Cycles:
[blender.git] / intern / cycles / blender / blender_mesh.cpp
index 0e13479a761e7759a87e72e713a500a551941a74..d628fa04f92170fb8ec772f39e26187fff25a485 100644 (file)
@@ -82,15 +82,21 @@ static void mikk_get_texture_coordinate(const SMikkTSpaceContext *context, float
        MikkUserData *userdata = (MikkUserData*)context->m_pUserData;
        BL::MeshTextureFace tf = userdata->layer.data[face_num];
        float3 tfuv;
-
-       if(vert_num == 0)
-               tfuv = get_float3(tf.uv1());
-       else if(vert_num == 1)
-               tfuv = get_float3(tf.uv2());
-       else if(vert_num == 2)
-               tfuv = get_float3(tf.uv3());
-       else
-               tfuv = get_float3(tf.uv4());
+       
+       switch (vert_num) {
+               case 0:
+                       tfuv = get_float3(tf.uv1());
+                       break;
+               case 1:
+                       tfuv = get_float3(tf.uv2());
+                       break;
+               case 2:
+                       tfuv = get_float3(tf.uv3());
+                       break;
+               default:
+                       tfuv = get_float3(tf.uv4());
+                       break;
+       }
        
        uv[0] = tfuv.x;
        uv[1] = tfuv.y;
@@ -100,9 +106,16 @@ static void mikk_get_normal(const SMikkTSpaceContext *context, float N[3], const
 {
        MikkUserData *userdata = (MikkUserData*)context->m_pUserData;
        BL::MeshTessFace f = userdata->mesh.tessfaces[face_num];
-       int4 vi = get_int4(f.vertices_raw());
-       BL::MeshVertex v = userdata->mesh.vertices[vi[vert_num]];
-       float3 vN = get_float3(v.normal());
+       float3 vN;
+
+       if(f.use_smooth()) {
+               int4 vi = get_int4(f.vertices_raw());
+               BL::MeshVertex v = userdata->mesh.vertices[vi[vert_num]];
+               vN = get_float3(v.normal());
+       }
+       else {
+               vN = get_float3(f.normal());
+       }
 
        N[0] = vN.x;
        N[1] = vN.y;
@@ -116,7 +129,7 @@ static void mikk_set_tangent_space(const SMikkTSpaceContext *context, const floa
        userdata->tangent[face*4 + vert] = make_float4(T[0], T[1], T[2], sign);
 }
 
-static void mikk_compute_tangents(BL::Mesh b_mesh, BL::MeshTextureFaceLayer b_layer, Mesh *mesh, vector<int>& nverts)
+static void mikk_compute_tangents(BL::Mesh b_mesh, BL::MeshTextureFaceLayer b_layer, Mesh *mesh, vector<int>& nverts, bool need_sign, bool active_render)
 {
        /* setup userdata */
        MikkUserData userdata(b_mesh, b_layer, nverts.size());
@@ -140,22 +153,57 @@ static void mikk_compute_tangents(BL::Mesh b_mesh, BL::MeshTextureFaceLayer b_la
        /* compute tangents */
        genTangSpaceDefault(&context);
 
-       /* create attribute */
-       /* todo: create float4 attribute for sign */
-       Attribute *attr = mesh->attributes.add(ATTR_STD_TANGENT, ustring("tangent"));
+       /* create tangent attributes */
+       Attribute *attr;
+       ustring name = ustring((string(b_layer.name().c_str()) + ".tangent").c_str());
+
+       if(active_render)
+               attr = mesh->attributes.add(ATTR_STD_UV_TANGENT, name);
+       else
+               attr = mesh->attributes.add(name, TypeDesc::TypeVector, ATTR_ELEMENT_CORNER);
+
        float3 *tangent = attr->data_float3();
 
-       for (int i = 0; i < nverts.size(); i++) {
+       /* create bitangent sign attribute */
+       float *tangent_sign = NULL;
+
+       if(need_sign) {
+               Attribute *attr_sign;
+               ustring name_sign = ustring((string(b_layer.name().c_str()) + ".tangent_sign").c_str());
+
+               if(active_render)
+                       attr_sign = mesh->attributes.add(ATTR_STD_UV_TANGENT_SIGN, name_sign);
+               else
+                       attr_sign = mesh->attributes.add(name_sign, TypeDesc::TypeFloat, ATTR_ELEMENT_CORNER);
+
+               tangent_sign = attr_sign->data_float();
+       }
+
+       for(int i = 0; i < nverts.size(); i++) {
                tangent[0] = float4_to_float3(userdata.tangent[i*4 + 0]);
                tangent[1] = float4_to_float3(userdata.tangent[i*4 + 1]);
                tangent[2] = float4_to_float3(userdata.tangent[i*4 + 2]);
                tangent += 3;
 
+               if(tangent_sign) {
+                       tangent_sign[0] = userdata.tangent[i*4 + 0].w;
+                       tangent_sign[1] = userdata.tangent[i*4 + 1].w;
+                       tangent_sign[2] = userdata.tangent[i*4 + 2].w;
+                       tangent_sign += 3;
+               }
+
                if(nverts[i] == 4) {
                        tangent[0] = float4_to_float3(userdata.tangent[i*4 + 0]);
                        tangent[1] = float4_to_float3(userdata.tangent[i*4 + 2]);
                        tangent[2] = float4_to_float3(userdata.tangent[i*4 + 3]);
                        tangent += 3;
+
+                       if(tangent_sign) {
+                               tangent_sign[0] = userdata.tangent[i*4 + 0].w;
+                               tangent_sign[1] = userdata.tangent[i*4 + 2].w;
+                               tangent_sign[2] = userdata.tangent[i*4 + 3].w;
+                               tangent_sign += 3;
+                       }
                }
        }
 }
@@ -188,10 +236,19 @@ static void create_mesh(Scene *scene, Mesh *mesh, BL::Mesh b_mesh, const vector<
                int shader = used_shaders[mi];
                bool smooth = f->use_smooth();
 
-               mesh->add_triangle(vi[0], vi[1], vi[2], shader, smooth);
-
-               if(n == 4)
-                       mesh->add_triangle(vi[0], vi[2], vi[3], shader, smooth);
+               if(n == 4) {
+                       if(len_squared(cross(mesh->verts[vi[1]] - mesh->verts[vi[0]], mesh->verts[vi[2]] - mesh->verts[vi[0]])) == 0.0f ||
+                               len_squared(cross(mesh->verts[vi[2]] - mesh->verts[vi[0]], mesh->verts[vi[3]] - mesh->verts[vi[0]])) == 0.0f) {
+                               mesh->add_triangle(vi[0], vi[1], vi[3], shader, smooth);
+                               mesh->add_triangle(vi[2], vi[3], vi[1], shader, smooth);
+                       }
+                       else {
+                               mesh->add_triangle(vi[0], vi[1], vi[2], shader, smooth);
+                               mesh->add_triangle(vi[0], vi[2], vi[3], shader, smooth);
+                       }
+               }
+               else
+                       mesh->add_triangle(vi[0], vi[1], vi[2], shader, smooth);
 
                nverts.push_back(n);
        }
@@ -205,7 +262,7 @@ static void create_mesh(Scene *scene, Mesh *mesh, BL::Mesh b_mesh, const vector<
                                continue;
 
                        Attribute *attr = mesh->attributes.add(
-                               ustring(l->name().c_str()), TypeDesc::TypeColor, Attribute::CORNER);
+                               ustring(l->name().c_str()), TypeDesc::TypeColor, ATTR_ELEMENT_CORNER);
 
                        BL::MeshColorLayer::data_iterator c;
                        float3 *fdata = attr->data_float3();
@@ -233,48 +290,49 @@ static void create_mesh(Scene *scene, Mesh *mesh, BL::Mesh b_mesh, const vector<
                BL::Mesh::tessface_uv_textures_iterator l;
 
                for(b_mesh.tessface_uv_textures.begin(l); l != b_mesh.tessface_uv_textures.end(); ++l) {
-                       AttributeStandard std = (l->active_render())? ATTR_STD_UV: ATTR_STD_NONE;
+                       bool active_render = l->active_render();
+                       AttributeStandard std = (active_render)? ATTR_STD_UV: ATTR_STD_NONE;
                        ustring name = ustring(l->name().c_str());
 
-                       if(!(mesh->need_attribute(scene, name) || mesh->need_attribute(scene, std)))
-                               continue;
+                       /* UV map */
+                       if(mesh->need_attribute(scene, name) || mesh->need_attribute(scene, std)) {
+                               Attribute *attr;
 
-                       Attribute *attr;
-
-                       if(l->active_render())
-                               attr = mesh->attributes.add(std, name);
-                       else
-                               attr = mesh->attributes.add(name, TypeDesc::TypePoint, Attribute::CORNER);
-
-                       BL::MeshTextureFaceLayer::data_iterator t;
-                       float3 *fdata = attr->data_float3();
-                       size_t i = 0;
+                               if(active_render)
+                                       attr = mesh->attributes.add(std, name);
+                               else
+                                       attr = mesh->attributes.add(name, TypeDesc::TypePoint, ATTR_ELEMENT_CORNER);
 
-                       for(l->data.begin(t); t != l->data.end(); ++t, ++i) {
-                               fdata[0] =  get_float3(t->uv1());
-                               fdata[1] =  get_float3(t->uv2());
-                               fdata[2] =  get_float3(t->uv3());
-                               fdata += 3;
+                               BL::MeshTextureFaceLayer::data_iterator t;
+                               float3 *fdata = attr->data_float3();
+                               size_t i = 0;
 
-                               if(nverts[i] == 4) {
+                               for(l->data.begin(t); t != l->data.end(); ++t, ++i) {
                                        fdata[0] =  get_float3(t->uv1());
-                                       fdata[1] =  get_float3(t->uv3());
-                                       fdata[2] =  get_float3(t->uv4());
+                                       fdata[1] =  get_float3(t->uv2());
+                                       fdata[2] =  get_float3(t->uv3());
                                        fdata += 3;
+
+                                       if(nverts[i] == 4) {
+                                               fdata[0] =  get_float3(t->uv1());
+                                               fdata[1] =  get_float3(t->uv3());
+                                               fdata[2] =  get_float3(t->uv4());
+                                               fdata += 3;
+                                       }
                                }
                        }
-               }
-       }
 
-       /* create texcoord-based tangent attributes */
-       if(mesh->need_attribute(scene, ATTR_STD_TANGENT)) {
-               BL::Mesh::tessface_uv_textures_iterator l;
+                       /* UV tangent */
+                       std = (active_render)? ATTR_STD_UV_TANGENT: ATTR_STD_NONE;
+                       name = ustring((string(l->name().c_str()) + ".tangent").c_str());
 
-               for(b_mesh.tessface_uv_textures.begin(l); l != b_mesh.tessface_uv_textures.end(); ++l) {
-                       if(!l->active_render())
-                               continue;
+                       if(mesh->need_attribute(scene, name) || (active_render && mesh->need_attribute(scene, std))) {
+                               std = (active_render)? ATTR_STD_UV_TANGENT_SIGN: ATTR_STD_NONE;
+                               name = ustring((string(l->name().c_str()) + ".tangent_sign").c_str());
+                               bool need_sign = (mesh->need_attribute(scene, name) || mesh->need_attribute(scene, std));
 
-                       mikk_compute_tangents(b_mesh, *l, mesh, nverts);
+                               mikk_compute_tangents(b_mesh, *l, mesh, nverts, need_sign, active_render);
+                       }
                }
        }
 
@@ -283,20 +341,15 @@ static void create_mesh(Scene *scene, Mesh *mesh, BL::Mesh b_mesh, const vector<
         * is available in the api. */
        if(mesh->need_attribute(scene, ATTR_STD_GENERATED)) {
                Attribute *attr = mesh->attributes.add(ATTR_STD_GENERATED);
-               float3 loc = get_float3(b_mesh.texspace_location());
-               float3 size = get_float3(b_mesh.texspace_size());
-
-               if(size.x != 0.0f) size.x = 0.5f/size.x;
-               if(size.y != 0.0f) size.y = 0.5f/size.y;
-               if(size.z != 0.0f) size.z = 0.5f/size.z;
 
-               loc = loc*size - make_float3(0.5f, 0.5f, 0.5f);
+               float3 loc, size;
+               mesh_texture_space(b_mesh, loc, size);
 
                float3 *generated = attr->data_float3();
                size_t i = 0;
 
                for(b_mesh.vertices.begin(v); v != b_mesh.vertices.end(); ++v)
-                       generated[i++] = get_float3(v->co())*size - loc;
+                       generated[i++] = get_float3(v->undeformed_co())*size - loc;
        }
 }
 
@@ -340,7 +393,7 @@ static void create_subd_mesh(Mesh *mesh, BL::Mesh b_mesh, PointerRNA *cmesh, con
 
 /* Sync */
 
-Mesh *BlenderSync::sync_mesh(BL::Object b_ob, bool object_updated)
+Mesh *BlenderSync::sync_mesh(BL::Object b_ob, bool object_updated, bool hide_tris)
 {
        /* test if we can instance or if the object is modified */
        BL::ID b_ob_data = b_ob.data();
@@ -395,28 +448,41 @@ Mesh *BlenderSync::sync_mesh(BL::Object b_ob, bool object_updated)
        mesh_synced.insert(mesh);
 
        /* create derived mesh */
-       BL::Mesh b_mesh = object_to_mesh(b_ob, b_scene, true, !preview);
+       bool need_undeformed = mesh->need_attribute(scene, ATTR_STD_GENERATED);
        PointerRNA cmesh = RNA_pointer_get(&b_ob_data.ptr, "cycles");
 
        vector<Mesh::Triangle> oldtriangle = mesh->triangles;
+       
+       /* compares curve_keys rather than strands in order to handle quick hair
+        * adjustsments in dynamic BVH - other methods could probably do this better*/
+       vector<Mesh::CurveKey> oldcurve_keys = mesh->curve_keys;
 
        mesh->clear();
        mesh->used_shaders = used_shaders;
        mesh->name = ustring(b_ob_data.name().c_str());
 
-       if(b_mesh) {
-               if(cmesh.data && experimental && RNA_boolean_get(&cmesh, "use_subdivision"))
-                       create_subd_mesh(mesh, b_mesh, &cmesh, used_shaders);
-               else
-                       create_mesh(scene, mesh, b_mesh, used_shaders);
+       if(render_layer.use_surfaces || render_layer.use_hair) {
+               BL::Mesh b_mesh = object_to_mesh(b_data, b_ob, b_scene, true, !preview, need_undeformed);
 
-               /* free derived mesh */
-               b_data.meshes.remove(b_mesh);
+               if(b_mesh) {
+                       if(render_layer.use_surfaces && !(hide_tris && experimental)) {
+                               if(cmesh.data && experimental && RNA_boolean_get(&cmesh, "use_subdivision"))
+                                       create_subd_mesh(mesh, b_mesh, &cmesh, used_shaders);
+                               else
+                                       create_mesh(scene, mesh, b_mesh, used_shaders);
+                       }
+
+                       if(render_layer.use_hair && experimental)
+                               sync_curves(mesh, b_mesh, b_ob, object_updated);
+
+                       /* free derived mesh */
+                       b_data.meshes.remove(b_mesh);
+               }
        }
 
        /* displacement method */
        if(cmesh.data) {
-               int method = RNA_enum_get(&cmesh, "displacement_method");
+               const int method = RNA_enum_get(&cmesh, "displacement_method");
 
                if(method == 0 || !experimental)
                        mesh->displacement_method = Mesh::DISPLACE_BUMP;
@@ -435,6 +501,13 @@ Mesh *BlenderSync::sync_mesh(BL::Object b_ob, bool object_updated)
                if(memcmp(&oldtriangle[0], &mesh->triangles[0], sizeof(Mesh::Triangle)*oldtriangle.size()) != 0)
                        rebuild = true;
        }
+
+       if(oldcurve_keys.size() != mesh->curve_keys.size())
+               rebuild = true;
+       else if(oldcurve_keys.size()) {
+               if(memcmp(&oldcurve_keys[0], &mesh->curve_keys[0], sizeof(Mesh::CurveKey)*oldcurve_keys.size()) != 0)
+                       rebuild = true;
+       }
        
        mesh->tag_update(scene, rebuild);
 
@@ -452,7 +525,7 @@ void BlenderSync::sync_mesh_motion(BL::Object b_ob, Mesh *mesh, int motion)
                return;
 
        /* get derived mesh */
-       BL::Mesh b_mesh = object_to_mesh(b_ob, b_scene, true, !preview);
+       BL::Mesh b_mesh = object_to_mesh(b_data, b_ob, b_scene, true, !preview, false);
 
        if(b_mesh) {
                BL::Mesh::vertices_iterator v;