/* Create vertex color attributes. */ static void attr_create_vertex_color(Scene *scene, Mesh *mesh, BL::Mesh &b_mesh, bool subdivision) { if (subdivision) { BL::Mesh::vertex_colors_iterator l; for (b_mesh.vertex_colors.begin(l); l != b_mesh.vertex_colors.end(); ++l) { if (!mesh->need_attribute(scene, ustring(l->name().c_str()))) continue; Attribute *attr = mesh->subd_attributes.add( ustring(l->name().c_str()), TypeDesc::TypeColor, ATTR_ELEMENT_CORNER_BYTE); BL::Mesh::polygons_iterator p; uchar4 *cdata = attr->data_uchar4(); for (b_mesh.polygons.begin(p); p != b_mesh.polygons.end(); ++p) { int n = p->loop_total(); for (int i = 0; i < n; i++) { float3 color = get_float3(l->data[p->loop_start() + i].color()); /* Compress/encode vertex color using the sRGB curve. */ *(cdata++) = color_float_to_byte(color_srgb_to_linear_v3(color)); } } } } else { BL::Mesh::vertex_colors_iterator l; for (b_mesh.vertex_colors.begin(l); l != b_mesh.vertex_colors.end(); ++l) { if (!mesh->need_attribute(scene, ustring(l->name().c_str()))) continue; Attribute *attr = mesh->attributes.add( ustring(l->name().c_str()), TypeDesc::TypeColor, ATTR_ELEMENT_CORNER_BYTE); BL::Mesh::loop_triangles_iterator t; uchar4 *cdata = attr->data_uchar4(); for (b_mesh.loop_triangles.begin(t); t != b_mesh.loop_triangles.end(); ++t) { int3 li = get_int3(t->loops()); float3 c1 = get_float3(l->data[li[0]].color()); float3 c2 = get_float3(l->data[li[1]].color()); float3 c3 = get_float3(l->data[li[2]].color()); /* Compress/encode vertex color using the sRGB curve. */ cdata[0] = color_float_to_byte(color_srgb_to_linear_v3(c1)); cdata[1] = color_float_to_byte(color_srgb_to_linear_v3(c2)); cdata[2] = color_float_to_byte(color_srgb_to_linear_v3(c3)); cdata += 3; } } } }
void BlenderSync::sync_curves( Mesh *mesh, BL::Mesh &b_mesh, BL::Object &b_ob, bool motion, int motion_step) { if (!motion) { /* Clear stored curve data */ mesh->curve_keys.clear(); mesh->curve_radius.clear(); mesh->curve_first_key.clear(); mesh->curve_shader.clear(); mesh->curve_attributes.clear(); } /* obtain general settings */ const bool use_curves = scene->curve_system_manager->use_curves; if (!(use_curves && b_ob.mode() != b_ob.mode_PARTICLE_EDIT && b_ob.mode() != b_ob.mode_EDIT)) { if (!motion) mesh->compute_bounds(); return; } const int primitive = scene->curve_system_manager->primitive; const int triangle_method = scene->curve_system_manager->triangle_method; const int resolution = scene->curve_system_manager->resolution; const size_t vert_num = mesh->verts.size(); const size_t tri_num = mesh->num_triangles(); int used_res = 1; /* extract particle hair data - should be combined with connecting to mesh later*/ ParticleCurveData CData; ObtainCacheParticleData(mesh, &b_mesh, &b_ob, &CData, !preview); /* add hair geometry to mesh */ if (primitive == CURVE_TRIANGLES) { if (triangle_method == CURVE_CAMERA_TRIANGLES) { /* obtain camera parameters */ float3 RotCam; Camera *camera = scene->camera; Transform &ctfm = camera->matrix; if (camera->type == CAMERA_ORTHOGRAPHIC) { RotCam = -make_float3(ctfm.x.z, ctfm.y.z, ctfm.z.z); } else { Transform tfm = get_transform(b_ob.matrix_world()); Transform itfm = transform_quick_inverse(tfm); RotCam = transform_point(&itfm, make_float3(ctfm.x.w, ctfm.y.w, ctfm.z.w)); } bool is_ortho = camera->type == CAMERA_ORTHOGRAPHIC; ExportCurveTrianglePlanes(mesh, &CData, RotCam, is_ortho); } else { ExportCurveTriangleGeometry(mesh, &CData, resolution); used_res = resolution; } } else { if (motion) ExportCurveSegmentsMotion(mesh, &CData, motion_step); else ExportCurveSegments(scene, mesh, &CData); } /* generated coordinates from first key. we should ideally get this from * blender to handle deforming objects */ if (!motion) { if (mesh->need_attribute(scene, ATTR_STD_GENERATED)) { float3 loc, size; mesh_texture_space(b_mesh, loc, size); if (primitive == CURVE_TRIANGLES) { Attribute *attr_generated = mesh->attributes.add(ATTR_STD_GENERATED); float3 *generated = attr_generated->data_float3(); for (size_t i = vert_num; i < mesh->verts.size(); i++) generated[i] = mesh->verts[i] * size - loc; } else { Attribute *attr_generated = mesh->curve_attributes.add(ATTR_STD_GENERATED); float3 *generated = attr_generated->data_float3(); for (size_t i = 0; i < mesh->num_curves(); i++) { float3 co = mesh->curve_keys[mesh->get_curve(i).first_key]; generated[i] = co * size - loc; } } } } /* create vertex color attributes */ if (!motion) { BL::Mesh::vertex_colors_iterator l; int vcol_num = 0; for (b_mesh.vertex_colors.begin(l); l != b_mesh.vertex_colors.end(); ++l, vcol_num++) { if (!mesh->need_attribute(scene, ustring(l->name().c_str()))) continue; ObtainCacheParticleVcol(mesh, &b_mesh, &b_ob, &CData, !preview, vcol_num); if (primitive == CURVE_TRIANGLES) { Attribute *attr_vcol = mesh->attributes.add( ustring(l->name().c_str()), TypeDesc::TypeColor, ATTR_ELEMENT_CORNER_BYTE); uchar4 *cdata = attr_vcol->data_uchar4(); ExportCurveTriangleVcol(&CData, tri_num * 3, used_res, cdata); } else { Attribute *attr_vcol = mesh->curve_attributes.add( ustring(l->name().c_str()), TypeDesc::TypeColor, ATTR_ELEMENT_CURVE); float3 *fdata = attr_vcol->data_float3(); if (fdata) { size_t i = 0; /* Encode vertex color using the sRGB curve. */ for (size_t curve = 0; curve < CData.curve_vcol.size(); curve++) { fdata[i++] = color_srgb_to_linear_v3(CData.curve_vcol[curve]); } } } } } /* create UV attributes */ if (!motion) { BL::Mesh::uv_layers_iterator l; int uv_num = 0; for (b_mesh.uv_layers.begin(l); l != b_mesh.uv_layers.end(); ++l, uv_num++) { bool active_render = l->active_render(); AttributeStandard std = (active_render) ? ATTR_STD_UV : ATTR_STD_NONE; ustring name = ustring(l->name().c_str()); /* UV map */ if (mesh->need_attribute(scene, name) || mesh->need_attribute(scene, std)) { Attribute *attr_uv; ObtainCacheParticleUV(mesh, &b_mesh, &b_ob, &CData, !preview, uv_num); if (primitive == CURVE_TRIANGLES) { if (active_render) attr_uv = mesh->attributes.add(std, name); else attr_uv = mesh->attributes.add(name, TypeFloat2, ATTR_ELEMENT_CORNER); float2 *uv = attr_uv->data_float2(); ExportCurveTriangleUV(&CData, tri_num * 3, used_res, uv); } else { if (active_render) attr_uv = mesh->curve_attributes.add(std, name); else attr_uv = mesh->curve_attributes.add(name, TypeFloat2, ATTR_ELEMENT_CURVE); float2 *uv = attr_uv->data_float2(); if (uv) { size_t i = 0; for (size_t curve = 0; curve < CData.curve_uv.size(); curve++) { uv[i++] = CData.curve_uv[curve]; } } } } } } mesh->compute_bounds(); }
static void create_mesh(Scene *scene, Mesh *mesh, BL::Mesh b_mesh, const vector<uint>& used_shaders) { /* create vertices */ BL::Mesh::vertices_iterator v; for(b_mesh.vertices.begin(v); v != b_mesh.vertices.end(); ++v) mesh->verts.push_back(get_float3(v->co())); /* create vertex normals */ Attribute *attr_N = mesh->attributes.add(Attribute::STD_VERTEX_NORMAL); float3 *N = attr_N->data_float3(); for(b_mesh.vertices.begin(v); v != b_mesh.vertices.end(); ++v, ++N) *N= get_float3(v->normal()); /* create faces */ BL::Mesh::faces_iterator f; vector<int> nverts; for(b_mesh.faces.begin(f); f != b_mesh.faces.end(); ++f) { int4 vi = get_int4(f->vertices_raw()); int n = (vi[3] == 0)? 3: 4; int mi = clamp(f->material_index(), 0, used_shaders.size()-1); 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); nverts.push_back(n); } /* create generated coordinates. todo: we should actually get the orco coordinates from modifiers, for now we use texspace loc/size which is available in the api. */ if(mesh_need_attribute(scene, mesh, Attribute::STD_GENERATED)) { Attribute *attr = mesh->attributes.add(Attribute::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 *fdata = attr->data_float3(); BL::Mesh::vertices_iterator v; size_t i = 0; for(b_mesh.vertices.begin(v); v != b_mesh.vertices.end(); ++v) fdata[i++] = get_float3(v->co())*size - loc; } /* create vertex color attributes */ { BL::Mesh::vertex_colors_iterator l; for(b_mesh.vertex_colors.begin(l); l != b_mesh.vertex_colors.end(); ++l) { if(!mesh_need_attribute(scene, mesh, ustring(l->name().c_str()))) continue; Attribute *attr = mesh->attributes.add( ustring(l->name().c_str()), TypeDesc::TypeColor, Attribute::CORNER); BL::MeshColorLayer::data_iterator c; float3 *fdata = attr->data_float3(); size_t i = 0; for(l->data.begin(c); c != l->data.end(); ++c, ++i) { fdata[0] = color_srgb_to_scene_linear(get_float3(c->color1())); fdata[1] = color_srgb_to_scene_linear(get_float3(c->color2())); fdata[2] = color_srgb_to_scene_linear(get_float3(c->color3())); if(nverts[i] == 4) { fdata[3] = fdata[0]; fdata[4] = fdata[2]; fdata[5] = color_srgb_to_scene_linear(get_float3(c->color4())); fdata += 6; } else fdata += 3; } } } /* create uv map attributes */ { BL::Mesh::uv_textures_iterator l; for(b_mesh.uv_textures.begin(l); l != b_mesh.uv_textures.end(); ++l) { Attribute::Standard std = (l->active_render())? Attribute::STD_UV: Attribute::STD_NONE; ustring name = ustring(l->name().c_str()); if(!(mesh_need_attribute(scene, mesh, name) || mesh_need_attribute(scene, mesh, std))) continue; 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; 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; 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 vertex color attributes. */ static void attr_create_vertex_color(Scene *scene, Mesh *mesh, BL::Mesh& b_mesh, const vector<int>& nverts, const vector<int>& face_flags, bool subdivision) { if(subdivision) { BL::Mesh::vertex_colors_iterator l; for(b_mesh.vertex_colors.begin(l); l != b_mesh.vertex_colors.end(); ++l) { if(!mesh->need_attribute(scene, ustring(l->name().c_str()))) continue; Attribute *attr = mesh->subd_attributes.add(ustring(l->name().c_str()), TypeDesc::TypeColor, ATTR_ELEMENT_CORNER_BYTE); BL::Mesh::polygons_iterator p; uchar4 *cdata = attr->data_uchar4(); for(b_mesh.polygons.begin(p); p != b_mesh.polygons.end(); ++p) { int n = p->loop_total(); for(int i = 0; i < n; i++) { float3 color = get_float3(l->data[p->loop_start() + i].color()); *(cdata++) = color_float_to_byte(color_srgb_to_scene_linear(color)); } } } } else { BL::Mesh::tessface_vertex_colors_iterator l; for(b_mesh.tessface_vertex_colors.begin(l); l != b_mesh.tessface_vertex_colors.end(); ++l) { if(!mesh->need_attribute(scene, ustring(l->name().c_str()))) continue; Attribute *attr = mesh->attributes.add(ustring(l->name().c_str()), TypeDesc::TypeColor, ATTR_ELEMENT_CORNER_BYTE); BL::MeshColorLayer::data_iterator c; uchar4 *cdata = attr->data_uchar4(); size_t i = 0; for(l->data.begin(c); c != l->data.end(); ++c, ++i) { int tri_a[3], tri_b[3]; face_split_tri_indices(nverts[i], face_flags[i], tri_a, tri_b); uchar4 colors[4]; colors[0] = color_float_to_byte(color_srgb_to_scene_linear(get_float3(c->color1()))); colors[1] = color_float_to_byte(color_srgb_to_scene_linear(get_float3(c->color2()))); colors[2] = color_float_to_byte(color_srgb_to_scene_linear(get_float3(c->color3()))); if(nverts[i] == 4) { colors[3] = color_float_to_byte(color_srgb_to_scene_linear(get_float3(c->color4()))); } cdata[0] = colors[tri_a[0]]; cdata[1] = colors[tri_a[1]]; cdata[2] = colors[tri_a[2]]; if(nverts[i] == 4) { cdata[3] = colors[tri_b[0]]; cdata[4] = colors[tri_b[1]]; cdata[5] = colors[tri_b[2]]; cdata += 6; } else cdata += 3; } } } }