void CoronaRenderer::defineMesh(mtco_MayaObject *obj) { MObject meshObject = obj->mobject; MStatus stat = MStatus::kSuccess; bool hasDisplacement = false; Corona::Abstract::Map *displacementMap = NULL; float displacementMin = 0.0f; float displacementMax = 0.01f; // I do it here for displacement mapping, maybe we should to another place getObjectShadingGroups(obj->dagPath, obj->perFaceAssignments, obj->shadingGroups); if( obj->shadingGroups.length() > 0) { MFnDependencyNode shadingGroup(obj->shadingGroups[0]); MString sgn = shadingGroup.name(); MObject displacementObj = getConnectedInNode(obj->shadingGroups[0], "displacementShader"); MString doo = getObjectName(displacementObj); if( (displacementObj != MObject::kNullObj) && (displacementObj.hasFn(MFn::kDisplacementShader))) { MObject displacementMapObj = getConnectedInNode(displacementObj, "displacement"); if( (displacementMapObj != MObject::kNullObj) && (displacementMapObj.hasFn(MFn::kFileTexture))) { MFnDependencyNode displacmentMapNode(displacementObj); getFloat("mtco_displacementMin", displacmentMapNode, displacementMin); getFloat("mtco_displacementMax", displacmentMapNode, displacementMax); MString fileTexturePath = getConnectedFileTexturePath(MString("displacement"), displacmentMapNode); if( fileTexturePath != "") { MapLoader loader; displacementMap = loader.loadBitmap(fileTexturePath.asChar()); hasDisplacement = true; } } } } MFnMesh meshFn(meshObject, &stat); CHECK_MSTATUS(stat); MItMeshPolygon faceIt(meshObject, &stat); CHECK_MSTATUS(stat); MPointArray points; meshFn.getPoints(points); MFloatVectorArray normals; meshFn.getNormals( normals, MSpace::kWorld ); MFloatArray uArray, vArray; meshFn.getUVs(uArray, vArray); //logger.debug(MString("Translating mesh object ") + meshFn.name().asChar()); MString meshFullName = makeGoodString(meshFn.fullPathName()); Corona::TriangleData td; Corona::IGeometryGroup* geom = NULL; geom = this->context.scene->addGeomGroup(); obj->geom = geom; for( uint vtxId = 0; vtxId < points.length(); vtxId++) { geom->getVertices().push(Corona::Pos(points[vtxId].x,points[vtxId].y,points[vtxId].z)); } for( uint nId = 0; nId < normals.length(); nId++) { geom->getNormals().push(Corona::Dir(normals[nId].x,normals[nId].y,normals[nId].z)); } for( uint tId = 0; tId < uArray.length(); tId++) { geom->getMapCoords().push(Corona::Pos(uArray[tId],vArray[tId],0.0f)); geom->getMapCoordIndices().push(geom->getMapCoordIndices().size()); } MPointArray triPoints; MIntArray triVtxIds; MIntArray faceVtxIds; MIntArray faceNormalIds; for(faceIt.reset(); !faceIt.isDone(); faceIt.next()) { int faceId = faceIt.index(); int numTris; faceIt.numTriangles(numTris); faceIt.getVertices(faceVtxIds); MIntArray faceUVIndices; faceNormalIds.clear(); for( uint vtxId = 0; vtxId < faceVtxIds.length(); vtxId++) { faceNormalIds.append(faceIt.normalIndex(vtxId)); int uvIndex; faceIt.getUVIndex(vtxId, uvIndex); faceUVIndices.append(uvIndex); } for( int triId = 0; triId < numTris; triId++) { int faceRelIds[3]; faceIt.getTriangle(triId, triPoints, triVtxIds); for( uint triVtxId = 0; triVtxId < 3; triVtxId++) { for(uint faceVtxId = 0; faceVtxId < faceVtxIds.length(); faceVtxId++) { if( faceVtxIds[faceVtxId] == triVtxIds[triVtxId]) { faceRelIds[triVtxId] = faceVtxId; } } } uint vtxId0 = faceVtxIds[faceRelIds[0]]; uint vtxId1 = faceVtxIds[faceRelIds[1]]; uint vtxId2 = faceVtxIds[faceRelIds[2]]; uint normalId0 = faceNormalIds[faceRelIds[0]]; uint normalId1 = faceNormalIds[faceRelIds[1]]; uint normalId2 = faceNormalIds[faceRelIds[2]]; uint uvId0 = faceUVIndices[faceRelIds[0]]; uint uvId1 = faceUVIndices[faceRelIds[1]]; uint uvId2 = faceUVIndices[faceRelIds[2]]; if( hasDisplacement ) { Corona::DisplacedTriangleData tri; tri.displacement.map = displacementMap; MPoint p0 = points[vtxId0]; MPoint p1 = points[vtxId1]; MPoint p2 = points[vtxId2]; tri.v[0] = Corona::AnimatedPos(Corona::Pos(p0.x, p0.y, p0.z)); tri.v[1] = Corona::AnimatedPos(Corona::Pos(p1.x, p1.y, p1.z)); tri.v[2] = Corona::AnimatedPos(Corona::Pos(p2.x, p2.y, p2.z)); MVector n0 = normals[normalId0]; MVector n1 = normals[normalId1]; MVector n2 = normals[normalId2]; Corona::Dir dir0(n0.x, n0.y, n0.z); Corona::Dir dir1(n1.x, n1.y, n1.z); Corona::Dir dir2(n2.x, n2.y, n2.z); tri.n[0] = Corona::AnimatedDir(dir0); tri.n[1] = Corona::AnimatedDir(dir1); tri.n[2] = Corona::AnimatedDir(dir2); Corona::Pos uv0(uArray[uvId0],vArray[uvId0],0.0); Corona::Pos uv1(uArray[uvId1],vArray[uvId1],0.0); Corona::Pos uv2(uArray[uvId2],vArray[uvId2],0.0); Corona::StaticArray<Corona::Pos, 3> uvp; uvp[0] = uv0; uvp[1] = uv1; uvp[2] = uv2; tri.t.push(uvp); tri.materialId = 0; tri.displacement.min = displacementMin; tri.displacement.max = displacementMax; geom->addPrimitive(tri); }else{ Corona::TriangleData tri; tri.v = Corona::AnimatedPosI3(vtxId0, vtxId1, vtxId2); tri.n = Corona::AnimatedDirI3(normalId0, normalId1, normalId2); tri.t[0] = uvId0; tri.t[1] = uvId1; tri.t[2] = uvId2; tri.materialId = 0; geom->addPrimitive(tri); } } } }
void CoronaRenderer::defineMesh(std::shared_ptr<MayaObject> mobj) { std::shared_ptr<MayaScene> mayaScene = MayaTo::getWorldPtr()->worldScenePtr; std::shared_ptr<mtco_MayaObject> obj = std::static_pointer_cast<mtco_MayaObject>(mobj); MObject meshObject = obj->mobject; MStatus stat = MStatus::kSuccess; bool hasDisplacement = false; Corona::SharedPtr<Corona::Abstract::Map> displacementMap = nullptr; float displacementMin = 0.0f; float displacementMax = 0.01f; bool displacementAdaptive = false; bool diplacementIsHdr = true; Corona::DisplacementMode displacementMode = Corona::DisplacementMode::DISPLACEMENT_NORMAL; // I do it here for displacement mapping, maybe we should to another place getObjectShadingGroups(obj->dagPath, obj->perFaceAssignments, obj->shadingGroups, true); if( obj->shadingGroups.length() > 0) { MFnDependencyNode shadingGroup(obj->shadingGroups[0]); MString sgn = shadingGroup.name(); MObject displacementObj = getConnectedInNode(obj->shadingGroups[0], "displacementShader"); MString doo = getObjectName(displacementObj); if( (displacementObj != MObject::kNullObj) && (displacementObj.hasFn(MFn::kDisplacementShader))) { MObject displacementMapObj = getConnectedInNode(displacementObj, "displacement"); MObject vectorDisplacementMapObj = getConnectedInNode(displacementObj, "vectorDisplacement"); if( (displacementMapObj != MObject::kNullObj) && (displacementMapObj.hasFn(MFn::kFileTexture))) { MFnDependencyNode displacmentMapNode(displacementObj); int dispMode = getEnumInt("displacementMode", displacmentMapNode); if (dispMode == 1) displacementMode = Corona::DisplacementMode::DISPLACEMENT_VECTOR_TANGENT; if (dispMode > 1) displacementMode = Corona::DisplacementMode::DISPLACEMENT_VECTOR_OBJECT; displacementAdaptive = getBoolAttr("mtco_displacementAdaptive", displacmentMapNode, false); getFloat("mtco_displacementMin", displacmentMapNode, displacementMin); getFloat("mtco_displacementMax", displacmentMapNode, displacementMax); MObject fileTextureObject = getConnectedInNode(displacementObj, "displacement"); MString fileTexturePath = getConnectedFileTexturePath(MString("displacement"), displacmentMapNode); int vectorEncoding = getEnumInt("vectorEncoding", displacmentMapNode); if (vectorEncoding == 0) // absolute, no negative values diplacementIsHdr = false; if( fileTexturePath != "") { if( !textureFileSupported(fileTexturePath)) { Logging::error(MString("File texture extension is not supported: ") + fileTexturePath); }else{ MObject nullObj; mtco_MapLoader loader(fileTextureObject); displacementMap = loader.loadBitmap(""); hasDisplacement = true; } } } } } MFnMesh meshFn(meshObject, &stat); CHECK_MSTATUS(stat); MPointArray points; MFloatVectorArray normals; MFloatArray uArray, vArray; MIntArray triPointIds, triNormalIds, triUvIds, triMatIds; Logging::debug("defineMesh pre getMeshData"); obj->getMeshData(points, normals, uArray, vArray, triPointIds, triNormalIds, triUvIds, triMatIds); int numSteps = (int)obj->meshDataList.size(); uint numVertices = points.length(); uint numNormals = normals.length(); uint numUvs = uArray.length(); MString meshFullName = makeGoodString(meshFn.fullPathName()); Corona::TriangleData td; Corona::IGeometryGroup* geom = nullptr; geom = this->context.scene->addGeomGroup(); geom->setMapChannelCount(1); // to capture the vertex and normal positions, we capture the data during the motion steps // and save them in a an std::vector. The uv's do not change, so we only sample them once. // we always have at least one motionstep even if we have no motionblur uint npts = 0; for( int mbStep = 0; mbStep < numSteps; mbStep++) { MeshData& md = obj->meshDataList[mbStep]; if (md.points.length() != numVertices) { Logging::debug(MString("Error there is a mismatch between point data length and num vertices.")); numSteps = 1; return; } if( mbStep > 0) { uint npts1 = md.points.length(); if (npts1 != obj->meshDataList[0].points.length()) { Logging::debug(MString("Error there is a mismatch between point data length between mb steps.")); numSteps = 1; break; } } npts = md.points.length(); for( uint vtxId = 0; vtxId < md.points.length(); vtxId++) { MPoint& p = md.points[vtxId]; geom->getVertices().push(Corona::Pos(p.x,p.y,p.z)); } for (uint nId = 0; nId < md.normals.length(); nId++) { MFloatVector& n = md.normals[nId]; geom->getNormals().push(Corona::Dir(n.x, n.y, n.z)); } } for( uint tId = 0; tId < uArray.length(); tId++) { size_t mcl = geom->getMapCoordIndices().size(); geom->getMapCoordIndices().push(mcl); geom->getMapCoords().push(Corona::Pos(uArray[tId], vArray[tId], 0.0f)); } obj->geom = geom; int numTris = triPointIds.length() / 3; for (uint triId = 0; triId < numTris; triId++) { uint index = triId * 3; int perFaceShadingGroup = triMatIds[triId]; int vtxId0 = triPointIds[index]; int vtxId1 = triPointIds[index + 1]; int vtxId2 = triPointIds[index + 2]; int normalId0 = triNormalIds[index]; int normalId1 = triNormalIds[index + 1]; int normalId2 = triNormalIds[index + 2]; int uvId0 = triUvIds[index]; int uvId1 = triUvIds[index + 1]; int uvId2 = triUvIds[index + 2]; if ((vtxId0 >= npts) || (vtxId1 >= npts) || (vtxId2 >= npts)) Logging::error(MString("Index > npts!!! -- Obj: ") + obj->shortName); std::auto_ptr<Corona::TriangleData> trip; if (hasDisplacement) { std::auto_ptr<Corona::DisplacedTriangleData> dtrip = std::auto_ptr<Corona::DisplacedTriangleData>(new Corona::DisplacedTriangleData); dtrip->displacement.mode = displacementMode; dtrip->displacement.isHdr = diplacementIsHdr; dtrip->displacement.mapChannel = 0; dtrip->displacement.map = displacementMap; dtrip->displacement.waterLevel = -Corona::INFINITY; dtrip->displacement.min = displacementMin; dtrip->displacement.max = displacementMax; dtrip->displacement.adaptive = displacementAdaptive; trip = dtrip; } else{ trip = std::auto_ptr<Corona::TriangleData>(new Corona::TriangleData); } trip->v.setSegments(1 - 1); // fixme for deformation motionblur trip->n.setSegments(1 - 1); // fixme for deformation motionblur for (int stepId = 0; stepId < 1; stepId++) { trip->v[stepId][0] = vtxId0 + numVertices * stepId; trip->v[stepId][1] = vtxId1 + numVertices * stepId; trip->v[stepId][2] = vtxId2 + numVertices * stepId; trip->n[stepId][0] = normalId0 + numNormals * stepId; trip->n[stepId][1] = normalId1 + numNormals * stepId; trip->n[stepId][2] = normalId2 + numNormals * stepId; } if (numUvs > 0) { trip->t[0] = uvId0; trip->t[1] = uvId1; trip->t[2] = uvId2; } trip->materialId = perFaceShadingGroup; trip->edgeVis[0] = trip->edgeVis[1] = trip->edgeVis[2] = true; geom->addPrimitive(*trip); } //Logging::debug("}"); obj->perFaceAssignments.clear(); obj->meshDataList.clear(); }
void IndigoRenderer::defineEnvironment() { std::shared_ptr<MayaScene> mayaScene = MayaTo::getWorldPtr()->worldScenePtr; std::shared_ptr<RenderGlobals> renderGlobals = MayaTo::getWorldPtr()->worldRenderGlobalsPtr; MFnDependencyNode gFn(getRenderGlobalsNode()); switch (getEnumInt("environmentType", gFn)) { case 0: // off { break; } case 1: // environment light map { MString texName; bool useTexture = false; Indigo::String texturePath = ""; MObject fileTexObj; if( getConnectedFileTexturePath(MString("environmentColor"), MString("indigoGlobals"), texName, fileTexObj) ) { useTexture = true; texturePath = texName.asChar(); } MFnDependencyNode fileTexNode(fileTexObj); MColor bgColor = getColorAttr("environmentColor", gFn); int mapType = getIntAttr("environmentMapType", gFn, 0); Indigo::SceneNodeBackgroundSettingsRef background_settings(new Indigo::SceneNodeBackgroundSettings()); Reference<Indigo::DiffuseMaterial> mat(new Indigo::DiffuseMaterial()); // Albedo should be zero. mat->albedo = Reference<Indigo::WavelengthDependentParam>(new Indigo::ConstantWavelengthDependentParam(Reference<Indigo::Spectrum>(new Indigo::UniformSpectrum(0)))); Indigo::Texture texture; if( useTexture ) { texture.path = texturePath; texture.exponent = 1; // Since we will usually use a HDR image, the exponent (gamma) should be set to one. MColor colorGain(1,1,1); getColor("colorGain", fileTexNode, colorGain); MColor colorOffset(0,0,0); getColor("colorOffset", fileTexNode, colorOffset); double cg = (colorGain.r + colorGain.g + colorGain.b) / 3.0; double co = (colorOffset.r + colorOffset.g + colorOffset.b) / 3.0; texture.a = 0.0; texture.b = cg; texture.c = co; texture.tex_coord_generation = Reference<Indigo::TexCoordGenerator>(new Indigo::SphericalTexCoordGenerator(Reference<Indigo::Rotation>(new Indigo::MatrixRotation()))); if( mapType == 1 ) { texture.tex_coord_generation = Reference<Indigo::TexCoordGenerator>(new Indigo::SphericalEnvTexCoordGenerator(Reference<Indigo::Rotation>(new Indigo::MatrixRotation()))); } mat->emission = Reference<Indigo::WavelengthDependentParam>(new Indigo::TextureWavelengthDependentParam(0)); mat->textures.push_back(texture); }else{ Indigo::RGBSpectrum *iBgColor = new Indigo::RGBSpectrum(Indigo::Vec3d(bgColor.r,bgColor.g,bgColor.b), 2.2); mat->emission = Reference<Indigo::WavelengthDependentParam>(new Indigo::ConstantWavelengthDependentParam(Reference<Indigo::Spectrum>(iBgColor))); } // Base emission is the emitted spectral radiance. No effect here? double multiplier = (double)getFloatAttr("environmentMapMultiplier", gFn, 1.0) * 1000.0; mat->base_emission = Reference<Indigo::WavelengthDependentParam>(new Indigo::ConstantWavelengthDependentParam(Reference<Indigo::Spectrum>(new Indigo::UniformSpectrum(multiplier)))); background_settings->background_material = mat; sceneRootRef->addChildNode(background_settings); break; } case 2: // sun/sky { // first get the globals node and serach for a directional light connection MObjectArray nodeList; getConnectedInNodes(MString("sunLightConnection"), gFn.object(), nodeList); if( nodeList.length() > 0) { MObject sunObj = nodeList[0]; if(sunObj.hasFn(MFn::kTransform)) { // we suppose what's connected here is a dir light transform MVector lightDir(0,0,1); // default dir light dir MFnDagNode sunDagNode(sunObj); lightDir *= sunDagNode.transformationMatrix() * renderGlobals->globalConversionMatrix; lightDir.normalize(); Indigo::SceneNodeBackgroundSettingsRef background_settings_node(new Indigo::SceneNodeBackgroundSettings()); Reference<Indigo::SunSkyMaterial> sun_sky_mat(new Indigo::SunSkyMaterial()); MString sky_model; int modelId; getEnum("sky_model", gFn, modelId, sky_model); sun_sky_mat->model = sky_model.asChar(); sun_sky_mat->enable_sky = true; getBool("extra_atmospheric", gFn, sun_sky_mat->extra_atmospheric); sun_sky_mat->name = "sunsky"; getUInt("sky_layer", gFn, sun_sky_mat->sky_layer); getUInt("sun_layer", gFn, sun_sky_mat->sun_layer); getDouble(MString("turbidity"), gFn, sun_sky_mat->turbidity); sun_sky_mat->sundir = Indigo::Vec3d(lightDir.x, lightDir.y, lightDir.z); // Direction to sun. background_settings_node->background_material = sun_sky_mat; sceneRootRef->addChildNode(background_settings_node); } } break; } } }