Пример #1
0
/* Create vertex color attributes. */
static void attr_create_vertex_color(Scene *scene,
                                     Mesh *mesh,
                                     BL::Mesh b_mesh,
                                     const vector<int>& nverts)
{
	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) {
			cdata[0] = color_float_to_byte(color_srgb_to_scene_linear(get_float3(c->color1())));
			cdata[1] = color_float_to_byte(color_srgb_to_scene_linear(get_float3(c->color2())));
			cdata[2] = color_float_to_byte(color_srgb_to_scene_linear(get_float3(c->color3())));

			if(nverts[i] == 4) {
				cdata[3] = cdata[0];
				cdata[4] = cdata[2];
				cdata[5] = color_float_to_byte(color_srgb_to_scene_linear(get_float3(c->color4())));
				cdata += 6;
			}
			else
				cdata += 3;
		}
	}
}
Пример #2
0
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)) {
		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;

	if(!preview)
		set_resolution(&b_ob, &b_scene, true);

	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::tessface_vertex_colors_iterator l;
		int vcol_num = 0;

		for(b_mesh.tessface_vertex_colors.begin(l); l != b_mesh.tessface_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;

					for(size_t curve = 0; curve < CData.curve_vcol.size(); curve++)
						if(!(CData.curve_keynum[curve] <= 1 || CData.curve_length[curve] == 0.0f))
							fdata[i++] = color_srgb_to_scene_linear_v3(CData.curve_vcol[curve]);
				}
			}
		}
	}

	/* create UV attributes */
	if(!motion) {
		BL::Mesh::tessface_uv_textures_iterator l;
		int uv_num = 0;

		for(b_mesh.tessface_uv_textures.begin(l); l != b_mesh.tessface_uv_textures.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, TypeDesc::TypePoint, ATTR_ELEMENT_CORNER);

					float3 *uv = attr_uv->data_float3();

					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, TypeDesc::TypePoint,  ATTR_ELEMENT_CURVE);

					float3 *uv = attr_uv->data_float3();

					if(uv) {
						size_t i = 0;

						for(size_t curve = 0; curve < CData.curve_uv.size(); curve++)
							if(!(CData.curve_keynum[curve] <= 1 || CData.curve_length[curve] == 0.0f))
								uv[i++] = CData.curve_uv[curve];
					}
				}
			}
		}
	}

	if(!preview)
		set_resolution(&b_ob, &b_scene, false);

	mesh->compute_bounds();
}
Пример #3
0
static void create_mesh(Scene *scene, Mesh *mesh, BL::Mesh b_mesh, const vector<uint>& used_shaders)
{
	/* count vertices and faces */
	int numverts = b_mesh.vertices.length();
	int numfaces = b_mesh.tessfaces.length();
	int numtris = 0;
	bool use_loop_normals = b_mesh.use_auto_smooth();

	BL::Mesh::vertices_iterator v;
	BL::Mesh::tessfaces_iterator f;

	for(b_mesh.tessfaces.begin(f); f != b_mesh.tessfaces.end(); ++f) {
		int4 vi = get_int4(f->vertices_raw());
		numtris += (vi[3] == 0)? 1: 2;
	}

	/* reserve memory */
	mesh->reserve(numverts, numtris, 0, 0);

	/* create vertex coordinates and normals */
	int i = 0;
	for(b_mesh.vertices.begin(v); v != b_mesh.vertices.end(); ++v, ++i)
		mesh->verts[i] = get_float3(v->co());

	Attribute *attr_N = mesh->attributes.add(ATTR_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());
	N = attr_N->data_float3();

	/* create generated coordinates from undeformed coordinates */
	if(mesh->need_attribute(scene, ATTR_STD_GENERATED)) {
		Attribute *attr = mesh->attributes.add(ATTR_STD_GENERATED);

		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->undeformed_co())*size - loc;
	}

	/* create faces */
	vector<int> nverts(numfaces);
	int fi = 0, ti = 0;

	for(b_mesh.tessfaces.begin(f); f != b_mesh.tessfaces.end(); ++f, ++fi) {
		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();

		/* split vertices if normal is different
		 *
		 * note all vertex attributes must have been set here so we can split
		 * and copy attributes in split_vertex without remapping later */
		if(use_loop_normals) {
			BL::Array<float, 12> loop_normals = f->split_normals();

			for(int i = 0; i < n; i++) {
				float3 loop_N = make_float3(loop_normals[i * 3], loop_normals[i * 3 + 1], loop_normals[i * 3 + 2]);

				if(N[vi[i]] != loop_N) {
					int new_vi = mesh->split_vertex(vi[i]);

					/* set new normal and vertex index */
					N = attr_N->data_float3();
					N[new_vi] = loop_N;
					vi[i] = new_vi;
				}
			}
		}

		/* create triangles */
		if(n == 4) {
			if(is_zero(cross(mesh->verts[vi[1]] - mesh->verts[vi[0]], mesh->verts[vi[2]] - mesh->verts[vi[0]])) ||
				is_zero(cross(mesh->verts[vi[2]] - mesh->verts[vi[0]], mesh->verts[vi[3]] - mesh->verts[vi[0]]))) {
				mesh->set_triangle(ti++, vi[0], vi[1], vi[3], shader, smooth);
				mesh->set_triangle(ti++, vi[2], vi[3], vi[1], shader, smooth);
			}
			else {
				mesh->set_triangle(ti++, vi[0], vi[1], vi[2], shader, smooth);
				mesh->set_triangle(ti++, vi[0], vi[2], vi[3], shader, smooth);
			}
		}
		else
			mesh->set_triangle(ti++, vi[0], vi[1], vi[2], shader, smooth);

		nverts[fi] = n;
	}

	/* create vertex color attributes */
	{
		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);

			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::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) {
					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;
					}
				}
			}

			/* 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, need_sign, active_render);
			}
		}
	}

	/* for volume objects, create a matrix to transform from object space to
	 * mesh texture space. this does not work with deformations but that can
	 * probably only be done well with a volume grid mapping of coordinates */
	if(mesh->need_attribute(scene, ATTR_STD_GENERATED_TRANSFORM)) {
		Attribute *attr = mesh->attributes.add(ATTR_STD_GENERATED_TRANSFORM);
		Transform *tfm = attr->data_transform();

		float3 loc, size;
		mesh_texture_space(b_mesh, loc, size);

		*tfm = transform_translate(-loc)*transform_scale(size);
	}
}
Пример #4
0
/* 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;
			}
		}
	}
}