[Bf-blender-cvs] [776f8d5] master: Split Normals I (4/5): Add support of split normals to BI renderer.
Bastien Montagne
noreply at git.blender.org
Sun Apr 13 15:39:05 CEST 2014
Commit: 776f8d5a6fa00403e6c46887fbb19956edbd4f05
Author: Bastien Montagne
Date: Sun Apr 13 12:37:40 2014 +0200
https://developer.blender.org/rB776f8d5a6fa00403e6c46887fbb19956edbd4f05
Split Normals I (4/5): Add support of split normals to BI renderer.
Note that this commit completely replaces old behavior of the auto_smooth feature in BI.
Also note that split normals are only handled when no "advanced geometry post-processing" is used
(something like Displace will obviously break it, since it has to re-compute normals after displacement...).
Reviewers: brecht
Reviewed By: brecht
CC: campbellbarton
Differential Revision: https://developer.blender.org/D368
===================================================================
M source/blender/render/intern/source/convertblender.c
===================================================================
diff --git a/source/blender/render/intern/source/convertblender.c b/source/blender/render/intern/source/convertblender.c
index 4e895a3..5204799 100644
--- a/source/blender/render/intern/source/convertblender.c
+++ b/source/blender/render/intern/source/convertblender.c
@@ -398,21 +398,23 @@ static void SetTSpace(const SMikkTSpaceContext *pContext, const float fvTangent[
}
}
-static void calc_vertexnormals(Render *UNUSED(re), ObjectRen *obr, bool do_tangent, bool do_nmap_tangent)
+static void calc_vertexnormals(Render *UNUSED(re), ObjectRen *obr, bool do_vertex_normal, bool do_tangent, bool do_nmap_tangent)
{
int a;
/* clear all vertex normals */
- for (a=0; a<obr->totvert; a++) {
- VertRen *ver= RE_findOrAddVert(obr, a);
- ver->n[0]=ver->n[1]=ver->n[2]= 0.0f;
+ if (do_vertex_normal) {
+ for (a=0; a<obr->totvert; a++) {
+ VertRen *ver= RE_findOrAddVert(obr, a);
+ ver->n[0]=ver->n[1]=ver->n[2]= 0.0f;
+ }
}
/* calculate cos of angles and point-masses, use as weight factor to
* add face normal to vertex */
for (a=0; a<obr->totvlak; a++) {
VlakRen *vlr= RE_findOrAddVlak(obr, a);
- if (vlr->flag & ME_SMOOTH) {
+ if (do_vertex_normal && vlr->flag & ME_SMOOTH) {
float *n4= (vlr->v4)? vlr->v4->n: NULL;
float *c4= (vlr->v4)? vlr->v4->co: NULL;
@@ -430,7 +432,7 @@ static void calc_vertexnormals(Render *UNUSED(re), ObjectRen *obr, bool do_tange
for (a=0; a<obr->totvlak; a++) {
VlakRen *vlr= RE_findOrAddVlak(obr, a);
- if ((vlr->flag & ME_SMOOTH)==0) {
+ if (do_vertex_normal && (vlr->flag & ME_SMOOTH)==0) {
if (is_zero_v3(vlr->v1->n)) copy_v3_v3(vlr->v1->n, vlr->n);
if (is_zero_v3(vlr->v2->n)) copy_v3_v3(vlr->v2->n, vlr->n);
if (is_zero_v3(vlr->v3->n)) copy_v3_v3(vlr->v3->n, vlr->n);
@@ -494,12 +496,12 @@ typedef struct ASface {
VertRen *nver[4];
} ASface;
-static void as_addvert(ASvert *asv, VertRen *v1, VlakRen *vlr)
+static int as_addvert(ASvert *asv, VertRen *v1, VlakRen *vlr)
{
ASface *asf;
- int a;
+ int a = -1;
- if (v1 == NULL) return;
+ if (v1 == NULL) return a;
if (asv->faces.first==NULL) {
asf= MEM_callocN(sizeof(ASface), "asface");
@@ -517,136 +519,129 @@ static void as_addvert(ASvert *asv, VertRen *v1, VlakRen *vlr)
/* new face struct */
if (a==4) {
+ a = 0;
asf= MEM_callocN(sizeof(ASface), "asface");
BLI_addtail(&asv->faces, asf);
- asf->vlr[0]= vlr;
+ asf->vlr[a]= vlr;
asv->totface++;
}
+
+ return a;
}
-static int as_testvertex(VlakRen *vlr, VertRen *UNUSED(ver), ASvert *asv, float thresh)
+static VertRen *as_findvertex_lnor(VlakRen *vlr, VertRen *ver, ASvert *asv, const float lnor[3])
{
- /* return 1: vertex needs a copy */
+ /* return when new vertex already was made, or existing one is OK */
ASface *asf;
- float inp;
int a;
-
- if (vlr == NULL) return 0;
-
- asf= asv->faces.first;
- while (asf) {
- for (a=0; a<4; a++) {
- if (asf->vlr[a] && asf->vlr[a]!=vlr) {
- inp = fabsf(dot_v3v3(vlr->n, asf->vlr[a]->n));
- if (inp < thresh) return 1;
- }
- }
- asf= asf->next;
+
+ /* First face, we can use existing vert and assign it current lnor! */
+ if (asv->totface == 1) {
+ copy_v3_v3(ver->n, lnor);
+ return ver;
}
-
- return 0;
-}
-static VertRen *as_findvertex(VlakRen *vlr, VertRen *UNUSED(ver), ASvert *asv, float thresh)
-{
- /* return when new vertex already was made */
- ASface *asf;
- float inp;
- int a;
-
- asf= asv->faces.first;
+ /* In case existing ver has same normal as current lnor, we can simply use it! */
+ if (equals_v3v3(lnor, ver->n)) {
+ return ver;
+ }
+
+ asf = asv->faces.first;
while (asf) {
- for (a=0; a<4; a++) {
- if (asf->vlr[a] && asf->vlr[a]!=vlr) {
+ for (a = 0; a < 4; a++) {
+ if (asf->vlr[a] && asf->vlr[a] != vlr) {
/* this face already made a copy for this vertex! */
if (asf->nver[a]) {
- inp = fabsf(dot_v3v3(vlr->n, asf->vlr[a]->n));
- if (inp >= thresh) {
+ if (equals_v3v3(lnor, asf->nver[a]->n)) {
return asf->nver[a];
}
}
}
}
- asf= asf->next;
+ asf = asf->next;
}
-
+
return NULL;
}
+static void as_addvert_lnor(ObjectRen *obr, ASvert *asv, VertRen *ver, VlakRen *vlr, const short _lnor[3])
+{
+ VertRen *v1;
+ ASface *asf;
+ int asf_idx;
+ float lnor[3];
+
+ normal_short_to_float_v3(lnor, _lnor);
+
+ asf_idx = as_addvert(asv, ver, vlr);
+ if (asf_idx < 0) {
+ return;
+ }
+ asf = asv->faces.last;
+
+ /* already made a new vertex within threshold? */
+ v1 = as_findvertex_lnor(vlr, ver, asv, lnor);
+ if (v1 == NULL) {
+ /* make a new vertex */
+ v1 = RE_vertren_copy(obr, ver);
+ copy_v3_v3(v1->n, lnor);
+ }
+ if (v1 != ver) {
+ asf->nver[asf_idx] = v1;
+ if (vlr->v1 == ver) vlr->v1 = v1;
+ if (vlr->v2 == ver) vlr->v2 = v1;
+ if (vlr->v3 == ver) vlr->v3 = v1;
+ if (vlr->v4 == ver) vlr->v4 = v1;
+ }
+}
+
/* note; autosmooth happens in object space still, after applying autosmooth we rotate */
/* note2; actually, when original mesh and displist are equal sized, face normals are from original mesh */
-static void autosmooth(Render *UNUSED(re), ObjectRen *obr, float mat[4][4], int degr)
+static void autosmooth(Render *UNUSED(re), ObjectRen *obr, float mat[4][4], short (*lnors)[4][3])
{
- ASvert *asv, *asverts;
- ASface *asf;
- VertRen *ver, *v1;
+ ASvert *asverts;
+ VertRen *ver;
VlakRen *vlr;
- float thresh;
- int a, b, totvert;
-
- if (obr->totvert==0) return;
- asverts= MEM_callocN(sizeof(ASvert)*obr->totvert, "all smooth verts");
-
- thresh= cosf(DEG2RADF((0.5f + (float)degr)));
-
- /* step zero: give faces normals of original mesh, if this is provided */
-
-
- /* step one: construct listbase of all vertices and pointers to faces */
- for (a=0; a<obr->totvlak; a++) {
- vlr= RE_findOrAddVlak(obr, a);
- /* skip wire faces */
- if (vlr->v2 != vlr->v3) {
- as_addvert(asverts+vlr->v1->index, vlr->v1, vlr);
- as_addvert(asverts+vlr->v2->index, vlr->v2, vlr);
- as_addvert(asverts+vlr->v3->index, vlr->v3, vlr);
- if (vlr->v4)
- as_addvert(asverts+vlr->v4->index, vlr->v4, vlr);
- }
- }
-
- totvert= obr->totvert;
- /* we now test all vertices, when faces have a normal too much different: they get a new vertex */
- for (a=0, asv=asverts; a<totvert; a++, asv++) {
- if (asv->totface > 1) {
- ver= RE_findOrAddVert(obr, a);
+ int a, totvert;
- asf= asv->faces.first;
- while (asf) {
- for (b=0; b<4; b++) {
-
- /* is there a reason to make a new vertex? */
- vlr= asf->vlr[b];
- if ( as_testvertex(vlr, ver, asv, thresh) ) {
-
- /* already made a new vertex within threshold? */
- v1= as_findvertex(vlr, ver, asv, thresh);
- if (v1==NULL) {
- /* make a new vertex */
- v1= RE_vertren_copy(obr, ver);
- }
- asf->nver[b]= v1;
- if (vlr->v1==ver) vlr->v1= v1;
- if (vlr->v2==ver) vlr->v2= v1;
- if (vlr->v3==ver) vlr->v3= v1;
- if (vlr->v4==ver) vlr->v4= v1;
- }
- }
- asf= asf->next;
+ if (obr->totvert == 0)
+ return;
+
+ totvert = obr->totvert;
+ asverts = MEM_callocN(sizeof(ASvert) * totvert, "all smooth verts");
+
+ if (lnors) {
+ /* We construct listbase of all vertices and pointers to faces, and add new verts when needed
+ * (i.e. when existing ones do not share the same (loop)normal).
+ */
+ for (a = 0; a < obr->totvlak; a++, lnors++) {
+ vlr = RE_findOrAddVlak(obr, a);
+ /* skip wire faces */
+ if (vlr->v2 != vlr->v3) {
+ as_addvert_lnor(obr, asverts+vlr->v1->index, vlr->v1, vlr, (const short*)lnors[0][0]);
+ as_addvert_lnor(obr, asverts+vlr->v2->index, vlr->v2, vlr, (const short*)lnors[0][1]);
+ as_addvert_lnor(obr, asverts+vlr->v3->index, vlr->v3, vlr, (const short*)lnors[0][2]);
+ if (vlr->v4)
+ as_addvert_lnor(obr, asverts+vlr->v4->index, vlr->v4, vlr, (const short*)lnors[0][3]);
}
}
}
-
+
/* free */
for (a=0; a<totvert; a++) {
BLI_freelistN(&asverts[a].faces);
}
MEM_freeN(asverts);
-
+
/* rotate vertices and calculate normal of faces */
for (a=0; a<obr->totvert; a++) {
ver= RE_findOrAddVert(obr, a);
mul_m4_v3(mat, ver->co);
+ if (lnors) {
+ mul_mat3_m4_v3(mat, ver->n);
+ negate_v3(ver->n);
+ normalize_v3(ver->n);
+ }
}
for (a=0; a<obr->totvlak; a++) {
vlr= RE_findOrAddVlak(obr, a);
@@ -1899,7 +1894,7 @@ static int render_new_particle_system(Render *re, ObjectRen *obr, ParticleSystem
}
if (path_nbr && (ma->mode_l & MA_TANGENT_STR)==0)
- calc_vertexnormals(re, obr, 0, 0);
+ calc_vertexnormals(re, obr, 1, 0, 0);
return 1;
}
@@ -2009,7 +2004,7 @@ static short test_for_displace(Render *re, Object *ob)
return 0;
}
-static void displace_render_vert(Render *re, ObjectRen *obr, ShadeInput *shi, VertRen *vr, int vindex, float *scale, float mat[4][4], float imat[3][3])
+static void displace_render_vert(Render *re, ObjectRen *obr, ShadeInput *shi, VertRen *vr, int vindex, float *scale)
{
MTFace *tface;
short texco= shi->mat->texco;
@@ -2022,15 +2017,6 @@ static void displace_render_vert(Render *re, ObjectRen *obr, ShadeInput *shi, Ve
/* vertex normal is used for textures type 'col' and 'var' */
copy_v3_v3(shi->vn, vr->n);
- if (mat)
- mul_m4_v3(mat, shi->co);
-
- if (imat) {
- shi->vn[0] = dot_v3v3(imat[0], vr->n);
- shi->vn[1] = dot_v3v3(imat[1], vr->n);
- shi->vn[2] = dot_v3v3(imat[2], vr->n);
- }
-
if (texco & TEXCO_UV) {
shi->totuv= 0;
shi->actuv= obr->actmtface;
@@ -2083,9 +2069,6 @@ static void displace_render_vert(Render *re, ObjectRen *obr, ShadeInput *shi, Ve
displace[0]= shi->displace[0] * scale[0];
displace[1]= shi->displace[1] * scale[1];
displace[2]= shi->displace[2] * scale[2];
-
- if (mat)
- mul_m3_v3(imat, displace);
/* 0.5 could become button once? */
vr->co[0] += displace[0];
@@ -2108,7 +2091,7 @@ static void displace_render_vert(Render *re, ObjectRen *obr, ShadeInput *shi, Ve
return;
}
-static void displace_render_face(Render *re, ObjectRen *obr, VlakRen *vlr, float *scale, float mat[4][4], float imat[3][3])
+static void displace_render_face(Render *re, ObjectRen *obr, VlakRen *vlr, float *scale)
{
ShadeInput shi;
@@ -2137,17 +2120,17 @@ static void displace_render_face(Render *re, ObjectRen *obr, VlakRen *vlr, float
/* Displace the verts, flag is se
@@ Diff output truncated at 10240 characters. @@
More information about the Bf-blender-cvs
mailing list