[Bf-blender-cvs] [0335c34] temp-cycles-microdisplacement: Flag attributes that need to be subdivided during export
Mai Lavelle
noreply at git.blender.org
Sun Jul 10 05:31:23 CEST 2016
Commit: 0335c34e0038a9c993613a92efbe2ce647ee65f7
Author: Mai Lavelle
Date: Fri Jul 1 21:22:52 2016 -0400
Branches: temp-cycles-microdisplacement
https://developer.blender.org/rB0335c34e0038a9c993613a92efbe2ce647ee65f7
Flag attributes that need to be subdivided during export
===================================================================
M intern/cycles/blender/blender_mesh.cpp
===================================================================
diff --git a/intern/cycles/blender/blender_mesh.cpp b/intern/cycles/blender/blender_mesh.cpp
index 86b7992..246b963 100644
--- a/intern/cycles/blender/blender_mesh.cpp
+++ b/intern/cycles/blender/blender_mesh.cpp
@@ -409,7 +409,8 @@ static void attr_create_uv_map(Scene *scene,
BL::Mesh& b_mesh,
const vector<int>& nverts,
const vector<int>& face_flags,
- bool subdivision)
+ bool subdivision,
+ bool subdivide_uvs)
{
if(subdivision) {
BL::Mesh::uv_layers_iterator l;
@@ -429,6 +430,10 @@ static void attr_create_uv_map(Scene *scene,
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();
@@ -591,7 +596,8 @@ static void create_mesh(Scene *scene,
Mesh *mesh,
BL::Mesh& b_mesh,
const vector<Shader*>& used_shaders,
- bool subdivision=false)
+ bool subdivision=false,
+ bool subdivide_uvs=true)
{
/* count vertices and faces */
int numverts = b_mesh.vertices.length();
@@ -636,6 +642,7 @@ static void create_mesh(Scene *scene,
/* create generated coordinates from undeformed coordinates */
if(mesh->need_attribute(scene, ATTR_STD_GENERATED)) {
Attribute *attr = (subdivision? mesh->subd_attributes: mesh->attributes).add(ATTR_STD_GENERATED);
+ attr->flags |= ATTR_SUBDIVIDED;
float3 loc, size;
mesh_texture_space(b_mesh, loc, size);
@@ -744,7 +751,7 @@ static void create_mesh(Scene *scene,
* The calculate functions will check whether they're needed or not.
*/
attr_create_vertex_color(scene, mesh, b_mesh, nverts, face_flags, subdivision);
- attr_create_uv_map(scene, mesh, b_mesh, nverts, face_flags, subdivision);
+ attr_create_uv_map(scene, mesh, b_mesh, nverts, face_flags, subdivision, subdivide_uvs);
/* for volume objects, create a matrix to transform from object space to
* mesh texture space. this does not work with deformations but that can
@@ -769,7 +776,10 @@ static void create_subd_mesh(Scene *scene,
float dicing_rate,
int max_subdivisions)
{
- create_mesh(scene, mesh, b_mesh, used_shaders, true);
+ BL::SubsurfModifier subsurf_mod(b_ob.modifiers[b_ob.modifiers.length()-1]);
+ bool subdivide_uvs = subsurf_mod.use_subsurf_uv();
+
+ create_mesh(scene, mesh, b_mesh, used_shaders, true, subdivide_uvs);
/* export creases */
size_t num_creases = 0;
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