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 *****
36 #include "MEM_guardedalloc.h"
38 #include "BLI_arithb.h"
39 #include "BLI_blenlib.h"
41 #include "BLI_memarena.h"
42 #include "BLI_ghash.h"
44 #include "DNA_armature_types.h"
45 #include "DNA_camera_types.h"
46 #include "DNA_material_types.h"
47 #include "DNA_curve_types.h"
48 #include "DNA_effect_types.h"
49 #include "DNA_group_types.h"
50 #include "DNA_lamp_types.h"
51 #include "DNA_image_types.h"
52 #include "DNA_lattice_types.h"
53 #include "DNA_mesh_types.h"
54 #include "DNA_meshdata_types.h"
55 #include "DNA_meta_types.h"
56 #include "DNA_modifier_types.h"
57 #include "DNA_node_types.h"
58 #include "DNA_object_types.h"
59 #include "DNA_object_force.h"
60 #include "DNA_object_fluidsim.h"
61 #include "DNA_particle_types.h"
62 #include "DNA_scene_types.h"
63 #include "DNA_texture_types.h"
64 #include "DNA_view3d_types.h"
67 #include "BKE_armature.h"
68 #include "BKE_action.h"
69 #include "BKE_curve.h"
70 #include "BKE_customdata.h"
71 #include "BKE_colortools.h"
72 #include "BKE_constraint.h"
73 #include "BKE_displist.h"
74 #include "BKE_deform.h"
75 #include "BKE_DerivedMesh.h"
76 #include "BKE_effect.h"
77 #include "BKE_global.h"
78 #include "BKE_group.h"
81 #include "BKE_image.h"
82 #include "BKE_lattice.h"
83 #include "BKE_library.h"
84 #include "BKE_material.h"
86 #include "BKE_mball.h"
88 #include "BKE_modifier.h"
90 #include "BKE_object.h"
91 #include "BKE_particle.h"
92 #include "BKE_scene.h"
93 #include "BKE_subsurf.h"
94 #include "BKE_texture.h"
95 #include "BKE_utildefines.h"
96 #include "BKE_world.h"
99 #include "IMB_imbuf_types.h"
102 #include "occlusion.h"
103 #include "pointdensity.h"
104 #include "voxeldata.h"
105 #include "render_types.h"
106 #include "rendercore.h"
107 #include "renderdatabase.h"
108 #include "renderpipeline.h"
113 #include "volume_precache.h"
120 /* 10 times larger than normal epsilon, test it on default nurbs sphere with ray_transp (for quad detection) */
121 /* or for checking vertex normal flips */
122 #define FLT_EPSILON10 1.19209290e-06F
124 /* ------------------------------------------------------------------------- */
126 /* Stuff for stars. This sits here because it uses gl-things. Part of
127 this code may move down to the converter. */
128 /* ------------------------------------------------------------------------- */
129 /* this is a bad beast, since it is misused by the 3d view drawing as well. */
131 static HaloRen *initstar(Render *re, ObjectRen *obr, float *vec, float hasize)
136 projectverto(vec, re->winmat, hoco);
138 har= RE_findOrAddHalo(obr, obr->tothalo++);
140 /* projectvert is done in function zbufvlaggen again, because of parts */
141 VECCOPY(har->co, vec);
149 /* there must be a 'fixed' amount of stars generated between
151 * all stars must by preference lie on the far and solely
152 * differ in clarity/color
155 void RE_make_stars(Render *re, Scene *scenev3d, void (*initfunc)(void),
156 void (*vertexfunc)(float*), void (*termfunc)(void))
158 extern unsigned char hash[512];
159 ObjectRen *obr= NULL;
164 double dblrand, hlfrand;
165 float vec[4], fx, fy, fz;
166 float fac, starmindist, clipend;
167 float mat[4][4], stargrid, maxrand, maxjit, force, alpha;
168 int x, y, z, sx, sy, sz, ex, ey, ez, done = 0;
179 stargrid = wrld->stardist; /* distance between stars */
180 maxrand = 2.0; /* amount a star can be shifted (in grid units) */
181 maxjit = (wrld->starcolnoise); /* amount a color is being shifted */
184 force = ( wrld->starsize );
186 /* minimal free space (starting at camera) */
187 starmindist= wrld->starmindist;
189 if (stargrid <= 0.10) return;
191 if (re) re->flag |= R_HALO;
192 else stargrid *= 1.0; /* then it draws fewer */
194 if(re) Mat4Invert(mat, re->viewmat);
197 /* BOUNDING BOX CALCULATION
198 * bbox goes from z = loc_near_var | loc_far_var,
203 if(scene->camera==NULL)
205 camera = scene->camera->data;
206 clipend = camera->clipend;
208 /* convert to grid coordinates */
210 sx = ((mat[3][0] - clipend) / stargrid) - maxrand;
211 sy = ((mat[3][1] - clipend) / stargrid) - maxrand;
212 sz = ((mat[3][2] - clipend) / stargrid) - maxrand;
214 ex = ((mat[3][0] + clipend) / stargrid) + maxrand;
215 ey = ((mat[3][1] + clipend) / stargrid) + maxrand;
216 ez = ((mat[3][2] + clipend) / stargrid) + maxrand;
218 dblrand = maxrand * stargrid;
219 hlfrand = 2.0 * dblrand;
225 if(re) /* add render object for stars */
226 obr= RE_addRenderObject(re, NULL, NULL, 0, 0, 0);
228 for (x = sx, fx = sx * stargrid; x <= ex; x++, fx += stargrid) {
229 for (y = sy, fy = sy * stargrid; y <= ey ; y++, fy += stargrid) {
230 for (z = sz, fz = sz * stargrid; z <= ez; z++, fz += stargrid) {
232 BLI_srand((hash[z & 0xff] << 24) + (hash[y & 0xff] << 16) + (hash[x & 0xff] << 8));
233 vec[0] = fx + (hlfrand * BLI_drand()) - dblrand;
234 vec[1] = fy + (hlfrand * BLI_drand()) - dblrand;
235 vec[2] = fz + (hlfrand * BLI_drand()) - dblrand;
239 if(done & 1) vertexfunc(vec);
243 Mat4MulVecfl(re->viewmat, vec);
245 /* in vec are global coordinates
246 * calculate distance to camera
247 * and using that, define the alpha
257 alpha = sqrt(tx * tx + ty * ty + tz * tz);
259 if (alpha >= clipend) alpha = 0.0;
260 else if (alpha <= starmindist) alpha = 0.0;
261 else if (alpha <= 2.0 * starmindist) {
262 alpha = (alpha - starmindist) / starmindist;
264 alpha -= 2.0 * starmindist;
265 alpha /= (clipend - 2.0 * starmindist);
272 fac = force * BLI_drand();
274 har = initstar(re, obr, vec, fac);
277 har->alfa = sqrt(sqrt(alpha));
279 har->r = har->g = har->b = 1.0;
281 har->r += ((maxjit * BLI_drand()) ) - maxjit;
282 har->g += ((maxjit * BLI_drand()) ) - maxjit;
283 har->b += ((maxjit * BLI_drand()) ) - maxjit;
287 har->type |= HA_ONLYSKY;
293 /* do not call blender_test_break() here, since it is used in UI as well, confusing the callback system */
294 /* main cause is G.afbreek of course, a global again... (ton) */
297 if (termfunc) termfunc();
300 re->tothalo += obr->tothalo;
304 /* ------------------------------------------------------------------------- */
305 /* tool functions/defines for ad hoc simplification and possible future
307 /* ------------------------------------------------------------------------- */
309 #define UVTOINDEX(u,v) (startvlak + (u) * sizev + (v))
312 NOTE THAT U/V COORDINATES ARE SOMETIMES SWAPPED !!
314 ^ ()----p4----p3----()
322 /* ------------------------------------------------------------------------- */
324 static void split_v_renderfaces(ObjectRen *obr, int startvlak, int startvert, int usize, int vsize, int uIndex, int cyclu, int cyclv)
326 int vLen = vsize-1+(!!cyclv);
329 for (v=0; v<vLen; v++) {
330 VlakRen *vlr = RE_findOrAddVlak(obr, startvlak + vLen*uIndex + v);
331 VertRen *vert = RE_vertren_copy(obr, vlr->v2);
337 VlakRen *vlr = RE_findOrAddVlak(obr, startvlak + vLen*uIndex + 0);
340 VlakRen *vlr = RE_findOrAddVlak(obr, startvlak + vLen*uIndex + v+1);
347 VlakRen *vlr = RE_findOrAddVlak(obr, startvlak + vLen*uIndex + v+1);
352 vlr->v1 = RE_vertren_copy(obr, vlr->v1);
358 /* ------------------------------------------------------------------------- */
360 static int check_vnormal(float *n, float *veno)
364 inp=n[0]*veno[0]+n[1]*veno[1]+n[2]*veno[2];
365 if(inp < -FLT_EPSILON10) return 1;
369 /* ------------------------------------------------------------------------- */
370 /* Stress, tangents and normals */
371 /* ------------------------------------------------------------------------- */
373 static void calc_edge_stress_add(float *accum, VertRen *v1, VertRen *v2)
375 float len= VecLenf(v1->co, v2->co)/VecLenf(v1->orco, v2->orco);
378 acc= accum + 2*v1->index;
382 acc= accum + 2*v2->index;
387 static void calc_edge_stress(Render *re, ObjectRen *obr, Mesh *me)
389 float loc[3], size[3], *accum, *acc, *accumoffs, *stress;
392 if(obr->totvert==0) return;
394 mesh_get_texspace(me, loc, NULL, size);
396 accum= MEM_callocN(2*sizeof(float)*obr->totvert, "temp accum for stress");
398 /* de-normalize orco */
399 for(a=0; a<obr->totvert; a++) {
400 VertRen *ver= RE_findOrAddVert(obr, a);
402 ver->orco[0]= ver->orco[0]*size[0] +loc[0];
403 ver->orco[1]= ver->orco[1]*size[1] +loc[1];
404 ver->orco[2]= ver->orco[2]*size[2] +loc[2];
408 /* add stress values */
409 accumoffs= accum; /* so we can use vertex index */
410 for(a=0; a<obr->totvlak; a++) {
411 VlakRen *vlr= RE_findOrAddVlak(obr, a);
413 if(vlr->v1->orco && vlr->v4) {
414 calc_edge_stress_add(accumoffs, vlr->v1, vlr->v2);
415 calc_edge_stress_add(accumoffs, vlr->v2, vlr->v3);
416 calc_edge_stress_add(accumoffs, vlr->v3, vlr->v1);
418 calc_edge_stress_add(accumoffs, vlr->v3, vlr->v4);
419 calc_edge_stress_add(accumoffs, vlr->v4, vlr->v1);
420 calc_edge_stress_add(accumoffs, vlr->v2, vlr->v4);
425 for(a=0; a<obr->totvert; a++) {
426 VertRen *ver= RE_findOrAddVert(obr, a);
428 /* find stress value */
429 acc= accumoffs + 2*ver->index;
432 stress= RE_vertren_get_stress(obr, ver, 1);
436 ver->orco[0] = (ver->orco[0]-loc[0])/size[0];
437 ver->orco[1] = (ver->orco[1]-loc[1])/size[1];
438 ver->orco[2] = (ver->orco[2]-loc[2])/size[2];
445 /* gets tangent from tface or orco */
446 static void calc_tangent_vector(ObjectRen *obr, VertexTangent **vtangents, MemArena *arena, VlakRen *vlr, int do_nmap_tangent, int do_tangent)
448 MTFace *tface= RE_vlakren_get_tface(obr, vlr, obr->actmtface, NULL, 0);
449 VertRen *v1=vlr->v1, *v2=vlr->v2, *v3=vlr->v3, *v4=vlr->v4;
451 float *uv1, *uv2, *uv3, *uv4;
461 uv1= uv[0]; uv2= uv[1]; uv3= uv[2]; uv4= uv[3];
462 spheremap(v1->orco[0], v1->orco[1], v1->orco[2], &uv[0][0], &uv[0][1]);
463 spheremap(v2->orco[0], v2->orco[1], v2->orco[2], &uv[1][0], &uv[1][1]);
464 spheremap(v3->orco[0], v3->orco[1], v3->orco[2], &uv[2][0], &uv[2][1]);
466 spheremap(v4->orco[0], v4->orco[1], v4->orco[2], &uv[3][0], &uv[3][1]);
470 tangent_from_uv(uv1, uv2, uv3, v1->co, v2->co, v3->co, vlr->n, tang);
473 tav= RE_vertren_get_tangent(obr, v1, 1);
474 VECADD(tav, tav, tang);
475 tav= RE_vertren_get_tangent(obr, v2, 1);
476 VECADD(tav, tav, tang);
477 tav= RE_vertren_get_tangent(obr, v3, 1);
478 VECADD(tav, tav, tang);
481 if(do_nmap_tangent) {
482 sum_or_add_vertex_tangent(arena, &vtangents[v1->index], tang, uv1);
483 sum_or_add_vertex_tangent(arena, &vtangents[v2->index], tang, uv2);
484 sum_or_add_vertex_tangent(arena, &vtangents[v3->index], tang, uv3);
488 tangent_from_uv(uv1, uv3, uv4, v1->co, v3->co, v4->co, vlr->n, tang);
491 tav= RE_vertren_get_tangent(obr, v1, 1);
492 VECADD(tav, tav, tang);
493 tav= RE_vertren_get_tangent(obr, v3, 1);
494 VECADD(tav, tav, tang);
495 tav= RE_vertren_get_tangent(obr, v4, 1);
496 VECADD(tav, tav, tang);
499 if(do_nmap_tangent) {
500 sum_or_add_vertex_tangent(arena, &vtangents[v1->index], tang, uv1);
501 sum_or_add_vertex_tangent(arena, &vtangents[v3->index], tang, uv3);
502 sum_or_add_vertex_tangent(arena, &vtangents[v4->index], tang, uv4);
508 static void calc_vertexnormals(Render *re, ObjectRen *obr, int do_tangent, int do_nmap_tangent)
510 MemArena *arena= NULL;
511 VertexTangent **vtangents= NULL;
514 if(do_nmap_tangent) {
515 arena= BLI_memarena_new(BLI_MEMARENA_STD_BUFSIZE);
516 BLI_memarena_use_calloc(arena);
518 vtangents= MEM_callocN(sizeof(VertexTangent*)*obr->totvert, "VertexTangent");
521 /* clear all vertex normals */
522 for(a=0; a<obr->totvert; a++) {
523 VertRen *ver= RE_findOrAddVert(obr, a);
524 ver->n[0]=ver->n[1]=ver->n[2]= 0.0f;
527 /* calculate cos of angles and point-masses, use as weight factor to
528 add face normal to vertex */
529 for(a=0; a<obr->totvlak; a++) {
530 VlakRen *vlr= RE_findOrAddVlak(obr, a);
531 if(vlr->flag & ME_SMOOTH) {
532 VertRen *v1= vlr->v1;
533 VertRen *v2= vlr->v2;
534 VertRen *v3= vlr->v3;
535 VertRen *v4= vlr->v4;
536 float n1[3], n2[3], n3[3], n4[3];
537 float fac1, fac2, fac3, fac4=0.0f;
539 if(re->flag & R_GLOB_NOPUNOFLIP)
540 vlr->flag |= R_NOPUNOFLIP;
542 VecSubf(n1, v2->co, v1->co);
544 VecSubf(n2, v3->co, v2->co);
547 VecSubf(n3, v1->co, v3->co);
550 fac1= saacos(-n1[0]*n3[0]-n1[1]*n3[1]-n1[2]*n3[2]);
551 fac2= saacos(-n1[0]*n2[0]-n1[1]*n2[1]-n1[2]*n2[2]);
552 fac3= saacos(-n2[0]*n3[0]-n2[1]*n3[1]-n2[2]*n3[2]);
555 VecSubf(n3, v4->co, v3->co);
557 VecSubf(n4, v1->co, v4->co);
560 fac1= saacos(-n4[0]*n1[0]-n4[1]*n1[1]-n4[2]*n1[2]);
561 fac2= saacos(-n1[0]*n2[0]-n1[1]*n2[1]-n1[2]*n2[2]);
562 fac3= saacos(-n2[0]*n3[0]-n2[1]*n3[1]-n2[2]*n3[2]);
563 fac4= saacos(-n3[0]*n4[0]-n3[1]*n4[1]-n3[2]*n4[2]);
565 if(!(vlr->flag & R_NOPUNOFLIP)) {
566 if( check_vnormal(vlr->n, v4->n) ) fac4= -fac4;
569 v4->n[0] +=fac4*vlr->n[0];
570 v4->n[1] +=fac4*vlr->n[1];
571 v4->n[2] +=fac4*vlr->n[2];
574 if(!(vlr->flag & R_NOPUNOFLIP)) {
575 if( check_vnormal(vlr->n, v1->n) ) fac1= -fac1;
576 if( check_vnormal(vlr->n, v2->n) ) fac2= -fac2;
577 if( check_vnormal(vlr->n, v3->n) ) fac3= -fac3;
580 v1->n[0] +=fac1*vlr->n[0];
581 v1->n[1] +=fac1*vlr->n[1];
582 v1->n[2] +=fac1*vlr->n[2];
584 v2->n[0] +=fac2*vlr->n[0];
585 v2->n[1] +=fac2*vlr->n[1];
586 v2->n[2] +=fac2*vlr->n[2];
588 v3->n[0] +=fac3*vlr->n[0];
589 v3->n[1] +=fac3*vlr->n[1];
590 v3->n[2] +=fac3*vlr->n[2];
593 if(do_nmap_tangent || do_tangent) {
594 /* tangents still need to be calculated for flat faces too */
595 /* weighting removed, they are not vertexnormals */
596 calc_tangent_vector(obr, vtangents, arena, vlr, do_nmap_tangent, do_tangent);
601 for(a=0; a<obr->totvlak; a++) {
602 VlakRen *vlr= RE_findOrAddVlak(obr, a);
603 if((vlr->flag & ME_SMOOTH)==0) {
604 float *f1= vlr->v1->n;
605 if(f1[0]==0.0 && f1[1]==0.0 && f1[2]==0.0) VECCOPY(f1, vlr->n);
607 if(f1[0]==0.0 && f1[1]==0.0 && f1[2]==0.0) VECCOPY(f1, vlr->n);
609 if(f1[0]==0.0 && f1[1]==0.0 && f1[2]==0.0) VECCOPY(f1, vlr->n);
612 if(f1[0]==0.0 && f1[1]==0.0 && f1[2]==0.0) VECCOPY(f1, vlr->n);
616 if(do_nmap_tangent) {
617 VertRen *v1=vlr->v1, *v2=vlr->v2, *v3=vlr->v3, *v4=vlr->v4;
618 MTFace *tface= RE_vlakren_get_tface(obr, vlr, obr->actmtface, NULL, 0);
621 float *vtang, *ftang= RE_vlakren_get_nmap_tangent(obr, vlr, 1);
623 vtang= find_vertex_tangent(vtangents[v1->index], tface->uv[0]);
624 VECCOPY(ftang, vtang);
626 vtang= find_vertex_tangent(vtangents[v2->index], tface->uv[1]);
627 VECCOPY(ftang+3, vtang);
629 vtang= find_vertex_tangent(vtangents[v3->index], tface->uv[2]);
630 VECCOPY(ftang+6, vtang);
633 vtang= find_vertex_tangent(vtangents[v4->index], tface->uv[3]);
634 VECCOPY(ftang+9, vtang);
641 /* normalize vertex normals */
642 for(a=0; a<obr->totvert; a++) {
643 VertRen *ver= RE_findOrAddVert(obr, a);
646 float *tav= RE_vertren_get_tangent(obr, ver, 0);
649 float tdn = tav[0]*ver->n[0] + tav[1]*ver->n[1] + tav[2]*ver->n[2];
650 tav[0] -= ver->n[0]*tdn;
651 tav[1] -= ver->n[1]*tdn;
652 tav[2] -= ver->n[2]*tdn;
660 BLI_memarena_free(arena);
662 MEM_freeN(vtangents);
665 /* ------------------------------------------------------------------------- */
667 /* ------------------------------------------------------------------------- */
669 typedef struct ASvert {
674 typedef struct ASface {
675 struct ASface *next, *prev;
680 static void as_addvert(ASvert *asv, VertRen *v1, VlakRen *vlr)
685 if(v1 == NULL) return;
687 if(asv->faces.first==NULL) {
688 asf= MEM_callocN(sizeof(ASface), "asface");
689 BLI_addtail(&asv->faces, asf);
692 asf= asv->faces.last;
694 if(asf->vlr[a]==NULL) {
701 /* new face struct */
703 asf= MEM_callocN(sizeof(ASface), "asface");
704 BLI_addtail(&asv->faces, asf);
710 static int as_testvertex(VlakRen *vlr, VertRen *ver, ASvert *asv, float thresh)
712 /* return 1: vertex needs a copy */
719 asf= asv->faces.first;
722 if(asf->vlr[a] && asf->vlr[a]!=vlr) {
723 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] );
724 if(inp < thresh) return 1;
733 static VertRen *as_findvertex(VlakRen *vlr, VertRen *ver, ASvert *asv, float thresh)
735 /* return when new vertex already was made */
740 asf= asv->faces.first;
743 if(asf->vlr[a] && asf->vlr[a]!=vlr) {
744 /* this face already made a copy for this vertex! */
746 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] );
759 /* note; autosmooth happens in object space still, after applying autosmooth we rotate */
760 /* note2; actually, when original mesh and displist are equal sized, face normals are from original mesh */
761 static void autosmooth(Render *re, ObjectRen *obr, float mat[][4], int degr)
763 ASvert *asv, *asverts;
770 if(obr->totvert==0) return;
771 asverts= MEM_callocN(sizeof(ASvert)*obr->totvert, "all smooth verts");
773 thresh= cos( M_PI*(0.5f+(float)degr)/180.0 );
775 /* step zero: give faces normals of original mesh, if this is provided */
778 /* step one: construct listbase of all vertices and pointers to faces */
779 for(a=0; a<obr->totvlak; a++) {
780 vlr= RE_findOrAddVlak(obr, a);
781 /* skip wire faces */
782 if(vlr->v2 != vlr->v3) {
783 as_addvert(asverts+vlr->v1->index, vlr->v1, vlr);
784 as_addvert(asverts+vlr->v2->index, vlr->v2, vlr);
785 as_addvert(asverts+vlr->v3->index, vlr->v3, vlr);
787 as_addvert(asverts+vlr->v4->index, vlr->v4, vlr);
791 totvert= obr->totvert;
792 /* we now test all vertices, when faces have a normal too much different: they get a new vertex */
793 for(a=0, asv=asverts; a<totvert; a++, asv++) {
794 if(asv && asv->totface>1) {
795 ver= RE_findOrAddVert(obr, a);
797 asf= asv->faces.first;
801 /* is there a reason to make a new vertex? */
803 if( as_testvertex(vlr, ver, asv, thresh) ) {
805 /* already made a new vertex within threshold? */
806 v1= as_findvertex(vlr, ver, asv, thresh);
808 /* make a new vertex */
809 v1= RE_vertren_copy(obr, ver);
812 if(vlr->v1==ver) vlr->v1= v1;
813 if(vlr->v2==ver) vlr->v2= v1;
814 if(vlr->v3==ver) vlr->v3= v1;
815 if(vlr->v4==ver) vlr->v4= v1;
824 for(a=0; a<totvert; a++) {
825 BLI_freelistN(&asverts[a].faces);
829 /* rotate vertices and calculate normal of faces */
830 for(a=0; a<obr->totvert; a++) {
831 ver= RE_findOrAddVert(obr, a);
832 Mat4MulVecfl(mat, ver->co);
834 for(a=0; a<obr->totvlak; a++) {
835 vlr= RE_findOrAddVlak(obr, a);
837 /* skip wire faces */
838 if(vlr->v2 != vlr->v3) {
840 CalcNormFloat4(vlr->v4->co, vlr->v3->co, vlr->v2->co, vlr->v1->co, vlr->n);
842 CalcNormFloat(vlr->v3->co, vlr->v2->co, vlr->v1->co, vlr->n);
847 /* ------------------------------------------------------------------------- */
848 /* Orco hash and Materials */
849 /* ------------------------------------------------------------------------- */
851 static float *get_object_orco(Render *re, Object *ob)
856 re->orco_hash = BLI_ghash_new(BLI_ghashutil_ptrhash, BLI_ghashutil_ptrcmp);
858 orco = BLI_ghash_lookup(re->orco_hash, ob);
861 if (ELEM(ob->type, OB_CURVE, OB_FONT)) {
862 orco = make_orco_curve(re->scene, ob);
863 } else if (ob->type==OB_SURF) {
864 orco = make_orco_surf(ob);
865 } else if (ob->type==OB_MBALL) {
866 orco = make_orco_mball(ob);
870 BLI_ghash_insert(re->orco_hash, ob, orco);
876 static void set_object_orco(Render *re, void *ob, float *orco)
879 re->orco_hash = BLI_ghash_new(BLI_ghashutil_ptrhash, BLI_ghashutil_ptrcmp);
881 BLI_ghash_insert(re->orco_hash, ob, orco);
884 static void free_mesh_orco_hash(Render *re)
887 BLI_ghash_free(re->orco_hash, NULL, (GHashValFreeFP)MEM_freeN);
888 re->orco_hash = NULL;
892 static void check_material_mapto(Material *ma)
895 ma->mapto_textured = 0;
897 /* cache which inputs are actually textured.
898 * this can avoid a bit of time spent iterating through all the texture slots, map inputs and map tos
899 * every time a property which may or may not be textured is accessed */
901 for(a=0; a<MAX_MTEX; a++) {
902 if(ma->mtex[a] && ma->mtex[a]->tex) {
903 /* currently used only in volume render, so we'll check for those flags */
904 if(ma->mtex[a]->mapto & MAP_DENSITY) ma->mapto_textured |= MAP_DENSITY;
905 if(ma->mtex[a]->mapto & MAP_EMISSION) ma->mapto_textured |= MAP_EMISSION;
906 if(ma->mtex[a]->mapto & MAP_EMISSION_COL) ma->mapto_textured |= MAP_EMISSION_COL;
907 if(ma->mtex[a]->mapto & MAP_SCATTERING) ma->mapto_textured |= MAP_SCATTERING;
908 if(ma->mtex[a]->mapto & MAP_TRANSMISSION_COL) ma->mapto_textured |= MAP_TRANSMISSION_COL;
909 if(ma->mtex[a]->mapto & MAP_REFLECTION) ma->mapto_textured |= MAP_REFLECTION;
910 if(ma->mtex[a]->mapto & MAP_REFLECTION_COL) ma->mapto_textured |= MAP_REFLECTION_COL;
914 static void flag_render_node_material(Render *re, bNodeTree *ntree)
918 for(node=ntree->nodes.first; node; node= node->next) {
920 if(GS(node->id->name)==ID_MA) {
921 Material *ma= (Material *)node->id;
923 if((ma->mode & MA_TRANSP) && (ma->mode & MA_ZTRANSP))
926 ma->flag |= MA_IS_USED;
928 else if(node->type==NODE_GROUP)
929 flag_render_node_material(re, (bNodeTree *)node->id);
934 static Material *give_render_material(Render *re, Object *ob, int nr)
936 extern Material defmaterial; /* material.c */
939 ma= give_current_material(ob, nr);
943 if(re->r.mode & R_SPEED) ma->texco |= NEED_UV;
945 if(ma->material_type == MA_TYPE_VOLUME) {
946 ma->mode |= MA_TRANSP;
947 ma->mode &= ~MA_SHADBUF;
949 if((ma->mode & MA_TRANSP) && (ma->mode & MA_ZTRANSP))
952 /* for light groups */
953 ma->flag |= MA_IS_USED;
955 if(ma->nodetree && ma->use_nodes)
956 flag_render_node_material(re, ma->nodetree);
958 check_material_mapto(ma);
963 /* ------------------------------------------------------------------------- */
965 /* ------------------------------------------------------------------------- */
966 typedef struct ParticleStrandData
969 float *orco, *uvco, *surfnor;
970 float time, adapt_angle, adapt_pix, size;
972 int first, line, adapt, override_uv;
975 /* future thread problem... */
976 static void static_particle_strand(Render *re, ObjectRen *obr, Material *ma, ParticleStrandData *sd, float *vec, float *vec1)
978 static VertRen *v1= NULL, *v2= NULL;
980 float nor[3], cross[3], crosslen, w, dx, dy, width;
981 static float anor[3], avec[3];
985 VecSubf(nor, vec, vec1);
986 Normalize(nor); // nor needed as tangent
987 Crossf(cross, vec, nor);
989 /* turn cross in pixelsize */
990 w= vec[2]*re->winmat[2][3] + re->winmat[3][3];
991 dx= re->winx*cross[0]*re->winmat[0][0];
992 dy= re->winy*cross[1]*re->winmat[1][1];
993 w= sqrt(dx*dx + dy*dy)/w;
997 if(ma->strand_ease!=0.0f) {
998 if(ma->strand_ease<0.0f)
999 fac= pow(sd->time, 1.0+ma->strand_ease);
1001 fac= pow(sd->time, 1.0/(1.0f-ma->strand_ease));
1005 width= ((1.0f-fac)*ma->strand_sta + (fac)*ma->strand_end);
1007 /* use actual Blender units for strand width and fall back to minimum width */
1008 if(ma->mode & MA_STR_B_UNITS){
1009 crosslen= VecLength(cross);
1010 w= 2.0f*crosslen*ma->strand_min/w;
1015 /*cross is the radius of the strand so we want it to be half of full width */
1016 VecMulf(cross,0.5/crosslen);
1021 VecMulf(cross, width);
1025 if(ma->mode & MA_TANGENT_STR)
1026 flag= R_SMOOTH|R_NOPUNOFLIP|R_TANGENT;
1030 /* only 1 pixel wide strands filled in as quads now, otherwise zbuf errors */
1031 if(ma->strand_sta==1.0f)
1034 /* single face line */
1036 vlr= RE_findOrAddVlak(obr, obr->totvlak++);
1038 vlr->v1= RE_findOrAddVert(obr, obr->totvert++);
1039 vlr->v2= RE_findOrAddVert(obr, obr->totvert++);
1040 vlr->v3= RE_findOrAddVert(obr, obr->totvert++);
1041 vlr->v4= RE_findOrAddVert(obr, obr->totvert++);
1043 VECCOPY(vlr->v1->co, vec);
1044 VecAddf(vlr->v1->co, vlr->v1->co, cross);
1045 VECCOPY(vlr->v1->n, nor);
1046 vlr->v1->orco= sd->orco;
1047 vlr->v1->accum= -1.0f; // accum abuse for strand texco
1049 VECCOPY(vlr->v2->co, vec);
1050 VecSubf(vlr->v2->co, vlr->v2->co, cross);
1051 VECCOPY(vlr->v2->n, nor);
1052 vlr->v2->orco= sd->orco;
1053 vlr->v2->accum= vlr->v1->accum;
1055 VECCOPY(vlr->v4->co, vec1);
1056 VecAddf(vlr->v4->co, vlr->v4->co, cross);
1057 VECCOPY(vlr->v4->n, nor);
1058 vlr->v4->orco= sd->orco;
1059 vlr->v4->accum= 1.0f; // accum abuse for strand texco
1061 VECCOPY(vlr->v3->co, vec1);
1062 VecSubf(vlr->v3->co, vlr->v3->co, cross);
1063 VECCOPY(vlr->v3->n, nor);
1064 vlr->v3->orco= sd->orco;
1065 vlr->v3->accum= vlr->v4->accum;
1067 CalcNormFloat4(vlr->v4->co, vlr->v3->co, vlr->v2->co, vlr->v1->co, vlr->n);
1073 float *snor= RE_vlakren_get_surfnor(obr, vlr, 1);
1074 VECCOPY(snor, sd->surfnor);
1078 for(i=0; i<sd->totuv; i++){
1080 mtf=RE_vlakren_get_tface(obr,vlr,i,NULL,1);
1081 mtf->uv[0][0]=mtf->uv[1][0]=
1082 mtf->uv[2][0]=mtf->uv[3][0]=(sd->uvco+2*i)[0];
1083 mtf->uv[0][1]=mtf->uv[1][1]=
1084 mtf->uv[2][1]=mtf->uv[3][1]=(sd->uvco+2*i)[1];
1086 if(sd->override_uv>=0){
1088 mtf=RE_vlakren_get_tface(obr,vlr,sd->override_uv,NULL,0);
1090 mtf->uv[0][0]=mtf->uv[3][0]=0.0f;
1091 mtf->uv[1][0]=mtf->uv[2][0]=1.0f;
1093 mtf->uv[0][1]=mtf->uv[1][1]=0.0f;
1094 mtf->uv[2][1]=mtf->uv[3][1]=1.0f;
1098 for(i=0; i<sd->totcol; i++){
1100 mc=RE_vlakren_get_mcol(obr,vlr,i,NULL,1);
1101 mc[0]=mc[1]=mc[2]=mc[3]=sd->mcol[i];
1102 mc[0]=mc[1]=mc[2]=mc[3]=sd->mcol[i];
1106 /* first two vertices of a strand */
1107 else if(sd->first) {
1114 v1= RE_findOrAddVert(obr, obr->totvert++);
1115 v2= RE_findOrAddVert(obr, obr->totvert++);
1117 VECCOPY(v1->co, vec);
1118 VecAddf(v1->co, v1->co, cross);
1119 VECCOPY(v1->n, nor);
1121 v1->accum= -1.0f; // accum abuse for strand texco
1123 VECCOPY(v2->co, vec);
1124 VecSubf(v2->co, v2->co, cross);
1125 VECCOPY(v2->n, nor);
1127 v2->accum= v1->accum;
1129 /* more vertices & faces to strand */
1131 if(sd->adapt==0 || second){
1132 vlr= RE_findOrAddVlak(obr, obr->totvlak++);
1136 vlr->v3= RE_findOrAddVert(obr, obr->totvert++);
1137 vlr->v4= RE_findOrAddVert(obr, obr->totvert++);
1139 v1= vlr->v4; // cycle
1140 v2= vlr->v3; // cycle
1151 float dvec[3],pvec[3];
1152 VecSubf(dvec,avec,vec);
1153 Projf(pvec,dvec,vec);
1154 VecSubf(dvec,dvec,pvec);
1156 w= vec[2]*re->winmat[2][3] + re->winmat[3][3];
1157 dx= re->winx*dvec[0]*re->winmat[0][0]/w;
1158 dy= re->winy*dvec[1]*re->winmat[1][1]/w;
1159 w= sqrt(dx*dx + dy*dy);
1160 if(Inpf(anor,nor)<sd->adapt_angle && w>sd->adapt_pix){
1161 vlr= RE_findOrAddVlak(obr, obr->totvlak++);
1165 vlr->v3= RE_findOrAddVert(obr, obr->totvert++);
1166 vlr->v4= RE_findOrAddVert(obr, obr->totvert++);
1168 v1= vlr->v4; // cycle
1169 v2= vlr->v3; // cycle
1175 vlr= RE_findOrAddVlak(obr, obr->totvlak-1);
1179 VECCOPY(vlr->v4->co, vec);
1180 VecAddf(vlr->v4->co, vlr->v4->co, cross);
1181 VECCOPY(vlr->v4->n, nor);
1182 vlr->v4->orco= sd->orco;
1183 vlr->v4->accum= -1.0f + 2.0f*sd->time; // accum abuse for strand texco
1185 VECCOPY(vlr->v3->co, vec);
1186 VecSubf(vlr->v3->co, vlr->v3->co, cross);
1187 VECCOPY(vlr->v3->n, nor);
1188 vlr->v3->orco= sd->orco;
1189 vlr->v3->accum= vlr->v4->accum;
1191 CalcNormFloat4(vlr->v4->co, vlr->v3->co, vlr->v2->co, vlr->v1->co, vlr->n);
1197 float *snor= RE_vlakren_get_surfnor(obr, vlr, 1);
1198 VECCOPY(snor, sd->surfnor);
1202 for(i=0; i<sd->totuv; i++){
1204 mtf=RE_vlakren_get_tface(obr,vlr,i,NULL,1);
1205 mtf->uv[0][0]=mtf->uv[1][0]=
1206 mtf->uv[2][0]=mtf->uv[3][0]=(sd->uvco+2*i)[0];
1207 mtf->uv[0][1]=mtf->uv[1][1]=
1208 mtf->uv[2][1]=mtf->uv[3][1]=(sd->uvco+2*i)[1];
1210 if(sd->override_uv>=0){
1212 mtf=RE_vlakren_get_tface(obr,vlr,sd->override_uv,NULL,0);
1214 mtf->uv[0][0]=mtf->uv[3][0]=0.0f;
1215 mtf->uv[1][0]=mtf->uv[2][0]=1.0f;
1217 mtf->uv[0][1]=mtf->uv[1][1]=(vlr->v1->accum+1.0f)/2.0f;
1218 mtf->uv[2][1]=mtf->uv[3][1]=(vlr->v3->accum+1.0f)/2.0f;
1222 for(i=0; i<sd->totcol; i++){
1224 mc=RE_vlakren_get_mcol(obr,vlr,i,NULL,1);
1225 mc[0]=mc[1]=mc[2]=mc[3]=sd->mcol[i];
1226 mc[0]=mc[1]=mc[2]=mc[3]=sd->mcol[i];
1232 static void static_particle_wire(ObjectRen *obr, Material *ma, float *vec, float *vec1, int first, int line)
1238 vlr= RE_findOrAddVlak(obr, obr->totvlak++);
1239 vlr->v1= RE_findOrAddVert(obr, obr->totvert++);
1240 vlr->v2= RE_findOrAddVert(obr, obr->totvert++);
1244 VECCOPY(vlr->v1->co, vec);
1245 VECCOPY(vlr->v2->co, vec1);
1247 VecSubf(vlr->n, vec, vec1);
1249 VECCOPY(vlr->v1->n, vlr->n);
1250 VECCOPY(vlr->v2->n, vlr->n);
1257 v1= RE_findOrAddVert(obr, obr->totvert++);
1258 VECCOPY(v1->co, vec);
1261 vlr= RE_findOrAddVlak(obr, obr->totvlak++);
1263 vlr->v2= RE_findOrAddVert(obr, obr->totvert++);
1267 v1= vlr->v2; // cycle
1268 VECCOPY(v1->co, vec);
1270 VecSubf(vlr->n, vec, vec1);
1272 VECCOPY(v1->n, vlr->n);
1280 static void particle_curve(Render *re, ObjectRen *obr, DerivedMesh *dm, Material *ma, ParticleStrandData *sd, float *loc, float *loc1, int seed)
1284 if(ma->material_type == MA_TYPE_WIRE)
1285 static_particle_wire(obr, ma, loc, loc1, sd->first, sd->line);
1286 else if(ma->material_type == MA_TYPE_HALO) {
1287 har= RE_inithalo_particle(re, obr, dm, ma, loc, loc1, sd->orco, sd->uvco, sd->size, 1.0, seed);
1288 if(har) har->lay= obr->ob->lay;
1291 static_particle_strand(re, obr, ma, sd, loc, loc1);
1293 static void particle_billboard(Render *re, ObjectRen *obr, Material *ma, ParticleBillboardData *bb)
1297 float xvec[3], yvec[3], zvec[3], bb_center[3];
1298 float uvx = 0.0f, uvy = 0.0f, uvdx = 1.0f, uvdy = 1.0f, time = 0.0f;
1300 vlr= RE_findOrAddVlak(obr, obr->totvlak++);
1301 vlr->v1= RE_findOrAddVert(obr, obr->totvert++);
1302 vlr->v2= RE_findOrAddVert(obr, obr->totvert++);
1303 vlr->v3= RE_findOrAddVert(obr, obr->totvert++);
1304 vlr->v4= RE_findOrAddVert(obr, obr->totvert++);
1306 psys_make_billboard(bb, xvec, yvec, zvec, bb_center);
1308 VECADD(vlr->v1->co, bb_center, xvec);
1309 VECADD(vlr->v1->co, vlr->v1->co, yvec);
1310 Mat4MulVecfl(re->viewmat, vlr->v1->co);
1312 VECSUB(vlr->v2->co, bb_center, xvec);
1313 VECADD(vlr->v2->co, vlr->v2->co, yvec);
1314 Mat4MulVecfl(re->viewmat, vlr->v2->co);
1316 VECSUB(vlr->v3->co, bb_center, xvec);
1317 VECSUB(vlr->v3->co, vlr->v3->co, yvec);
1318 Mat4MulVecfl(re->viewmat, vlr->v3->co);
1320 VECADD(vlr->v4->co, bb_center, xvec);
1321 VECSUB(vlr->v4->co, vlr->v4->co, yvec);
1322 Mat4MulVecfl(re->viewmat, vlr->v4->co);
1324 CalcNormFloat4(vlr->v4->co, vlr->v3->co, vlr->v2->co, vlr->v1->co, vlr->n);
1325 VECCOPY(vlr->v1->n,vlr->n);
1326 VECCOPY(vlr->v2->n,vlr->n);
1327 VECCOPY(vlr->v3->n,vlr->n);
1328 VECCOPY(vlr->v4->n,vlr->n);
1333 if(bb->uv_split > 1){
1334 uvdx = uvdy = 1.0f / (float)bb->uv_split;
1335 if(bb->anim == PART_BB_ANIM_TIME) {
1336 if(bb->split_offset == PART_BB_OFF_NONE)
1338 else if(bb->split_offset == PART_BB_OFF_LINEAR)
1339 time = (float)fmod(bb->time + (float)bb->num / (float)(bb->uv_split * bb->uv_split), 1.0f);
1340 else /* split_offset==PART_BB_OFF_RANDOM */
1341 time = (float)fmod(bb->time + bb->random, 1.0f);
1344 else if(bb->anim == PART_BB_ANIM_ANGLE) {
1345 if(bb->align == PART_BB_VIEW) {
1346 time = (float)fmod((bb->tilt + 1.0f) / 2.0f, 1.0);
1349 float axis1[3] = {0.0f,0.0f,0.0f};
1350 float axis2[3] = {0.0f,0.0f,0.0f};
1351 axis1[(bb->align + 1) % 3] = 1.0f;
1352 axis2[(bb->align + 2) % 3] = 1.0f;
1354 zvec[bb->align] = 0.0f;
1357 time = saacos(Inpf(zvec, axis1)) / (float)M_PI;
1358 if(Inpf(zvec, axis2) < 0.0f)
1359 time = 1.0f - time / 2.0f;
1363 if(bb->split_offset == PART_BB_OFF_LINEAR)
1364 time = (float)fmod(bb->time + (float)bb->num / (float)(bb->uv_split * bb->uv_split), 1.0f);
1365 else if(bb->split_offset == PART_BB_OFF_RANDOM)
1366 time = (float)fmod(bb->time + bb->random, 1.0f);
1369 if(bb->split_offset == PART_BB_OFF_NONE)
1371 else if(bb->split_offset == PART_BB_OFF_LINEAR)
1372 time = (float)fmod((float)bb->num /(float)(bb->uv_split * bb->uv_split) , 1.0f);
1373 else /* split_offset==PART_BB_OFF_RANDOM */
1376 uvx = uvdx * floor((float)(bb->uv_split * bb->uv_split) * (float)fmod((double)time, (double)uvdx));
1377 uvy = uvdy * floor((1.0f - time) * (float)bb->uv_split);
1378 if(fmod(time, 1.0f / bb->uv_split) == 0.0f)
1384 mtf = RE_vlakren_get_tface(obr, vlr, bb->uv[0], NULL, 1);
1385 mtf->uv[0][0] = 1.0f;
1386 mtf->uv[0][1] = 1.0f;
1387 mtf->uv[1][0] = 0.0f;
1388 mtf->uv[1][1] = 1.0f;
1389 mtf->uv[2][0] = 0.0f;
1390 mtf->uv[2][1] = 0.0f;
1391 mtf->uv[3][0] = 1.0f;
1392 mtf->uv[3][1] = 0.0f;
1395 /* time-index UVs */
1397 mtf = RE_vlakren_get_tface(obr, vlr, bb->uv[1], NULL, 1);
1398 mtf->uv[0][0] = mtf->uv[1][0] = mtf->uv[2][0] = mtf->uv[3][0] = bb->time;
1399 mtf->uv[0][1] = mtf->uv[1][1] = mtf->uv[2][1] = mtf->uv[3][1] = (float)bb->num/(float)bb->totnum;
1403 if(bb->uv_split > 1 && bb->uv[2] >= 0){
1404 mtf = RE_vlakren_get_tface(obr, vlr, bb->uv[2], NULL, 1);
1405 mtf->uv[0][0] = uvx + uvdx;
1406 mtf->uv[0][1] = uvy + uvdy;
1407 mtf->uv[1][0] = uvx;
1408 mtf->uv[1][1] = uvy + uvdy;
1409 mtf->uv[2][0] = uvx;
1410 mtf->uv[2][1] = uvy;
1411 mtf->uv[3][0] = uvx + uvdx;
1412 mtf->uv[3][1] = uvy;
1415 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)
1417 float loc[3], loc0[3], loc1[3], vel[3];
1419 VECCOPY(loc, state->co);
1421 if(ren_as != PART_DRAW_BB)
1422 Mat4MulVecfl(re->viewmat, loc);
1425 case PART_DRAW_LINE:
1430 VECCOPY(vel, state->vel);
1431 Mat4Mul3Vecfl(re->viewmat, vel);
1434 if(part->draw & PART_DRAW_VEL_LENGTH)
1435 VecMulf(vel, VecLength(state->vel));
1437 VECADDFAC(loc0, loc, vel, -part->draw_line[0]);
1438 VECADDFAC(loc1, loc, vel, part->draw_line[1]);
1440 particle_curve(re, obr, dm, ma, sd, loc0, loc1, seed);
1446 VECCOPY(bb->vec, loc);
1447 VECCOPY(bb->vel, state->vel);
1449 particle_billboard(re, obr, ma, bb);
1457 har = RE_inithalo_particle(re, obr, dm, ma, loc, NULL, sd->orco, sd->uvco, hasize, 0.0, seed);
1459 if(har) har->lay= obr->ob->lay;
1465 static void get_particle_uvco_mcol(short from, DerivedMesh *dm, float *fuv, int num, ParticleStrandData *sd)
1470 if(sd->uvco && ELEM(from,PART_FROM_FACE,PART_FROM_VOLUME)) {
1471 for(i=0; i<sd->totuv; i++) {
1472 if(num != DMCACHE_NOTFOUND) {
1473 MFace *mface = dm->getFaceData(dm, num, CD_MFACE);
1474 MTFace *mtface = (MTFace*)CustomData_get_layer_n(&dm->faceData, CD_MTFACE, i);
1477 psys_interpolate_uvs(mtface, mface->v4, fuv, sd->uvco + 2 * i);
1480 sd->uvco[2*i] = 0.0f;
1481 sd->uvco[2*i + 1] = 0.0f;
1487 if(sd->mcol && ELEM(from,PART_FROM_FACE,PART_FROM_VOLUME)) {
1488 for(i=0; i<sd->totcol; i++) {
1489 if(num != DMCACHE_NOTFOUND) {
1490 MFace *mface = dm->getFaceData(dm, num, CD_MFACE);
1491 MCol *mc = (MCol*)CustomData_get_layer_n(&dm->faceData, CD_MCOL, i);
1494 psys_interpolate_mcol(mc, mface->v4, fuv, sd->mcol + i);
1497 memset(&sd->mcol[i], 0, sizeof(MCol));
1501 static int render_new_particle_system(Render *re, ObjectRen *obr, ParticleSystem *psys, int timeoffset)
1503 Object *ob= obr->ob;
1506 ParticleSystemModifierData *psmd;
1507 ParticleSystem *tpsys=0;
1508 ParticleSettings *part, *tpart=0;
1509 ParticleData *pars, *pa=0,*tpa=0;
1510 ParticleKey *states=0;
1512 ParticleCacheKey *cache=0;
1513 ParticleBillboardData bb;
1514 ParticleSimulationData sim = {re->scene, ob, psys, NULL};
1515 ParticleStrandData sd;
1516 StrandBuffer *strandbuf=0;
1517 StrandVert *svert=0;
1518 StrandBound *sbound= 0;
1519 StrandRen *strand=0;
1521 float loc[3],loc1[3],loc0[3],mat[4][4],nmat[3][3],co[3],nor[3],time;
1522 float strandlen=0.0f, curlen=0.0f;
1523 float hasize, pa_size, r_tilt, r_length, cfra=bsystem_time(re->scene, ob, (float)re->scene->r.cfra, 0.0);
1524 float pa_time, pa_birthtime, pa_dietime;
1525 float random, simplify[2];
1526 int i, a, k, max_k=0, totpart, dosimplify = 0, dosurfacecache = 0;
1528 int seed, path_nbr=0, orco1=0, num;
1529 int totface, *origindex = 0;
1532 /* 1. check that everything is ok & updated */
1536 totchild=psys->totchild;
1539 pars=psys->particles;
1541 if(part==NULL || pars==NULL || !psys_check_enabled(ob, psys))
1544 if(part->ren_as==PART_DRAW_OB || part->ren_as==PART_DRAW_GR || part->ren_as==PART_DRAW_NOT)
1547 /* 2. start initialising things */
1549 /* last possibility to bail out! */
1550 sim.psmd = psmd = psys_get_modifier(ob,psys);
1551 if(!(psmd->modifier.mode & eModifierMode_Render))
1554 if(part->phystype==PART_PHYS_KEYED)
1555 psys_count_keyed_targets(&sim);
1558 if(G.rendering == 0) { /* preview render */
1559 totchild = (int)((float)totchild * (float)part->disp / 100.0f);
1562 psys->flag |= PSYS_DRAWING;
1564 rng= rng_new(psys->seed);
1566 totpart=psys->totpart;
1568 memset(&sd, 0, sizeof(ParticleStrandData));
1569 sd.override_uv = -1;
1571 /* 2.1 setup material stff */
1572 ma= give_render_material(re, ob, part->omat);
1574 #if 0 // XXX old animation system
1576 calc_ipo(ma->ipo, cfra);
1577 execute_ipo((ID *)ma, ma->ipo);
1579 #endif // XXX old animation system
1581 hasize = ma->hasize;
1586 RE_set_customdata_names(obr, &psmd->dm->faceData);
1587 sd.totuv = CustomData_number_of_layers(&psmd->dm->faceData, CD_MTFACE);
1588 sd.totcol = CustomData_number_of_layers(&psmd->dm->faceData, CD_MCOL);
1590 if(ma->texco & TEXCO_UV && sd.totuv) {
1591 sd.uvco = MEM_callocN(sd.totuv * 2 * sizeof(float), "particle_uvs");
1593 if(ma->strand_uvname[0]) {
1594 sd.override_uv = CustomData_get_named_layer_index(&psmd->dm->faceData, CD_MTFACE, ma->strand_uvname);
1595 sd.override_uv -= CustomData_get_layer_index(&psmd->dm->faceData, CD_MTFACE);
1602 sd.mcol = MEM_callocN(sd.totcol * sizeof(MCol), "particle_mcols");
1604 /* 2.2 setup billboards */
1605 if(part->ren_as == PART_DRAW_BB) {
1606 int first_uv = CustomData_get_layer_index(&psmd->dm->faceData, CD_MTFACE);
1608 bb.uv[0] = CustomData_get_named_layer_index(&psmd->dm->faceData, CD_MTFACE, psys->bb_uvname[0]);
1610 bb.uv[0] = CustomData_get_active_layer_index(&psmd->dm->faceData, CD_MTFACE);
1612 bb.uv[1] = CustomData_get_named_layer_index(&psmd->dm->faceData, CD_MTFACE, psys->bb_uvname[1]);
1614 bb.uv[2] = CustomData_get_named_layer_index(&psmd->dm->faceData, CD_MTFACE, psys->bb_uvname[2]);
1617 bb.uv[0] -= first_uv;
1618 bb.uv[1] -= first_uv;
1619 bb.uv[2] -= first_uv;
1622 bb.align = part->bb_align;
1623 bb.anim = part->bb_anim;
1624 bb.lock = part->draw & PART_DRAW_BB_LOCK;
1625 bb.ob = (part->bb_ob ? part->bb_ob : re->scene->camera);
1626 bb.offset[0] = part->bb_offset[0];
1627 bb.offset[1] = part->bb_offset[1];
1628 bb.split_offset = part->bb_split_offset;
1629 bb.totnum = totpart+totchild;
1630 bb.uv_split = part->bb_uv_split;
1633 #if 0 // XXX old animation system
1634 /* 2.3 setup time */
1635 if(part->flag&PART_ABS_TIME && part->ipo) {
1636 calc_ipo(part->ipo, cfra);
1637 execute_ipo((ID *)part, part->ipo);
1640 if(part->flag & PART_GLOB_TIME)
1641 #endif // XXX old animation system
1642 cfra = bsystem_time(re->scene, 0, (float)re->scene->r.cfra, 0.0);
1644 ///* 2.4 setup reactors */
1645 // if(part->type == PART_REACTOR){
1646 // psys_get_reactor_target(ob, psys, &tob, &tpsys);
1647 // if(tpsys && (part->from==PART_FROM_PARTICLE || part->phystype==PART_PHYS_NO)){
1648 // psmd = psys_get_modifier(tob,tpsys);
1649 // tpart = tpsys->part;
1653 /* 2.5 setup matrices */
1654 Mat4MulMat4(mat, ob->obmat, re->viewmat);
1655 Mat4Invert(ob->imat, mat); /* need to be that way, for imat texture */
1656 Mat3CpyMat4(nmat, ob->imat);
1659 /* 2.6 setup strand rendering */
1660 if(part->ren_as == PART_DRAW_PATH && psys->pathcache){
1661 path_nbr=(int)pow(2.0,(double) part->ren_step);
1664 if(!ELEM(ma->material_type, MA_TYPE_HALO, MA_TYPE_WIRE)) {
1665 sd.orco = MEM_mallocN(3*sizeof(float)*(totpart+totchild), "particle orcos");
1666 set_object_orco(re, psys, sd.orco);
1670 if(part->draw & PART_DRAW_REN_ADAPT) {
1672 sd.adapt_pix = (float)part->adapt_pix;
1673 sd.adapt_angle = cos((float)part->adapt_angle * (float)(M_PI / 180.0));
1676 if(re->r.renderer==R_INTERN && part->draw&PART_DRAW_REN_STRAND) {
1677 strandbuf= RE_addStrandBuffer(obr, (totpart+totchild)*(path_nbr+1));
1679 strandbuf->lay= ob->lay;
1680 Mat4CpyMat4(strandbuf->winmat, re->winmat);
1681 strandbuf->winx= re->winx;
1682 strandbuf->winy= re->winy;
1683 strandbuf->maxdepth= 2;
1684 strandbuf->adaptcos= cos((float)part->adapt_angle*(float)(M_PI/180.0));
1685 strandbuf->overrideuv= sd.override_uv;
1686 strandbuf->minwidth= ma->strand_min;
1688 if(ma->strand_widthfade == 0.0f)
1689 strandbuf->widthfade= 0.0f;
1690 else if(ma->strand_widthfade >= 1.0f)
1691 strandbuf->widthfade= 2.0f - ma->strand_widthfade;
1693 strandbuf->widthfade= 1.0f/MAX2(ma->strand_widthfade, 1e-5f);
1695 if(part->flag & PART_HAIR_BSPLINE)
1696 strandbuf->flag |= R_STRAND_BSPLINE;
1697 if(ma->mode & MA_STR_B_UNITS)
1698 strandbuf->flag |= R_STRAND_B_UNITS;
1700 svert= strandbuf->vert;
1702 if(re->r.mode & R_SPEED)
1704 else if((re->wrld.mode & WO_AMB_OCC) && (re->wrld.ao_gather_method == WO_AOGATHER_APPROX))
1708 totface= psmd->dm->getNumFaces(psmd->dm);
1709 origindex= psmd->dm->getFaceDataArray(psmd->dm, CD_ORIGINDEX);
1711 for(a=0; a<totface; a++)
1712 strandbuf->totbound= MAX2(strandbuf->totbound, origindex[a]);
1713 strandbuf->totbound++;
1715 strandbuf->totbound++;
1716 strandbuf->bound= MEM_callocN(sizeof(StrandBound)*strandbuf->totbound, "StrandBound");
1717 sbound= strandbuf->bound;
1718 sbound->start= sbound->end= 0;
1723 sd.orco = MEM_mallocN(3 * sizeof(float), "particle orco");
1728 psys->lattice = psys_get_lattice(&sim);
1730 /* 3. start creating renderable things */
1731 for(a=0,pa=pars; a<totpart+totchild; a++, pa++, seed++) {
1732 random = rng_getFloat(rng);
1733 /* setup per particle individual stuff */
1735 if(pa->flag & PARS_UNEXIST) continue;
1737 pa_time=(cfra-pa->time)/pa->lifetime;
1738 pa_birthtime = pa->time;
1739 pa_dietime = pa->dietime;
1740 #if 0 // XXX old animation system
1741 if((part->flag&PART_ABS_TIME) == 0){
1743 /* correction for lifetime */
1744 calc_ipo(ma->ipo, 100.0f * pa_time);
1745 execute_ipo((ID *)ma, ma->ipo);
1748 /* correction for lifetime */
1749 calc_ipo(part->ipo, 100.0f*pa_time);
1750 execute_ipo((ID *)part, part->ipo);
1753 #endif // XXX old animation system
1755 hasize = ma->hasize;
1758 if(tpsys && (part->from==PART_FROM_PARTICLE || part->phystype==PART_PHYS_NO)){
1759 tpa=tpsys->particles+pa->num;
1760 psys_particle_on_emitter(psmd,tpart->from,tpa->num,pa->num_dmcache,tpa->fuv,tpa->foffset,co,nor,0,0,sd.orco,0);
1763 psys_particle_on_emitter(psmd,part->from,pa->num,pa->num_dmcache,pa->fuv,pa->foffset,co,nor,0,0,sd.orco,0);
1765 /* get uvco & mcol */
1766 num= pa->num_dmcache;
1768 if(num == DMCACHE_NOTFOUND)
1769 if(pa->num < psmd->dm->getNumFaces(psmd->dm))
1772 get_particle_uvco_mcol(part->from, psmd->dm, pa->fuv, num, &sd);
1776 BLI_srandom(psys->seed+a);
1778 r_tilt = 2.0f*(BLI_frand() - 0.5f);
1779 r_length = BLI_frand();
1782 cache = psys->pathcache[a];
1783 max_k = (int)cache->steps;
1786 if(totchild && (part->draw&PART_DRAW_PARENT)==0) continue;
1789 ChildParticle *cpa= psys->child+a-totpart;
1792 cache = psys->childcache[a-totpart];
1794 if(cache->steps < 0)
1797 max_k = (int)cache->steps;
1800 pa_time = psys_get_child_time(psys, cpa, cfra, &pa_birthtime, &pa_dietime);
1802 #if 0 // XXX old animation system
1803 if((part->flag & PART_ABS_TIME) == 0) {
1805 /* correction for lifetime */
1806 calc_ipo(ma->ipo, 100.0f * pa_time);
1807 execute_ipo((ID *)ma, ma->ipo);
1810 /* correction for lifetime */
1811 calc_ipo(part->ipo, 100.0f * pa_time);
1812 execute_ipo((ID *)part, part->ipo);
1815 #endif // XXX old animation system
1817 pa_size = psys_get_child_size(psys, cpa, cfra, &pa_time);
1819 r_tilt = 2.0f*(PSYS_FRAND(a + 21) - 0.5f);
1820 r_length = PSYS_FRAND(a + 22);
1825 if(part->childtype == PART_CHILD_FACES) {
1826 psys_particle_on_emitter(psmd,
1827 PART_FROM_FACE, cpa->num,DMCACHE_ISCHILD,
1828 cpa->fuv,cpa->foffset,co,nor,0,0,sd.orco,0);
1831 ParticleData *par = psys->particles + cpa->parent;
1832 psys_particle_on_emitter(psmd, part->from,
1833 par->num,DMCACHE_ISCHILD,par->fuv,
1834 par->foffset,co,nor,0,0,sd.orco,0);
1837 /* get uvco & mcol */
1838 if(part->from!=PART_FROM_PARTICLE && part->childtype==PART_CHILD_FACES) {
1839 get_particle_uvco_mcol(PART_FROM_FACE, psmd->dm, cpa->fuv, cpa->num, &sd);
1842 ParticleData *parent = psys->particles + cpa->parent;
1843 num = parent->num_dmcache;
1845 if(num == DMCACHE_NOTFOUND)
1846 if(parent->num < psmd->dm->getNumFaces(psmd->dm))
1849 get_particle_uvco_mcol(part->from, psmd->dm, parent->fuv, num, &sd);
1852 dosimplify = psys_render_simplify_params(psys, cpa, simplify);
1855 if(origindex[cpa->num]+1 > sbound - strandbuf->bound) {
1856 sbound= strandbuf->bound + origindex[cpa->num]+1;
1857 sbound->start= sbound->end= obr->totstrand;
1862 /* surface normal shading setup */
1863 if(ma->mode_l & MA_STR_SURFDIFF) {
1864 Mat3MulVecfl(nmat, nor);
1870 /* strand render setup */
1872 strand= RE_findOrAddStrand(obr, obr->totstrand++);
1873 strand->buffer= strandbuf;
1874 strand->vert= svert;
1875 VECCOPY(strand->orco, sd.orco);
1878 float *ssimplify= RE_strandren_get_simplify(obr, strand, 1);
1879 ssimplify[0]= simplify[0];
1880 ssimplify[1]= simplify[1];
1884 float *snor= RE_strandren_get_surfnor(obr, strand, 1);
1885 VECCOPY(snor, sd.surfnor);
1888 if(dosurfacecache && num >= 0) {
1889 int *facenum= RE_strandren_get_face(obr, strand, 1);
1894 for(i=0; i<sd.totuv; i++) {
1895 if(i != sd.override_uv) {
1896 float *uv= RE_strandren_get_uv(obr, strand, i, NULL, 1);
1898 uv[0]= sd.uvco[2*i];
1899 uv[1]= sd.uvco[2*i+1];
1904 for(i=0; i<sd.totcol; i++) {
1905 MCol *mc= RE_strandren_get_mcol(obr, strand, i, NULL, 1);
1913 /* strandco computation setup */
1917 for(k=1; k<=path_nbr; k++)
1919 strandlen += VecLenf((cache+k-1)->co, (cache+k)->co);
1923 /* render strands */
1924 for(k=0; k<=path_nbr; k++){
1926 VECCOPY(state.co,(cache+k)->co);
1927 VECCOPY(state.vel,(cache+k)->vel);
1933 curlen += VecLenf((cache+k-1)->co, (cache+k)->co);
1934 time= curlen/strandlen;
1936 VECCOPY(loc,state.co);
1937 Mat4MulVecfl(re->viewmat,loc);
1940 VECCOPY(svert->co, loc);
1941 svert->strandco= -1.0f + 2.0f*time;
1951 VECSUB(loc0,loc1,loc);
1952 VECADD(loc0,loc1,loc0);
1954 particle_curve(re, obr, psmd->dm, ma, &sd, loc1, loc0, seed);
1961 particle_curve(re, obr, psmd->dm, ma, &sd, loc, loc1, seed);
1969 /* render normal particles */
1970 if(part->trail_count > 1) {
1971 float length = part->path_end * (1.0 - part->randlength * r_length);
1972 int trail_count = part->trail_count * (1.0 - part->randlength * r_length);
1973 float ct = (part->draw & PART_ABS_PATH_TIME) ? cfra : pa_time;
1974 float dt = length / (trail_count ? (float)trail_count : 1.0f);
1976 for(i=0; i < trail_count; i++, ct -= dt) {
1977 if(part->draw & PART_ABS_PATH_TIME) {
1978 if(ct < pa_birthtime || ct > pa_dietime)
1981 else if(ct < 0.0f || ct > 1.0f)
1984 state.time = (part->draw & PART_ABS_PATH_TIME) ? -ct : ct;
1985 psys_get_particle_on_path(&sim,a,&state,1);
1988 Mat4MulVecfl(psys->parent->obmat, state.co);
1990 if(part->ren_as == PART_DRAW_BB) {
1993 bb.tilt = part->bb_tilt * (1.0f - part->bb_rand_tilt * r_tilt);
1998 particle_normal_ren(part->ren_as, part, re, obr, psmd->dm, ma, &sd, &bb, &state, seed, hasize);
2004 if(psys_get_particle_state(&sim,a,&state,0)==0)
2008 Mat4MulVecfl(psys->parent->obmat, state.co);
2010 if(part->ren_as == PART_DRAW_BB) {
2013 bb.tilt = part->bb_tilt * (1.0f - part->bb_rand_tilt * r_tilt);
2018 particle_normal_ren(part->ren_as, part, re, obr, psmd->dm, ma, &sd, &bb, &state, seed, hasize);
2025 if(re->test_break(re->tbh))
2030 strandbuf->surface= cache_strand_surface(re, obr, psmd->dm, mat, timeoffset);
2033 #if 0 // XXX old animation system
2034 if(ma) do_mat_ipo(re->scene, ma);
2035 #endif // XXX old animation system
2054 psys->flag &= ~PSYS_DRAWING;
2057 end_latt_deform(psys->lattice);
2058 psys->lattice= NULL;
2061 if(path_nbr && (ma->mode_l & MA_TANGENT_STR)==0)
2062 calc_vertexnormals(re, obr, 0, 0);
2067 /* ------------------------------------------------------------------------- */
2069 /* ------------------------------------------------------------------------- */
2071 static void make_render_halos(Render *re, ObjectRen *obr, Mesh *me, int totvert, MVert *mvert, Material *ma, float *orco)
2073 Object *ob= obr->ob;
2075 float xn, yn, zn, nor[3], view[3];
2076 float vec[3], hasize, mat[4][4], imat[3][3];
2077 int a, ok, seed= ma->seed1;
2079 Mat4MulMat4(mat, ob->obmat, re->viewmat);
2080 Mat3CpyMat4(imat, ob->imat);
2084 for(a=0; a<totvert; a++, mvert++) {
2090 VECCOPY(vec, mvert->co);
2091 Mat4MulVecfl(mat, vec);
2093 if(ma->mode & MA_HALOPUNO) {
2099 nor[0]= imat[0][0]*xn+imat[0][1]*yn+imat[0][2]*zn;
2100 nor[1]= imat[1][0]*xn+imat[1][1]*yn+imat[1][2]*zn;
2101 nor[2]= imat[2][0]*xn+imat[2][1]*yn+imat[2][2]*zn;
2107 zn= nor[0]*view[0]+nor[1]*view[1]+nor[2]*view[2];
2108 if(zn>=0.0) hasize= 0.0;
2109 else hasize*= zn*zn*zn*zn;
2112 if(orco) har= RE_inithalo(re, obr, ma, vec, NULL, orco, hasize, 0.0, seed);
2113 else har= RE_inithalo(re, obr, ma, vec, NULL, mvert->co, hasize, 0.0, seed);
2114 if(har) har->lay= ob->lay;
2121 static int verghalo(const void *a1, const void *a2)
2123 const HaloRen *har1= *(const HaloRen**)a1;
2124 const HaloRen *har2= *(const HaloRen**)a2;
2126 if(har1->zs < har2->zs) return 1;
2127 else if(har1->zs > har2->zs) return -1;
2131 static void sort_halos(Render *re, int totsort)
2134 HaloRen *har= NULL, **haso;
2137 if(re->tothalo==0) return;
2139 re->sortedhalos= MEM_callocN(sizeof(HaloRen*)*re->tothalo, "sorthalos");
2140 haso= re->sortedhalos;
2142 for(obr=re->objecttable.first; obr; obr=obr->next) {
2143 for(a=0; a<obr->tothalo; a++) {
2144 if((a & 255)==0) har= obr->bloha[a>>8];
2151 qsort(re->sortedhalos, totsort, sizeof(HaloRen*), verghalo);
2154 /* ------------------------------------------------------------------------- */
2155 /* Displacement Mapping */
2156 /* ------------------------------------------------------------------------- */
2158 static short test_for_displace(Render *re, Object *ob)
2160 /* return 1 when this object uses displacement textures. */
2164 for (i=1; i<=ob->totcol; i++) {
2165 ma=give_render_material(re, ob, i);
2166 /* ma->mapto is ORed total of all mapto channels */
2167 if(ma && (ma->mapto & MAP_DISPLACE)) return 1;
2172 static void displace_render_vert(Render *re, ObjectRen *obr, ShadeInput *shi, VertRen *vr, int vindex, float *scale, float mat[][4], float imat[][3])
2175 short texco= shi->mat->texco;
2176 float sample=0, displace[3];
2180 /* shi->co is current render coord, just make sure at least some vector is here */
2181 VECCOPY(shi->co, vr->co);
2182 /* vertex normal is used for textures type 'col' and 'var' */
2183 VECCOPY(shi->vn, vr->n);
2186 Mat4MulVecfl(mat, shi->co);
2189 shi->vn[0]= imat[0][0]*vr->n[0]+imat[0][1]*vr->n[1]+imat[0][2]*vr->n[2];
2190 shi->vn[1]= imat[1][0]*vr->n[0]+imat[1][1]*vr->n[1]+imat[1][2]*vr->n[2];
2191 shi->vn[2]= imat[2][0]*vr->n[0]+imat[2][1]*vr->n[1]+imat[2][2]*vr->n[2];
2194 if (texco & TEXCO_UV) {
2196 shi->actuv= obr->actmtface;
2198 for (i=0; (tface=RE_vlakren_get_tface(obr, shi->vlr, i, &name, 0)); i++) {
2199 ShadeInputUV *suv= &shi->uv[i];
2201 /* shi.uv needs scale correction from tface uv */
2202 suv->uv[0]= 2*tface->uv[vindex][0]-1.0f;
2203 suv->uv[1]= 2*tface->uv[vindex][1]-1.0f;
2210 /* set all rendercoords, 'texco' is an ORed value for all textures needed */
2211 if ((texco & TEXCO_ORCO) && (vr->orco)) {
2212 VECCOPY(shi->lo, vr->orco);
2214 if (texco & TEXCO_STICKY) {
2215 float *sticky= RE_vertren_get_sticky(obr, vr, 0);
2217 shi->sticky[0]= sticky[0];
2218 shi->sticky[1]= sticky[1];
2219 shi->sticky[2]= 0.0f;
2222 if (texco & TEXCO_GLOB) {
2223 VECCOPY(shi->gl, shi->co);
2224 Mat4MulVecfl(re->viewinv, shi->gl);
2226 if (texco & TEXCO_NORM) {
2227 VECCOPY(shi->orn, shi->vn);
2229 if(texco & TEXCO_REFL) {
2233 shi->displace[0]= shi->displace[1]= shi->displace[2]= 0.0;
2235 do_material_tex(shi);
2237 //printf("no=%f, %f, %f\nbefore co=%f, %f, %f\n", vr->n[0], vr->n[1], vr->n[2],
2238 //vr->co[0], vr->co[1], vr->co[2]);
2240 displace[0]= shi->displace[0] * scale[0];
2241 displace[1]= shi->displace[1] * scale[1];
2242 displace[2]= shi->displace[2] * scale[2];
2245 Mat3MulVecfl(imat, displace);
2247 /* 0.5 could become button once? */
2248 vr->co[0] += displace[0];
2249 vr->co[1] += displace[1];
2250 vr->co[2] += displace[2];
2252 //printf("after co=%f, %f, %f\n", vr->co[0], vr->co[1], vr->co[2]);
2254 /* we just don't do this vertex again, bad luck for other face using same vertex with
2255 different material... */
2258 /* Pass sample back so displace_face can decide which way to split the quad */
2259 sample = shi->displace[0]*shi->displace[0];
2260 sample += shi->displace[1]*shi->displace[1];
2261 sample += shi->displace[2]*shi->displace[2];
2264 /* Should be sqrt(sample), but I'm only looking for "bigger". Save the cycles. */
2268 static void displace_render_face(Render *re, ObjectRen *obr, VlakRen *vlr, float *scale, float mat[][4], float imat[][3])
2272 /* Warning, This is not that nice, and possibly a bit slow,
2273 however some variables were not initialized properly in, unless using shade_input_initialize(...), we need to do a memset */
2274 memset(&shi, 0, sizeof(ShadeInput));
2275 /* end warning! - Campbell */
2277 /* set up shadeinput struct for multitex() */
2279 /* memset above means we dont need this */
2280 /*shi.osatex= 0;*/ /* signal not to use dx[] and dy[] texture AA vectors */
2283 shi.vlr= vlr; /* current render face */
2284 shi.mat= vlr->mat; /* current input material */
2287 /* Displace the verts, flag is set when done */
2289 displace_render_vert(re, obr, &shi, vlr->v1,0, scale, mat, imat);
2292 displace_render_vert(re, obr, &shi, vlr->v2, 1, scale, mat, imat);
2295 displace_render_vert(re, obr, &shi, vlr->v3, 2, scale, mat, imat);
2299 displace_render_vert(re, obr, &shi, vlr->v4, 3, scale, mat, imat);
2301 /* closest in displace value. This will help smooth edges. */
2302 if ( fabs(vlr->v1->accum - vlr->v3->accum) > fabs(vlr->v2->accum - vlr->v4->accum))
2303 vlr->flag |= R_DIVIDE_24;
2304 else vlr->flag &= ~R_DIVIDE_24;
2307 /* Recalculate the face normal - if flipped before, flip now */
2309 CalcNormFloat4(vlr->v4->co, vlr->v3->co, vlr->v2->co, vlr->v1->co, vlr->n);
2312 CalcNormFloat(vlr->v3->co, vlr->v2->co, vlr->v1->co, vlr->n);
2316 static void do_displacement(Render *re, ObjectRen *obr, float mat[][4], float imat[][3])
2320 // float min[3]={1e30, 1e30, 1e30}, max[3]={-1e30, -1e30, -1e30};
2321 float scale[3]={1.0f, 1.0f, 1.0f}, temp[3];//, xn
2322 int i; //, texflag=0;
2325 /* Object Size with parenting */
2328 VecAddf(temp, obt->size, obt->dsize);
2329 scale[0]*=temp[0]; scale[1]*=temp[1]; scale[2]*=temp[2];
2333 /* Clear all flags */
2334 for(i=0; i<obr->totvert; i++){
2335 vr= RE_findOrAddVert(obr, i);
2339 for(i=0; i<obr->totvlak; i++){
2340 vlr=RE_findOrAddVlak(obr, i);
2341 displace_render_face(re, obr, vlr, scale, mat, imat);
2344 /* Recalc vertex normals */
2345 calc_vertexnormals(re, obr, 0, 0);
2348 /* ------------------------------------------------------------------------- */
2350 /* ------------------------------------------------------------------------- */
2352 static void init_render_mball(Render *re, ObjectRen *obr)
2354 Object *ob= obr->ob;
2357 VlakRen *vlr, *vlr1;
2359 float *data, *nors, *orco, mat[4][4], imat[3][3], xn, yn, zn;
2360 int a, need_orco, vlakindex, *index;
2362 if (ob!=find_basis_mball(re->scene, ob))
2365 Mat4MulMat4(mat, ob->obmat, re->viewmat);
2366 Mat4Invert(ob->imat, mat);
2367 Mat3CpyMat4(imat, ob->imat);
2369 ma= give_render_material(re, ob, 1);
2372 if(ma->texco & TEXCO_ORCO) {
2376 makeDispListMBall(re->scene, ob);
2382 orco= get_object_orco(re, ob);
2384 for(a=0; a<dl->nr; a++, data+=3, nors+=3, orco+=3) {
2386 ver= RE_findOrAddVert(obr, obr->totvert++);
2387 VECCOPY(ver->co, data);
2388 Mat4MulVecfl(mat, ver->co);
2390 /* render normals are inverted */
2396 ver->n[0]= imat[0][0]*xn+imat[0][1]*yn+imat[0][2]*zn;
2397 ver->n[1]= imat[1][0]*xn+imat[1][1]*yn+imat[1][2]*zn;
2398 ver->n[2]= imat[2][0]*xn+imat[2][1]*yn+imat[2][2]*zn;
2400 //if(ob->transflag & OB_NEG_SCALE) VecMulf(ver->n. -1.0);
2402 if(need_orco) ver->orco= orco;
2406 for(a=0; a<dl->parts; a++, index+=4) {
2408 vlr= RE_findOrAddVlak(obr, obr->totvlak++);
2409 vlr->v1= RE_findOrAddVert(obr, index[0]);
2410 vlr->v2= RE_findOrAddVert(obr, index[1]);
2411 vlr->v3= RE_findOrAddVert(obr, index[2]);
2414 if(ob->transflag & OB_NEG_SCALE)
2415 CalcNormFloat(vlr->v1->co, vlr->v2->co, vlr->v3->co, vlr->n);
2417 CalcNormFloat(vlr->v3->co, vlr->v2->co, vlr->v1->co, vlr->n);
2420 vlr->flag= ME_SMOOTH+R_NOPUNOFLIP;
2423 /* mball -too bad- always has triangles, because quads can be non-planar */
2424 if(index[3] && index[3]!=index[2]) {
2425 vlr1= RE_findOrAddVlak(obr, obr->totvlak++);
2426 vlakindex= vlr1->index;
2428 vlr1->index= vlakindex;
2430 vlr1->v3= RE_findOrAddVert(obr, index[3]);
2431 if(ob->transflag & OB_NEG_SCALE)
2432 CalcNormFloat(vlr1->v1->co, vlr1->v2->co, vlr1->v3->co, vlr1->n);
2434 CalcNormFloat(vlr1->v3->co, vlr1->v2->co, vlr1->v1->co, vlr1->n);
2438 /* enforce display lists remade */
2439 freedisplist(&ob->disp);
2441 /* this enforces remake for real, orco displist is small (in scale) */
2442 ob->recalc |= OB_RECALC_DATA;
2445 /* ------------------------------------------------------------------------- */
2446 /* Surfaces and Curves */
2447 /* ------------------------------------------------------------------------- */
2449 /* returns amount of vertices added for orco */
2450 static int dl_surf_to_renderdata(ObjectRen *obr, DispList *dl, Material **matar, float *orco, float mat[4][4])
2452 Object *ob= obr->ob;
2453 VertRen *v1, *v2, *v3, *v4, *ver;
2454 VlakRen *vlr, *vlr1, *vlr2, *vlr3;
2455 Curve *cu= ob->data;
2457 int u, v, orcoret= 0;
2458 int p1, p2, p3, p4, a;
2459 int sizeu, nsizeu, sizev, nsizev;
2460 int startvert, startvlak;
2462 startvert= obr->totvert;
2463 nsizeu = sizeu = dl->parts; nsizev = sizev = dl->nr;
2466 for (u = 0; u < sizeu; u++) {
2467 v1 = RE_findOrAddVert(obr, obr->totvert++); /* save this for possible V wrapping */
2468 VECCOPY(v1->co, data); data += 3;
2470 v1->orco= orco; orco+= 3; orcoret++;
2472 Mat4MulVecfl(mat, v1->co);
2474 for (v = 1; v < sizev; v++) {
2475 ver= RE_findOrAddVert(obr, obr->totvert++);
2476 VECCOPY(ver->co, data); data += 3;
2478 ver->orco= orco; orco+= 3; orcoret++;
2480 Mat4MulVecfl(mat, ver->co);
2482 /* if V-cyclic, add extra vertices at end of the row */
2483 if (dl->flag & DL_CYCL_U) {
2484 ver= RE_findOrAddVert(obr, obr->totvert++);
2485 VECCOPY(ver->co, v1->co);
2487 ver->orco= orco; orco+=3; orcoret++; //orcobase + 3*(u*sizev + 0);
2492 /* Done before next loop to get corner vert */
2493 if (dl->flag & DL_CYCL_U) nsizev++;
2494 if (dl->flag & DL_CYCL_V) nsizeu++;
2496 /* if U cyclic, add extra row at end of column */
2497 if (dl->flag & DL_CYCL_V) {
2498 for (v = 0; v < nsizev; v++) {
2499 v1= RE_findOrAddVert(obr, startvert + v);
2500 ver= RE_findOrAddVert(obr, obr->totvert++);
2501 VECCOPY(ver->co, v1->co);
2503 ver->orco= orco; orco+=3; orcoret++; //ver->orco= orcobase + 3*(0*sizev + v);
2511 startvlak= obr->totvlak;
2513 for(u = 0; u < sizeu - 1; u++) {
2514 p1 = startvert + u * sizev; /* walk through face list */
2519 for(v = 0; v < sizev - 1; v++) {
2520 v1= RE_findOrAddVert(obr, p1);
2521 v2= RE_findOrAddVert(obr, p2);
2522 v3= RE_findOrAddVert(obr, p3);
2523 v4= RE_findOrAddVert(obr, p4);
2525 vlr= RE_findOrAddVlak(obr, obr->totvlak++);
2526 vlr->v1= v1; vlr->v2= v2; vlr->v3= v3; vlr->v4= v4;
2528 CalcNormFloat4(vlr->v4->co, vlr->v3->co, vlr->v2->co, vlr->v1->co, n1);
2530 VECCOPY(vlr->n, n1);
2532 vlr->mat= matar[ dl->col];
2533 vlr->ec= ME_V1V2+ME_V2V3;
2535 if( (cu->flag & CU_NOPUNOFLIP) ) {
2536 vlr->flag |= R_NOPUNOFLIP;
2539 VecAddf(v1->n, v1->n, n1);
2540 VecAddf(v2->n, v2->n, n1);
2541 VecAddf(v3->n, v3->n, n1);
2542 VecAddf(v4->n, v4->n, n1);
2544 p1++; p2++; p3++; p4++;
2547 /* fix normals for U resp. V cyclic faces */
2548 sizeu--; sizev--; /* dec size for face array */
2549 if (dl->flag & DL_CYCL_V) {
2551 for (v = 0; v < sizev; v++)
2554 vlr= RE_findOrAddVlak(obr, UVTOINDEX(sizeu - 1, v));
2555 vlr1= RE_findOrAddVlak(obr, UVTOINDEX(0, v));
2556 VecAddf(vlr1->v1->n, vlr1->v1->n, vlr->n);
2557 VecAddf(vlr1->v2->n, vlr1->v2->n, vlr->n);
2558 VecAddf(vlr->v3->n, vlr->v3->n, vlr1->n);
2559 VecAddf(vlr->v4->n, vlr->v4->n, vlr1->n);
2562 if (dl->flag & DL_CYCL_U) {
2564 for (u = 0; u < sizeu; u++)
2567 vlr= RE_findOrAddVlak(obr, UVTOINDEX(u, 0));
2568 vlr1= RE_findOrAddVlak(obr, UVTOINDEX(u, sizev-1));
2569 VecAddf(vlr1->v2->n, vlr1->v2->n, vlr->n);
2570 VecAddf(vlr1->v3->n, vlr1->v3->n, vlr->n);
2571 VecAddf(vlr->v1->n, vlr->v1->n, vlr1->n);
2572 VecAddf(vlr->v4->n, vlr->v4->n, vlr1->n);
2575 /* last vertex is an extra case:
2577 ^ ()----()----()----()
2581 ()====()====[]====()
2585 ()----()----()----()
2588 vertex [] is no longer shared, therefore distribute
2589 normals of the surrounding faces to all of the duplicates of []
2592 if ((dl->flag & DL_CYCL_V) && (dl->flag & DL_CYCL_U))
2594 vlr= RE_findOrAddVlak(obr, UVTOINDEX(sizeu - 1, sizev - 1)); /* (m,n) */
2595 vlr1= RE_findOrAddVlak(obr, UVTOINDEX(0,0)); /* (0,0) */
2596 VecAddf(n1, vlr->n, vlr1->n);
2597 vlr2= RE_findOrAddVlak(obr, UVTOINDEX(0, sizev-1)); /* (0,n) */
2598 VecAddf(n1, n1, vlr2->n);
2599 vlr3= RE_findOrAddVlak(obr, UVTOINDEX(sizeu-1, 0)); /* (m,0) */
2600 VecAddf(n1, n1, vlr3->n);
2601 VECCOPY(vlr->v3->n, n1);
2602 VECCOPY(vlr1->v1->n, n1);
2603 VECCOPY(vlr2->v2->n, n1);
2604 VECCOPY(vlr3->v4->n, n1);
2606 for(a = startvert; a < obr->totvert; a++) {
2607 ver= RE_findOrAddVert(obr, a);
2615 static void init_render_surf(Render *re, ObjectRen *obr)
2617 Object *ob= obr->ob;
2623 float *orco=NULL, *orcobase=NULL, mat[4][4];
2624 int a, totmat, need_orco=0;
2630 Mat4MulMat4(mat, ob->obmat, re->viewmat);
2631 Mat4Invert(ob->imat, mat);
2633 /* material array */
2634 totmat= ob->totcol+1;
2635 matar= MEM_callocN(sizeof(Material*)*totmat, "init_render_surf matar");
2637 for(a=0; a<totmat; a++) {
2638 matar[a]= give_render_material(re, ob, a+1);
2640 if(matar[a] && matar[a]->texco & TEXCO_ORCO)
2644 if(ob->parent && (ob->parent->type==OB_LATTICE)) need_orco= 1;
2646 if(need_orco) orcobase= orco= get_object_orco(re, ob);
2648 displist.first= displist.last= 0;
2649 makeDispListSurf(re->scene, ob, &displist, 1, 0);
2651 /* walk along displaylist and create rendervertices/-faces */
2652 for(dl=displist.first; dl; dl=dl->next) {
2653 /* watch out: u ^= y, v ^= x !! */
2654 if(dl->type==DL_SURF)
2655 orco+= 3*dl_surf_to_renderdata(obr, dl, matar, orco, mat);
2658 freedisplist(&displist);
2662 static void init_render_curve(Render *re, ObjectRen *obr, int timeoffset)
2664 Object *ob= obr->ob;
2669 ListBase olddl={NULL, NULL};
2671 float len, *data, *fp, *orco=NULL, *orcobase= NULL;
2672 float n[3], mat[4][4];
2673 int nr, startvert, startvlak, a, b;
2674 int frontside, need_orco=0, totmat;
2677 if(ob->type==OB_FONT && cu->str==NULL) return;
2678 else if(ob->type==OB_CURVE && cu->nurb.first==NULL) return;
2680 /* no modifier call here, is in makedisp */
2683 SWAP(ListBase, olddl, cu->disp);
2686 if(cu->disp.first==NULL)
2687 makeDispListCurveTypes(re->scene, ob, 0);
2689 if(cu->disp.first==NULL) return;
2691 Mat4MulMat4(mat, ob->obmat, re->viewmat);
2692 Mat4Invert(ob->imat, mat);
2694 /* material array */
2695 totmat= ob->totcol+1;
2696 matar= MEM_callocN(sizeof(Material*)*totmat, "init_render_surf matar");
2698 for(a=0; a<totmat; a++) {
2699 matar[a]= give_render_material(re, ob, a+1);
2701 if(matar[a] && matar[a]->texco & TEXCO_ORCO)
2705 if(need_orco) orcobase=orco= get_object_orco(re, ob);
2709 if(dl->type==DL_INDEX3) {
2712 startvert= obr->totvert;
2715 n[0]= ob->imat[0][2];
2716 n[1]= ob->imat[1][2];
2717 n[2]= ob->imat[2][2];
2720 for(a=0; a<dl->nr; a++, data+=3) {
2721 ver= RE_findOrAddVert(obr, obr->totvert++);
2722 VECCOPY(ver->co, data);
2724 /* flip normal if face is backfacing, also used in face loop below */
2725 if(ver->co[2] < 0.0) {
2730 ver->n[0]= -n[0]; ver->n[1]= -n[1]; ver->n[2]= -n[2];
2734 Mat4MulVecfl(mat, ver->co);
2743 startvlak= obr->totvlak;
2745 for(a=0; a<dl->parts; a++, index+=3) {
2747 vlr= RE_findOrAddVlak(obr, obr->totvlak++);
2748 vlr->v1= RE_findOrAddVert(obr, startvert+index[0]);
2749 vlr->v2= RE_findOrAddVert(obr, startvert+index[1]);
2750 vlr->v3= RE_findOrAddVert(obr, startvert+index[2]);
2757 vlr->n[0]= -n[0]; vlr->n[1]= -n[1]; vlr->n[2]= -n[2];
2760 vlr->mat= matar[ dl->col ];
2762 if( (cu->flag & CU_NOPUNOFLIP) ) {
2763 vlr->flag |= R_NOPUNOFLIP;
2769 else if (dl->type==DL_SURF) {
2771 /* cyclic U means an extruded full circular curve, we skip bevel splitting then */
2772 if (dl->flag & DL_CYCL_U) {
2773 orco+= 3*dl_surf_to_renderdata(obr, dl, matar, orco, mat);
2779 startvert= obr->totvert;
2780 nr= dl->nr*dl->parts;
2783 ver= RE_findOrAddVert(obr, obr->totvert++);
2785 VECCOPY(ver->co, fp);
2786 Mat4MulVecfl(mat, ver->co);
2795 if(dl->bevelSplitFlag || timeoffset==0) {
2796 startvlak= obr->totvlak;
2798 for(a=0; a<dl->parts; a++) {
2800 frontside= (a >= dl->nr/2);
2802 if (surfindex_displist(dl, a, &b, &p1, &p2, &p3, &p4)==0)
2810 for(; b<dl->nr; b++) {
2811 vlr= RE_findOrAddVlak(obr, obr->totvlak++);
2812 vlr->v1= RE_findOrAddVert(obr, p2);
2813 vlr->v2= RE_findOrAddVert(obr, p1);
2814 vlr->v3= RE_findOrAddVert(obr, p3);
2815 vlr->v4= RE_findOrAddVert(obr, p4);
2816 vlr->ec= ME_V2V3+ME_V3V4;
2817 if(a==0) vlr->ec+= ME_V1V2;
2821 /* this is not really scientific: the vertices
2822 * 2, 3 en 4 seem to give better vertexnormals than 1 2 3:
2823 * front and backside treated different!!
2827 CalcNormFloat(vlr->v2->co, vlr->v3->co, vlr->v4->co, vlr->n);
2829 CalcNormFloat(vlr->v1->co, vlr->v2->co, vlr->v3->co, vlr->n);
2831 vlr->mat= matar[ dl->col ];
2840 if (dl->bevelSplitFlag) {
2841 for(a=0; a<dl->parts-1+!!(dl->flag&DL_CYCL_V); a++)
2842 if(dl->bevelSplitFlag[a>>5]&(1<<(a&0x1F)))
2843 split_v_renderfaces(obr, startvlak, startvert, dl->parts, dl->nr, a, dl->flag&DL_CYCL_V, dl->flag&DL_CYCL_U);
2846 /* vertex normals */
2847 for(a= startvlak; a<obr->totvlak; a++) {
2848 vlr= RE_findOrAddVlak(obr, a);
2850 VecAddf(vlr->v1->n, vlr->v1->n, vlr->n);
2851 VecAddf(vlr->v3->n, vlr->v3->n, vlr->n);
2852 VecAddf(vlr->v2->n, vlr->v2->n, vlr->n);
2853 VecAddf(vlr->v4->n, vlr->v4->n, vlr->n);
2855 for(a=startvert; a<obr->totvert; a++) {
2856 ver= RE_findOrAddVert(obr, a);
2857 len= Normalize(ver->n);
2858 if(len==0.0) ver->flag= 1; /* flag abuse, its only used in zbuf now */
2861 for(a= startvlak; a<obr->totvlak; a++) {
2862 vlr= RE_findOrAddVlak(obr, a);
2863 if(vlr->v1->flag) VECCOPY(vlr->v1->n, vlr->n);
2864 if(vlr->v2->flag) VECCOPY(vlr->v2->n, vlr->n);
2865 if(vlr->v3->flag) VECCOPY(vlr->v3->n, vlr->n);
2866 if(vlr->v4->flag) VECCOPY(vlr->v4->n, vlr->n);
2875 /* not very elegant... but we want original displist in UI */
2876 if(cu->resolu_ren) {
2877 freedisplist(&cu->disp);
2878 SWAP(ListBase, olddl, cu->disp);
2884 /* ------------------------------------------------------------------------- */
2886 /* ------------------------------------------------------------------------- */
2894 /* edges have to be added with lowest index first for sorting */