/* MultiresBake callback for normals' baking general idea: - find coord and normal of point with specified UV in hi-res mesh - multiply it by tangmat - vector in color space would be norm(vec) /2 + (0.5, 0.5, 0.5) */ static void apply_tangmat_callback(DerivedMesh *lores_dm, DerivedMesh *hires_dm, const void *UNUSED(bake_data), const int face_index, const int lvl, const float st[2], float tangmat[3][3], const int x, const int y) { MTFace *mtface= CustomData_get_layer(&lores_dm->faceData, CD_MTFACE); MFace mface; Image *ima= mtface[face_index].tpage; ImBuf *ibuf= BKE_image_get_ibuf(ima, NULL); float uv[2], *st0, *st1, *st2, *st3; int pixel= ibuf->x*y + x; float n[3], vec[3], tmp[3]= {0.5, 0.5, 0.5}; lores_dm->getFace(lores_dm, face_index, &mface); st0= mtface[face_index].uv[0]; st1= mtface[face_index].uv[1]; st2= mtface[face_index].uv[2]; if(mface.v4) { st3= mtface[face_index].uv[3]; resolve_quad_uv(uv, st, st0, st1, st2, st3); } else resolve_tri_uv(uv, st, st0, st1, st2); CLAMP(uv[0], 0.0f, 1.0f); CLAMP(uv[1], 0.0f, 1.0f); get_ccgdm_data(lores_dm, hires_dm, lvl, face_index, uv[0], uv[1], NULL, n); mul_v3_m3v3(vec, tangmat, n); normalize_v3(vec); mul_v3_fl(vec, 0.5); add_v3_v3(vec, tmp); if(ibuf->rect_float) { float *rrgbf= ibuf->rect_float + pixel*4; rrgbf[0]= vec[0]; rrgbf[1]= vec[1]; rrgbf[2]= vec[2]; rrgbf[3]= 1.0f; ibuf->userflags= IB_RECT_INVALID; } else { char *rrgb= (char*)ibuf->rect + pixel*4; rrgb[0]= FTOCHAR(vec[0]); rrgb[1]= FTOCHAR(vec[1]); rrgb[2]= FTOCHAR(vec[2]); rrgb[3]= 255; } }
/* MultiresBake callback for normals' baking * general idea: * - find coord and normal of point with specified UV in hi-res mesh * - multiply it by tangmat * - vector in color space would be norm(vec) /2 + (0.5, 0.5, 0.5) */ static void apply_tangmat_callback(DerivedMesh *lores_dm, DerivedMesh *hires_dm, const void *bake_data, ImBuf *ibuf, const int face_index, const int lvl, const float st[2], float tangmat[3][3], const int x, const int y) { MTFace *mtface = CustomData_get_layer(&lores_dm->faceData, CD_MTFACE); MFace mface; MNormalBakeData *normal_data = (MNormalBakeData *)bake_data; float uv[2], *st0, *st1, *st2, *st3; int pixel = ibuf->x * y + x; float n[3], vec[3], tmp[3] = {0.5, 0.5, 0.5}; lores_dm->getTessFace(lores_dm, face_index, &mface); st0 = mtface[face_index].uv[0]; st1 = mtface[face_index].uv[1]; st2 = mtface[face_index].uv[2]; if (mface.v4) { st3 = mtface[face_index].uv[3]; resolve_quad_uv(uv, st, st0, st1, st2, st3); } else resolve_tri_uv(uv, st, st0, st1, st2); CLAMP(uv[0], 0.0f, 1.0f); CLAMP(uv[1], 0.0f, 1.0f); get_ccgdm_data(lores_dm, hires_dm, normal_data->orig_index_mf_to_mpoly, normal_data->orig_index_mp_to_orig, lvl, face_index, uv[0], uv[1], NULL, n); mul_v3_m3v3(vec, tangmat, n); normalize_v3(vec); mul_v3_fl(vec, 0.5); add_v3_v3(vec, tmp); if (ibuf->rect_float) { float *rrgbf = ibuf->rect_float + pixel * 4; rrgbf[0] = vec[0]; rrgbf[1] = vec[1]; rrgbf[2] = vec[2]; rrgbf[3] = 1.0f; } else { unsigned char *rrgb = (unsigned char *)ibuf->rect + pixel * 4; rgb_float_to_uchar(rrgb, vec); rrgb[3] = 255; } }
/* MultiresBake callback for heights baking * general idea: * - find coord of point with specified UV in hi-res mesh (let's call it p1) * - find coord of point and normal with specified UV in lo-res mesh (or subdivided lo-res * mesh to make texture smoother) let's call this point p0 and n. * - height wound be dot(n, p1-p0) */ static void apply_heights_callback(DerivedMesh *lores_dm, DerivedMesh *hires_dm, const void *bake_data, ImBuf *ibuf, const int face_index, const int lvl, const float st[2], float UNUSED(tangmat[3][3]), const int x, const int y) { MTFace *mtface = CustomData_get_layer(&lores_dm->faceData, CD_MTFACE); MFace mface; MHeightBakeData *height_data = (MHeightBakeData *)bake_data; float uv[2], *st0, *st1, *st2, *st3; int pixel = ibuf->x * y + x; float vec[3], p0[3], p1[3], n[3], len; lores_dm->getTessFace(lores_dm, face_index, &mface); st0 = mtface[face_index].uv[0]; st1 = mtface[face_index].uv[1]; st2 = mtface[face_index].uv[2]; if (mface.v4) { st3 = mtface[face_index].uv[3]; resolve_quad_uv(uv, st, st0, st1, st2, st3); } else resolve_tri_uv(uv, st, st0, st1, st2); CLAMP(uv[0], 0.0f, 1.0f); CLAMP(uv[1], 0.0f, 1.0f); get_ccgdm_data(lores_dm, hires_dm, height_data->orig_index_mf_to_mpoly, height_data->orig_index_mf_to_mpoly, lvl, face_index, uv[0], uv[1], p1, 0); if (height_data->ssdm) { get_ccgdm_data(lores_dm, height_data->ssdm, height_data->orig_index_mf_to_mpoly, height_data->orig_index_mf_to_mpoly, 0, face_index, uv[0], uv[1], p0, n); } else { lores_dm->getTessFace(lores_dm, face_index, &mface); if (mface.v4) { interp_bilinear_mface(lores_dm, &mface, uv[0], uv[1], 1, p0); interp_bilinear_mface(lores_dm, &mface, uv[0], uv[1], 0, n); } else { interp_barycentric_mface(lores_dm, &mface, uv[0], uv[1], 1, p0); interp_barycentric_mface(lores_dm, &mface, uv[0], uv[1], 0, n); } } sub_v3_v3v3(vec, p1, p0); len = dot_v3v3(n, vec); height_data->heights[pixel] = len; if (len < height_data->height_min) height_data->height_min = len; if (len > height_data->height_max) height_data->height_max = len; if (ibuf->rect_float) { float *rrgbf = ibuf->rect_float + pixel * 4; rrgbf[3] = 1.0f; } else { char *rrgb = (char *)ibuf->rect + pixel * 4; rrgb[3] = 255; } }
static void apply_ao_callback(DerivedMesh *lores_dm, DerivedMesh *hires_dm, const void *bake_data, ImBuf *ibuf, const int face_index, const int lvl, const float st[2], float UNUSED(tangmat[3][3]), const int x, const int y) { MAOBakeData *ao_data = (MAOBakeData *) bake_data; MTFace *mtface = CustomData_get_layer(&lores_dm->faceData, CD_MTFACE); MFace mface; int i, k, perm_offs; float pos[3], nrm[3]; float cen[3]; float axisX[3], axisY[3], axisZ[3]; float shadow = 0; float value; int pixel = ibuf->x * y + x; float uv[2], *st0, *st1, *st2, *st3; lores_dm->getTessFace(lores_dm, face_index, &mface); st0 = mtface[face_index].uv[0]; st1 = mtface[face_index].uv[1]; st2 = mtface[face_index].uv[2]; if (mface.v4) { st3 = mtface[face_index].uv[3]; resolve_quad_uv(uv, st, st0, st1, st2, st3); } else resolve_tri_uv(uv, st, st0, st1, st2); CLAMP(uv[0], 0.0f, 1.0f); CLAMP(uv[1], 0.0f, 1.0f); get_ccgdm_data(lores_dm, hires_dm, ao_data->orig_index_mf_to_mpoly, ao_data->orig_index_mp_to_orig, lvl, face_index, uv[0], uv[1], pos, nrm); /* offset ray origin by user bias along normal */ for (i = 0; i < 3; i++) cen[i] = pos[i] + ao_data->bias * nrm[i]; /* build tangent frame */ for (i = 0; i < 3; i++) axisZ[i] = nrm[i]; build_coordinate_frame(axisX, axisY, axisZ); /* static noise */ perm_offs = (get_ao_random2(get_ao_random1(x) + y)) & (MAX_NUMBER_OF_AO_RAYS - 1); /* importance sample shadow rays (cosine weighted) */ for (i = 0; i < ao_data->number_of_rays; i++) { int hit_something; /* use N-Rooks to distribute our N ray samples across * a multi-dimensional domain (2D) */ const unsigned short I = ao_data->permutation_table_1[(i + perm_offs) % ao_data->number_of_rays]; const unsigned short J = ao_data->permutation_table_2[i]; const float JitPh = (get_ao_random2(I + perm_offs) & (MAX_NUMBER_OF_AO_RAYS-1))/((float) MAX_NUMBER_OF_AO_RAYS); const float JitTh = (get_ao_random1(J + perm_offs) & (MAX_NUMBER_OF_AO_RAYS-1))/((float) MAX_NUMBER_OF_AO_RAYS); const float SiSqPhi = (I + JitPh) / ao_data->number_of_rays; const float Theta = (float)(2 * M_PI) * ((J + JitTh) / ao_data->number_of_rays); /* this gives results identical to the so-called cosine * weighted distribution relative to the north pole. */ float SiPhi = sqrt(SiSqPhi); float CoPhi = SiSqPhi < 1.0f ? sqrtf(1.0f - SiSqPhi) : 0; float CoThe = cos(Theta); float SiThe = sin(Theta); const float dx = CoThe * CoPhi; const float dy = SiThe * CoPhi; const float dz = SiPhi; /* transform ray direction out of tangent frame */ float dv[3]; for (k = 0; k < 3; k++) dv[k] = axisX[k] * dx + axisY[k] * dy + axisZ[k] * dz; hit_something = trace_ao_ray(ao_data, cen, dv); if (hit_something != 0) shadow += 1; } value = 1.0f - (shadow / ao_data->number_of_rays); if (ibuf->rect_float) { float *rrgbf = ibuf->rect_float + pixel * 4; rrgbf[0] = rrgbf[1] = rrgbf[2] = value; rrgbf[3] = 1.0f; } else { unsigned char *rrgb = (unsigned char *) ibuf->rect + pixel * 4; rrgb[0] = rrgb[1] = rrgb[2] = FTOCHAR(value); rrgb[3] = 255; } }