[Bf-blender-cvs] [41359fe] hair_system: Merge branch 'master' into hair_system
Lukas Tönne
noreply at git.blender.org
Wed Sep 24 11:02:30 CEST 2014
Commit: 41359fe31c1b2873396ab97b5efda379642cd549
Author: Lukas Tönne
Date: Wed Sep 24 11:01:56 2014 +0200
Branches: hair_system
https://developer.blender.org/rB41359fe31c1b2873396ab97b5efda379642cd549
Merge branch 'master' into hair_system
Conflicts:
intern/cycles/blender/addon/ui.py
intern/cycles/blender/blender_curves.cpp
===================================================================
===================================================================
diff --cc intern/cycles/blender/blender_curves.cpp
index d4597dd,8cfaea5..c81c243
--- a/intern/cycles/blender/blender_curves.cpp
+++ b/intern/cycles/blender/blender_curves.cpp
@@@ -38,10 -39,12 +39,10 @@@ void InterpolateKeySegments(int seg, in
bool ObtainCacheParticleUV(Mesh *mesh, BL::Mesh *b_mesh, BL::Object *b_ob, ParticleCurveData *CData, bool background, int uv_num);
bool ObtainCacheParticleVcol(Mesh *mesh, BL::Mesh *b_mesh, BL::Object *b_ob, ParticleCurveData *CData, bool background, int vcol_num);
bool ObtainCacheParticleData(Mesh *mesh, BL::Mesh *b_mesh, BL::Object *b_ob, ParticleCurveData *CData, bool background);
- void ExportParticleCurveTrianglePlanes(Mesh *mesh, ParticleCurveData *CData, float3 RotCam);
-void ExportCurveSegments(Scene *scene, Mesh *mesh, ParticleCurveData *CData);
-void ExportCurveTrianglePlanes(Mesh *mesh, ParticleCurveData *CData,
- float3 RotCam, bool is_ortho);
-void ExportCurveTriangleGeometry(Mesh *mesh, ParticleCurveData *CData, int resolution);
-void ExportCurveTriangleUV(Mesh *mesh, ParticleCurveData *CData, int vert_offset, int resol, float3 *uvdata);
-void ExportCurveTriangleVcol(Mesh *mesh, ParticleCurveData *CData, int vert_offset, int resol, uchar4 *cdata);
++void ExportParticleCurveTrianglePlanes(Mesh *mesh, ParticleCurveData *CData, float3 RotCam, bool is_ortho);
+void ExportParticleCurveTriangleGeometry(Mesh *mesh, ParticleCurveData *CData, int resolution);
+void ExportParticleCurveTriangleUV(Mesh *mesh, ParticleCurveData *CData, int vert_offset, int resol, float3 *uvdata);
+void ExportParticleCurveTriangleVcol(Mesh *mesh, ParticleCurveData *CData, int vert_offset, int resol, uchar4 *cdata);
ParticleCurveData::ParticleCurveData()
{
@@@ -327,7 -330,8 +328,7 @@@ static void set_resolution(Mesh *mesh,
}
}
- void ExportParticleCurveTrianglePlanes(Mesh *mesh, ParticleCurveData *CData, float3 RotCam)
-void ExportCurveTrianglePlanes(Mesh *mesh, ParticleCurveData *CData,
- float3 RotCam, bool is_ortho)
++void ExportParticleCurveTrianglePlanes(Mesh *mesh, ParticleCurveData *CData, float3 RotCam, bool is_ortho)
{
int vertexno = mesh->verts.size();
int vertexindex = vertexno;
@@@ -680,348 -690,7 +687,352 @@@ static void ExportParticleCurveSegments
}
}
-void ExportCurveTriangleUV(Mesh *mesh, ParticleCurveData *CData, int vert_offset, int resol, float3 *uvdata)
+static void hair_step_iter_eval(BL::HairRenderStepIterator b_step_iter, float3 &co, float3 frame[3], float ¶m)
+{
+ float fco[3], fnor[3], ftan[3], fcotan[3], fhair_radius;
+
+ param = b_step_iter.parameter();
+
+ b_step_iter.eval(fco, &fhair_radius);
+ co = make_float3(fco[0], fco[1], fco[2]);
+
+ b_step_iter.eval_frame(fnor, ftan, fcotan);
+ frame[0] = make_float3(fnor[0], fnor[1], fnor[2]);
+ frame[1] = make_float3(ftan[0], ftan[1], ftan[2]);
+ frame[2] = make_float3(fcotan[0], fcotan[1], fcotan[2]);
+}
+
+/* evaluate curve at each step:
+ * v_p, v, v_n: previous/current/next location
+ * d, d_n: current/next direction
+ * param, param_n: current/next curve parameter
+ */
+static void hair_curve_triangle_step(int step, BL::HairRenderStepIterator b_step_iter, float3 &v_p, float3 &v, float3 &v_n, float3 &d, float3 &d_n,
+ float ¶m, float ¶m_n, float3 frame[3], float3 frame_n[3])
+{
+ if (step == 0) {
+ hair_step_iter_eval(b_step_iter, v, frame, param);
+ v_p = v;
+ b_step_iter.next();
+
+ hair_step_iter_eval(b_step_iter, v_n, frame_n, param_n);
+ d = d_n = v_n - v;
+ b_step_iter.next();
+ }
+ else if (step < b_step_iter.totsteps() - 1) {
+ v_p = v;
+ v = v_n;
+ param = param_n;
+ d = d_n;
+
+ hair_step_iter_eval(b_step_iter, v_n, frame_n, param_n);
+ d_n = v_n - v;
+ b_step_iter.next();
+ }
+ else {
+ param = param_n;
+ v_p = v;
+ v = v_n;
+ d = d_n;
+ }
+}
+
- static void ExportHairCurveTrianglePlanes(Mesh *mesh, BL::HairSystem b_hsys, float3 RotCam)
++static void ExportHairCurveTrianglePlanes(Mesh *mesh, BL::HairSystem b_hsys, float3 RotCam, bool is_ortho)
+{
+ BL::HairRenderSettings b_render(b_hsys.params().render());
+ float shape = b_render.shape();
+ float root_width = b_render.root_width() * b_render.radius_scale();
+ float tip_width = b_render.tip_width() * b_render.radius_scale();
+ bool closetip = b_render.use_closetip();
+ int shader = mesh->used_shaders[clamp(b_render.material_slot()-1, 0, mesh->used_shaders.size()-1)];
+
+ int vertexno = mesh->verts.size();
+ int vertexindex = vertexno;
+ int numverts = 0, numtris = 0;
+
+ BL::HairRenderIterator b_hair_iter = b_hsys.render_iterator();
+ b_hair_iter.init();
+
+ /* compute and reserve size of arrays */
+ int num_curves, num_keys;
+ b_hair_iter.count(&num_curves, &num_keys);
+ numverts += 2 + (num_keys - 1)*2;
+ numtris += (num_keys - 1)*2;
+
+ mesh->verts.reserve(mesh->verts.size() + numverts);
+ mesh->triangles.reserve(mesh->triangles.size() + numtris);
+ mesh->shader.reserve(mesh->shader.size() + numtris);
+ mesh->smooth.reserve(mesh->smooth.size() + numtris);
+
+ /* actually export */
+ for (; b_hair_iter.valid(); b_hair_iter.next()) {
+ BL::HairRenderStepIterator b_step_iter = b_hair_iter.step_init();
+ int totsteps = b_step_iter.totsteps();
+ if (totsteps <= 1)
+ continue;
+
+ float3 v_p, v, v_n, d, d_n, frame[3], frame_n[3];
+ float param, param_n;
+
+ for (int step = 0; step < totsteps; ++step) {
+ hair_curve_triangle_step(step, b_step_iter, v_p, v, v_n, d, d_n, param, param_n, frame, frame_n);
+
+ float radius = shaperadius(shape, root_width, tip_width, param);
+ if (closetip && step == totsteps - 1)
+ radius = 0.0f;
+
+ float3 ickey_loc = v;
- float3 xbasis = normalize(cross(RotCam - ickey_loc, d));
++ float3 xbasis;
++ if(is_ortho)
++ xbasis = normalize(cross(RotCam, d));
++ else
++ xbasis = normalize(cross(RotCam - ickey_loc, d));
+ float3 ickey_loc_shfl = ickey_loc - radius * xbasis;
+ float3 ickey_loc_shfr = ickey_loc + radius * xbasis;
+ mesh->verts.push_back(ickey_loc_shfl);
+ mesh->verts.push_back(ickey_loc_shfr);
+ if (step > 0) {
+ mesh->add_triangle(vertexindex-2, vertexindex, vertexindex-1, shader, true);
+ mesh->add_triangle(vertexindex+1, vertexindex-1, vertexindex, shader, true);
+ }
+ vertexindex += 2;
+ }
+ }
+ b_hair_iter.end();
+
+ mesh->reserve(mesh->verts.size(), mesh->triangles.size(), 0, 0);
+ mesh->attributes.remove(ATTR_STD_VERTEX_NORMAL);
+ mesh->attributes.remove(ATTR_STD_FACE_NORMAL);
+ mesh->add_face_normals();
+ mesh->add_vertex_normals();
+ mesh->attributes.remove(ATTR_STD_FACE_NORMAL);
+
+ /* texture coords still needed */
+}
+
+static void ExportHairCurveTriangleGeometry(Mesh *mesh, BL::HairSystem b_hsys, int resolution)
+{
+ BL::HairRenderSettings b_render(b_hsys.params().render());
+ float shape = b_render.shape();
+ float root_width = b_render.root_width() * b_render.radius_scale();
+ float tip_width = b_render.tip_width() * b_render.radius_scale();
+ bool closetip = b_render.use_closetip();
+ int shader = mesh->used_shaders[clamp(b_render.material_slot()-1, 0, mesh->used_shaders.size()-1)];
+
+ int vertexno = mesh->verts.size();
+ int vertexindex = vertexno;
+ int numverts = 0, numtris = 0;
+
+ BL::HairRenderIterator b_hair_iter = b_hsys.render_iterator();
+ b_hair_iter.init();
+
+ /* compute and reserve size of arrays */
+ int num_curves, num_keys;
+ b_hair_iter.count(&num_curves, &num_keys);
+ numverts += (num_keys - 2)*2*resolution + resolution;
+ numtris += (num_keys - 2)*resolution;
+
+ mesh->verts.reserve(mesh->verts.size() + numverts);
+ mesh->triangles.reserve(mesh->triangles.size() + numtris);
+ mesh->shader.reserve(mesh->shader.size() + numtris);
+ mesh->smooth.reserve(mesh->smooth.size() + numtris);
+
+ /* actually export */
+ for (; b_hair_iter.valid(); b_hair_iter.next()) {
+ BL::HairRenderStepIterator b_step_iter = b_hair_iter.step_init();
+ int totsteps = b_step_iter.totsteps();
+ if (totsteps <= 1)
+ continue;
+
+ float3 v_p, v, v_n, d, d_n, frame[3], frame_n[3];
+ float param, param_n;
+
+ for (int step = 0; step < totsteps; ++step) {
+ hair_curve_triangle_step(step, b_step_iter, v_p, v, v_n, d, d_n, param, param_n, frame, frame_n);
+
+ float radius = shaperadius(shape, root_width, tip_width, param);
+ if (closetip && step == totsteps - 1)
+ radius = 0.0f;
+
+ float3 xbasis = frame[1];
+ float3 ybasis = frame[2];
+
+ float3 ickey_loc = v;
+
+ float angle = M_2PI_F / (float)resolution;
+ for(int section = 0; section < resolution; section++) {
+ float3 ickey_loc_shf = ickey_loc + radius * (cosf(angle * section) * xbasis + sinf(angle * section) * ybasis);
+ mesh->verts.push_back(ickey_loc_shf);
+ }
+
+ if(step > 0) {
+ for(int section = 0; section < resolution - 1; section++) {
+ mesh->add_triangle(vertexindex - resolution + section, vertexindex + section, vertexindex - resolution + section + 1, shader, true);
+ mesh->add_triangle(vertexindex + section + 1, vertexindex - resolution + section + 1, vertexindex + section, shader, true);
+ }
+ mesh->add_triangle(vertexindex-1, vertexindex + resolution - 1, vertexindex - resolution, shader, true);
+ mesh->add_triangle(vertexindex, vertexindex - resolution , vertexindex + resolution - 1, shader, true);
+ }
+ vertexindex += resolution;
+ }
+ }
+ b_hair_iter.end();
+
+ mesh->reserve(mesh->verts.size(), mesh->triangles.size(), 0, 0);
+ mesh->attributes.remove(ATTR_STD_VERTEX_NORMAL);
+ mesh->attributes.remove(ATTR_STD_FACE_NORMAL);
+ mesh->add_face_normals();
+ mesh->add_vertex_normals();
+ mesh->attributes.remove(ATTR_STD_FACE_NORMAL);
+
+ /* texture coords still needed */
+}
+
+static void ExportHairCurveSegments(Scene *scene, Mesh *mesh, BL::HairSystem b_hsys)
+{
+ BL::HairRenderSettings b_render(b_hsys.params().render());
+ float shape = b_render.sh
@@ Diff output truncated at 10240 characters. @@
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