Commit: 4e37b296317eb00774973e1ce60ea7dd3004dccc
Author: Sergey Sharybin
Date:   Tue Feb 10 23:40:26 2015 +0500
Branches: master
https://developer.blender.org/rB4e37b296317eb00774973e1ce60ea7dd3004dccc

Cycles: Move mesh attribute creation into separate functions

This makes overall code of create_mesh() much cleaner and easier to follow.

===================================================================

M       intern/cycles/blender/blender_mesh.cpp

===================================================================

diff --git a/intern/cycles/blender/blender_mesh.cpp 
b/intern/cycles/blender/blender_mesh.cpp
index a5664fa..c5e2fa2 100644
--- a/intern/cycles/blender/blender_mesh.cpp
+++ b/intern/cycles/blender/blender_mesh.cpp
@@ -137,7 +137,7 @@ static void mikk_set_tangent_space(const SMikkTSpaceContext 
*context, const floa
        userdata->tangent[face*4 + vert] = make_float4(T[0], T[1], T[2], sign);
 }
 
-static void mikk_compute_tangents(BL::Mesh b_mesh, BL::MeshTextureFaceLayer 
*b_layer, Mesh *mesh, vector<int>& nverts, bool need_sign, bool active_render)
+static void mikk_compute_tangents(BL::Mesh b_mesh, BL::MeshTextureFaceLayer 
*b_layer, Mesh *mesh, const vector<int>& nverts, bool need_sign, bool 
active_render)
 {
        /* setup userdata */
        MikkUserData userdata(b_mesh, b_layer, nverts.size());
@@ -258,6 +258,167 @@ static void create_mesh_volume_attributes(Scene *scene, 
BL::Object b_ob, Mesh *m
                create_mesh_volume_attribute(b_ob, mesh, scene->image_manager, 
ATTR_STD_VOLUME_VELOCITY, frame);
 }
 
+/* Create vertex color attributes. */
+static void attr_create_vertex_color(Scene *scene,
+                                     Mesh *mesh,
+                                     BL::Mesh b_mesh,
+                                     const vector<int>& nverts)
+{
+       BL::Mesh::tessface_vertex_colors_iterator l;
+       for(b_mesh.tessface_vertex_colors.begin(l); l != 
b_mesh.tessface_vertex_colors.end(); ++l) {
+               if(!mesh->need_attribute(scene, ustring(l->name().c_str())))
+                       continue;
+
+               Attribute *attr = mesh->attributes.add(
+                       ustring(l->name().c_str()), TypeDesc::TypeColor, 
ATTR_ELEMENT_CORNER_BYTE);
+
+               BL::MeshColorLayer::data_iterator c;
+               uchar4 *cdata = attr->data_uchar4();
+               size_t i = 0;
+
+               for(l->data.begin(c); c != l->data.end(); ++c, ++i) {
+                       cdata[0] = 
color_float_to_byte(color_srgb_to_scene_linear(get_float3(c->color1())));
+                       cdata[1] = 
color_float_to_byte(color_srgb_to_scene_linear(get_float3(c->color2())));
+                       cdata[2] = 
color_float_to_byte(color_srgb_to_scene_linear(get_float3(c->color3())));
+
+                       if(nverts[i] == 4) {
+                               cdata[3] = cdata[0];
+                               cdata[4] = cdata[2];
+                               cdata[5] = 
color_float_to_byte(color_srgb_to_scene_linear(get_float3(c->color4())));
+                               cdata += 6;
+                       }
+                       else
+                               cdata += 3;
+               }
+       }
+}
+
+/* Create uv map attributes. */
+static void attr_create_uv_map(Scene *scene,
+                               Mesh *mesh,
+                               BL::Mesh b_mesh,
+                               const vector<int>& nverts)
+{
+       if (b_mesh.tessface_uv_textures.length() != 0) {
+               BL::Mesh::tessface_uv_textures_iterator l;
+
+               for(b_mesh.tessface_uv_textures.begin(l); l != 
b_mesh.tessface_uv_textures.end(); ++l) {
+                       bool active_render = l->active_render();
+                       AttributeStandard std = (active_render)? ATTR_STD_UV: 
ATTR_STD_NONE;
+                       ustring name = ustring(l->name().c_str());
+
+                       /* UV map */
+                       if(mesh->need_attribute(scene, name) || 
mesh->need_attribute(scene, std)) {
+                               Attribute *attr;
+
+                               if(active_render)
+                                       attr = mesh->attributes.add(std, name);
+                               else
+                                       attr = mesh->attributes.add(name, 
TypeDesc::TypePoint, ATTR_ELEMENT_CORNER);
+
+                               BL::MeshTextureFaceLayer::data_iterator t;
+                               float3 *fdata = attr->data_float3();
+                               size_t i = 0;
+
+                               for(l->data.begin(t); t != l->data.end(); ++t, 
++i) {
+                                       fdata[0] =  get_float3(t->uv1());
+                                       fdata[1] =  get_float3(t->uv2());
+                                       fdata[2] =  get_float3(t->uv3());
+                                       fdata += 3;
+
+                                       if(nverts[i] == 4) {
+                                               fdata[0] =  
get_float3(t->uv1());
+                                               fdata[1] =  
get_float3(t->uv3());
+                                               fdata[2] =  
get_float3(t->uv4());
+                                               fdata += 3;
+                                       }
+                               }
+                       }
+
+                       /* UV tangent */
+                       std = (active_render)? ATTR_STD_UV_TANGENT: 
ATTR_STD_NONE;
+                       name = ustring((string(l->name().c_str()) + 
".tangent").c_str());
+
+                       if(mesh->need_attribute(scene, name) || (active_render 
&& mesh->need_attribute(scene, std))) {
+                               std = (active_render)? 
ATTR_STD_UV_TANGENT_SIGN: ATTR_STD_NONE;
+                               name = ustring((string(l->name().c_str()) + 
".tangent_sign").c_str());
+                               bool need_sign = (mesh->need_attribute(scene, 
name) || mesh->need_attribute(scene, std));
+
+                               mikk_compute_tangents(b_mesh, &(*l), mesh, 
nverts, need_sign, active_render);
+                       }
+               }
+       }
+       else if(mesh->need_attribute(scene, ATTR_STD_UV_TANGENT)) {
+               bool need_sign = mesh->need_attribute(scene, 
ATTR_STD_UV_TANGENT_SIGN);
+               mikk_compute_tangents(b_mesh, NULL, mesh, nverts, need_sign, 
true);
+       }
+}
+
+/* Create vertex pointiness attributes. */
+static void attr_create_pointiness(Scene *scene,
+                                   Mesh *mesh,
+                                   BL::Mesh b_mesh)
+{
+       if(mesh->need_attribute(scene, ATTR_STD_POINTINESS)) {
+               const int numverts = b_mesh.vertices.length();
+               Attribute *attr = mesh->attributes.add(ATTR_STD_POINTINESS);
+               float *data = attr->data_float();
+               int *counter = new int[numverts];
+               float *raw_data = new float[numverts];
+               float3 *edge_accum = new float3[numverts];
+
+               /* Calculate pointiness using single ring neighborhood. */
+               memset(counter, 0, sizeof(int) * numverts);
+               memset(raw_data, 0, sizeof(float) * numverts);
+               memset(edge_accum, 0, sizeof(float3) * numverts);
+               BL::Mesh::edges_iterator e;
+               int i = 0;
+               for(b_mesh.edges.begin(e); e != b_mesh.edges.end(); ++e, ++i) {
+                       int v0 = b_mesh.edges[i].vertices()[0],
+                               v1 = b_mesh.edges[i].vertices()[1];
+                       float3 co0 = get_float3(b_mesh.vertices[v0].co()),
+                               co1 = get_float3(b_mesh.vertices[v1].co());
+                       float3 edge = normalize(co1 - co0);
+                       edge_accum[v0] += edge;
+                       edge_accum[v1] += -edge;
+                       ++counter[v0];
+                       ++counter[v1];
+               }
+               i = 0;
+               BL::Mesh::vertices_iterator v;
+               for(b_mesh.vertices.begin(v); v != b_mesh.vertices.end(); ++v, 
++i) {
+                       if(counter[i] > 0) {
+                               float3 normal = 
get_float3(b_mesh.vertices[i].normal());
+                               float angle = safe_acosf(dot(normal, 
edge_accum[i] / counter[i]));
+                               raw_data[i] = angle * M_1_PI_F;
+                       }
+                       else {
+                               raw_data[i] = 0.0f;
+                       }
+               }
+
+               /* Blur vertices to approximate 2 ring neighborhood. */
+               memset(counter, 0, sizeof(int) * numverts);
+               memcpy(data, raw_data, sizeof(float) * numverts);
+               i = 0;
+               for(b_mesh.edges.begin(e); e != b_mesh.edges.end(); ++e, ++i) {
+                       int v0 = b_mesh.edges[i].vertices()[0],
+                               v1 = b_mesh.edges[i].vertices()[1];
+                       data[v0] += raw_data[v1];
+                       data[v1] += raw_data[v0];
+                       ++counter[v0];
+                       ++counter[v1];
+               }
+               for(i = 0; i < numverts; ++i) {
+                       data[i] /= counter[i] + 1;
+               }
+
+               delete [] counter;
+               delete [] raw_data;
+               delete [] edge_accum;
+       }
+}
+
 /* Create Mesh */
 
 static void create_mesh(Scene *scene, Mesh *mesh, BL::Mesh b_mesh, const 
vector<uint>& used_shaders)
@@ -356,155 +517,12 @@ static void create_mesh(Scene *scene, Mesh *mesh, 
BL::Mesh b_mesh, const vector<
                nverts[fi] = n;
        }
 
-       /* create vertex color attributes */
-       {
-               BL::Mesh::tessface_vertex_colors_iterator l;
-
-               for(b_mesh.tessface_vertex_colors.begin(l); l != 
b_mesh.tessface_vertex_colors.end(); ++l) {
-                       if(!mesh->need_attribute(scene, 
ustring(l->name().c_str())))
-                               continue;
-
-                       Attribute *attr = mesh->attributes.add(
-                               ustring(l->name().c_str()), 
TypeDesc::TypeColor, ATTR_ELEMENT_CORNER_BYTE);
-
-                       BL::MeshColorLayer::data_iterator c;
-                       uchar4 *cdata = attr->data_uchar4();
-                       size_t i = 0;
-
-                       for(l->data.begin(c); c != l->data.end(); ++c, ++i) {
-                               cdata[0] = 
color_float_to_byte(color_srgb_to_scene_linear(get_float3(c->color1())));
-                               cdata[1] = 
color_float_to_byte(color_srgb_to_scene_linear(get_float3(c->color2())));
-                               cdata[2] = 
color_float_to_byte(color_srgb_to_scene_linear(get_float3(c->color3())));
-
-                               if(nverts[i] == 4) {
-                                       cdata[3] = cdata[0];
-                                       cdata[4] = cdata[2];
-                                       cdata[5] = 
color_float_to_byte(color_srgb_to_scene_linear(get_float3(c->color4())));
-                                       cdata += 6;
-                               }
-                               else
-                                       cdata += 3;
-                       }
-               }
-       }
-
-       /* create vertex pointiness attributes */
-       /* TODO(sergey): Consider moving all the attribute creation into own
-        * functions for clarity.
+       /* Create all needed attributes.
+        * The calculate functions will check whether they're needed or not.
         */
-       {
-               if(mesh->need_attribute(scene, ATTR_STD_POINTINESS)) {
-                       Attribute *attr = 
mesh->attributes.add(ATTR_STD_POINTINESS);
-                       float *data = attr->data_float();
-                       int *counter = new int[numverts];
-                       float *raw_data = new float[numverts];
-                       float3 *edge_accum = new float3[numverts];
-
-                       /* Calculate pointiness using single ring neighborhood. 
*/
-                       memset(counter, 0, sizeof(int) * numverts);
-                       memset(raw_data, 0, sizeof(float) * numverts);
-                       memset(edge_accum, 0, sizeof(float3) * numverts);
-                       BL::Mesh::edges_iterator e;
-                       i = 0;
-                       for(b_mesh.edges.begin(e); e != b_mesh.edges.end(); 
++e, ++i) {
-                               int v0 = b_mesh.edges[i].vertices()[0],
-                                   v1 = b_mesh.edges[i].vertices()[1];
-                               float3 co0 = 
get_float3(b_mesh.vertices[v0].co()),
-                                      co1 = 
get_float3(b_mesh.vertices[v1].co());
-                               float3 edge = normalize(co1 - co0);
-                               edge_accum[v0] += edge;
-                               edge_accum[v1] += -edge;
-                               ++counter[v0];
-                               ++counter[v1];
-                       }
-                       i = 0;
-                       for(b_mesh.vertices.begin(v); v != 
b_mesh.vertices.end(); ++v, ++i) {
-                               if(counter[i] > 0) {
-                                       float3 normal = 
get_float3(b_mesh.vertices[i].normal());
-                                       float angle = safe_acosf(dot(normal, 
edge_accum[i] / counter[i]));
-                                       raw_data[i] = angle * M_1_PI_F;
-                               }
-                               else {
-                                       raw_data[i] = 0.0f;
-                               }
-                       }
-
-                       /* Blur vertices to approximate 2 ring neighborhood. */
-                       memset(counter, 0, sizeof(int) * numverts);
-                       memcpy(data, raw_data, sizeof(float) * numverts);
-                       i = 0;
-                       for(b_mesh.edges.begin(e); e != b_mesh.edges.end(); 
++e, ++i) {
-                               int v0 = b_mesh.edges[i].vertices()[0],
-                                   v1 = b_mesh.edges[i].vertices()[1];
-                               data[v0] += raw_data[v1];
-                               data[v1] += raw_data[v0];
-                               ++counter[v0];
-                               ++counter[v1];
-                       }
-                       for(i = 0; i < numverts; ++i) {
-                               data[i] /= counter[i] + 1;
-                       }
-
-                       delete [] counter;
-                       delete [] raw_data;
-                       delete [] edge_accum;
-               }
-       }
-
-       /* create uv map attributes */
-       if (b_mesh.tessface_uv_textures.length() != 0) {
-               BL::Mesh::tessface_uv_textures_iterator l;
-
-               for(b_mesh.tessface_uv_t

@@ Diff output truncated at 10240 characters. @@

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