
1892 copy_v3_v3(strand->orco, sd.orco);
1895 float *ssimplify= RE_strandren_get_simplify(obr, strand, 1);
1896 ssimplify[0]= simplify[0];
1897 ssimplify[1]= simplify[1];
1901 float *snor= RE_strandren_get_surfnor(obr, strand, 1);
1902 copy_v3_v3(snor, sd.surfnor);
1905 if (do_surfacecache && num >= 0) {
1906 int *facenum= RE_strandren_get_face(obr, strand, 1);
1911 for (i=0; i<sd.totuv; i++) {
1912 if (i != sd.override_uv) {
1913 float *uv= RE_strandren_get_uv(obr, strand, i, NULL, 1);
1915 uv[0]= sd.uvco[2*i];
1916 uv[1]= sd.uvco[2*i+1];
1921 for (i=0; i<sd.totcol; i++) {
1922 MCol *mc= RE_strandren_get_mcol(obr, strand, i, NULL, 1);
1930 /* strandco computation setup */
1934 for (k=1; k<=path_nbr; k++)
1936 strandlen += len_v3v3((cache+k-1)->co, (cache+k)->co);
1940 /* render strands */
1941 for (k=0; k<=path_nbr; k++) {
1945 copy_v3_v3(state.co, (cache+k)->co);
1946 copy_v3_v3(state.vel, (cache+k)->vel);
1952 curlen += len_v3v3((cache+k-1)->co, (cache+k)->co);
1953 time= curlen/strandlen;
1955 copy_v3_v3(loc, state.co);
1956 mul_m4_v3(re->viewmat, loc);
1959 copy_v3_v3(svert->co, loc);
1960 svert->strandco= -1.0f + 2.0f*time;
1970 sub_v3_v3v3(loc0, loc1, loc);
1971 add_v3_v3v3(loc0, loc1, loc0);
1973 particle_curve(re, obr, psmd->dm, ma, &sd, loc1, loc0, seed, pa_co);
1980 particle_curve(re, obr, psmd->dm, ma, &sd, loc, loc1, seed, pa_co);
1982 copy_v3_v3(loc1, loc);
1988 /* render normal particles */
1989 if (part->trail_count > 1) {
1990 float length = part->path_end * (1.0f - part->randlength * r_length);
1991 int trail_count = part->trail_count * (1.0f - part->randlength * r_length);
1992 float ct = (part->draw & PART_ABS_PATH_TIME) ? cfra : pa_time;
1993 float dt = length / (trail_count ? (float)trail_count : 1.0f);
1995 /* make sure we have pointcache in memory before getting particle on path */
1996 psys_make_temp_pointcache(ob, psys);
1998 for (i=0; i < trail_count; i++, ct -= dt) {
1999 if (part->draw & PART_ABS_PATH_TIME) {
2000 if (ct < pa_birthtime || ct > pa_dietime)
2003 else if (ct < 0.0f || ct > 1.0f)
2006 state.time = (part->draw & PART_ABS_PATH_TIME) ? -ct : ct;
2007 psys_get_particle_on_path(&sim, a, &state, 1);
2010 mul_m4_v3(psys->parent->obmat, state.co);
2013 mul_m4_v4(duplimat, state.co);
2015 if (part->ren_as == PART_DRAW_BB) {
2017 bb.offset[0] = part->bb_offset[0];
2018 bb.offset[1] = part->bb_offset[1];
2019 bb.size[0] = part->bb_size[0] * pa_size;
2020 if (part->bb_align==PART_BB_VEL) {
2021 float pa_vel = len_v3(state.vel);
2022 float head = part->bb_vel_head*pa_vel;
2023 float tail = part->bb_vel_tail*pa_vel;
2024 bb.size[1] = part->bb_size[1]*pa_size + head + tail;
2025 /* use offset to adjust the particle center. this is relative to size, so need to divide! */
2026 if (bb.size[1] > 0.0f)
2027 bb.offset[1] += (head-tail) / bb.size[1];
2030 bb.size[1] = part->bb_size[1] * pa_size;
2031 bb.tilt = part->bb_tilt * (1.0f - part->bb_rand_tilt * r_tilt);
2036 pa_co[0] = (part->draw & PART_ABS_PATH_TIME) ? (ct-pa_birthtime)/(pa_dietime-pa_birthtime) : ct;
2037 pa_co[1] = (float)i/(float)(trail_count-1);
2039 particle_normal_ren(part->ren_as, part, re, obr, psmd->dm, ma, &sd, &bb, &state, seed, hasize, pa_co);
2044 if (psys_get_particle_state(&sim, a, &state, 0)==0)
2048 mul_m4_v3(psys->parent->obmat, state.co);
2051 mul_m4_v3(duplimat, state.co);
2053 if (part->ren_as == PART_DRAW_BB) {
2055 bb.offset[0] = part->bb_offset[0];
2056 bb.offset[1] = part->bb_offset[1];
2057 bb.size[0] = part->bb_size[0] * pa_size;
2058 if (part->bb_align==PART_BB_VEL) {
2059 float pa_vel = len_v3(state.vel);
2060 float head = part->bb_vel_head*pa_vel;
2061 float tail = part->bb_vel_tail*pa_vel;
2062 bb.size[1] = part->bb_size[1]*pa_size + head + tail;
2063 /* use offset to adjust the particle center. this is relative to size, so need to divide! */
2064 if (bb.size[1] > 0.0f)
2065 bb.offset[1] += (head-tail) / bb.size[1];
2068 bb.size[1] = part->bb_size[1] * pa_size;
2069 bb.tilt = part->bb_tilt * (1.0f - part->bb_rand_tilt * r_tilt);
2072 bb.lifetime = pa_dietime-pa_birthtime;
2075 particle_normal_ren(part->ren_as, part, re, obr, psmd->dm, ma, &sd, &bb, &state, seed, hasize, pa_co);
2082 if (re->test_break(re->tbh))
2086 if (do_surfacecache)
2087 strandbuf->surface= cache_strand_surface(re, obr, psmd->dm, mat, timeoffset);
2090 #if 0 // XXX old animation system
2091 if (ma) do_mat_ipo(re->scene, ma);
2092 #endif // XXX old animation system
2111 psys->flag &= ~PSYS_DRAWING;
2113 if (psys->lattice) {
2114 end_latt_deform(psys->lattice);
2115 psys->lattice= NULL;
2118 if (path_nbr && (ma->mode_l & MA_TANGENT_STR)==0)
2119 calc_vertexnormals(re, obr, 0, 0);
2124 /* ------------------------------------------------------------------------- */
2126 /* ------------------------------------------------------------------------- */
2128 static void make_render_halos(Render *re, ObjectRen *obr, Mesh *UNUSED(me), int totvert, MVert *mvert, Material *ma, float *orco)
2130 Object *ob= obr->ob;
2132 float xn, yn, zn, nor[3], view[3];
2133 float vec[3], hasize, mat[4][4], imat[3][3];
2134 int a, ok, seed= ma->seed1;
2136 mult_m4_m4m4(mat, re->viewmat, ob->obmat);
2137 copy_m3_m4(imat, ob->imat);
2141 for (a=0; a<totvert; a++, mvert++) {
2147 copy_v3_v3(vec, mvert->co);
2148 mul_m4_v3(mat, vec);
2150 if (ma->mode & MA_HALOPUNO) {
2156 nor[0]= imat[0][0]*xn+imat[0][1]*yn+imat[0][2]*zn;
2157 nor[1]= imat[1][0]*xn+imat[1][1]*yn+imat[1][2]*zn;
2158 nor[2]= imat[2][0]*xn+imat[2][1]*yn+imat[2][2]*zn;
2161 copy_v3_v3(view, vec);
2164 zn = dot_v3v3(nor, view);
2165 if (zn>=0.0f) hasize= 0.0f;
2166 else hasize*= zn*zn*zn*zn;
2169 if (orco) har= RE_inithalo(re, obr, ma, vec, NULL, orco, hasize, 0.0, seed);
2170 else har= RE_inithalo(re, obr, ma, vec, NULL, mvert->co, hasize, 0.0, seed);
2171 if (har) har->lay= ob->lay;
2178 static int verghalo(const void *a1, const void *a2)
2180 const HaloRen *har1= *(const HaloRen**)a1;
2181 const HaloRen *har2= *(const HaloRen**)a2;
2183 if (har1->zs < har2->zs) return 1;
2184 else if (har1->zs > har2->zs) return -1;
2188 static void sort_halos(Render *re, int totsort)
2191 HaloRen *har= NULL, **haso;
2194 if (re->tothalo==0) return;
2196 re->sortedhalos= MEM_callocN(sizeof(HaloRen*)*re->tothalo, "sorthalos");
2197 haso= re->sortedhalos;
2199 for (obr=re->objecttable.first; obr; obr=obr->next) {
2200 for (a=0; a<obr->tothalo; a++) {
2201 if ((a & 255)==0) har= obr->bloha[a>>8];
2208 qsort(re->sortedhalos, totsort, sizeof(HaloRen*), verghalo);
2211 /* ------------------------------------------------------------------------- */
2212 /* Displacement Mapping */
2213 /* ------------------------------------------------------------------------- */
2215 static short test_for_displace(Render *re, Object *ob)
2217 /* return 1 when this object uses displacement textures. */
2221 for (i=1; i<=ob->totcol; i++) {
2222 ma=give_render_material(re, ob, i);
2223 /* ma->mapto is ORed total of all mapto channels */
2224 if (ma && (ma->mapto & MAP_DISPLACE)) return 1;
2229 static void displace_render_vert(Render *re, ObjectRen *obr, ShadeInput *shi, VertRen *vr, int vindex, float *scale, float mat[][4], float imat[][3])
2232 short texco= shi->mat->texco;
2233 float sample=0, displace[3];
2237 /* shi->co is current render coord, just make sure at least some vector is here */
2238 copy_v3_v3(shi->co, vr->co);
2239 /* vertex normal is used for textures type 'col' and 'var' */
2240 copy_v3_v3(shi->vn, vr->n);
2243 mul_m4_v3(mat, shi->co);
2246 shi->vn[0] = dot_v3v3(imat[0], vr->n);
2247 shi->vn[1] = dot_v3v3(imat[1], vr->n);
2248 shi->vn[2] = dot_v3v3(imat[2], vr->n);
2251 if (texco & TEXCO_UV) {
2253 shi->actuv= obr->actmtface;
2255 for (i=0; (tface=RE_vlakren_get_tface(obr, shi->vlr, i, &name, 0)); i++) {
2256 ShadeInputUV *suv= &shi->uv[i];
2258 /* shi.uv needs scale correction from tface uv */
2259 suv->uv[0]= 2*tface->uv[vindex][0]-1.0f;
2260 suv->uv[1]= 2*tface->uv[vindex][1]-1.0f;
2267 /* set all rendercoords, 'texco' is an ORed value for all textures needed */
2268 if ((texco & TEXCO_ORCO) && (vr->orco)) {
2269 copy_v3_v3(shi->lo, vr->orco);
2271 if (texco & TEXCO_STICKY) {
2272 float *sticky= RE_vertren_get_sticky(obr, vr, 0);
2274 shi->sticky[0]= sticky[0];
2275 shi->sticky[1]= sticky[1];
2276 shi->sticky[2]= 0.0f;
2279 if (texco & TEXCO_GLOB) {
2280 copy_v3_v3(shi->gl, shi->co);
2281 mul_m4_v3(re->viewinv, shi->gl);
2283 if (texco & TEXCO_NORM) {
2284 copy_v3_v3(shi->orn, shi->vn);
2286 if (texco & TEXCO_REFL) {
2289 if (texco & TEXCO_STRESS) {
2290 float *s= RE_vertren_get_stress(obr, vr, 0);
2294 if (shi->stress<1.0f) shi->stress-= 1.0f;
2295 else shi->stress= (shi->stress-1.0f)/shi->stress;
2301 shi->displace[0]= shi->displace[1]= shi->displace[2]= 0.0;
2303 do_material_tex(shi, re);
2305 //printf("no=%f, %f, %f\nbefore co=%f, %f, %f\n", vr->n[0], vr->n[1], vr->n[2],
2306 //vr->co[0], vr->co[1], vr->co[2]);
2308 displace[0]= shi->displace[0] * scale[0];
2309 displace[1]= shi->displace[1] * scale[1];
2310 displace[2]= shi->displace[2] * scale[2];
2313 mul_m3_v3(imat, displace);
2315 /* 0.5 could become button once? */
2316 vr->co[0] += displace[0];
2317 vr->co[1] += displace[1];
2318 vr->co[2] += displace[2];
2320 //printf("after co=%f, %f, %f\n", vr->co[0], vr->co[1], vr->co[2]);
2322 /* we just don't do this vertex again, bad luck for other face using same vertex with
2323 * different material... */
2326 /* Pass sample back so displace_face can decide which way to split the quad */
2327 sample = shi->displace[0]*shi->displace[0];
2328 sample += shi->displace[1]*shi->displace[1];
2329 sample += shi->displace[2]*shi->displace[2];
2332 /* Should be sqrt(sample), but I'm only looking for "bigger". Save the cycles. */
2336 static void displace_render_face(Render *re, ObjectRen *obr, VlakRen *vlr, float *scale, float mat[][4], float imat[][3])
2340 /* Warning, This is not that nice, and possibly a bit slow,
2341 * however some variables were not initialized properly in, unless using shade_input_initialize(...), we need to do a memset */
2342 memset(&shi, 0, sizeof(ShadeInput));
2343 /* end warning! - Campbell */
2345 /* set up shadeinput struct for multitex() */
2347 /* memset above means we don't need this */
2348 /*shi.osatex= 0;*/ /* signal not to use dx[] and dy[] texture AA vectors */
2351 shi.vlr= vlr; /* current render face */
2352 shi.mat= vlr->mat; /* current input material */
2355 /* TODO, assign these, displacement with new bumpmap is skipped without - campbell */
2357 /* order is not known ? */
2363 /* Displace the verts, flag is set when done */
2365 displace_render_vert(re, obr, &shi, vlr->v1, 0, scale, mat, imat);
2368 displace_render_vert(re, obr, &shi, vlr->v2, 1, scale, mat, imat);
2371 displace_render_vert(re, obr, &shi, vlr->v3, 2, scale, mat, imat);
2375 displace_render_vert(re, obr, &shi, vlr->v4, 3, scale, mat, imat);
2377 /* closest in displace value. This will help smooth edges. */
2378 if ( fabs(vlr->v1->accum - vlr->v3->accum) > fabs(vlr->v2->accum - vlr->v4->accum))
2379 vlr->flag |= R_DIVIDE_24;
2380 else vlr->flag &= ~R_DIVIDE_24;
2383 /* Recalculate the face normal - if flipped before, flip now */
2385 normal_quad_v3(vlr->n, vlr->v4->co, vlr->v3->co, vlr->v2->co, vlr->v1->co);
2388 normal_tri_v3(vlr->n, vlr->v3->co, vlr->v2->co, vlr->v1->co);
2392 static void do_displacement(Render *re, ObjectRen *obr, float mat[][4], float imat[][3])
2396 // float min[3]={1e30, 1e30, 1e30}, max[3]={-1e30, -1e30, -1e30};
2397 float scale[3]={1.0f, 1.0f, 1.0f}, temp[3];//, xn
2398 int i; //, texflag=0;
2401 /* Object Size with parenting */
2404 mul_v3_v3v3(temp, obt->size, obt->dscale);
2405 scale[0]*=temp[0]; scale[1]*=temp[1]; scale[2]*=temp[2];
2409 /* Clear all flags */
2410 for (i=0; i<obr->totvert; i++) {
2411 vr= RE_findOrAddVert(obr, i);
2415 for (i=0; i<obr->totvlak; i++) {
2416 vlr=RE_findOrAddVlak(obr, i);
2417 displace_render_face(re, obr, vlr, scale, mat, imat);
2420 /* Recalc vertex normals */
2421 calc_vertexnormals(re, obr, 0, 0);
2424 /* ------------------------------------------------------------------------- */
2426 /* ------------------------------------------------------------------------- */
2428 static void init_render_mball(Render *re, ObjectRen *obr)
2430 Object *ob= obr->ob;
2433 VlakRen *vlr, *vlr1;
2435 float *data, *nors, *orco=NULL, mat[4][4], imat[3][3], xn, yn, zn;
2436 int a, need_orco, vlakindex, *index, negative_scale;
2437 ListBase dispbase= {NULL, NULL};
2439 if (ob!=BKE_mball_basis_find(re->scene, ob))
2442 mult_m4_m4m4(mat, re->viewmat, ob->obmat);
2443 invert_m4_m4(ob->imat, mat);
2444 copy_m3_m4(imat, ob->imat);
2445 negative_scale = is_negative_m4(mat);
2447 ma= give_render_material(re, ob, 1);
2450 if (ma->texco & TEXCO_ORCO) {
2454 BKE_displist_make_mball_forRender(re->scene, ob, &dispbase);
2461 orco= get_object_orco(re, ob);
2464 /* orco hasn't been found in cache - create new one and add to cache */
2465 orco= BKE_mball_make_orco(ob, &dispbase);
2466 set_object_orco(re, ob, orco);
2470 for (a=0; a<dl->nr; a++, data+=3, nors+=3) {
2472 ver= RE_findOrAddVert(obr, obr->totvert++);
2473 copy_v3_v3(ver->co, data);
2474 mul_m4_v3(mat, ver->co);
2476 /* render normals are inverted */
2482 ver->n[0]= imat[0][0]*xn+imat[0][1]*yn+imat[0][2]*zn;
2483 ver->n[1]= imat[1][0]*xn+imat[1][1]*yn+imat[1][2]*zn;
2484 ver->n[2]= imat[2][0]*xn+imat[2][1]*yn+imat[2][2]*zn;
2485 normalize_v3(ver->n);
2486 //if (ob->transflag & OB_NEG_SCALE) negate_v3(ver->n);
2495 for (a=0; a<dl->parts; a++, index+=4) {
2497 vlr= RE_findOrAddVlak(obr, obr->totvlak++);
2498 vlr->v1= RE_findOrAddVert(obr, index[0]);
2499 vlr->v2= RE_findOrAddVert(obr, index[1]);
2500 vlr->v3= RE_findOrAddVert(obr, index[2]);
2504 normal_tri_v3(vlr->n, vlr->v1->co, vlr->v2->co, vlr->v3->co);
2506 normal_tri_v3(vlr->n, vlr->v3->co, vlr->v2->co, vlr->v1->co);
2509 vlr->flag= ME_SMOOTH;
2512 /* mball -too bad- always has triangles, because quads can be non-planar */
2513 if (index[3] && index[3]!=index[2]) {
2514 vlr1= RE_findOrAddVlak(obr, obr->totvlak++);
2515 vlakindex= vlr1->index;
2517 vlr1->index= vlakindex;
2519 vlr1->v3= RE_findOrAddVert(obr, index[3]);
2521 normal_tri_v3(vlr1->n, vlr1->v1->co, vlr1->v2->co, vlr1->v3->co);
2523 normal_tri_v3(vlr1->n, vlr1->v3->co, vlr1->v2->co, vlr1->v1->co);
2527 /* enforce display lists remade */
2528 BKE_displist_free(&dispbase);
2531 /* ------------------------------------------------------------------------- */
2532 /* Surfaces and Curves */
2533 /* ------------------------------------------------------------------------- */
2535 /* returns amount of vertices added for orco */
2536 static int dl_surf_to_renderdata(ObjectRen *obr, DispList *dl, Material **matar, float *orco, float mat[4][4])
2538 VertRen *v1, *v2, *v3, *v4, *ver;
2539 VlakRen *vlr, *vlr1, *vlr2, *vlr3;
2541 int u, v, orcoret= 0;
2542 int p1, p2, p3, p4, a;
2543 int sizeu, nsizeu, sizev, nsizev;
2544 int startvert, startvlak;
2546 startvert= obr->totvert;
2547 nsizeu = sizeu = dl->parts; nsizev = sizev = dl->nr;
2550 for (u = 0; u < sizeu; u++) {
2551 v1 = RE_findOrAddVert(obr, obr->totvert++); /* save this for possible V wrapping */
2552 copy_v3_v3(v1->co, data); data += 3;
2554 v1->orco= orco; orco+= 3; orcoret++;
2556 mul_m4_v3(mat, v1->co);
2558 for (v = 1; v < sizev; v++) {
2559 ver= RE_findOrAddVert(obr, obr->totvert++);
2560 copy_v3_v3(ver->co, data); data += 3;
2562 ver->orco= orco; orco+= 3; orcoret++;
2564 mul_m4_v3(mat, ver->co);
2566 /* if V-cyclic, add extra vertices at end of the row */
2567 if (dl->flag & DL_CYCL_U) {
2568 ver= RE_findOrAddVert(obr, obr->totvert++);
2569 copy_v3_v3(ver->co, v1->co);
2571 ver->orco= orco; orco+=3; orcoret++; //orcobase + 3*(u*sizev + 0);
2576 /* Done before next loop to get corner vert */
2577 if (dl->flag & DL_CYCL_U) nsizev++;
2578 if (dl->flag & DL_CYCL_V) nsizeu++;
2580 /* if U cyclic, add extra row at end of column */
2581 if (dl->flag & DL_CYCL_V) {
2582 for (v = 0; v < nsizev; v++) {
2583 v1= RE_findOrAddVert(obr, startvert + v);
2584 ver= RE_findOrAddVert(obr, obr->totvert++);
2585 copy_v3_v3(ver->co, v1->co);
2587 ver->orco= orco; orco+=3; orcoret++; //ver->orco= orcobase + 3*(0*sizev + v);
2595 startvlak= obr->totvlak;
2597 for (u = 0; u < sizeu - 1; u++) {
2598 p1 = startvert + u * sizev; /* walk through face list */
2603 for (v = 0; v < sizev - 1; v++) {
2604 v1= RE_findOrAddVert(obr, p1);
2605 v2= RE_findOrAddVert(obr, p2);
2606 v3= RE_findOrAddVert(obr, p3);
2607 v4= RE_findOrAddVert(obr, p4);
2609 vlr= RE_findOrAddVlak(obr, obr->totvlak++);
2610 vlr->v1= v1; vlr->v2= v2; vlr->v3= v3; vlr->v4= v4;
2612 normal_quad_v3(n1, vlr->v4->co, vlr->v3->co, vlr->v2->co, vlr->v1->co);
2614 copy_v3_v3(vlr->n, n1);
2616 vlr->mat= matar[ dl->col];
2617 vlr->ec= ME_V1V2+ME_V2V3;
2620 add_v3_v3(v1->n, n1);
2621 add_v3_v3(v2->n, n1);
2622 add_v3_v3(v3->n, n1);
2623 add_v3_v3(v4->n, n1);
2625 p1++; p2++; p3++; p4++;
2628 /* fix normals for U resp. V cyclic faces */
2629 sizeu--; sizev--; /* dec size for face array */
2630 if (dl->flag & DL_CYCL_V) {
2632 for (v = 0; v < sizev; v++) {
2634 vlr= RE_findOrAddVlak(obr, UVTOINDEX(sizeu - 1, v));
2635 vlr1= RE_findOrAddVlak(obr, UVTOINDEX(0, v));
2636 add_v3_v3(vlr1->v1->n, vlr->n);
2637 add_v3_v3(vlr1->v2->n, vlr->n);
2638 add_v3_v3(vlr->v3->n, vlr1->n);
2639 add_v3_v3(vlr->v4->n, vlr1->n);
2642 if (dl->flag & DL_CYCL_U) {
2644 for (u = 0; u < sizeu; u++) {
2646 vlr= RE_findOrAddVlak(obr, UVTOINDEX(u, 0));
2647 vlr1= RE_findOrAddVlak(obr, UVTOINDEX(u, sizev-1));
2648 add_v3_v3(vlr1->v2->n, vlr->n);
2649 add_v3_v3(vlr1->v3->n, vlr->n);
2650 add_v3_v3(vlr->v1->n, vlr1->n);
2651 add_v3_v3(vlr->v4->n, vlr1->n);
2655 /* last vertex is an extra case:
2657 * ^ ()----()----()----()
2659 * u | |(0,n)||(0,0)|
2661 * ()====()====[]====()
2665 * ()----()----()----()
2668 * vertex [] is no longer shared, therefore distribute
2669 * normals of the surrounding faces to all of the duplicates of []
2672 if ((dl->flag & DL_CYCL_V) && (dl->flag & DL_CYCL_U)) {
2673 vlr= RE_findOrAddVlak(obr, UVTOINDEX(sizeu - 1, sizev - 1)); /* (m, n) */
2674 vlr1= RE_findOrAddVlak(obr, UVTOINDEX(0, 0)); /* (0, 0) */
2675 add_v3_v3v3(n1, vlr->n, vlr1->n);
2676 vlr2= RE_findOrAddVlak(obr, UVTOINDEX(0, sizev-1)); /* (0, n) */
2677 add_v3_v3(n1, vlr2->n);
2678 vlr3= RE_findOrAddVlak(obr, UVTOINDEX(sizeu-1, 0)); /* (m, 0) */
2679 add_v3_v3(n1, vlr3->n);
2680 copy_v3_v3(vlr->v3->n, n1);
2681 copy_v3_v3(vlr1->v1->n, n1);
2682 copy_v3_v3(vlr2->v2->n, n1);
2683 copy_v3_v3(vlr3->v4->n, n1);
2685 for (a = startvert; a < obr->totvert; a++) {
2686 ver= RE_findOrAddVert(obr, a);
2687 normalize_v3(ver->n);
2694 static void init_render_dm(DerivedMesh *dm, Render *re, ObjectRen *obr,
2695 int timeoffset, float *orco, float mat[4][4])
2697 Object *ob= obr->ob;
2698 int a, end, totvert, vertofs;
2702 MVert *mvert = NULL;
2705 /* Curve *cu= ELEM(ob->type, OB_FONT, OB_CURVE) ? ob->data : NULL; */
2707 mvert= dm->getVertArray(dm);
2708 totvert= dm->getNumVerts(dm);
2710 for (a=0; a<totvert; a++, mvert++) {
2711 ver= RE_findOrAddVert(obr, obr->totvert++);
2712 copy_v3_v3(ver->co, mvert->co);
2713 mul_m4_v3(mat, ver->co);
2722 /* store customdata names, because DerivedMesh is freed */
2723 RE_set_customdata_names(obr, &dm->faceData);
2725 /* still to do for keys: the correct local texture coordinate */
2727 /* faces in order of color blocks */
2728 vertofs= obr->totvert - totvert;
2729 for (mat_iter= 0; (mat_iter < ob->totcol || (mat_iter==0 && ob->totcol==0)); mat_iter++) {
2731 ma= give_render_material(re, ob, mat_iter+1);
2732 end= dm->getNumTessFaces(dm);
2733 mface= dm->getTessFaceArray(dm);
2735 for (a=0; a<end; a++, mface++) {
2736 int v1, v2, v3, v4, flag;
2738 if (mface->mat_nr == mat_iter) {
2745 flag= mface->flag & ME_SMOOTH;
2747 vlr= RE_findOrAddVlak(obr, obr->totvlak++);
2748 vlr->v1= RE_findOrAddVert(obr, vertofs+v1);
2749 vlr->v2= RE_findOrAddVert(obr, vertofs+v2);
2750 vlr->v3= RE_findOrAddVert(obr, vertofs+v3);
2751 if (v4) vlr->v4= RE_findOrAddVert(obr, vertofs+v4);
2754 /* render normals are inverted in render */
2756 len= normal_quad_v3(vlr->n, vlr->v4->co, vlr->v3->co, vlr->v2->co, vlr->v1->co);
2758 len= normal_tri_v3(vlr->n, vlr->v3->co, vlr->v2->co, vlr->v1->co);
2762 vlr->ec= 0; /* mesh edges rendered separately */
2764 if (len==0) obr->totvlak--;
2766 CustomDataLayer *layer;
2767 MTFace *mtface, *mtf;
2769 int index, mtfn= 0, mcn= 0;
2772 for (index=0; index<dm->faceData.totlayer; index++) {
2773 layer= &dm->faceData.layers[index];
2776 if (layer->type == CD_MTFACE && mtfn < MAX_MTFACE) {
2777 mtf= RE_vlakren_get_tface(obr, vlr, mtfn++, &name, 1);
2778 mtface= (MTFace*)layer->data;
2781 else if (layer->type == CD_MCOL && mcn < MAX_MCOL) {
2782 mc= RE_vlakren_get_mcol(obr, vlr, mcn++, &name, 1);
2783 mcol= (MCol*)layer->data;
2784 memcpy(mc, &mcol[a*4], sizeof(MCol)*4);
2793 calc_vertexnormals(re, obr, 0, 0);
2798 static void init_render_surf(Render *re, ObjectRen *obr, int timeoffset)
2800 Object *ob= obr->ob;
2803 ListBase displist= {NULL, NULL};
2806 float *orco=NULL, mat[4][4];
2807 int a, totmat, need_orco=0;
2808 DerivedMesh *dm= NULL;
2814 mult_m4_m4m4(mat, re->viewmat, ob->obmat);
2815 invert_m4_m4(ob->imat, mat);
2817 /* material array */
2818 totmat= ob->totcol+1;
2819 matar= MEM_callocN(sizeof(Material*)*totmat, "init_render_surf matar");
2821 for (a=0; a<totmat; a++) {
2822 matar[a]= give_render_material(re, ob, a+1);
2824 if (matar[a] && matar[a]->texco & TEXCO_ORCO)
2828 if (ob->parent && (ob->parent->type==OB_LATTICE)) need_orco= 1;
2830 BKE_displist_make_surf(re->scene, ob, &displist, &dm, 1, 0);
2834 orco= BKE_displist_make_orco(re->scene, ob, dm, 1);
2836 set_object_orco(re, ob, orco);
2840 init_render_dm(dm, re, obr, timeoffset, orco, mat);
2845 orco= get_object_orco(re, ob);
2848 /* walk along displaylist and create rendervertices/-faces */
2849 for (dl=displist.first; dl; dl=dl->next) {
2850 /* watch out: u ^= y, v ^= x !! */
2851 if (dl->type==DL_SURF)
2852 orco+= 3*dl_surf_to_renderdata(obr, dl, matar, orco, mat);
2856 BKE_displist_free(&displist);
2861 static void init_render_curve(Render *re, ObjectRen *obr, int timeoffset)
2863 Object *ob= obr->ob;
2868 DerivedMesh *dm = NULL;
2869 ListBase disp={NULL, NULL};
2871 float *data, *fp, *orco=NULL;
2872 float n[3], mat[4][4];
2873 int nr, startvert, a, b;
2874 int need_orco=0, totmat;
2877 if (ob->type==OB_FONT && cu->str==NULL) return;
2878 else if (ob->type==OB_CURVE && cu->nurb.first==NULL) return;
2880 BKE_displist_make_curveTypes_forRender(re->scene, ob, &disp, &dm, 0);
2882 if (dl==NULL) return;
2884 mult_m4_m4m4(mat, re->viewmat, ob->obmat);
2885 invert_m4_m4(ob->imat, mat);
2887 /* material array */
2888 totmat= ob->totcol+1;
2889 matar= MEM_callocN(sizeof(Material*)*totmat, "init_render_surf matar");
2891 for (a=0; a<totmat; a++) {
2892 matar[a]= give_render_material(re, ob, a+1);
2894 if (matar[a] && matar[a]->texco & TEXCO_ORCO)
2900 orco= BKE_displist_make_orco(re->scene, ob, dm, 1);
2902 set_object_orco(re, ob, orco);
2906 init_render_dm(dm, re, obr, timeoffset, orco, mat);
2911 orco= get_object_orco(re, ob);
2915 if (dl->col > ob->totcol) {
2918 else if (dl->type==DL_INDEX3) {
2921 startvert= obr->totvert;
2924 for (a=0; a<dl->nr; a++, data+=3) {
2925 ver= RE_findOrAddVert(obr, obr->totvert++);
2926 copy_v3_v3(ver->co, data);
2928 mul_m4_v3(mat, ver->co);