コード例 #1
0
ファイル: blender_mesh.cpp プロジェクト: dfelinto/blender
static void attr_create_subd_uv_map(Scene *scene, Mesh *mesh, BL::Mesh &b_mesh, bool subdivide_uvs)
{
  if (b_mesh.uv_layers.length() != 0) {
    BL::Mesh::uv_layers_iterator l;
    int i = 0;

    for (b_mesh.uv_layers.begin(l); l != b_mesh.uv_layers.end(); ++l, ++i) {
      bool active_render = l->active_render();
      AttributeStandard uv_std = (active_render) ? ATTR_STD_UV : ATTR_STD_NONE;
      ustring uv_name = ustring(l->name().c_str());
      AttributeStandard tangent_std = (active_render) ? ATTR_STD_UV_TANGENT : ATTR_STD_NONE;
      ustring tangent_name = ustring((string(l->name().c_str()) + ".tangent").c_str());

      /* Denotes whether UV map was requested directly. */
      const bool need_uv = mesh->need_attribute(scene, uv_name) ||
                           mesh->need_attribute(scene, uv_std);
      /* Denotes whether tangent was requested directly. */
      const bool need_tangent = mesh->need_attribute(scene, tangent_name) ||
                                (active_render && mesh->need_attribute(scene, tangent_std));

      Attribute *uv_attr = NULL;

      /* UV map */
      if (need_uv || need_tangent) {
        if (active_render)
          uv_attr = mesh->subd_attributes.add(uv_std, uv_name);
        else
          uv_attr = mesh->subd_attributes.add(uv_name, TypeFloat2, ATTR_ELEMENT_CORNER);

        if (subdivide_uvs) {
          uv_attr->flags |= ATTR_SUBDIVIDED;
        }

        BL::Mesh::polygons_iterator p;
        float2 *fdata = uv_attr->data_float2();

        for (b_mesh.polygons.begin(p); p != b_mesh.polygons.end(); ++p) {
          int n = p->loop_total();
          for (int j = 0; j < n; j++) {
            *(fdata++) = get_float2(l->data[p->loop_start() + j].uv());
          }
        }
      }

      /* UV tangent */
      if (need_tangent) {
        AttributeStandard sign_std = (active_render) ? ATTR_STD_UV_TANGENT_SIGN : ATTR_STD_NONE;
        ustring sign_name = ustring((string(l->name().c_str()) + ".tangent_sign").c_str());
        bool need_sign = (mesh->need_attribute(scene, sign_name) ||
                          mesh->need_attribute(scene, sign_std));
        mikk_compute_tangents(b_mesh, l->name().c_str(), mesh, need_sign, active_render);
      }
      /* Remove temporarily created UV attribute. */
      if (!need_uv && uv_attr != NULL) {
        mesh->subd_attributes.remove(uv_attr);
      }
    }
  }
  else if (mesh->need_attribute(scene, ATTR_STD_UV_TANGENT)) {
    bool need_sign = mesh->need_attribute(scene, ATTR_STD_UV_TANGENT_SIGN);
    mikk_compute_tangents(b_mesh, NULL, mesh, need_sign, true);
    if (!mesh->need_attribute(scene, ATTR_STD_GENERATED)) {
      mesh->subd_attributes.remove(ATTR_STD_GENERATED);
    }
  }
}
コード例 #2
0
ファイル: blender_curves.cpp プロジェクト: dfelinto/blender
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();
}
コード例 #3
0
ファイル: blender_mesh.cpp プロジェクト: dfelinto/blender
/* Create uv map attributes. */
static void attr_create_uv_map(Scene *scene, Mesh *mesh, BL::Mesh &b_mesh)
{
  if (b_mesh.uv_layers.length() != 0) {
    BL::Mesh::uv_layers_iterator l;

    for (b_mesh.uv_layers.begin(l); l != b_mesh.uv_layers.end(); ++l) {
      const bool active_render = l->active_render();
      AttributeStandard uv_std = (active_render) ? ATTR_STD_UV : ATTR_STD_NONE;
      ustring uv_name = ustring(l->name().c_str());
      AttributeStandard tangent_std = (active_render) ? ATTR_STD_UV_TANGENT : ATTR_STD_NONE;
      ustring tangent_name = ustring((string(l->name().c_str()) + ".tangent").c_str());

      /* Denotes whether UV map was requested directly. */
      const bool need_uv = mesh->need_attribute(scene, uv_name) ||
                           mesh->need_attribute(scene, uv_std);
      /* Denotes whether tangent was requested directly. */
      const bool need_tangent = mesh->need_attribute(scene, tangent_name) ||
                                (active_render && mesh->need_attribute(scene, tangent_std));

      /* UV map */
      /* NOTE: We create temporary UV layer if its needed for tangent but
       * wasn't requested by other nodes in shaders.
       */
      Attribute *uv_attr = NULL;
      if (need_uv || need_tangent) {
        if (active_render) {
          uv_attr = mesh->attributes.add(uv_std, uv_name);
        }
        else {
          uv_attr = mesh->attributes.add(uv_name, TypeFloat2, ATTR_ELEMENT_CORNER);
        }

        BL::Mesh::loop_triangles_iterator t;
        float2 *fdata = uv_attr->data_float2();

        for (b_mesh.loop_triangles.begin(t); t != b_mesh.loop_triangles.end(); ++t) {
          int3 li = get_int3(t->loops());
          fdata[0] = get_float2(l->data[li[0]].uv());
          fdata[1] = get_float2(l->data[li[1]].uv());
          fdata[2] = get_float2(l->data[li[2]].uv());
          fdata += 3;
        }
      }

      /* UV tangent */
      if (need_tangent) {
        AttributeStandard sign_std = (active_render) ? ATTR_STD_UV_TANGENT_SIGN : ATTR_STD_NONE;
        ustring sign_name = ustring((string(l->name().c_str()) + ".tangent_sign").c_str());
        bool need_sign = (mesh->need_attribute(scene, sign_name) ||
                          mesh->need_attribute(scene, sign_std));
        mikk_compute_tangents(b_mesh, l->name().c_str(), mesh, need_sign, active_render);
      }
      /* Remove temporarily created UV attribute. */
      if (!need_uv && uv_attr != NULL) {
        mesh->attributes.remove(uv_attr);
      }
    }
  }
  else if (mesh->need_attribute(scene, ATTR_STD_UV_TANGENT)) {
    bool need_sign = mesh->need_attribute(scene, ATTR_STD_UV_TANGENT_SIGN);
    mikk_compute_tangents(b_mesh, NULL, mesh, need_sign, true);
    if (!mesh->need_attribute(scene, ATTR_STD_GENERATED)) {
      mesh->attributes.remove(ATTR_STD_GENERATED);
    }
  }
}
コード例 #4
0
ファイル: blender_mesh.cpp プロジェクト: diekev/blender
/* Create uv map attributes. */
static void attr_create_uv_map(Scene *scene,
                               Mesh *mesh,
                               BL::Mesh& b_mesh,
                               const vector<int>& nverts,
                               const vector<int>& face_flags,
                               bool subdivision,
                               bool subdivide_uvs)
{
	if(subdivision) {
		BL::Mesh::uv_layers_iterator l;
		int i = 0;

		for(b_mesh.uv_layers.begin(l); l != b_mesh.uv_layers.end(); ++l, ++i) {
			bool active_render = b_mesh.uv_textures[i].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;

				if(active_render)
					attr = mesh->subd_attributes.add(std, name);
				else
					attr = mesh->subd_attributes.add(name, TypeDesc::TypePoint, ATTR_ELEMENT_CORNER);

				if(subdivide_uvs) {
					attr->flags |= ATTR_SUBDIVIDED;
				}

				BL::Mesh::polygons_iterator p;
				float3 *fdata = attr->data_float3();

				for(b_mesh.polygons.begin(p); p != b_mesh.polygons.end(); ++p) {
					int n = p->loop_total();
					for(int j = 0; j < n; j++) {
						*(fdata++) = get_float3(l->data[p->loop_start() + j].uv());
					}
				}
			}
		}
	}
	else if(b_mesh.tessface_uv_textures.length() != 0) {
		BL::Mesh::tessface_uv_textures_iterator l;

		for(b_mesh.tessface_uv_textures.begin(l); l != b_mesh.tessface_uv_textures.end(); ++l) {
			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;

				if(active_render)
					attr = mesh->attributes.add(std, name);
				else
					attr = mesh->attributes.add(name, TypeDesc::TypePoint, ATTR_ELEMENT_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) {
					int tri_a[3], tri_b[3];
					face_split_tri_indices(nverts[i], face_flags[i], tri_a, tri_b);

					float3 uvs[4];
					uvs[0] = get_float3(t->uv1());
					uvs[1] = get_float3(t->uv2());
					uvs[2] = get_float3(t->uv3());
					if(nverts[i] == 4) {
						uvs[3] = get_float3(t->uv4());
					}

					fdata[0] = uvs[tri_a[0]];
					fdata[1] = uvs[tri_a[1]];
					fdata[2] = uvs[tri_a[2]];
					fdata += 3;

					if(nverts[i] == 4) {
						fdata[0] = uvs[tri_b[0]];
						fdata[1] = uvs[tri_b[1]];
						fdata[2] = uvs[tri_b[2]];
						fdata += 3;
					}
				}
			}

			/* UV tangent */
			std = (active_render)? ATTR_STD_UV_TANGENT: ATTR_STD_NONE;
			name = ustring((string(l->name().c_str()) + ".tangent").c_str());

			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,
				                      face_flags,
				                      need_sign,
				                      active_render);
			}
		}
	}
	else if(mesh->need_attribute(scene, ATTR_STD_UV_TANGENT)) {
		bool need_sign = mesh->need_attribute(scene, ATTR_STD_UV_TANGENT_SIGN);
		mikk_compute_tangents(b_mesh,
		                      NULL,
		                      mesh,
		                      nverts,
		                      face_flags,
		                      need_sign,
		                      true);
	}
}