2 * Copyright 2011, Blender Foundation.
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.
23 #include "blender_sync.h"
24 #include "blender_util.h"
26 #include "subd_mesh.h"
27 #include "subd_patch.h"
28 #include "subd_split.h"
30 #include "util_foreach.h"
36 static bool mesh_need_attribute(Scene *scene, Mesh *mesh, Attribute::Standard std)
38 if(std == Attribute::STD_NONE)
41 foreach(uint shader, mesh->used_shaders)
42 if(scene->shaders[shader]->attributes.find(std))
48 static bool mesh_need_attribute(Scene *scene, Mesh *mesh, ustring name)
53 foreach(uint shader, mesh->used_shaders)
54 if(scene->shaders[shader]->attributes.find(name))
60 static void create_mesh(Scene *scene, Mesh *mesh, BL::Mesh b_mesh, const vector<uint>& used_shaders)
63 BL::Mesh::vertices_iterator v;
65 for(b_mesh.vertices.begin(v); v != b_mesh.vertices.end(); ++v)
66 mesh->verts.push_back(get_float3(v->co()));
69 BL::Mesh::faces_iterator f;
72 for(b_mesh.faces.begin(f); f != b_mesh.faces.end(); ++f) {
73 int4 vi = get_int4(f->vertices_raw());
74 int n= (vi[3] == 0)? 3: 4;
75 int shader = used_shaders[f->material_index()];
76 bool smooth = f->use_smooth();
78 mesh->add_triangle(vi[0], vi[1], vi[2], shader, smooth);
81 mesh->add_triangle(vi[0], vi[2], vi[3], shader, smooth);
86 /* create generated coordinates. todo: we should actually get the orco
87 coordinates from modifiers, for now we use texspace loc/size which
88 is available in the api. */
89 if(mesh_need_attribute(scene, mesh, Attribute::STD_GENERATED)) {
90 Attribute *attr = mesh->attributes.add(Attribute::STD_GENERATED);
91 float3 loc = get_float3(b_mesh.texspace_location());
92 float3 size = get_float3(b_mesh.texspace_size());
94 if(size.x != 0.0f) size.x = 0.5f/size.x;
95 if(size.y != 0.0f) size.y = 0.5f/size.y;
96 if(size.z != 0.0f) size.z = 0.5f/size.z;
98 loc = loc*size - make_float3(0.5f, 0.5f, 0.5f);
100 float3 *fdata = attr->data_float3();
101 BL::Mesh::vertices_iterator v;
104 for(b_mesh.vertices.begin(v); v != b_mesh.vertices.end(); ++v)
105 fdata[i++] = get_float3(v->co())*size - loc;
108 /* create vertex color attributes */
110 BL::Mesh::vertex_colors_iterator l;
112 for(b_mesh.vertex_colors.begin(l); l != b_mesh.vertex_colors.end(); ++l) {
113 if(!mesh_need_attribute(scene, mesh, ustring(l->name())))
116 Attribute *attr = mesh->attributes.add(
117 ustring(l->name()), TypeDesc::TypeColor, Attribute::CORNER);
119 BL::MeshColorLayer::data_iterator c;
120 float3 *fdata = attr->data_float3();
123 for(l->data.begin(c); c != l->data.end(); ++c, ++i) {
124 fdata[0] = get_float3(c->color1());
125 fdata[1] = get_float3(c->color2());
126 fdata[2] = get_float3(c->color3());
130 fdata[0] = get_float3(c->color1());
131 fdata[1] = get_float3(c->color3());
132 fdata[2] = get_float3(c->color4());
139 /* create uv layer attributes */
141 BL::Mesh::uv_textures_iterator l;
143 for(b_mesh.uv_textures.begin(l); l != b_mesh.uv_textures.end(); ++l) {
144 Attribute::Standard std = (l->active_render())? Attribute::STD_UV: Attribute::STD_NONE;
145 ustring name = ustring(l->name());
147 if(!(mesh_need_attribute(scene, mesh, name) || mesh_need_attribute(scene, mesh, std)))
152 if(l->active_render())
153 attr = mesh->attributes.add(std, name);
155 attr = mesh->attributes.add(name, TypeDesc::TypePoint, Attribute::CORNER);
157 BL::MeshTextureFaceLayer::data_iterator t;
158 float3 *fdata = attr->data_float3();
161 for(l->data.begin(t); t != l->data.end(); ++t, ++i) {
162 fdata[0] = get_float3(t->uv1());
163 fdata[1] = get_float3(t->uv2());
164 fdata[2] = get_float3(t->uv3());
168 fdata[0] = get_float3(t->uv1());
169 fdata[1] = get_float3(t->uv3());
170 fdata[2] = get_float3(t->uv4());
178 static void create_subd_mesh(Mesh *mesh, BL::Mesh b_mesh, PointerRNA *cmesh, const vector<uint>& used_shaders)
180 /* create subd mesh */
183 /* create vertices */
184 BL::Mesh::vertices_iterator v;
186 for(b_mesh.vertices.begin(v); v != b_mesh.vertices.end(); ++v)
187 sdmesh.add_vert(get_float3(v->co()));
190 BL::Mesh::faces_iterator f;
192 for(b_mesh.faces.begin(f); f != b_mesh.faces.end(); ++f) {
193 int4 vi = get_int4(f->vertices_raw());
194 int n= (vi[3] == 0)? 3: 4;
195 //int shader = used_shaders[f->material_index()];
198 sdmesh.add_face(vi[0], vi[1], vi[2], vi[3]);
200 sdmesh.add_face(vi[0], vi[1], vi[2]);*/
203 /* finalize subd mesh */
204 sdmesh.link_boundary();
208 dsplit.camera = NULL;
209 dsplit.dicing_rate = RNA_float_get(cmesh, "dicing_rate");
211 sdmesh.tesselate(&dsplit, false, mesh, used_shaders[0], true);
216 Mesh *BlenderSync::sync_mesh(BL::Object b_ob, bool object_updated)
218 /* test if we can instance or if the object is modified */
219 BL::ID b_ob_data = b_ob.data();
220 BL::ID key = (object_is_modified(b_ob))? b_ob: b_ob_data;
222 /* find shader indices */
223 vector<uint> used_shaders;
225 BL::Object::material_slots_iterator slot;
226 for(b_ob.material_slots.begin(slot); slot != b_ob.material_slots.end(); ++slot) {
227 if(render_layer.material_override)
228 find_shader(render_layer.material_override, used_shaders);
230 find_shader(slot->material(), used_shaders);
233 if(used_shaders.size() == 0)
234 used_shaders.push_back(scene->default_surface);
236 /* test if we need to sync */
239 if(!mesh_map.sync(&mesh, key)) {
240 /* if transform was applied to mesh, need full update */
241 if(object_updated && mesh->transform_applied);
242 /* test if shaders changed, these can be object level so mesh
243 does not get tagged for recalc */
244 else if(mesh->used_shaders != used_shaders);
246 /* even if not tagged for recalc, we may need to sync anyway
247 * because the shader needs different mesh attributes */
248 bool attribute_recalc = false;
250 foreach(uint shader, mesh->used_shaders)
251 if(scene->shaders[shader]->need_update_attributes)
252 attribute_recalc = true;
254 if(!attribute_recalc)
259 /* ensure we only sync instanced meshes once */
260 if(mesh_synced.find(mesh) != mesh_synced.end())
263 mesh_synced.insert(mesh);
265 /* create derived mesh */
266 BL::Mesh b_mesh = object_to_mesh(b_ob, b_scene, true, !preview);
267 PointerRNA cmesh = RNA_pointer_get(&b_ob_data.ptr, "cycles");
269 vector<Mesh::Triangle> oldtriangle = mesh->triangles;
273 mesh->used_shaders = used_shaders;
274 mesh->name = ustring(b_ob_data.name().c_str());
277 if(cmesh.data && RNA_boolean_get(&cmesh, "use_subdivision"))
278 create_subd_mesh(mesh, b_mesh, &cmesh, used_shaders);
280 create_mesh(scene, mesh, b_mesh, used_shaders);
282 /* free derived mesh */
283 object_remove_mesh(b_data, b_mesh);
286 /* displacement method */
288 int method = RNA_enum_get(&cmesh, "displacement_method");
291 mesh->displacement_method = Mesh::DISPLACE_BUMP;
293 mesh->displacement_method = Mesh::DISPLACE_TRUE;
295 mesh->displacement_method = Mesh::DISPLACE_BOTH;
299 bool rebuild = false;
301 if(oldtriangle.size() != mesh->triangles.size())
303 else if(oldtriangle.size()) {
304 if(memcmp(&oldtriangle[0], &mesh->triangles[0], sizeof(Mesh::Triangle)*oldtriangle.size()) != 0)
308 mesh->tag_update(scene, rebuild);