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
36 #include "MEM_guardedalloc.h"
39 #include "BLI_blenlib.h"
40 #include "BLI_utildefines.h"
42 #include "BLI_memarena.h"
43 #include "BLI_ghash.h"
44 #include "BLI_linklist.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"
121 #include "RE_render_ext.h"
123 /* 10 times larger than normal epsilon, test it on default nurbs sphere with ray_transp (for quad detection) */
124 /* or for checking vertex normal flips */
125 #define FLT_EPSILON10 1.19209290e-06F
127 /* ------------------------------------------------------------------------- */
129 /* Stuff for stars. This sits here because it uses gl-things. Part of
130 * this code may move down to the converter. */
131 /* ------------------------------------------------------------------------- */
132 /* this is a bad beast, since it is misused by the 3d view drawing as well. */
134 static HaloRen *initstar(Render *re, ObjectRen *obr, const float vec[3], float hasize)
139 projectverto(vec, re->winmat, hoco);
141 har= RE_findOrAddHalo(obr, obr->tothalo++);
143 /* projectvert is done in function zbufvlaggen again, because of parts */
144 copy_v3_v3(har->co, vec);
152 /* there must be a 'fixed' amount of stars generated between
154 * all stars must by preference lie on the far and solely
155 * differ in clarity/color
158 void RE_make_stars(Render *re, Scene *scenev3d, void (*initfunc)(void),
159 void (*vertexfunc)(float*), void (*termfunc)(void))
161 extern unsigned char hash[512];
162 ObjectRen *obr= NULL;
168 double dblrand, hlfrand;
169 float vec[4], fx, fy, fz;
170 float fac, starmindist, clipend;
171 float mat[4][4], stargrid, maxrand, maxjit, force, alpha;
172 int x, y, z, sx, sy, sz, ex, ey, ez, done = FALSE;
173 unsigned int totstar= 0;
184 stargrid = wrld->stardist; /* distance between stars */
185 maxrand = 2.0; /* amount a star can be shifted (in grid units) */
186 maxjit = (wrld->starcolnoise); /* amount a color is being shifted */
189 force = ( wrld->starsize );
191 /* minimal free space (starting at camera) */
192 starmindist= wrld->starmindist;
194 if (stargrid <= 0.10f) return;
196 if (re) re->flag |= R_HALO;
197 else stargrid *= 1.0f; /* then it draws fewer */
199 if (re) invert_m4_m4(mat, re->viewmat);
202 /* BOUNDING BOX CALCULATION
203 * bbox goes from z = loc_near_var | loc_far_var,
208 camera= re ? RE_GetCamera(re) : scene->camera;
210 if (camera==NULL || camera->type != OB_CAMERA)
214 clipend = cam->clipend;
216 /* convert to grid coordinates */
218 sx = ((mat[3][0] - clipend) / stargrid) - maxrand;
219 sy = ((mat[3][1] - clipend) / stargrid) - maxrand;
220 sz = ((mat[3][2] - clipend) / stargrid) - maxrand;
222 ex = ((mat[3][0] + clipend) / stargrid) + maxrand;
223 ey = ((mat[3][1] + clipend) / stargrid) + maxrand;
224 ez = ((mat[3][2] + clipend) / stargrid) + maxrand;
226 dblrand = maxrand * stargrid;
227 hlfrand = 2.0 * dblrand;
233 if (re) /* add render object for stars */
234 obr= RE_addRenderObject(re, NULL, NULL, 0, 0, 0);
236 for (x = sx, fx = sx * stargrid; x <= ex; x++, fx += stargrid) {
237 for (y = sy, fy = sy * stargrid; y <= ey; y++, fy += stargrid) {
238 for (z = sz, fz = sz * stargrid; z <= ez; z++, fz += stargrid) {
240 BLI_srand((hash[z & 0xff] << 24) + (hash[y & 0xff] << 16) + (hash[x & 0xff] << 8));
241 vec[0] = fx + (hlfrand * BLI_drand()) - dblrand;
242 vec[1] = fy + (hlfrand * BLI_drand()) - dblrand;
243 vec[2] = fz + (hlfrand * BLI_drand()) - dblrand;
247 if (done & 1) vertexfunc(vec);
252 mul_m4_v3(re->viewmat, vec);
254 /* in vec are global coordinates
255 * calculate distance to camera
256 * and using that, define the alpha
260 if (alpha >= clipend) alpha = 0.0;
261 else if (alpha <= starmindist) alpha = 0.0;
262 else if (alpha <= 2.0f * starmindist) {
263 alpha = (alpha - starmindist) / starmindist;
266 alpha -= 2.0f * starmindist;
267 alpha /= (clipend - 2.0f * starmindist);
268 alpha = 1.0f - alpha;
273 fac = force * BLI_drand();
275 har = initstar(re, obr, vec, fac);
278 har->alfa = sqrt(sqrt(alpha));
280 har->r = har->g = har->b = 1.0;
282 har->r += ((maxjit * BLI_drand()) ) - maxjit;
283 har->g += ((maxjit * BLI_drand()) ) - maxjit;
284 har->b += ((maxjit * BLI_drand()) ) - maxjit;
288 har->type |= HA_ONLYSKY;
294 /* break out of the loop if generating stars takes too long */
295 if (re && !(totstar % 1000000)) {
296 if (re->test_break(re->tbh)) {
305 /* do not call blender_test_break() here, since it is used in UI as well, confusing the callback system */
306 /* main cause is G.is_break of course, a global again... (ton) */
309 if (termfunc) termfunc();
312 re->tothalo += obr->tothalo;
316 /* ------------------------------------------------------------------------- */
317 /* tool functions/defines for ad hoc simplification and possible future
319 /* ------------------------------------------------------------------------- */
321 #define UVTOINDEX(u,v) (startvlak + (u) * sizev + (v))
324 * NOTE THAT U/V COORDINATES ARE SOMETIMES SWAPPED !!
326 * ^ ()----p4----p3----()
330 * ()----p1----p2----()
334 /* ------------------------------------------------------------------------- */
336 static void split_v_renderfaces(ObjectRen *obr, int startvlak, int UNUSED(startvert), int UNUSED(usize), int vsize, int uIndex, int UNUSED(cyclu), int cyclv)
338 int vLen = vsize-1+(!!cyclv);
341 for (v=0; v<vLen; v++) {
342 VlakRen *vlr = RE_findOrAddVlak(obr, startvlak + vLen*uIndex + v);
343 VertRen *vert = RE_vertren_copy(obr, vlr->v2);
349 VlakRen *vlr = RE_findOrAddVlak(obr, startvlak + vLen*uIndex + 0);
353 VlakRen *vlr = RE_findOrAddVlak(obr, startvlak + vLen*uIndex + v+1);
361 VlakRen *vlr = RE_findOrAddVlak(obr, startvlak + vLen*uIndex + v+1);
366 vlr->v1 = RE_vertren_copy(obr, vlr->v1);
372 /* ------------------------------------------------------------------------- */
373 /* Stress, tangents and normals */
374 /* ------------------------------------------------------------------------- */
376 static void calc_edge_stress_add(float *accum, VertRen *v1, VertRen *v2)
378 float len= len_v3v3(v1->co, v2->co)/len_v3v3(v1->orco, v2->orco);
381 acc= accum + 2*v1->index;
385 acc= accum + 2*v2->index;
390 static void calc_edge_stress(Render *UNUSED(re), ObjectRen *obr, Mesh *me)
392 float loc[3], size[3], *accum, *acc, *accumoffs, *stress;
395 if (obr->totvert==0) return;
397 BKE_mesh_texspace_get(me, loc, NULL, size);
399 accum= MEM_callocN(2*sizeof(float)*obr->totvert, "temp accum for stress");
401 /* de-normalize orco */
402 for (a=0; a<obr->totvert; a++) {
403 VertRen *ver= RE_findOrAddVert(obr, a);
405 ver->orco[0]= ver->orco[0]*size[0] +loc[0];
406 ver->orco[1]= ver->orco[1]*size[1] +loc[1];
407 ver->orco[2]= ver->orco[2]*size[2] +loc[2];
411 /* add stress values */
412 accumoffs= accum; /* so we can use vertex index */
413 for (a=0; a<obr->totvlak; a++) {
414 VlakRen *vlr= RE_findOrAddVlak(obr, a);
416 if (vlr->v1->orco && vlr->v4) {
417 calc_edge_stress_add(accumoffs, vlr->v1, vlr->v2);
418 calc_edge_stress_add(accumoffs, vlr->v2, vlr->v3);
419 calc_edge_stress_add(accumoffs, vlr->v3, vlr->v1);
421 calc_edge_stress_add(accumoffs, vlr->v3, vlr->v4);
422 calc_edge_stress_add(accumoffs, vlr->v4, vlr->v1);
423 calc_edge_stress_add(accumoffs, vlr->v2, vlr->v4);
428 for (a=0; a<obr->totvert; a++) {
429 VertRen *ver= RE_findOrAddVert(obr, a);
431 /* find stress value */
432 acc= accumoffs + 2*ver->index;
435 stress= RE_vertren_get_stress(obr, ver, 1);
439 ver->orco[0] = (ver->orco[0]-loc[0])/size[0];
440 ver->orco[1] = (ver->orco[1]-loc[1])/size[1];
441 ver->orco[2] = (ver->orco[2]-loc[2])/size[2];
448 /* gets tangent from tface or orco */
449 static void calc_tangent_vector(ObjectRen *obr, VertexTangent **vtangents, MemArena *arena, VlakRen *vlr, int do_nmap_tangent, int do_tangent)
451 MTFace *tface= RE_vlakren_get_tface(obr, vlr, obr->actmtface, NULL, 0);
452 VertRen *v1=vlr->v1, *v2=vlr->v2, *v3=vlr->v3, *v4=vlr->v4;
454 float *uv1, *uv2, *uv3, *uv4;
464 uv1= uv[0]; uv2= uv[1]; uv3= uv[2]; uv4= uv[3];
465 map_to_sphere(&uv[0][0], &uv[0][1], v1->orco[0], v1->orco[1], v1->orco[2]);
466 map_to_sphere(&uv[1][0], &uv[1][1], v2->orco[0], v2->orco[1], v2->orco[2]);
467 map_to_sphere(&uv[2][0], &uv[2][1], v3->orco[0], v3->orco[1], v3->orco[2]);
469 map_to_sphere(&uv[3][0], &uv[3][1], v4->orco[0], v4->orco[1], v4->orco[2]);
473 tangent_from_uv(uv1, uv2, uv3, v1->co, v2->co, v3->co, vlr->n, tang);
476 tav= RE_vertren_get_tangent(obr, v1, 1);
477 add_v3_v3(tav, tang);
478 tav= RE_vertren_get_tangent(obr, v2, 1);
479 add_v3_v3(tav, tang);
480 tav= RE_vertren_get_tangent(obr, v3, 1);
481 add_v3_v3(tav, tang);
484 if (do_nmap_tangent) {
485 sum_or_add_vertex_tangent(arena, &vtangents[v1->index], tang, uv1);
486 sum_or_add_vertex_tangent(arena, &vtangents[v2->index], tang, uv2);
487 sum_or_add_vertex_tangent(arena, &vtangents[v3->index], tang, uv3);
491 tangent_from_uv(uv1, uv3, uv4, v1->co, v3->co, v4->co, vlr->n, tang);
494 tav= RE_vertren_get_tangent(obr, v1, 1);
495 add_v3_v3(tav, tang);
496 tav= RE_vertren_get_tangent(obr, v3, 1);
497 add_v3_v3(tav, tang);
498 tav= RE_vertren_get_tangent(obr, v4, 1);
499 add_v3_v3(tav, tang);
502 if (do_nmap_tangent) {
503 sum_or_add_vertex_tangent(arena, &vtangents[v1->index], tang, uv1);
504 sum_or_add_vertex_tangent(arena, &vtangents[v3->index], tang, uv3);
505 sum_or_add_vertex_tangent(arena, &vtangents[v4->index], tang, uv4);
512 /****************************************************************
513 ************ tangent space generation interface ****************
514 ****************************************************************/
519 } SRenderMeshToTangent;
522 #include "mikktspace.h"
524 static int GetNumFaces(const SMikkTSpaceContext * pContext)
526 SRenderMeshToTangent * pMesh = (SRenderMeshToTangent *) pContext->m_pUserData;
527 return pMesh->obr->totvlak;
530 static int GetNumVertsOfFace(const SMikkTSpaceContext * pContext, const int face_num)
532 SRenderMeshToTangent * pMesh = (SRenderMeshToTangent *) pContext->m_pUserData;
533 VlakRen *vlr= RE_findOrAddVlak(pMesh->obr, face_num);
534 return vlr->v4!=NULL ? 4 : 3;
537 static void GetPosition(const SMikkTSpaceContext * pContext, float fPos[], const int face_num, const int vert_index)
539 //assert(vert_index>=0 && vert_index<4);
540 SRenderMeshToTangent * pMesh = (SRenderMeshToTangent *) pContext->m_pUserData;
541 VlakRen *vlr= RE_findOrAddVlak(pMesh->obr, face_num);
542 const float *co= (&vlr->v1)[vert_index]->co;
543 copy_v3_v3(fPos, co);
546 static void GetTextureCoordinate(const SMikkTSpaceContext * pContext, float fUV[], const int face_num, const int vert_index)
548 //assert(vert_index>=0 && vert_index<4);
549 SRenderMeshToTangent * pMesh = (SRenderMeshToTangent *) pContext->m_pUserData;
550 VlakRen *vlr= RE_findOrAddVlak(pMesh->obr, face_num);
551 MTFace *tface= RE_vlakren_get_tface(pMesh->obr, vlr, pMesh->obr->actmtface, NULL, 0);
555 coord= tface->uv[vert_index];
556 fUV[0]= coord[0]; fUV[1]= coord[1];
558 else if ((coord= (&vlr->v1)[vert_index]->orco)) {
559 map_to_sphere(&fUV[0], &fUV[1], coord[0], coord[1], coord[2]);
561 else { /* else we get un-initialized value, 0.0 ok default? */
562 fUV[0]= fUV[1]= 0.0f;
566 static void GetNormal(const SMikkTSpaceContext * pContext, float fNorm[], const int face_num, const int vert_index)
568 //assert(vert_index>=0 && vert_index<4);
569 SRenderMeshToTangent * pMesh = (SRenderMeshToTangent *) pContext->m_pUserData;
570 VlakRen *vlr= RE_findOrAddVlak(pMesh->obr, face_num);
571 const float *n= (&vlr->v1)[vert_index]->n;
572 copy_v3_v3(fNorm, n);
574 static void SetTSpace(const SMikkTSpaceContext * pContext, const float fvTangent[], const float fSign, const int face_num, const int iVert)
576 //assert(vert_index>=0 && vert_index<4);
577 SRenderMeshToTangent * pMesh = (SRenderMeshToTangent *) pContext->m_pUserData;
578 VlakRen *vlr= RE_findOrAddVlak(pMesh->obr, face_num);
579 float * ftang= RE_vlakren_get_nmap_tangent(pMesh->obr, vlr, 1);
581 copy_v3_v3(&ftang[iVert*4+0], fvTangent);
582 ftang[iVert*4+3]=fSign;
586 static void calc_vertexnormals(Render *UNUSED(re), ObjectRen *obr, int do_tangent, int do_nmap_tangent)
588 MemArena *arena= NULL;
589 VertexTangent **vtangents= NULL;
592 if (do_nmap_tangent) {
593 arena= BLI_memarena_new(BLI_MEMARENA_STD_BUFSIZE, "nmap tangent arena");
594 BLI_memarena_use_calloc(arena);
596 vtangents= MEM_callocN(sizeof(VertexTangent*)*obr->totvert, "VertexTangent");
599 /* clear all vertex normals */
600 for (a=0; a<obr->totvert; a++) {
601 VertRen *ver= RE_findOrAddVert(obr, a);
602 ver->n[0]=ver->n[1]=ver->n[2]= 0.0f;
605 /* calculate cos of angles and point-masses, use as weight factor to
606 * add face normal to vertex */
607 for (a=0; a<obr->totvlak; a++) {
608 VlakRen *vlr= RE_findOrAddVlak(obr, a);
609 if (vlr->flag & ME_SMOOTH) {
610 float *n4= (vlr->v4)? vlr->v4->n: NULL;
611 float *c4= (vlr->v4)? vlr->v4->co: NULL;
613 accumulate_vertex_normals(vlr->v1->n, vlr->v2->n, vlr->v3->n, n4,
614 vlr->n, vlr->v1->co, vlr->v2->co, vlr->v3->co, c4);
616 if (do_nmap_tangent || do_tangent) {
617 /* tangents still need to be calculated for flat faces too */
618 /* weighting removed, they are not vertexnormals */
619 calc_tangent_vector(obr, vtangents, arena, vlr, do_nmap_tangent, do_tangent);
624 for (a=0; a<obr->totvlak; a++) {
625 VlakRen *vlr= RE_findOrAddVlak(obr, a);
627 if ((vlr->flag & ME_SMOOTH)==0) {
628 if (is_zero_v3(vlr->v1->n)) copy_v3_v3(vlr->v1->n, vlr->n);
629 if (is_zero_v3(vlr->v2->n)) copy_v3_v3(vlr->v2->n, vlr->n);
630 if (is_zero_v3(vlr->v3->n)) copy_v3_v3(vlr->v3->n, vlr->n);
631 if (vlr->v4 && is_zero_v3(vlr->v4->n)) copy_v3_v3(vlr->v4->n, vlr->n);
634 if (do_nmap_tangent) {
635 VertRen *v1=vlr->v1, *v2=vlr->v2, *v3=vlr->v3, *v4=vlr->v4;
636 MTFace *tface= RE_vlakren_get_tface(obr, vlr, obr->actmtface, NULL, 0);
640 float *vtang, *ftang= RE_vlakren_get_nmap_tangent(obr, vlr, 1);
642 vtang= find_vertex_tangent(vtangents[v1->index], tface->uv[0]);
643 copy_v3_v3(ftang, vtang);
645 vtang= find_vertex_tangent(vtangents[v2->index], tface->uv[1]);
646 copy_v3_v3(ftang+4, vtang);
647 normalize_v3(ftang+4);
648 vtang= find_vertex_tangent(vtangents[v3->index], tface->uv[2]);
649 copy_v3_v3(ftang+8, vtang);
650 normalize_v3(ftang+8);
652 vtang= find_vertex_tangent(vtangents[v4->index], tface->uv[3]);
653 copy_v3_v3(ftang+12, vtang);
654 normalize_v3(ftang+12);
656 for (k=0; k<4; k++) ftang[4*k+3]=1;
661 /* normalize vertex normals */
662 for (a=0; a<obr->totvert; a++) {
663 VertRen *ver= RE_findOrAddVert(obr, a);
664 normalize_v3(ver->n);
666 float *tav= RE_vertren_get_tangent(obr, ver, 0);
669 const float tdn = dot_v3v3(tav, ver->n);
670 tav[0] -= ver->n[0]*tdn;
671 tav[1] -= ver->n[1]*tdn;
672 tav[2] -= ver->n[2]*tdn;
678 if (do_nmap_tangent != FALSE) {
679 SRenderMeshToTangent mesh2tangent;
680 SMikkTSpaceContext sContext;
681 SMikkTSpaceInterface sInterface;
682 memset(&mesh2tangent, 0, sizeof(SRenderMeshToTangent));
683 memset(&sContext, 0, sizeof(SMikkTSpaceContext));
684 memset(&sInterface, 0, sizeof(SMikkTSpaceInterface));
686 mesh2tangent.obr = obr;
688 sContext.m_pUserData = &mesh2tangent;
689 sContext.m_pInterface = &sInterface;
690 sInterface.m_getNumFaces = GetNumFaces;
691 sInterface.m_getNumVerticesOfFace = GetNumVertsOfFace;
692 sInterface.m_getPosition = GetPosition;
693 sInterface.m_getTexCoord = GetTextureCoordinate;
694 sInterface.m_getNormal = GetNormal;
695 sInterface.m_setTSpaceBasic = SetTSpace;
697 genTangSpaceDefault(&sContext);
701 BLI_memarena_free(arena);
703 MEM_freeN(vtangents);
706 /* ------------------------------------------------------------------------- */
708 /* ------------------------------------------------------------------------- */
710 typedef struct ASvert {
715 typedef struct ASface {
716 struct ASface *next, *prev;
721 static void as_addvert(ASvert *asv, VertRen *v1, VlakRen *vlr)
726 if (v1 == NULL) return;
728 if (asv->faces.first==NULL) {
729 asf= MEM_callocN(sizeof(ASface), "asface");
730 BLI_addtail(&asv->faces, asf);
733 asf= asv->faces.last;
734 for (a=0; a<4; a++) {
735 if (asf->vlr[a]==NULL) {
742 /* new face struct */
744 asf= MEM_callocN(sizeof(ASface), "asface");
745 BLI_addtail(&asv->faces, asf);
751 static int as_testvertex(VlakRen *vlr, VertRen *UNUSED(ver), ASvert *asv, float thresh)
753 /* return 1: vertex needs a copy */
758 if (vlr==0) return 0;
760 asf= asv->faces.first;
762 for (a=0; a<4; a++) {
763 if (asf->vlr[a] && asf->vlr[a]!=vlr) {
764 inp = fabsf(dot_v3v3(vlr->n, asf->vlr[a]->n));
765 if (inp < thresh) return 1;
774 static VertRen *as_findvertex(VlakRen *vlr, VertRen *UNUSED(ver), ASvert *asv, float thresh)
776 /* return when new vertex already was made */
781 asf= asv->faces.first;
783 for (a=0; a<4; a++) {
784 if (asf->vlr[a] && asf->vlr[a]!=vlr) {
785 /* this face already made a copy for this vertex! */
787 inp = fabsf(dot_v3v3(vlr->n, asf->vlr[a]->n));
800 /* note; autosmooth happens in object space still, after applying autosmooth we rotate */
801 /* note2; actually, when original mesh and displist are equal sized, face normals are from original mesh */
802 static void autosmooth(Render *UNUSED(re), ObjectRen *obr, float mat[][4], int degr)
804 ASvert *asv, *asverts;
811 if (obr->totvert==0) return;
812 asverts= MEM_callocN(sizeof(ASvert)*obr->totvert, "all smooth verts");
814 thresh= cosf(DEG2RADF((0.5f + (float)degr)));
816 /* step zero: give faces normals of original mesh, if this is provided */
819 /* step one: construct listbase of all vertices and pointers to faces */
820 for (a=0; a<obr->totvlak; a++) {
821 vlr= RE_findOrAddVlak(obr, a);
822 /* skip wire faces */
823 if (vlr->v2 != vlr->v3) {
824 as_addvert(asverts+vlr->v1->index, vlr->v1, vlr);
825 as_addvert(asverts+vlr->v2->index, vlr->v2, vlr);
826 as_addvert(asverts+vlr->v3->index, vlr->v3, vlr);
828 as_addvert(asverts+vlr->v4->index, vlr->v4, vlr);
832 totvert= obr->totvert;
833 /* we now test all vertices, when faces have a normal too much different: they get a new vertex */
834 for (a=0, asv=asverts; a<totvert; a++, asv++) {
835 if (asv && asv->totface>1) {
836 ver= RE_findOrAddVert(obr, a);
838 asf= asv->faces.first;
840 for (b=0; b<4; b++) {
842 /* is there a reason to make a new vertex? */
844 if ( as_testvertex(vlr, ver, asv, thresh) ) {
846 /* already made a new vertex within threshold? */
847 v1= as_findvertex(vlr, ver, asv, thresh);
849 /* make a new vertex */
850 v1= RE_vertren_copy(obr, ver);
853 if (vlr->v1==ver) vlr->v1= v1;
854 if (vlr->v2==ver) vlr->v2= v1;
855 if (vlr->v3==ver) vlr->v3= v1;
856 if (vlr->v4==ver) vlr->v4= v1;
865 for (a=0; a<totvert; a++) {
866 BLI_freelistN(&asverts[a].faces);
870 /* rotate vertices and calculate normal of faces */
871 for (a=0; a<obr->totvert; a++) {
872 ver= RE_findOrAddVert(obr, a);
873 mul_m4_v3(mat, ver->co);
875 for (a=0; a<obr->totvlak; a++) {
876 vlr= RE_findOrAddVlak(obr, a);
878 /* skip wire faces */
879 if (vlr->v2 != vlr->v3) {
881 normal_quad_v3(vlr->n, vlr->v4->co, vlr->v3->co, vlr->v2->co, vlr->v1->co);
883 normal_tri_v3(vlr->n, vlr->v3->co, vlr->v2->co, vlr->v1->co);
888 /* ------------------------------------------------------------------------- */
889 /* Orco hash and Materials */
890 /* ------------------------------------------------------------------------- */
892 static float *get_object_orco(Render *re, Object *ob)
897 re->orco_hash = BLI_ghash_ptr_new("get_object_orco gh");
899 orco = BLI_ghash_lookup(re->orco_hash, ob);
902 if (ELEM(ob->type, OB_CURVE, OB_FONT)) {
903 orco = BKE_curve_make_orco(re->scene, ob);
905 else if (ob->type==OB_SURF) {
906 orco = BKE_curve_surf_make_orco(ob);
910 BLI_ghash_insert(re->orco_hash, ob, orco);
916 static void set_object_orco(Render *re, void *ob, float *orco)
919 re->orco_hash = BLI_ghash_ptr_new("set_object_orco gh");
921 BLI_ghash_insert(re->orco_hash, ob, orco);
924 static void free_mesh_orco_hash(Render *re)
927 BLI_ghash_free(re->orco_hash, NULL, (GHashValFreeFP)MEM_freeN);
928 re->orco_hash = NULL;
932 static void check_material_mapto(Material *ma)
935 ma->mapto_textured = 0;
937 /* cache which inputs are actually textured.
938 * this can avoid a bit of time spent iterating through all the texture slots, map inputs and map tos
939 * every time a property which may or may not be textured is accessed */
941 for (a=0; a<MAX_MTEX; a++) {
942 if (ma->mtex[a] && ma->mtex[a]->tex) {
943 /* currently used only in volume render, so we'll check for those flags */
944 if (ma->mtex[a]->mapto & MAP_DENSITY) ma->mapto_textured |= MAP_DENSITY;
945 if (ma->mtex[a]->mapto & MAP_EMISSION) ma->mapto_textured |= MAP_EMISSION;
946 if (ma->mtex[a]->mapto & MAP_EMISSION_COL) ma->mapto_textured |= MAP_EMISSION_COL;
947 if (ma->mtex[a]->mapto & MAP_SCATTERING) ma->mapto_textured |= MAP_SCATTERING;
948 if (ma->mtex[a]->mapto & MAP_TRANSMISSION_COL) ma->mapto_textured |= MAP_TRANSMISSION_COL;
949 if (ma->mtex[a]->mapto & MAP_REFLECTION) ma->mapto_textured |= MAP_REFLECTION;
950 if (ma->mtex[a]->mapto & MAP_REFLECTION_COL) ma->mapto_textured |= MAP_REFLECTION_COL;
954 static void flag_render_node_material(Render *re, bNodeTree *ntree)
958 for (node=ntree->nodes.first; node; node= node->next) {
960 if (GS(node->id->name)==ID_MA) {
961 Material *ma= (Material *)node->id;
963 if ((ma->mode & MA_TRANSP) && (ma->mode & MA_ZTRANSP))
966 ma->flag |= MA_IS_USED;
968 else if (node->type==NODE_GROUP)
969 flag_render_node_material(re, (bNodeTree *)node->id);
974 static Material *give_render_material(Render *re, Object *ob, short nr)
976 extern Material defmaterial; /* material.c */
979 ma= give_current_material(ob, nr);
983 if (re->r.mode & R_SPEED) ma->texco |= NEED_UV;
985 if (ma->material_type == MA_TYPE_VOLUME) {
986 ma->mode |= MA_TRANSP;
987 ma->mode &= ~MA_SHADBUF;
989 if ((ma->mode & MA_TRANSP) && (ma->mode & MA_ZTRANSP))
992 /* for light groups and SSS */
993 ma->flag |= MA_IS_USED;
995 if (ma->nodetree && ma->use_nodes)
996 flag_render_node_material(re, ma->nodetree);
998 check_material_mapto(ma);
1003 /* ------------------------------------------------------------------------- */
1005 /* ------------------------------------------------------------------------- */
1006 typedef struct ParticleStrandData {
1008 float *orco, *uvco, *surfnor;
1009 float time, adapt_angle, adapt_pix, size;
1011 int first, line, adapt, override_uv;
1014 /* future thread problem... */
1015 static void static_particle_strand(Render *re, ObjectRen *obr, Material *ma, ParticleStrandData *sd, const float vec[3], const float vec1[3])
1017 static VertRen *v1= NULL, *v2= NULL;
1019 float nor[3], cross[3], crosslen, w, dx, dy, width;
1020 static float anor[3], avec[3];
1022 static int second=0;
1024 sub_v3_v3v3(nor, vec, vec1);
1025 normalize_v3(nor); /* nor needed as tangent */
1026 cross_v3_v3v3(cross, vec, nor);
1028 /* turn cross in pixelsize */
1029 w= vec[2]*re->winmat[2][3] + re->winmat[3][3];
1030 dx= re->winx*cross[0]*re->winmat[0][0];
1031 dy= re->winy*cross[1]*re->winmat[1][1];
1032 w= sqrt(dx*dx + dy*dy)/w;
1036 if (ma->strand_ease!=0.0f) {
1037 if (ma->strand_ease<0.0f)
1038 fac= pow(sd->time, 1.0f+ma->strand_ease);
1040 fac= pow(sd->time, 1.0f/(1.0f-ma->strand_ease));
1044 width= ((1.0f-fac)*ma->strand_sta + (fac)*ma->strand_end);
1046 /* use actual Blender units for strand width and fall back to minimum width */
1047 if (ma->mode & MA_STR_B_UNITS) {
1048 crosslen= len_v3(cross);
1049 w= 2.0f*crosslen*ma->strand_min/w;
1054 /*cross is the radius of the strand so we want it to be half of full width */
1055 mul_v3_fl(cross, 0.5f/crosslen);
1060 mul_v3_fl(cross, width);
1063 if (ma->mode & MA_TANGENT_STR)
1064 flag= R_SMOOTH|R_TANGENT;
1068 /* only 1 pixel wide strands filled in as quads now, otherwise zbuf errors */
1069 if (ma->strand_sta==1.0f)
1072 /* single face line */
1074 vlr= RE_findOrAddVlak(obr, obr->totvlak++);
1076 vlr->v1= RE_findOrAddVert(obr, obr->totvert++);
1077 vlr->v2= RE_findOrAddVert(obr, obr->totvert++);
1078 vlr->v3= RE_findOrAddVert(obr, obr->totvert++);
1079 vlr->v4= RE_findOrAddVert(obr, obr->totvert++);
1081 copy_v3_v3(vlr->v1->co, vec);
1082 add_v3_v3(vlr->v1->co, cross);
1083 copy_v3_v3(vlr->v1->n, nor);
1084 vlr->v1->orco= sd->orco;
1085 vlr->v1->accum = -1.0f; /* accum abuse for strand texco */
1087 copy_v3_v3(vlr->v2->co, vec);
1088 sub_v3_v3v3(vlr->v2->co, vlr->v2->co, cross);
1089 copy_v3_v3(vlr->v2->n, nor);
1090 vlr->v2->orco= sd->orco;
1091 vlr->v2->accum= vlr->v1->accum;
1093 copy_v3_v3(vlr->v4->co, vec1);
1094 add_v3_v3(vlr->v4->co, cross);
1095 copy_v3_v3(vlr->v4->n, nor);
1096 vlr->v4->orco= sd->orco;
1097 vlr->v4->accum = 1.0f; /* accum abuse for strand texco */
1099 copy_v3_v3(vlr->v3->co, vec1);
1100 sub_v3_v3v3(vlr->v3->co, vlr->v3->co, cross);
1101 copy_v3_v3(vlr->v3->n, nor);
1102 vlr->v3->orco= sd->orco;
1103 vlr->v3->accum= vlr->v4->accum;
1105 normal_quad_v3(vlr->n, vlr->v4->co, vlr->v3->co, vlr->v2->co, vlr->v1->co);
1111 float *snor= RE_vlakren_get_surfnor(obr, vlr, 1);
1112 copy_v3_v3(snor, sd->surfnor);
1116 for (i=0; i<sd->totuv; i++) {
1118 mtf=RE_vlakren_get_tface(obr, vlr, i, NULL, 1);
1119 mtf->uv[0][0]=mtf->uv[1][0]=
1120 mtf->uv[2][0]=mtf->uv[3][0]=(sd->uvco+2*i)[0];
1121 mtf->uv[0][1]=mtf->uv[1][1]=
1122 mtf->uv[2][1]=mtf->uv[3][1]=(sd->uvco+2*i)[1];
1124 if (sd->override_uv>=0) {
1126 mtf=RE_vlakren_get_tface(obr, vlr, sd->override_uv, NULL, 0);
1128 mtf->uv[0][0]=mtf->uv[3][0]=0.0f;
1129 mtf->uv[1][0]=mtf->uv[2][0]=1.0f;
1131 mtf->uv[0][1]=mtf->uv[1][1]=0.0f;
1132 mtf->uv[2][1]=mtf->uv[3][1]=1.0f;
1136 for (i=0; i<sd->totcol; i++) {
1138 mc=RE_vlakren_get_mcol(obr, vlr, i, NULL, 1);
1139 mc[0]=mc[1]=mc[2]=mc[3]=sd->mcol[i];
1140 mc[0]=mc[1]=mc[2]=mc[3]=sd->mcol[i];
1144 /* first two vertices of a strand */
1145 else if (sd->first) {
1147 copy_v3_v3(anor, nor);
1148 copy_v3_v3(avec, vec);
1152 v1= RE_findOrAddVert(obr, obr->totvert++);
1153 v2= RE_findOrAddVert(obr, obr->totvert++);
1155 copy_v3_v3(v1->co, vec);
1156 add_v3_v3(v1->co, cross);
1157 copy_v3_v3(v1->n, nor);
1159 v1->accum = -1.0f; /* accum abuse for strand texco */
1161 copy_v3_v3(v2->co, vec);
1162 sub_v3_v3v3(v2->co, v2->co, cross);
1163 copy_v3_v3(v2->n, nor);
1165 v2->accum= v1->accum;
1167 /* more vertices & faces to strand */
1169 if (sd->adapt==0 || second) {
1170 vlr= RE_findOrAddVlak(obr, obr->totvlak++);
1174 vlr->v3= RE_findOrAddVert(obr, obr->totvert++);
1175 vlr->v4= RE_findOrAddVert(obr, obr->totvert++);
1177 v1= vlr->v4; /* cycle */
1178 v2= vlr->v3; /* cycle */
1183 copy_v3_v3(anor, nor);
1184 copy_v3_v3(avec, vec);
1188 else if (sd->adapt) {
1189 float dvec[3], pvec[3];
1190 sub_v3_v3v3(dvec, avec, vec);
1191 project_v3_v3v3(pvec, dvec, vec);
1192 sub_v3_v3v3(dvec, dvec, pvec);
1194 w= vec[2]*re->winmat[2][3] + re->winmat[3][3];
1195 dx= re->winx*dvec[0]*re->winmat[0][0]/w;
1196 dy= re->winy*dvec[1]*re->winmat[1][1]/w;
1197 w= sqrt(dx*dx + dy*dy);
1198 if (dot_v3v3(anor, nor)<sd->adapt_angle && w>sd->adapt_pix) {
1199 vlr= RE_findOrAddVlak(obr, obr->totvlak++);
1203 vlr->v3= RE_findOrAddVert(obr, obr->totvert++);
1204 vlr->v4= RE_findOrAddVert(obr, obr->totvert++);
1206 v1= vlr->v4; /* cycle */
1207 v2= vlr->v3; /* cycle */
1209 copy_v3_v3(anor, nor);
1210 copy_v3_v3(avec, vec);
1213 vlr= RE_findOrAddVlak(obr, obr->totvlak-1);
1217 copy_v3_v3(vlr->v4->co, vec);
1218 add_v3_v3(vlr->v4->co, cross);
1219 copy_v3_v3(vlr->v4->n, nor);
1220 vlr->v4->orco= sd->orco;
1221 vlr->v4->accum= -1.0f + 2.0f * sd->time; /* accum abuse for strand texco */
1223 copy_v3_v3(vlr->v3->co, vec);
1224 sub_v3_v3v3(vlr->v3->co, vlr->v3->co, cross);
1225 copy_v3_v3(vlr->v3->n, nor);
1226 vlr->v3->orco= sd->orco;
1227 vlr->v3->accum= vlr->v4->accum;
1229 normal_quad_v3(vlr->n, vlr->v4->co, vlr->v3->co, vlr->v2->co, vlr->v1->co);
1235 float *snor= RE_vlakren_get_surfnor(obr, vlr, 1);
1236 copy_v3_v3(snor, sd->surfnor);
1240 for (i=0; i<sd->totuv; i++) {
1242 mtf=RE_vlakren_get_tface(obr, vlr, i, NULL, 1);
1243 mtf->uv[0][0]=mtf->uv[1][0]=
1244 mtf->uv[2][0]=mtf->uv[3][0]=(sd->uvco+2*i)[0];
1245 mtf->uv[0][1]=mtf->uv[1][1]=
1246 mtf->uv[2][1]=mtf->uv[3][1]=(sd->uvco+2*i)[1];
1248 if (sd->override_uv>=0) {
1250 mtf=RE_vlakren_get_tface(obr, vlr, sd->override_uv, NULL, 0);
1252 mtf->uv[0][0]=mtf->uv[3][0]=0.0f;
1253 mtf->uv[1][0]=mtf->uv[2][0]=1.0f;
1255 mtf->uv[0][1]=mtf->uv[1][1]=(vlr->v1->accum+1.0f)/2.0f;
1256 mtf->uv[2][1]=mtf->uv[3][1]=(vlr->v3->accum+1.0f)/2.0f;
1260 for (i=0; i<sd->totcol; i++) {
1262 mc=RE_vlakren_get_mcol(obr, vlr, i, NULL, 1);
1263 mc[0]=mc[1]=mc[2]=mc[3]=sd->mcol[i];
1264 mc[0]=mc[1]=mc[2]=mc[3]=sd->mcol[i];
1270 static void static_particle_wire(ObjectRen *obr, Material *ma, const float vec[3], const float vec1[3], int first, int line)
1276 vlr= RE_findOrAddVlak(obr, obr->totvlak++);
1277 vlr->v1= RE_findOrAddVert(obr, obr->totvert++);
1278 vlr->v2= RE_findOrAddVert(obr, obr->totvert++);
1282 copy_v3_v3(vlr->v1->co, vec);
1283 copy_v3_v3(vlr->v2->co, vec1);
1285 sub_v3_v3v3(vlr->n, vec, vec1);
1286 normalize_v3(vlr->n);
1287 copy_v3_v3(vlr->v1->n, vlr->n);
1288 copy_v3_v3(vlr->v2->n, vlr->n);
1295 v1= RE_findOrAddVert(obr, obr->totvert++);
1296 copy_v3_v3(v1->co, vec);
1299 vlr= RE_findOrAddVlak(obr, obr->totvlak++);
1301 vlr->v2= RE_findOrAddVert(obr, obr->totvert++);
1305 v1= vlr->v2; /* cycle */
1306 copy_v3_v3(v1->co, vec);
1308 sub_v3_v3v3(vlr->n, vec, vec1);
1309 normalize_v3(vlr->n);
1310 copy_v3_v3(v1->n, vlr->n);
1318 static void particle_curve(Render *re, ObjectRen *obr, DerivedMesh *dm, Material *ma, ParticleStrandData *sd,
1319 const float loc[3], const float loc1[3], int seed, float *pa_co)
1323 if (ma->material_type == MA_TYPE_WIRE)
1324 static_particle_wire(obr, ma, loc, loc1, sd->first, sd->line);
1325 else if (ma->material_type == MA_TYPE_HALO) {
1326 har= RE_inithalo_particle(re, obr, dm, ma, loc, loc1, sd->orco, sd->uvco, sd->size, 1.0, seed, pa_co);
1327 if (har) har->lay= obr->ob->lay;
1330 static_particle_strand(re, obr, ma, sd, loc, loc1);
1332 static void particle_billboard(Render *re, ObjectRen *obr, Material *ma, ParticleBillboardData *bb)
1336 float xvec[3], yvec[3], zvec[3], bb_center[3];
1337 /* Number of tiles */
1338 int totsplit = bb->uv_split * bb->uv_split;
1341 float uvx = 0.0f, uvy = 0.0f, uvdx = 1.0f, uvdy = 1.0f, time = 0.0f;
1343 vlr= RE_findOrAddVlak(obr, obr->totvlak++);
1344 vlr->v1= RE_findOrAddVert(obr, obr->totvert++);
1345 vlr->v2= RE_findOrAddVert(obr, obr->totvert++);
1346 vlr->v3= RE_findOrAddVert(obr, obr->totvert++);
1347 vlr->v4= RE_findOrAddVert(obr, obr->totvert++);
1349 psys_make_billboard(bb, xvec, yvec, zvec, bb_center);
1351 add_v3_v3v3(vlr->v1->co, bb_center, xvec);
1352 add_v3_v3(vlr->v1->co, yvec);
1353 mul_m4_v3(re->viewmat, vlr->v1->co);
1355 sub_v3_v3v3(vlr->v2->co, bb_center, xvec);
1356 add_v3_v3(vlr->v2->co, yvec);
1357 mul_m4_v3(re->viewmat, vlr->v2->co);
1359 sub_v3_v3v3(vlr->v3->co, bb_center, xvec);
1360 sub_v3_v3v3(vlr->v3->co, vlr->v3->co, yvec);
1361 mul_m4_v3(re->viewmat, vlr->v3->co);
1363 add_v3_v3v3(vlr->v4->co, bb_center, xvec);
1364 sub_v3_v3(vlr->v4->co, yvec);
1365 mul_m4_v3(re->viewmat, vlr->v4->co);
1367 normal_quad_v3(vlr->n, vlr->v4->co, vlr->v3->co, vlr->v2->co, vlr->v1->co);
1368 copy_v3_v3(vlr->v1->n, vlr->n);
1369 copy_v3_v3(vlr->v2->n, vlr->n);
1370 copy_v3_v3(vlr->v3->n, vlr->n);
1371 copy_v3_v3(vlr->v4->n, vlr->n);
1376 if (bb->uv_split > 1) {
1377 uvdx = uvdy = 1.0f / (float)bb->uv_split;
1379 if (ELEM(bb->anim, PART_BB_ANIM_AGE, PART_BB_ANIM_FRAME)) {
1380 if (bb->anim == PART_BB_ANIM_FRAME)
1381 time = ((int)(bb->time * bb->lifetime) % totsplit)/(float)totsplit;
1385 else if (bb->anim == PART_BB_ANIM_ANGLE) {
1386 if (bb->align == PART_BB_VIEW) {
1387 time = (float)fmod((bb->tilt + 1.0f) / 2.0f, 1.0);
1390 float axis1[3] = {0.0f, 0.0f, 0.0f};
1391 float axis2[3] = {0.0f, 0.0f, 0.0f};
1393 axis1[(bb->align + 1) % 3] = 1.0f;
1394 axis2[(bb->align + 2) % 3] = 1.0f;
1396 if (bb->lock == 0) {
1397 zvec[bb->align] = 0.0f;
1401 time = saacos(dot_v3v3(zvec, axis1)) / (float)M_PI;
1403 if (dot_v3v3(zvec, axis2) < 0.0f)
1404 time = 1.0f - time / 2.0f;
1410 if (bb->split_offset == PART_BB_OFF_LINEAR)
1411 time = (float)fmod(time + (float)bb->num / (float)totsplit, 1.0f);
1412 else if (bb->split_offset==PART_BB_OFF_RANDOM)
1413 time = (float)fmod(time + bb->random, 1.0f);
1415 /* Find the coordinates in tile space (integer), then convert to UV
1416 * space (float). Note that Y is flipped. */
1417 tile = (int)((time + FLT_EPSILON10) * totsplit);
1418 x = tile % bb->uv_split;
1419 y = tile / bb->uv_split;
1420 y = (bb->uv_split - 1) - y;
1426 if (bb->uv[0] >= 0) {
1427 mtf = RE_vlakren_get_tface(obr, vlr, bb->uv[0], NULL, 1);
1428 mtf->uv[0][0] = 1.0f;
1429 mtf->uv[0][1] = 1.0f;
1430 mtf->uv[1][0] = 0.0f;
1431 mtf->uv[1][1] = 1.0f;
1432 mtf->uv[2][0] = 0.0f;
1433 mtf->uv[2][1] = 0.0f;
1434 mtf->uv[3][0] = 1.0f;
1435 mtf->uv[3][1] = 0.0f;
1438 /* time-index UVs */
1439 if (bb->uv[1] >= 0) {
1440 mtf = RE_vlakren_get_tface(obr, vlr, bb->uv[1], NULL, 1);
1441 mtf->uv[0][0] = mtf->uv[1][0] = mtf->uv[2][0] = mtf->uv[3][0] = bb->time;
1442 mtf->uv[0][1] = mtf->uv[1][1] = mtf->uv[2][1] = mtf->uv[3][1] = (float)bb->num/(float)bb->totnum;
1446 if (bb->uv_split > 1 && bb->uv[2] >= 0) {
1447 mtf = RE_vlakren_get_tface(obr, vlr, bb->uv[2], NULL, 1);
1448 mtf->uv[0][0] = uvx + uvdx;
1449 mtf->uv[0][1] = uvy + uvdy;
1450 mtf->uv[1][0] = uvx;
1451 mtf->uv[1][1] = uvy + uvdy;
1452 mtf->uv[2][0] = uvx;
1453 mtf->uv[2][1] = uvy;
1454 mtf->uv[3][0] = uvx + uvdx;
1455 mtf->uv[3][1] = uvy;
1458 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)
1460 float loc[3], loc0[3], loc1[3], vel[3];
1462 copy_v3_v3(loc, state->co);
1464 if (ren_as != PART_DRAW_BB)
1465 mul_m4_v3(re->viewmat, loc);
1468 case PART_DRAW_LINE:
1473 copy_v3_v3(vel, state->vel);
1474 mul_mat3_m4_v3(re->viewmat, vel);
1477 if (part->draw & PART_DRAW_VEL_LENGTH)
1478 mul_v3_fl(vel, len_v3(state->vel));
1480 madd_v3_v3v3fl(loc0, loc, vel, -part->draw_line[0]);
1481 madd_v3_v3v3fl(loc1, loc, vel, part->draw_line[1]);
1483 particle_curve(re, obr, dm, ma, sd, loc0, loc1, seed, pa_co);
1489 copy_v3_v3(bb->vec, loc);
1490 copy_v3_v3(bb->vel, state->vel);
1492 particle_billboard(re, obr, ma, bb);
1500 har = RE_inithalo_particle(re, obr, dm, ma, loc, NULL, sd->orco, sd->uvco, hasize, 0.0, seed, pa_co);
1502 if (har) har->lay= obr->ob->lay;
1508 static void get_particle_uvco_mcol(short from, DerivedMesh *dm, float *fuv, int num, ParticleStrandData *sd)
1513 if (sd->uvco && ELEM(from, PART_FROM_FACE, PART_FROM_VOLUME)) {
1514 for (i=0; i<sd->totuv; i++) {
1515 if (num != DMCACHE_NOTFOUND) {
1516 MFace *mface = dm->getTessFaceData(dm, num, CD_MFACE);
1517 MTFace *mtface = (MTFace*)CustomData_get_layer_n(&dm->faceData, CD_MTFACE, i);
1520 psys_interpolate_uvs(mtface, mface->v4, fuv, sd->uvco + 2 * i);
1523 sd->uvco[2*i] = 0.0f;
1524 sd->uvco[2*i + 1] = 0.0f;
1530 if (sd->mcol && ELEM(from, PART_FROM_FACE, PART_FROM_VOLUME)) {
1531 for (i=0; i<sd->totcol; i++) {
1532 if (num != DMCACHE_NOTFOUND) {
1533 MFace *mface = dm->getTessFaceData(dm, num, CD_MFACE);
1534 MCol *mc = (MCol*)CustomData_get_layer_n(&dm->faceData, CD_MCOL, i);
1537 psys_interpolate_mcol(mc, mface->v4, fuv, sd->mcol + i);
1540 memset(&sd->mcol[i], 0, sizeof(MCol));
1544 static int render_new_particle_system(Render *re, ObjectRen *obr, ParticleSystem *psys, int timeoffset)
1546 Object *ob= obr->ob;
1549 ParticleSystemModifierData *psmd;
1550 ParticleSystem *tpsys=0;
1551 ParticleSettings *part, *tpart=0;
1552 ParticleData *pars, *pa=0, *tpa=0;
1553 ParticleKey *states=0;
1555 ParticleCacheKey *cache=0;
1556 ParticleBillboardData bb;
1557 ParticleSimulationData sim = {0};
1558 ParticleStrandData sd;
1559 StrandBuffer *strandbuf=0;
1560 StrandVert *svert=0;
1561 StrandBound *sbound= 0;
1562 StrandRen *strand=0;
1564 float loc[3], loc1[3], loc0[3], mat[4][4], nmat[3][3], co[3], nor[3], duplimat[4][4];
1565 float strandlen=0.0f, curlen=0.0f;
1566 float hasize, pa_size, r_tilt, r_length;
1567 float pa_time, pa_birthtime, pa_dietime;
1568 float random, simplify[2], pa_co[3];
1569 const float cfra= BKE_scene_frame_get(re->scene);
1570 int i, a, k, max_k=0, totpart, do_simplify = FALSE, do_surfacecache = FALSE, use_duplimat = FALSE;
1572 int seed, path_nbr=0, orco1=0, num;
1573 int totface, *origindex = 0;
1576 /* 1. check that everything is ok & updated */
1581 pars=psys->particles;
1583 if (part==NULL || pars==NULL || !psys_check_enabled(ob, psys))
1586 if (part->ren_as==PART_DRAW_OB || part->ren_as==PART_DRAW_GR || part->ren_as==PART_DRAW_NOT)
1589 /* 2. start initializing things */
1591 /* last possibility to bail out! */
1592 psmd = psys_get_modifier(ob, psys);
1593 if (!(psmd->modifier.mode & eModifierMode_Render))
1596 sim.scene= re->scene;
1601 if (part->phystype==PART_PHYS_KEYED)
1602 psys_count_keyed_targets(&sim);
1604 totchild=psys->totchild;
1606 /* can happen for disconnected/global hair */
1607 if (part->type==PART_HAIR && !psys->childcache)
1610 if (G.is_rendering == FALSE) { /* preview render */
1611 totchild = (int)((float)totchild * (float)part->disp / 100.0f);
1614 psys->flag |= PSYS_DRAWING;
1616 rng= rng_new(psys->seed);
1618 totpart=psys->totpart;
1620 memset(&sd, 0, sizeof(ParticleStrandData));
1621 sd.override_uv = -1;
1623 /* 2.1 setup material stff */
1624 ma= give_render_material(re, ob, part->omat);
1626 #if 0 /* XXX old animation system */
1628 calc_ipo(ma->ipo, cfra);
1629 execute_ipo((ID *)ma, ma->ipo);
1631 #endif /* XXX old animation system */
1633 hasize = ma->hasize;
1638 RE_set_customdata_names(obr, &psmd->dm->faceData);
1639 sd.totuv = CustomData_number_of_layers(&psmd->dm->faceData, CD_MTFACE);
1640 sd.totcol = CustomData_number_of_layers(&psmd->dm->faceData, CD_MCOL);
1642 if (ma->texco & TEXCO_UV && sd.totuv) {
1643 sd.uvco = MEM_callocN(sd.totuv * 2 * sizeof(float), "particle_uvs");
1645 if (ma->strand_uvname[0]) {
1646 sd.override_uv = CustomData_get_named_layer_index(&psmd->dm->faceData, CD_MTFACE, ma->strand_uvname);
1647 sd.override_uv -= CustomData_get_layer_index(&psmd->dm->faceData, CD_MTFACE);
1654 sd.mcol = MEM_callocN(sd.totcol * sizeof(MCol), "particle_mcols");
1656 /* 2.2 setup billboards */
1657 if (part->ren_as == PART_DRAW_BB) {
1658 int first_uv = CustomData_get_layer_index(&psmd->dm->faceData, CD_MTFACE);
1660 bb.uv[0] = CustomData_get_named_layer_index(&psmd->dm->faceData, CD_MTFACE, psys->bb_uvname[0]);
1662 bb.uv[0] = CustomData_get_active_layer_index(&psmd->dm->faceData, CD_MTFACE);
1664 bb.uv[1] = CustomData_get_named_layer_index(&psmd->dm->faceData, CD_MTFACE, psys->bb_uvname[1]);
1666 bb.uv[2] = CustomData_get_named_layer_index(&psmd->dm->faceData, CD_MTFACE, psys->bb_uvname[2]);
1668 if (first_uv >= 0) {
1669 bb.uv[0] -= first_uv;
1670 bb.uv[1] -= first_uv;
1671 bb.uv[2] -= first_uv;
1674 bb.align = part->bb_align;
1675 bb.anim = part->bb_anim;
1676 bb.lock = part->draw & PART_DRAW_BB_LOCK;
1677 bb.ob = (part->bb_ob ? part->bb_ob : RE_GetCamera(re));
1678 bb.split_offset = part->bb_split_offset;
1679 bb.totnum = totpart+totchild;
1680 bb.uv_split = part->bb_uv_split;
1683 /* 2.5 setup matrices */
1684 mult_m4_m4m4(mat, re->viewmat, ob->obmat);
1685 invert_m4_m4(ob->imat, mat); /* need to be that way, for imat texture */
1686 copy_m3_m4(nmat, ob->imat);
1689 if (psys->flag & PSYS_USE_IMAT) {
1690 /* psys->imat is the original emitter's inverse matrix, ob->obmat is the duplicated object's matrix */
1691 mult_m4_m4m4(duplimat, ob->obmat, psys->imat);
1692 use_duplimat = TRUE;
1695 /* 2.6 setup strand rendering */
1696 if (part->ren_as == PART_DRAW_PATH && psys->pathcache) {
1697 path_nbr=(int)pow(2.0, (double) part->ren_step);
1700 if (!ELEM(ma->material_type, MA_TYPE_HALO, MA_TYPE_WIRE)) {
1701 sd.orco = MEM_mallocN(3*sizeof(float)*(totpart+totchild), "particle orcos");
1702 set_object_orco(re, psys, sd.orco);
1706 if (part->draw & PART_DRAW_REN_ADAPT) {
1708 sd.adapt_pix = (float)part->adapt_pix;
1709 sd.adapt_angle = cosf(DEG2RADF((float)part->adapt_angle));
1712 if (part->draw & PART_DRAW_REN_STRAND) {
1713 strandbuf= RE_addStrandBuffer(obr, (totpart+totchild)*(path_nbr+1));
1715 strandbuf->lay= ob->lay;
1716 copy_m4_m4(strandbuf->winmat, re->winmat);
1717 strandbuf->winx= re->winx;
1718 strandbuf->winy= re->winy;
1719 strandbuf->maxdepth= 2;
1720 strandbuf->adaptcos= cosf(DEG2RADF((float)part->adapt_angle));
1721 strandbuf->overrideuv= sd.override_uv;
1722 strandbuf->minwidth= ma->strand_min;
1724 if (ma->strand_widthfade == 0.0f)
1725 strandbuf->widthfade= -1.0f;
1726 else if (ma->strand_widthfade >= 1.0f)
1727 strandbuf->widthfade= 2.0f - ma->strand_widthfade;
1729 strandbuf->widthfade= 1.0f/MAX2(ma->strand_widthfade, 1e-5f);
1731 if (part->flag & PART_HAIR_BSPLINE)
1732 strandbuf->flag |= R_STRAND_BSPLINE;
1733 if (ma->mode & MA_STR_B_UNITS)
1734 strandbuf->flag |= R_STRAND_B_UNITS;
1736 svert= strandbuf->vert;
1738 if (re->r.mode & R_SPEED)
1739 do_surfacecache = TRUE;
1740 else if ((re->wrld.mode & (WO_AMB_OCC|WO_ENV_LIGHT|WO_INDIRECT_LIGHT)) && (re->wrld.ao_gather_method == WO_AOGATHER_APPROX))
1741 if (ma->amb != 0.0f)
1742 do_surfacecache = TRUE;
1744 totface= psmd->dm->getNumTessFaces(psmd->dm);
1745 origindex= psmd->dm->getTessFaceDataArray(psmd->dm, CD_ORIGINDEX);
1746 for (a=0; a<totface; a++)
1747 strandbuf->totbound= MAX2(strandbuf->totbound, (origindex)? origindex[a]: a);
1749 strandbuf->totbound++;
1750 strandbuf->bound= MEM_callocN(sizeof(StrandBound)*strandbuf->totbound, "StrandBound");
1751 sbound= strandbuf->bound;
1752 sbound->start= sbound->end= 0;
1757 sd.orco = MEM_mallocN(3 * sizeof(float), "particle orco");
1762 psys->lattice = psys_get_lattice(&sim);
1764 /* 3. start creating renderable things */
1765 for (a=0, pa=pars; a<totpart+totchild; a++, pa++, seed++) {
1766 random = rng_getFloat(rng);
1767 /* setup per particle individual stuff */
1769 if (pa->flag & PARS_UNEXIST) continue;
1771 pa_time=(cfra-pa->time)/pa->lifetime;
1772 pa_birthtime = pa->time;
1773 pa_dietime = pa->dietime;
1775 hasize = ma->hasize;
1777 /* XXX 'tpsys' is alwyas NULL, this code won't run! */
1779 if (tpsys && part->phystype == PART_PHYS_NO) {
1780 tpa = tpsys->particles + pa->num;
1781 psys_particle_on_emitter(psmd, tpart->from, tpa->num, pa->num_dmcache, tpa->fuv, tpa->foffset, co, nor, 0, 0, sd.orco, 0);
1784 psys_particle_on_emitter(psmd, part->from, pa->num, pa->num_dmcache, pa->fuv, pa->foffset, co, nor, 0, 0, sd.orco, 0);
1786 /* get uvco & mcol */
1787 num= pa->num_dmcache;
1789 if (num == DMCACHE_NOTFOUND)
1790 if (pa->num < psmd->dm->getNumTessFaces(psmd->dm))
1793 get_particle_uvco_mcol(part->from, psmd->dm, pa->fuv, num, &sd);
1797 r_tilt = 2.0f*(PSYS_FRAND(a) - 0.5f);
1798 r_length = PSYS_FRAND(a+1);
1801 cache = psys->pathcache[a];
1802 max_k = (int)cache->steps;
1805 if (totchild && (part->draw&PART_DRAW_PARENT)==0) continue;
1808 ChildParticle *cpa= psys->child+a-totpart;
1811 cache = psys->childcache[a-totpart];
1813 if (cache->steps < 0)
1816 max_k = (int)cache->steps;
1819 pa_time = psys_get_child_time(psys, cpa, cfra, &pa_birthtime, &pa_dietime);
1820 pa_size = psys_get_child_size(psys, cpa, cfra, &pa_time);
1822 r_tilt = 2.0f*(PSYS_FRAND(a + 21) - 0.5f);
1823 r_length = PSYS_FRAND(a + 22);
1828 if (part->childtype == PART_CHILD_FACES) {
1829 psys_particle_on_emitter(psmd,
1830 PART_FROM_FACE, cpa->num, DMCACHE_ISCHILD,
1831 cpa->fuv, cpa->foffset, co, nor, 0, 0, sd.orco, 0);
1834 ParticleData *par = psys->particles + cpa->parent;
1835 psys_particle_on_emitter(psmd, part->from,
1836 par->num, DMCACHE_ISCHILD, par->fuv,
1837 par->foffset, co, nor, 0, 0, sd.orco, 0);
1840 /* get uvco & mcol */
1841 if (part->childtype==PART_CHILD_FACES) {
1842 get_particle_uvco_mcol(PART_FROM_FACE, psmd->dm, cpa->fuv, cpa->num, &sd);
1845 ParticleData *parent = psys->particles + cpa->parent;
1846 num = parent->num_dmcache;
1848 if (num == DMCACHE_NOTFOUND)
1849 if (parent->num < psmd->dm->getNumTessFaces(psmd->dm))
1852 get_particle_uvco_mcol(part->from, psmd->dm, parent->fuv, num, &sd);
1855 do_simplify = psys_render_simplify_params(psys, cpa, simplify);
1858 int orignum= (origindex)? origindex[cpa->num]: cpa->num;
1860 if (orignum > sbound - strandbuf->bound) {
1861 sbound= strandbuf->bound + orignum;
1862 sbound->start= sbound->end= obr->totstrand;
1867 /* TEXCO_PARTICLE */
1872 /* surface normal shading setup */
1873 if (ma->mode_l & MA_STR_SURFDIFF) {
1874 mul_m3_v3(nmat, nor);
1880 /* strand render setup */
1882 strand= RE_findOrAddStrand(obr, obr->totstrand++);
1883 strand->buffer= strandbuf;
1884 strand->vert= svert;
1885 copy_v3_v3(strand->orco, sd.orco);
1888 float *ssimplify= RE_strandren_get_simplify(obr, strand, 1);
1889 ssimplify[0]= simplify[0];
1890 ssimplify[1]= simplify[1];
1894 float *snor= RE_strandren_get_surfnor(obr, strand, 1);
1895 copy_v3_v3(snor, sd.surfnor);
1898 if (do_surfacecache && num >= 0) {
1899 int *facenum= RE_strandren_get_face(obr, strand, 1);
1904 for (i=0; i<sd.totuv; i++) {
1905 if (i != sd.override_uv) {
1906 float *uv= RE_strandren_get_uv(obr, strand, i, NULL, 1);
1908 uv[0]= sd.uvco[2*i];
1909 uv[1]= sd.uvco[2*i+1];
1914 for (i=0; i<sd.totcol; i++) {
1915 MCol *mc= RE_strandren_get_mcol(obr, strand, i, NULL, 1);
1923 /* strandco computation setup */
1927 for (k=1; k<=path_nbr; k++)
1929 strandlen += len_v3v3((cache+k-1)->co, (cache+k)->co);
1933 /* render strands */
1934 for (k=0; k<=path_nbr; k++) {
1938 copy_v3_v3(state.co, (cache+k)->co);
1939 copy_v3_v3(state.vel, (cache+k)->vel);
1945 curlen += len_v3v3((cache+k-1)->co, (cache+k)->co);
1946 time= curlen/strandlen;
1948 copy_v3_v3(loc, state.co);
1949 mul_m4_v3(re->viewmat, loc);
1952 copy_v3_v3(svert->co, loc);
1953 svert->strandco= -1.0f + 2.0f*time;
1963 sub_v3_v3v3(loc0, loc1, loc);
1964 add_v3_v3v3(loc0, loc1, loc0);
1966 particle_curve(re, obr, psmd->dm, ma, &sd, loc1, loc0, seed, pa_co);
1973 particle_curve(re, obr, psmd->dm, ma, &sd, loc, loc1, seed, pa_co);
1975 copy_v3_v3(loc1, loc);
1981 /* render normal particles */
1982 if (part->trail_count > 1) {
1983 float length = part->path_end * (1.0f - part->randlength * r_length);
1984 int trail_count = part->trail_count * (1.0f - part->randlength * r_length);
1985 float ct = (part->draw & PART_ABS_PATH_TIME) ? cfra : pa_time;
1986 float dt = length / (trail_count ? (float)trail_count : 1.0f);
1988 /* make sure we have pointcache in memory before getting particle on path */
1989 psys_make_temp_pointcache(ob, psys);
1991 for (i=0; i < trail_count; i++, ct -= dt) {
1992 if (part->draw & PART_ABS_PATH_TIME) {
1993 if (ct < pa_birthtime || ct > pa_dietime)
1996 else if (ct < 0.0f || ct > 1.0f)
1999 state.time = (part->draw & PART_ABS_PATH_TIME) ? -ct : ct;
2000 psys_get_particle_on_path(&sim, a, &state, 1);
2003 mul_m4_v3(psys->parent->obmat, state.co);
2006 mul_m4_v4(duplimat, state.co);
2008 if (part->ren_as == PART_DRAW_BB) {
2010 bb.offset[0] = part->bb_offset[0];
2011 bb.offset[1] = part->bb_offset[1];
2012 bb.size[0] = part->bb_size[0] * pa_size;
2013 if (part->bb_align==PART_BB_VEL) {
2014 float pa_vel = len_v3(state.vel);
2015 float head = part->bb_vel_head*pa_vel;
2016 float tail = part->bb_vel_tail*pa_vel;
2017 bb.size[1] = part->bb_size[1]*pa_size + head + tail;
2018 /* use offset to adjust the particle center. this is relative to size, so need to divide! */
2019 if (bb.size[1] > 0.0f)
2020 bb.offset[1] += (head-tail) / bb.size[1];
2023 bb.size[1] = part->bb_size[1] * pa_size;
2024 bb.tilt = part->bb_tilt * (1.0f - part->bb_rand_tilt * r_tilt);
2029 pa_co[0] = (part->draw & PART_ABS_PATH_TIME) ? (ct-pa_birthtime)/(pa_dietime-pa_birthtime) : ct;
2030 pa_co[1] = (float)i/(float)(trail_count-1);
2032 particle_normal_ren(part->ren_as, part, re, obr, psmd->dm, ma, &sd, &bb, &state, seed, hasize, pa_co);
2037 if (psys_get_particle_state(&sim, a, &state, 0)==0)
2041 mul_m4_v3(psys->parent->obmat, state.co);
2044 mul_m4_v3(duplimat, state.co);
2046 if (part->ren_as == PART_DRAW_BB) {
2048 bb.offset[0] = part->bb_offset[0];
2049 bb.offset[1] = part->bb_offset[1];
2050 bb.size[0] = part->bb_size[0] * pa_size;
2051 if (part->bb_align==PART_BB_VEL) {
2052 float pa_vel = len_v3(state.vel);
2053 float head = part->bb_vel_head*pa_vel;
2054 float tail = part->bb_vel_tail*pa_vel;
2055 bb.size[1] = part->bb_size[1]*pa_size + head + tail;
2056 /* use offset to adjust the particle center. this is relative to size, so need to divide! */
2057 if (bb.size[1] > 0.0f)
2058 bb.offset[1] += (head-tail) / bb.size[1];
2061 bb.size[1] = part->bb_size[1] * pa_size;
2062 bb.tilt = part->bb_tilt * (1.0f - part->bb_rand_tilt * r_tilt);
2065 bb.lifetime = pa_dietime-pa_birthtime;
2068 particle_normal_ren(part->ren_as, part, re, obr, psmd->dm, ma, &sd, &bb, &state, seed, hasize, pa_co);
2075 if (re->test_break(re->tbh))
2079 if (do_surfacecache)
2080 strandbuf->surface= cache_strand_surface(re, obr, psmd->dm, mat, timeoffset);
2083 #if 0 /* XXX old animation system */
2084 if (ma) do_mat_ipo(re->scene, ma);
2085 #endif /* XXX old animation system */
2104 psys->flag &= ~PSYS_DRAWING;
2106 if (psys->lattice) {
2107 end_latt_deform(psys->lattice);
2108 psys->lattice= NULL;
2111 if (path_nbr && (ma->mode_l & MA_TANGENT_STR)==0)
2112 calc_vertexnormals(re, obr, 0, 0);
2117 /* ------------------------------------------------------------------------- */
2119 /* ------------------------------------------------------------------------- */
2121 static void make_render_halos(Render *re, ObjectRen *obr, Mesh *UNUSED(me), int totvert, MVert *mvert, Material *ma, float *orco)
2123 Object *ob= obr->ob;
2125 float xn, yn, zn, nor[3], view[3];
2126 float vec[3], hasize, mat[4][4], imat[3][3];
2127 int a, ok, seed= ma->seed1;
2129 mult_m4_m4m4(mat, re->viewmat, ob->obmat);
2130 copy_m3_m4(imat, ob->imat);
2134 for (a=0; a<totvert; a++, mvert++) {
2140 copy_v3_v3(vec, mvert->co);
2141 mul_m4_v3(mat, vec);
2143 if (ma->mode & MA_HALOPUNO) {
2149 nor[0]= imat[0][0]*xn+imat[0][1]*yn+imat[0][2]*zn;
2150 nor[1]= imat[1][0]*xn+imat[1][1]*yn+imat[1][2]*zn;
2151 nor[2]= imat[2][0]*xn+imat[2][1]*yn+imat[2][2]*zn;
2154 copy_v3_v3(view, vec);
2157 zn = dot_v3v3(nor, view);
2158 if (zn>=0.0f) hasize= 0.0f;
2159 else hasize*= zn*zn*zn*zn;
2162 if (orco) har= RE_inithalo(re, obr, ma, vec, NULL, orco, hasize, 0.0, seed);
2163 else har= RE_inithalo(re, obr, ma, vec, NULL, mvert->co, hasize, 0.0, seed);
2164 if (har) har->lay= ob->lay;
2171 static int verghalo(const void *a1, const void *a2)
2173 const HaloRen *har1= *(const HaloRen**)a1;
2174 const HaloRen *har2= *(const HaloRen**)a2;
2176 if (har1->zs < har2->zs) return 1;
2177 else if (har1->zs > har2->zs) return -1;
2181 static void sort_halos(Render *re, int totsort)
2184 HaloRen *har= NULL, **haso;
2187 if (re->tothalo==0) return;
2189 re->sortedhalos= MEM_callocN(sizeof(HaloRen*)*re->tothalo, "sorthalos");
2190 haso= re->sortedhalos;
2192 for (obr=re->objecttable.first; obr; obr=obr->next) {
2193 for (a=0; a<obr->tothalo; a++) {
2194 if ((a & 255)==0) har= obr->bloha[a>>8];
2201 qsort(re->sortedhalos, totsort, sizeof(HaloRen*), verghalo);
2204 /* ------------------------------------------------------------------------- */
2205 /* Displacement Mapping */
2206 /* ------------------------------------------------------------------------- */
2208 static short test_for_displace(Render *re, Object *ob)
2210 /* return 1 when this object uses displacement textures. */
2214 for (i=1; i<=ob->totcol; i++) {
2215 ma=give_render_material(re, ob, i);
2216 /* ma->mapto is ORed total of all mapto channels */
2217 if (ma && (ma->mapto & MAP_DISPLACE)) return 1;
2222 static void displace_render_vert(Render *re, ObjectRen *obr, ShadeInput *shi, VertRen *vr, int vindex, float *scale, float mat[][4], float imat[][3])
2225 short texco= shi->mat->texco;
2226 float sample=0, displace[3];
2230 /* shi->co is current render coord, just make sure at least some vector is here */
2231 copy_v3_v3(shi->co, vr->co);
2232 /* vertex normal is used for textures type 'col' and 'var' */
2233 copy_v3_v3(shi->vn, vr->n);
2236 mul_m4_v3(mat, shi->co);
2239 shi->vn[0] = dot_v3v3(imat[0], vr->n);
2240 shi->vn[1] = dot_v3v3(imat[1], vr->n);
2241 shi->vn[2] = dot_v3v3(imat[2], vr->n);
2244 if (texco & TEXCO_UV) {
2246 shi->actuv= obr->actmtface;
2248 for (i=0; (tface=RE_vlakren_get_tface(obr, shi->vlr, i, &name, 0)); i++) {
2249 ShadeInputUV *suv= &shi->uv[i];
2251 /* shi.uv needs scale correction from tface uv */
2252 suv->uv[0]= 2*tface->uv[vindex][0]-1.0f;
2253 suv->uv[1]= 2*tface->uv[vindex][1]-1.0f;
2260 /* set all rendercoords, 'texco' is an ORed value for all textures needed */
2261 if ((texco & TEXCO_ORCO) && (vr->orco)) {
2262 copy_v3_v3(shi->lo, vr->orco);
2264 if (texco & TEXCO_GLOB) {
2265 copy_v3_v3(shi->gl, shi->co);
2266 mul_m4_v3(re->viewinv, shi->gl);
2268 if (texco & TEXCO_NORM) {
2269 copy_v3_v3(shi->orn, shi->vn);
2271 if (texco & TEXCO_REFL) {
2274 if (texco & TEXCO_STRESS) {
2275 float *s= RE_vertren_get_stress(obr, vr, 0);
2279 if (shi->stress<1.0f) shi->stress-= 1.0f;
2280 else shi->stress= (shi->stress-1.0f)/shi->stress;
2286 shi->displace[0]= shi->displace[1]= shi->displace[2]= 0.0;
2288 do_material_tex(shi, re);
2290 //printf("no=%f, %f, %f\nbefore co=%f, %f, %f\n", vr->n[0], vr->n[1], vr->n[2],
2291 //vr->co[0], vr->co[1], vr->co[2]);
2293 displace[0]= shi->displace[0] * scale[0];
2294 displace[1]= shi->displace[1] * scale[1];
2295 displace[2]= shi->displace[2] * scale[2];
2298 mul_m3_v3(imat, displace);
2300 /* 0.5 could become button once? */
2301 vr->co[0] += displace[0];
2302 vr->co[1] += displace[1];
2303 vr->co[2] += displace[2];
2305 //printf("after co=%f, %f, %f\n", vr->co[0], vr->co[1], vr->co[2]);
2307 /* we just don't do this vertex again, bad luck for other face using same vertex with
2308 * different material... */
2311 /* Pass sample back so displace_face can decide which way to split the quad */
2312 sample = shi->displace[0]*shi->displace[0];
2313 sample += shi->displace[1]*shi->displace[1];
2314 sample += shi->displace[2]*shi->displace[2];
2317 /* Should be sqrt(sample), but I'm only looking for "bigger". Save the cycles. */
2321 static void displace_render_face(Render *re, ObjectRen *obr, VlakRen *vlr, float *scale, float mat[][4], float imat[][3])
2325 /* Warning, This is not that nice, and possibly a bit slow,
2326 * however some variables were not initialized properly in, unless using shade_input_initialize(...), we need to do a memset */
2327 memset(&shi, 0, sizeof(ShadeInput));
2328 /* end warning! - Campbell */
2330 /* set up shadeinput struct for multitex() */
2332 /* memset above means we don't need this */
2333 /*shi.osatex= 0;*/ /* signal not to use dx[] and dy[] texture AA vectors */
2336 shi.vlr= vlr; /* current render face */
2337 shi.mat= vlr->mat; /* current input material */
2340 /* TODO, assign these, displacement with new bumpmap is skipped without - campbell */
2342 /* order is not known ? */
2348 /* Displace the verts, flag is set when done */
2350 displace_render_vert(re, obr, &shi, vlr->v1, 0, scale, mat, imat);
2353 displace_render_vert(re, obr, &shi, vlr->v2, 1, scale, mat, imat);
2356 displace_render_vert(re, obr, &shi, vlr->v3, 2, scale, mat, imat);
2360 displace_render_vert(re, obr, &shi, vlr->v4, 3, scale, mat, imat);
2362 /* closest in displace value. This will help smooth edges. */
2363 if (fabsf(vlr->v1->accum - vlr->v3->accum) > fabsf(vlr->v2->accum - vlr->v4->accum)) vlr->flag |= R_DIVIDE_24;
2364 else vlr->flag &= ~R_DIVIDE_24;
2367 /* Recalculate the face normal - if flipped before, flip now */
2369 normal_quad_v3(vlr->n, vlr->v4->co, vlr->v3->co, vlr->v2->co, vlr->v1->co);
2372 normal_tri_v3(vlr->n, vlr->v3->co, vlr->v2->co, vlr->v1->co);
2376 static void do_displacement(Render *re, ObjectRen *obr, float mat[][4], float imat[][3])
2380 // float min[3]={1e30, 1e30, 1e30}, max[3]={-1e30, -1e30, -1e30};
2381 float scale[3]={1.0f, 1.0f, 1.0f}, temp[3];//, xn
2382 int i; //, texflag=0;
2385 /* Object Size with parenting */
2388 mul_v3_v3v3(temp, obt->size, obt->dscale);
2389 scale[0]*=temp[0]; scale[1]*=temp[1]; scale[2]*=temp[2];
2393 /* Clear all flags */
2394 for (i=0; i<obr->totvert; i++) {
2395 vr= RE_findOrAddVert(obr, i);
2399 for (i=0; i<obr->totvlak; i++) {
2400 vlr=RE_findOrAddVlak(obr, i);
2401 displace_render_face(re, obr, vlr, scale, mat, imat);
2404 /* Recalc vertex normals */
2405 calc_vertexnormals(re, obr, 0, 0);
2408 /* ------------------------------------------------------------------------- */
2410 /* ------------------------------------------------------------------------- */
2412 static void init_render_mball(Render *re, ObjectRen *obr)
2414 Object *ob= obr->ob;
2417 VlakRen *vlr, *vlr1;
2419 float *data, *nors, *orco=NULL, mat[4][4], imat[3][3], xn, yn, zn;
2420 int a, need_orco, vlakindex, *index, negative_scale;
2421 ListBase dispbase= {NULL, NULL};
2423 if (ob!=BKE_mball_basis_find(re->scene, ob))
2426 mult_m4_m4m4(mat, re->viewmat, ob->obmat);
2427 invert_m4_m4(ob->imat, mat);
2428 copy_m3_m4(imat, ob->imat);
2429 negative_scale = is_negative_m4(mat);
2431 ma= give_render_material(re, ob, 1);
2434 if (ma->texco & TEXCO_ORCO) {
2438 BKE_displist_make_mball_forRender(re->scene, ob, &dispbase);
2445 orco= get_object_orco(re, ob);
2448 /* orco hasn't been found in cache - create new one and add to cache */
2449 orco= BKE_mball_make_orco(ob, &dispbase);
2450 set_object_orco(re, ob, orco);
2454 for (a=0; a<dl->nr; a++, data+=3, nors+=3) {
2456 ver= RE_findOrAddVert(obr, obr->totvert++);
2457 copy_v3_v3(ver->co, data);
2458 mul_m4_v3(mat, ver->co);
2460 /* render normals are inverted */
2466 ver->n[0]= imat[0][0]*xn+imat[0][1]*yn+imat[0][2]*zn;
2467 ver->n[1]= imat[1][0]*xn+imat[1][1]*yn+imat[1][2]*zn;
2468 ver->n[2]= imat[2][0]*xn+imat[2][1]*yn+imat[2][2]*zn;
2469 normalize_v3(ver->n);
2470 //if (ob->transflag & OB_NEG_SCALE) negate_v3(ver->n);
2479 for (a=0; a<dl->parts; a++, index+=4) {
2481 vlr= RE_findOrAddVlak(obr, obr->totvlak++);
2482 vlr->v1= RE_findOrAddVert(obr, index[0]);
2483 vlr->v2= RE_findOrAddVert(obr, index[1]);
2484 vlr->v3= RE_findOrAddVert(obr, index[2]);
2488 normal_tri_v3(vlr->n, vlr->v1->co, vlr->v2->co, vlr->v3->co);
2490 normal_tri_v3(vlr->n, vlr->v3->co, vlr->v2->co, vlr->v1->co);
2493 vlr->flag= ME_SMOOTH;
2496 /* mball -too bad- always has triangles, because quads can be non-planar */
2497 if (index[3] && index[3]!=index[2]) {
2498 vlr1= RE_findOrAddVlak(obr, obr->totvlak++);
2499 vlakindex= vlr1->index;
2501 vlr1->index= vlakindex;
2503 vlr1->v3= RE_findOrAddVert(obr, index[3]);
2505 normal_tri_v3(vlr1->n, vlr1->v1->co, vlr1->v2->co, vlr1->v3->co);
2507 normal_tri_v3(vlr1->n, vlr1->v3->co, vlr1->v2->co, vlr1->v1->co);
2511 /* enforce display lists remade */
2512 BKE_displist_free(&dispbase);
2515 /* ------------------------------------------------------------------------- */
2516 /* Surfaces and Curves */
2517 /* ------------------------------------------------------------------------- */
2519 /* returns amount of vertices added for orco */
2520 static int dl_surf_to_renderdata(ObjectRen *obr, DispList *dl, Material **matar, float *orco, float mat[4][4])
2522 VertRen *v1, *v2, *v3, *v4, *ver;
2523 VlakRen *vlr, *vlr1, *vlr2, *vlr3;
2525 int u, v, orcoret= 0;
2526 int p1, p2, p3, p4, a;
2527 int sizeu, nsizeu, sizev, nsizev;
2528 int startvert, startvlak;
2530 startvert= obr->totvert;
2531 nsizeu = sizeu = dl->parts; nsizev = sizev = dl->nr;
2534 for (u = 0; u < sizeu; u++) {
2535 v1 = RE_findOrAddVert(obr, obr->totvert++); /* save this for possible V wrapping */
2536 copy_v3_v3(v1->co, data); data += 3;
2538 v1->orco= orco; orco+= 3; orcoret++;
2540 mul_m4_v3(mat, v1->co);
2542 for (v = 1; v < sizev; v++) {
2543 ver= RE_findOrAddVert(obr, obr->totvert++);
2544 copy_v3_v3(ver->co, data); data += 3;
2546 ver->orco= orco; orco+= 3; orcoret++;
2548 mul_m4_v3(mat, ver->co);
2550 /* if V-cyclic, add extra vertices at end of the row */
2551 if (dl->flag & DL_CYCL_U) {
2552 ver= RE_findOrAddVert(obr, obr->totvert++);
2553 copy_v3_v3(ver->co, v1->co);
2555 ver->orco= orco; orco+=3; orcoret++; //orcobase + 3*(u*sizev + 0);
2560 /* Done before next loop to get corner vert */
2561 if (dl->flag & DL_CYCL_U) nsizev++;
2562 if (dl->flag & DL_CYCL_V) nsizeu++;
2564 /* if U cyclic, add extra row at end of column */
2565 if (dl->flag & DL_CYCL_V) {
2566 for (v = 0; v < nsizev; v++) {
2567 v1= RE_findOrAddVert(obr, startvert + v);
2568 ver= RE_findOrAddVert(obr, obr->totvert++);
2569 copy_v3_v3(ver->co, v1->co);
2571 ver->orco= orco; orco+=3; orcoret++; //ver->orco= orcobase + 3*(0*sizev + v);
2579 startvlak= obr->totvlak;
2581 for (u = 0; u < sizeu - 1; u++) {
2582 p1 = startvert + u * sizev; /* walk through face list */
2587 for (v = 0; v < sizev - 1; v++) {
2588 v1= RE_findOrAddVert(obr, p1);
2589 v2= RE_findOrAddVert(obr, p2);
2590 v3= RE_findOrAddVert(obr, p3);
2591 v4= RE_findOrAddVert(obr, p4);
2593 vlr= RE_findOrAddVlak(obr, obr->totvlak++);
2594 vlr->v1= v1; vlr->v2= v2; vlr->v3= v3; vlr->v4= v4;
2596 normal_quad_v3(n1, vlr->v4->co, vlr->v3->co, vlr->v2->co, vlr->v1->co);
2598 copy_v3_v3(vlr->n, n1);
2600 vlr->mat= matar[ dl->col];
2601 vlr->ec= ME_V1V2+ME_V2V3;
2604 add_v3_v3(v1->n, n1);
2605 add_v3_v3(v2->n, n1);
2606 add_v3_v3(v3->n, n1);
2607 add_v3_v3(v4->n, n1);
2609 p1++; p2++; p3++; p4++;
2612 /* fix normals for U resp. V cyclic faces */
2613 sizeu--; sizev--; /* dec size for face array */
2614 if (dl->flag & DL_CYCL_V) {
2616 for (v = 0; v < sizev; v++) {
2618 vlr= RE_findOrAddVlak(obr, UVTOINDEX(sizeu - 1, v));
2619 vlr1= RE_findOrAddVlak(obr, UVTOINDEX(0, v));
2620 add_v3_v3(vlr1->v1->n, vlr->n);
2621 add_v3_v3(vlr1->v2->n, vlr->n);
2622 add_v3_v3(vlr->v3->n, vlr1->n);
2623 add_v3_v3(vlr->v4->n, vlr1->n);
2626 if (dl->flag & DL_CYCL_U) {
2628 for (u = 0; u < sizeu; u++) {
2630 vlr= RE_findOrAddVlak(obr, UVTOINDEX(u, 0));
2631 vlr1= RE_findOrAddVlak(obr, UVTOINDEX(u, sizev-1));
2632 add_v3_v3(vlr1->v2->n, vlr->n);
2633 add_v3_v3(vlr1->v3->n, vlr->n);
2634 add_v3_v3(vlr->v1->n, vlr1->n);
2635 add_v3_v3(vlr->v4->n, vlr1->n);
2639 /* last vertex is an extra case:
2641 * ^ ()----()----()----()
2643 * u | |(0,n)||(0,0)|
2645 * ()====()====[]====()
2649 * ()----()----()----()
2652 * vertex [] is no longer shared, therefore distribute
2653 * normals of the surrounding faces to all of the duplicates of []
2656 if ((dl->flag & DL_CYCL_V) && (dl->flag & DL_CYCL_U)) {
2657 vlr= RE_findOrAddVlak(obr, UVTOINDEX(sizeu - 1, sizev - 1)); /* (m, n) */
2658 vlr1= RE_findOrAddVlak(obr, UVTOINDEX(0, 0)); /* (0, 0) */
2659 add_v3_v3v3(n1, vlr->n, vlr1->n);
2660 vlr2= RE_findOrAddVlak(obr, UVTOINDEX(0, sizev-1)); /* (0, n) */
2661 add_v3_v3(n1, vlr2->n);
2662 vlr3= RE_findOrAddVlak(obr, UVTOINDEX(sizeu-1, 0)); /* (m, 0) */
2663 add_v3_v3(n1, vlr3->n);
2664 copy_v3_v3(vlr->v3->n, n1);
2665 copy_v3_v3(vlr1->v1->n, n1);
2666 copy_v3_v3(vlr2->v2->n, n1);
2667 copy_v3_v3(vlr3->v4->n, n1);
2669 for (a = startvert; a < obr->totvert; a++) {
2670 ver= RE_findOrAddVert(obr, a);
2671 normalize_v3(ver->n);
2678 static void init_render_dm(DerivedMesh *dm, Render *re, ObjectRen *obr,
2679 int timeoffset, float *orco, float mat[4][4])
2681 Object *ob= obr->ob;
2682 int a, end, totvert, vertofs;
2686 MVert *mvert = NULL;
2689 /* Curve *cu= ELEM(ob->type, OB_FONT, OB_CURVE) ? ob->data : NULL; */
2691 mvert= dm->getVertArray(dm);
2692 totvert= dm->getNumVerts(dm);
2694 for (a=0; a<totvert; a++, mvert++) {
2695 ver= RE_findOrAddVert(obr, obr->totvert++);
2696 copy_v3_v3(ver->co, mvert->co);
2697 mul_m4_v3(mat, ver->co);
2706 /* store customdata names, because DerivedMesh is freed */
2707 RE_set_customdata_names(obr, &dm->faceData);
2709 /* still to do for keys: the correct local texture coordinate */
2711 /* faces in order of color blocks */
2712 vertofs= obr->totvert - totvert;
2713 for (mat_iter= 0; (mat_iter < ob->totcol || (mat_iter==0 && ob->totcol==0)); mat_iter++) {
2715 ma= give_render_material(re, ob, mat_iter+1);
2716 end= dm->getNumTessFaces(dm);
2717 mface= dm->getTessFaceArray(dm);
2719 for (a=0; a<end; a++, mface++) {
2720 int v1, v2, v3, v4, flag;
2722 if (mface->mat_nr == mat_iter) {
2729 flag= mface->flag & ME_SMOOTH;
2731 vlr= RE_findOrAddVlak(obr, obr->totvlak++);
2732 vlr->v1= RE_findOrAddVert(obr, vertofs+v1);
2733 vlr->v2= RE_findOrAddVert(obr, vertofs+v2);
2734 vlr->v3= RE_findOrAddVert(obr, vertofs+v3);
2735 if (v4) vlr->v4= RE_findOrAddVert(obr, vertofs+v4);
2738 /* render normals are inverted in render */
2740 len= normal_quad_v3(vlr->n, vlr->v4->co, vlr->v3->co, vlr->v2->co, vlr->v1->co);
2742 len= normal_tri_v3(vlr->n, vlr->v3->co, vlr->v2->co, vlr->v1->co);
2746 vlr->ec= 0; /* mesh edges rendered separately */
2748 if (len==0) obr->totvlak--;
2750 CustomDataLayer *layer;
2751 MTFace *mtface, *mtf;
2753 int index, mtfn= 0, mcn= 0;
2756 for (index=0; index<dm->faceData.totlayer; index++) {
2757 layer= &dm->faceData.layers[index];
2760 if (layer->type == CD_MTFACE && mtfn < MAX_MTFACE) {
2761 mtf= RE_vlakren_get_tface(obr, vlr, mtfn++, &name, 1);
2762 mtface= (MTFace*)layer->data;
2765 else if (layer->type == CD_MCOL && mcn < MAX_MCOL) {
2766 mc= RE_vlakren_get_mcol(obr, vlr, mcn++, &name, 1);
2767 mcol= (MCol*)layer->data;
2768 memcpy(mc, &mcol[a*4], sizeof(MCol)*4);
2777 calc_vertexnormals(re, obr, 0, 0);
2782 static void init_render_surf(Render *re, ObjectRen *obr, int timeoffset)
2784 Object *ob= obr->ob;
2787 ListBase displist= {NULL, NULL};
2790 float *orco=NULL, mat[4][4];
2791 int a, totmat, need_orco=0;
2792 DerivedMesh *dm= NULL;
2798 mult_m4_m4m4(mat, re->viewmat, ob->obmat);
2799 invert_m4_m4(ob->imat, mat);
2801 /* material array */
2802 totmat= ob->totcol+1;
2803 matar= MEM_callocN(sizeof(Material*)*totmat, "init_render_surf matar");
2805 for (a=0; a<totmat; a++) {
2806 matar[a]= give_render_material(re, ob, a+1);
2808 if (matar[a] && matar[a]->texco & TEXCO_ORCO)
2812 if (ob->parent && (ob->parent->type==OB_LATTICE)) need_orco= 1;
2814 BKE_displist_make_surf(re->scene, ob, &displist, &dm, 1, 0);
2818 orco= BKE_displist_make_orco(re->scene, ob, dm, 1);
2820 set_object_orco(re, ob, orco);
2824 init_render_dm(dm, re, obr, timeoffset, orco, mat);
2829 orco= get_object_orco(re, ob);
2832 /* walk along displaylist and create rendervertices/-faces */
2833 for (dl=displist.first; dl; dl=dl->next) {
2834 /* watch out: u ^= y, v ^= x !! */
2835 if (dl->type==DL_SURF)
2836 orco+= 3*dl_surf_to_renderdata(obr, dl, matar, orco, mat);
2840 BKE_displist_free(&displist);
2845 static void init_render_curve(Render *re, ObjectRen *obr, int timeoffset)
2847 Object *ob= obr->ob;
2852 DerivedMesh *dm = NULL;
2853 ListBase disp={NULL, NULL};
2855 float *data, *fp, *orco=NULL;
2856 float n[3], mat[4][4];
2857 int nr, startvert, a, b;
2858 int need_orco=0, totmat;
2861 if (ob->type==OB_FONT && cu->str==NULL) return;
2862 else if (ob->type==OB_CURVE && cu->nurb.first==NULL) return;
2864 BKE_displist_make_curveTypes_forRender(re->scene, ob, &disp, &dm, 0);
2866 if (dl==NULL) return;
2868 mult_m4_m4m4(mat, re->viewmat, ob->obmat);
2869 invert_m4_m4(ob->imat, mat);
2871 /* material array */
2872 totmat= ob->totcol+1;
2873 matar= MEM_callocN(sizeof(Material*)*totmat, "init_render_surf matar");
2875 for (a=0; a<totmat; a++) {
2876 matar[a]= give_render_material(re, ob, a+1);
2878 if (matar[a] && matar[a]->texco & TEXCO_ORCO)
2884 orco= BKE_displist_make_orco(re->scene, ob, dm, 1);
2886 set_object_orco(re, ob, orco);
2890 init_render_dm(dm, re, obr, timeoffset, orco, mat);
2895 orco= get_object_orco(re, ob);
2899 if (dl->col > ob->totcol) {
2902 else if (dl->type==DL_INDEX3) {
2905 startvert= obr->totvert;
2908 for (a=0; a<dl->nr; a++, data+=3) {
2909 ver= RE_findOrAddVert(obr, obr->totvert++);
2910 copy_v3_v3(ver->co, data);
2912 mul_m4_v3(mat, ver->co);
2920 if (timeoffset==0) {
2922 const int startvlak= obr->totvlak;
2926 for (a=0; a<dl->parts; a++, index+=3) {
2927 vlr= RE_findOrAddVlak(obr, obr->totvlak++);
2928 vlr->v1= RE_findOrAddVert(obr, startvert+index[0]);
2929 vlr->v2= RE_findOrAddVert(obr, startvert+index[1]);
2930 vlr->v3= RE_findOrAddVert(obr, startvert+index[2]);