[Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [35646] trunk/blender/source/blender: Fix/ change in normal computation, now the viewport uses the same angle

Nicholas Bishop nicholasbishop at gmail.com
Fri Mar 25 02:35:43 CET 2011


Just FYI, this commit seems to make Subdivide Smooth significantly
less smooth. For example, doing Subdivide Smooth on a cube multiple
times keeps the same cube shape.

-Nicholas

On Sun, Mar 20, 2011 at 9:35 AM, Brecht Van Lommel
<brechtvanlommel at pandora.be> wrote:
> Revision: 35646
>          http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=35646
> Author:   blendix
> Date:     2011-03-20 13:35:35 +0000 (Sun, 20 Mar 2011)
> Log Message:
> -----------
> Fix/change in normal computation, now the viewport uses the same angle
> weighted normals as the render engine, and the render engine will copy
> normals from the mesh rather than always recalculating them.
>
> Subsurf/multires still use regular vertex normals, but they are expected
> to be sufficiently high resolution to not need this.
>
> This means that normal maps displayed in the viewport actually match the
> render engine exactly and don't have artifacts due to this discrepancy.
> It of course also avoids unexpected surprises where your render normals
> look different than your viewport normals.
>
> Subversion bumped to 4 for version patch to recalculate normals.
>
> Patch by Morten Mikkelsen, with some small changes.
>
> Modified Paths:
> --------------
>    trunk/blender/source/blender/blenkernel/BKE_DerivedMesh.h
>    trunk/blender/source/blender/blenkernel/BKE_blender.h
>    trunk/blender/source/blender/blenkernel/intern/cdderivedmesh.c
>    trunk/blender/source/blender/blenkernel/intern/mesh.c
>    trunk/blender/source/blender/blenlib/BLI_math_geom.h
>    trunk/blender/source/blender/blenlib/intern/math_geom.c
>    trunk/blender/source/blender/blenloader/intern/readfile.c
>    trunk/blender/source/blender/editors/mesh/editmesh_lib.c
>    trunk/blender/source/blender/render/intern/source/convertblender.c
>
> Modified: trunk/blender/source/blender/blenkernel/BKE_DerivedMesh.h
> ===================================================================
> --- trunk/blender/source/blender/blenkernel/BKE_DerivedMesh.h   2011-03-20 12:19:21 UTC (rev 35645)
> +++ trunk/blender/source/blender/blenkernel/BKE_DerivedMesh.h   2011-03-20 13:35:35 UTC (rev 35646)
> @@ -206,7 +206,7 @@
>        /* Fill the array (of length .getNumVerts()) with all vertex locations */
>        void (*getVertCos)(DerivedMesh *dm, float (*cos_r)[3]);
>
> -       /* Get vertex normal, undefined if index is not valid */
> +       /* Get smooth vertex normal, undefined if index is not valid */
>        void (*getVertNo)(DerivedMesh *dm, int index, float no_r[3]);
>
>        /* Get a map of vertices to faces
>
> Modified: trunk/blender/source/blender/blenkernel/BKE_blender.h
> ===================================================================
> --- trunk/blender/source/blender/blenkernel/BKE_blender.h       2011-03-20 12:19:21 UTC (rev 35645)
> +++ trunk/blender/source/blender/blenkernel/BKE_blender.h       2011-03-20 13:35:35 UTC (rev 35646)
> @@ -44,7 +44,7 @@
>  * and keep comment above the defines.
>  * Use STRINGIFY() rather then defining with quotes */
>  #define BLENDER_VERSION                        256
> -#define BLENDER_SUBVERSION             3
> +#define BLENDER_SUBVERSION             4
>
>  #define BLENDER_MINVERSION             250
>  #define BLENDER_MINSUBVERSION  0
>
> Modified: trunk/blender/source/blender/blenkernel/intern/cdderivedmesh.c
> ===================================================================
> --- trunk/blender/source/blender/blenkernel/intern/cdderivedmesh.c      2011-03-20 12:19:21 UTC (rev 35645)
> +++ trunk/blender/source/blender/blenkernel/intern/cdderivedmesh.c      2011-03-20 13:35:35 UTC (rev 35646)
> @@ -1798,7 +1798,7 @@
>        int i;
>        int numVerts = dm->numVertData;
>        int numFaces = dm->numFaceData;
> -       MFace *mf;
> +       MFace *mfaces;
>        MVert *mv;
>
>        if(numVerts == 0) return;
> @@ -1817,27 +1817,43 @@
>                                                                                 NULL, dm->numFaceData);
>
>        /* calculate face normals and add to vertex normals */
> -       mf = CDDM_get_faces(dm);
> -       for(i = 0; i < numFaces; i++, mf++) {
> +       mfaces = CDDM_get_faces(dm);
> +       for(i = 0; i < numFaces; i++) {
> +               MFace * mf = &mfaces[i];
>                float *f_no = face_nors[i];
>
>                if(mf->v4)
> -                       normal_quad_v3( f_no,mv[mf->v1].co, mv[mf->v2].co, mv[mf->v3].co, mv[mf->v4].co);
> +                       normal_quad_v3(f_no, mv[mf->v1].co, mv[mf->v2].co, mv[mf->v3].co, mv[mf->v4].co);
>                else
> -                       normal_tri_v3( f_no,mv[mf->v1].co, mv[mf->v2].co, mv[mf->v3].co);
> +                       normal_tri_v3(f_no, mv[mf->v1].co, mv[mf->v2].co, mv[mf->v3].co);
>
> -               add_v3_v3(temp_nors[mf->v1], f_no);
> -               add_v3_v3(temp_nors[mf->v2], f_no);
> -               add_v3_v3(temp_nors[mf->v3], f_no);
> -               if(mf->v4)
> -                       add_v3_v3(temp_nors[mf->v4], f_no);
> +               if((mf->flag&ME_SMOOTH)!=0) {
> +                       float *n4 = (mf->v4)? temp_nors[mf->v4]: NULL;
> +                       float *c4 = (mf->v4)? mv[mf->v4].co: NULL;
> +
> +                       accumulate_vertex_normals(temp_nors[mf->v1], temp_nors[mf->v2], temp_nors[mf->v3], n4,
> +                               f_no, mv[mf->v1].co, mv[mf->v2].co, mv[mf->v3].co, c4);
> +               }
>        }
>
> +       for(i = 0; i < numFaces; i++) {
> +               MFace * mf = &mfaces[i];
> +
> +               if((mf->flag&ME_SMOOTH)==0) {
> +                       float *f_no = face_nors[i];
> +
> +                       if(is_zero_v3(temp_nors[mf->v1])) copy_v3_v3(temp_nors[mf->v1], f_no);
> +                       if(is_zero_v3(temp_nors[mf->v2])) copy_v3_v3(temp_nors[mf->v2], f_no);
> +                       if(is_zero_v3(temp_nors[mf->v3])) copy_v3_v3(temp_nors[mf->v3], f_no);
> +                       if(mf->v4 && is_zero_v3(temp_nors[mf->v4])) copy_v3_v3(temp_nors[mf->v4], f_no);
> +               }
> +       }
> +
>        /* normalize vertex normals and assign */
>        for(i = 0; i < numVerts; i++, mv++) {
>                float *no = temp_nors[i];
>
> -               if (normalize_v3(no) == 0.0)
> +               if(normalize_v3(no) == 0.0f)
>                        normalize_v3_v3(no, mv->co);
>
>                normal_float_to_short_v3(mv->no, no);
>
> Modified: trunk/blender/source/blender/blenkernel/intern/mesh.c
> ===================================================================
> --- trunk/blender/source/blender/blenkernel/intern/mesh.c       2011-03-20 12:19:21 UTC (rev 35645)
> +++ trunk/blender/source/blender/blenkernel/intern/mesh.c       2011-03-20 13:35:35 UTC (rev 35646)
> @@ -1278,26 +1278,42 @@
>        float *fnors= MEM_callocN(sizeof(*fnors)*3*numFaces, "meshnormals");
>        int i;
>
> -       for (i=0; i<numFaces; i++) {
> +       for(i=0; i<numFaces; i++) {
>                MFace *mf= &mfaces[i];
>                float *f_no= &fnors[i*3];
>
> -               if (mf->v4)
> -                       normal_quad_v3( f_no,mverts[mf->v1].co, mverts[mf->v2].co, mverts[mf->v3].co, mverts[mf->v4].co);
> +               if(mf->v4)
> +                       normal_quad_v3(f_no, mverts[mf->v1].co, mverts[mf->v2].co, mverts[mf->v3].co, mverts[mf->v4].co);
>                else
> -                       normal_tri_v3( f_no,mverts[mf->v1].co, mverts[mf->v2].co, mverts[mf->v3].co);
> -
> -               add_v3_v3(tnorms[mf->v1], f_no);
> -               add_v3_v3(tnorms[mf->v2], f_no);
> -               add_v3_v3(tnorms[mf->v3], f_no);
> -               if (mf->v4)
> -                       add_v3_v3(tnorms[mf->v4], f_no);
> +                       normal_tri_v3(f_no, mverts[mf->v1].co, mverts[mf->v2].co, mverts[mf->v3].co);
> +
> +               if((mf->flag&ME_SMOOTH)!=0) {
> +                       float *n4 = (mf->v4)? tnorms[mf->v4]: NULL;
> +                       float *c4 = (mf->v4)? mverts[mf->v4].co: NULL;
> +
> +                       accumulate_vertex_normals(tnorms[mf->v1], tnorms[mf->v2], tnorms[mf->v3], n4,
> +                               f_no, mverts[mf->v1].co, mverts[mf->v2].co, mverts[mf->v3].co, c4);
> +               }
>        }
> -       for (i=0; i<numVerts; i++) {
> +
> +       for(i=0; i<numFaces; i++) {
> +               MFace *mf= &mfaces[i];
> +
> +               if((mf->flag&ME_SMOOTH)==0) {
> +                       float *f_no= &fnors[i*3];
> +                       if(is_zero_v3(tnorms[mf->v1])) copy_v3_v3(tnorms[mf->v1], f_no);
> +                       if(is_zero_v3(tnorms[mf->v2])) copy_v3_v3(tnorms[mf->v2], f_no);
> +                       if(is_zero_v3(tnorms[mf->v3])) copy_v3_v3(tnorms[mf->v3], f_no);
> +                       if(mf->v4 && is_zero_v3(tnorms[mf->v4])) copy_v3_v3(tnorms[mf->v4], f_no);
> +               }
> +       }
> +
> +       /* following Mesh convention; we use vertex coordinate itself for normal in this case */
> +       for(i=0; i<numVerts; i++) {
>                MVert *mv= &mverts[i];
>                float *no= tnorms[i];
>
> -               if (normalize_v3(no)==0.0)
> +               if(normalize_v3(no) == 0.0f)
>                        normalize_v3_v3(no, mv->co);
>
>                normal_float_to_short_v3(mv->no, no);
> @@ -1305,11 +1321,10 @@
>
>        MEM_freeN(tnorms);
>
> -       if (faceNors_r) {
> +       if(faceNors_r)
>                *faceNors_r = fnors;
> -       } else {
> +       else
>                MEM_freeN(fnors);
> -       }
>  }
>
>  float (*mesh_getVertexCos(Mesh *me, int *numVerts_r))[3]
>
> Modified: trunk/blender/source/blender/blenlib/BLI_math_geom.h
> ===================================================================
> --- trunk/blender/source/blender/blenlib/BLI_math_geom.h        2011-03-20 12:19:21 UTC (rev 35645)
> +++ trunk/blender/source/blender/blenlib/BLI_math_geom.h        2011-03-20 13:35:35 UTC (rev 35646)
> @@ -169,6 +169,12 @@
>  void map_to_tube(float *u, float *v, float x, float y, float z);
>  void map_to_sphere(float *u, float *v, float x, float y, float z);
>
> +/********************************** Normals **********************************/
> +
> +void accumulate_vertex_normals(float n1[3], float n2[3], float n3[3],
> +       float n4[3], const float f_no[3], const float co1[3], const float co2[3],
> +       const float co3[3], const float co4[3]);
> +
>  /********************************* Tangents **********************************/
>
>  typedef struct VertexTangent {
>
> Modified: trunk/blender/source/blender/blenlib/intern/math_geom.c
> ===================================================================
> --- trunk/blender/source/blender/blenlib/intern/math_geom.c     2011-03-20 12:19:21 UTC (rev 35645)
> +++ trunk/blender/source/blender/blenlib/intern/math_geom.c     2011-03-20 13:35:35 UTC (rev 35646)
> @@ -1980,6 +1980,49 @@
>        }
>  }
>
> +/********************************* Normals **********************************/
> +
> +void accumulate_vertex_normals(float n1[3], float n2[3], float n3[3],
> +       float n4[3], const float f_no[3], const float co1[3], const float co2[3],
> +       const float co3[3], const float co4[3])
> +{
> +       float vdiffs[4][3];
> +       const int nverts= (n4!=NULL && co4!=NULL)? 4: 3;
> +
> +       /* compute normalized edge vectors */
> +       sub_v3_v3v3(vdiffs[0], co2, co1);
> +       sub_v3_v3v3(vdiffs[1], co3, co2);
> +
> +       if(nverts==3) {
> +               sub_v3_v3v3(vdiffs[2], co1, co3);
> +       }
> +       else {
> +               sub_v3_v3v3(vdiffs[2], co4, co3);
> +               sub_v3_v3v3(vdiffs[3], co1, co4);
> +               normalize_v3(vdiffs[3]);
> +       }
> +
> +       normalize_v3(vdiffs[0]);
> +       normalize_v3(vdiffs[1]);
> +       normalize_v3(vdiffs[2]);
> +
> +       /* accumulate angle weighted face normal */
> +       {
> +               float *vn[]= {n1, n2, n3, n4};
> +               const float *prev_edge = vdiffs[nverts-1];
> +               int i;
> +
> +               for(i=0; i<nverts; i++) {
> +                       const float *cur_edge= vdiffs[i];
> +                       const float fac= saacos(-dot_v3v3(cur_edge, prev_edge));
> +
> +                       // accumulate
> +                       madd_v3_v3fl(vn[i], f_no, fac);
> +                       prev_edge = cur_edge;
> +               }
> +       }
> +}
> +
>  /********************************* Tangents **********************************/
>
>  /* For normal map tangents we need to detect uv boundaries, and only average
>
> Modified: trunk/blender/source/blender/blenloader/intern/readfile.c
> ===================================================================
> --- trunk/blender/source/blender/blenloader/intern/readfile.c   2011-03-20 12:19:21 UTC (rev 35645)
> +++ trunk/blender/source/blender/blenloader/intern/readfile.c   2011-03-20 13:35:35 UTC (rev 35646)
> @@ -11551,6 +11551,13 @@
>                }
>        }
>
> +       if (main->versionfile < 256 || (main->versionfile == 256 && main->subversionfile <4)){
> +               Mesh *me;
> +
> +               for(me= main->mesh.first; me; me= me->id.next)
> +                       mesh_calc_normals(me->mvert, me->totvert, me->mface, me->totface, NULL);
> +       }
> +
>        /* put compatibility code here until next subversion bump */
>
>        {
>
> Modified: trunk/blender/source/blender/editors/mesh/editmesh_lib.c
> ===================================================================
> --- trunk/blender/source/blender/editors/mesh/editmesh_lib.c    2011-03-20 12:19:21 UTC (rev 35645)
> +++ trunk/blender/source/blender/editors/mesh/editmesh_lib.c    2011-03-20 13:35:35 UTC (rev 35646)
> @@ -2010,21 +2010,34 @@
>                if(efa->v4) {
>                        normal_quad_v3( efa->n,efa->v1->co, efa->v2->co, efa->v3->co, efa->v4->co);
>                        cent_quad_v3(efa->cent, efa->v1->co, efa->v2->co, efa->v3->co, efa->v4->co);
> -                       add_v3_v3(efa->v4->no, efa->n);
>                }
>                else {
>                        normal_tri_v3( efa->n,efa->v1->co, efa->v2->co, efa->v3->co);
>                        cent_tri_v3(efa->cent, efa->v1->co, efa->v2->co, efa->v3->co);
>                }
> -               add_v3_v3(efa->v1->no, efa->n);
> -               add_v3_v3(efa->v2->no, efa->n);
> -               add_v3_v3(efa->v3->no, efa->n);
> +
> +               if((efa->flag&ME_SMOOTH)!=0) {
> +                       float *n4= (efa->v4)? efa->v4->no: NULL;
> +                       float *c4= (efa->v4)? efa->v4->co: NULL;
> +
> +                       accumulate_vertex_normals(efa->v1->no, efa->v2->no, efa->v3->no, n4,
> +                               efa->n, efa->v1->co, efa->v2->co, efa->v3->co, c4);
> +               }
>        }
>
> +       for(efa= em->faces.first; efa; efa=efa->next) {
> +               if((efa->flag&ME_SMOOTH)==0) {
> +                       if(is_zero_v3(efa->v1->no)) copy_v3_v3(efa->v1->no, efa->n);
> +                       if(is_zero_v3(efa->v2->no)) copy_v3_v3(efa->v2->no, efa->n);
>
> @@ Diff output truncated at 10240 characters. @@
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