Commit: c96ae81160ad1a943fafaca44a7d5e97c2d7a0d7 Author: Mai Lavelle Date: Sat Jul 16 19:42:28 2016 -0400 Branches: master https://developer.blender.org/rBc96ae81160ad1a943fafaca44a7d5e97c2d7a0d7
Cycles microdisplacement: ngons and attributes for subdivision meshes This adds support for ngons and attributes on subdivision meshes. Ngons are needed for proper attribute interpolation as well as correct Catmull-Clark subdivision. Several changes are made to achieve this: - new primitive `SubdFace` added to `Mesh` - 3 more textures are used to store info on patches from subd meshes - Blender export uses loop interface instead of tessface for subd meshes - `Attribute` class is updated with a simplified way to pass primitive counts around and to support ngons. - extra points for ngons are generated for O(1) attribute interpolation - curves are temporally disabled on subd meshes to avoid various bugs with implementation - old unneeded code is removed from `subd/` - various fixes and improvements Reviewed By: brecht Differential Revision: https://developer.blender.org/D2108 =================================================================== M intern/cycles/app/cycles_xml.cpp M intern/cycles/blender/blender_mesh.cpp M intern/cycles/blender/blender_util.h M intern/cycles/kernel/CMakeLists.txt M intern/cycles/kernel/geom/geom.h M intern/cycles/kernel/geom/geom_attribute.h M intern/cycles/kernel/geom/geom_primitive.h A intern/cycles/kernel/geom/geom_subd_triangle.h M intern/cycles/kernel/kernel_textures.h M intern/cycles/kernel/kernel_types.h M intern/cycles/kernel/osl/osl_services.cpp M intern/cycles/kernel/svm/svm_attribute.h M intern/cycles/kernel/svm/svm_image.h M intern/cycles/render/CMakeLists.txt M intern/cycles/render/attribute.cpp M intern/cycles/render/attribute.h M intern/cycles/render/mesh.cpp M intern/cycles/render/mesh.h A intern/cycles/render/mesh_subdivision.cpp M intern/cycles/render/scene.h M intern/cycles/subd/CMakeLists.txt M intern/cycles/subd/subd_dice.cpp M intern/cycles/subd/subd_dice.h D intern/cycles/subd/subd_mesh.cpp D intern/cycles/subd/subd_mesh.h M intern/cycles/subd/subd_patch.cpp M intern/cycles/subd/subd_patch.h M intern/cycles/subd/subd_split.cpp M intern/cycles/subd/subd_split.h M intern/cycles/util/util_math.h =================================================================== diff --git a/intern/cycles/app/cycles_xml.cpp b/intern/cycles/app/cycles_xml.cpp index 3aca46e..3d3aca3 100644 --- a/intern/cycles/app/cycles_xml.cpp +++ b/intern/cycles/app/cycles_xml.cpp @@ -35,7 +35,6 @@ #include "shader.h" #include "scene.h" -#include "subd_mesh.h" #include "subd_patch.h" #include "subd_split.h" @@ -417,6 +416,7 @@ static void xml_read_mesh(const XMLReadState& state, pugi::xml_node node) xml_read_int_array(verts, node, "verts"); xml_read_int_array(nverts, node, "nverts"); +#if 0 if(xml_equal_string(node, "subdivision", "catmull-clark")) { /* create subd mesh */ SubdMesh sdmesh; @@ -460,7 +460,9 @@ static void xml_read_mesh(const XMLReadState& state, pugi::xml_node node) DiagSplit dsplit(sdparams); sdmesh.tessellate(&dsplit); } - else { + else +#endif + { /* create vertices */ mesh->verts = P; @@ -568,7 +570,7 @@ static void xml_read_patch(const XMLReadState& state, pugi::xml_node node) mesh->used_shaders.push_back(state.shader); /* split */ - SubdParams sdparams(mesh, 0, state.smooth); + SubdParams sdparams(mesh); xml_read_float(&sdparams.dicing_rate, node, "dicing_rate"); DiagSplit dsplit(sdparams); diff --git a/intern/cycles/blender/blender_mesh.cpp b/intern/cycles/blender/blender_mesh.cpp index ec11a89..0744bbf 100644 --- a/intern/cycles/blender/blender_mesh.cpp +++ b/intern/cycles/blender/blender_mesh.cpp @@ -24,7 +24,6 @@ #include "blender_session.h" #include "blender_util.h" -#include "subd_mesh.h" #include "subd_patch.h" #include "subd_split.h" @@ -335,44 +334,71 @@ static void attr_create_vertex_color(Scene *scene, Mesh *mesh, BL::Mesh& b_mesh, const vector<int>& nverts, - const vector<int>& face_flags) + const vector<int>& face_flags, + bool subdivision) { - 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; + if(subdivision) { + BL::Mesh::vertex_colors_iterator l; - Attribute *attr = mesh->attributes.add( - ustring(l->name().c_str()), TypeDesc::TypeColor, ATTR_ELEMENT_CORNER_BYTE); + for(b_mesh.vertex_colors.begin(l); l != b_mesh.vertex_colors.end(); ++l) { + if(!mesh->need_attribute(scene, ustring(l->name().c_str()))) + continue; - BL::MeshColorLayer::data_iterator c; - uchar4 *cdata = attr->data_uchar4(); - size_t i = 0; + Attribute *attr = mesh->subd_attributes.add(ustring(l->name().c_str()), + TypeDesc::TypeColor, + ATTR_ELEMENT_CORNER_BYTE); - for(l->data.begin(c); c != l->data.end(); ++c, ++i) { - int tri_a[3], tri_b[3]; - face_split_tri_indices(nverts[i], face_flags[i], tri_a, tri_b); + BL::Mesh::polygons_iterator p; + uchar4 *cdata = attr->data_uchar4(); - uchar4 colors[4]; - colors[0] = color_float_to_byte(color_srgb_to_scene_linear(get_float3(c->color1()))); - colors[1] = color_float_to_byte(color_srgb_to_scene_linear(get_float3(c->color2()))); - colors[2] = color_float_to_byte(color_srgb_to_scene_linear(get_float3(c->color3()))); - if(nverts[i] == 4) { - colors[3] = color_float_to_byte(color_srgb_to_scene_linear(get_float3(c->color4()))); + for(b_mesh.polygons.begin(p); p != b_mesh.polygons.end(); ++p) { + int n = p->loop_total(); + for(int i = 0; i < n; i++) { + float3 color = get_float3(l->data[p->loop_start() + i].color()); + *(cdata++) = color_float_to_byte(color_srgb_to_scene_linear(color)); + } } + } + } + else { + 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) { + int tri_a[3], tri_b[3]; + face_split_tri_indices(nverts[i], face_flags[i], tri_a, tri_b); + + uchar4 colors[4]; + colors[0] = color_float_to_byte(color_srgb_to_scene_linear(get_float3(c->color1()))); + colors[1] = color_float_to_byte(color_srgb_to_scene_linear(get_float3(c->color2()))); + colors[2] = color_float_to_byte(color_srgb_to_scene_linear(get_float3(c->color3()))); + if(nverts[i] == 4) { + colors[3] = color_float_to_byte(color_srgb_to_scene_linear(get_float3(c->color4()))); + } - cdata[0] = colors[tri_a[0]]; - cdata[1] = colors[tri_a[1]]; - cdata[2] = colors[tri_a[2]]; + cdata[0] = colors[tri_a[0]]; + cdata[1] = colors[tri_a[1]]; + cdata[2] = colors[tri_a[2]]; - if(nverts[i] == 4) { - cdata[3] = colors[tri_b[0]]; - cdata[4] = colors[tri_b[1]]; - cdata[5] = colors[tri_b[2]]; - cdata += 6; + if(nverts[i] == 4) { + cdata[3] = colors[tri_b[0]]; + cdata[4] = colors[tri_b[1]]; + cdata[5] = colors[tri_b[2]]; + cdata += 6; + } + else + cdata += 3; } - else - cdata += 3; } } } @@ -382,9 +408,40 @@ static void attr_create_uv_map(Scene *scene, Mesh *mesh, BL::Mesh& b_mesh, const vector<int>& nverts, - const vector<int>& face_flags) + const vector<int>& face_flags, + bool subdivision) { - if(b_mesh.tessface_uv_textures.length() != 0) { + if(subdivision) { + BL::Mesh::uv_layers_iterator l; + int i = 0; + + for(b_mesh.uv_layers.begin(l); l != b_mesh.uv_layers.end(); ++l, ++i) { + bool active_render = b_mesh.uv_textures[i].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->subd_attributes.add(std, name); + else + attr = mesh->subd_attributes.add(name, TypeDesc::TypePoint, ATTR_ELEMENT_CORNER); + + BL::Mesh::polygons_iterator p; + float3 *fdata = attr->data_float3(); + + for(b_mesh.polygons.begin(p); p != b_mesh.polygons.end(); ++p) { + int n = p->loop_total(); + for(int j = 0; j < n; j++) { + *(fdata++) = get_float3(l->data[p->loop_start() + j].uv()); + } + } + } + } + } + else 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) { @@ -465,11 +522,13 @@ static void attr_create_uv_map(Scene *scene, /* Create vertex pointiness attributes. */ static void attr_create_pointiness(Scene *scene, Mesh *mesh, - BL::Mesh& b_mesh) + BL::Mesh& b_mesh, + bool subdivision) { if(mesh->need_attribute(scene, ATTR_STD_POINTINESS)) { const int numverts = b_mesh.vertices.length(); - Attribute *attr = mesh->attributes.add(ATTR_STD_POINTINESS); + AttributeSet& attributes = (subdivision)? mesh->subd_attributes: mesh->attributes; + Attribute *attr = attributes.add(ATTR_STD_POINTINESS); float *data = attr->data_float(); int *counter = new int[numverts]; float *raw_data = new float[numverts]; @@ -532,30 +591,44 @@ static void attr_create_pointiness(Scene *scene, static void create_mesh(Scene *scene, Mesh *mesh, BL::Mesh& b_mesh, - const vector<Shader*>& used_shaders) + const vector<Shader*>& used_shaders, + bool subdivision=false) { /* count vertices and faces */ int numverts = b_mesh.vertices.length(); - int numfaces = b_mesh.tessfaces.length(); + int numfaces = (!subdivision) ? b_mesh.tessfaces.length() : b_mesh.polygons.length(); int numtris = 0; + int numcorners = 0; + int numngons = 0; bool use_loop_normals = b_mesh.use_auto_smooth(); BL::Mesh::vertices_iterator v; BL::Mesh::tessfaces_iterator f; + BL::Mesh::polygons_iterator p; - for(b_mesh.tessfaces.begin(f); f != b_mesh.tessfaces.end(); ++f) { - int4 vi = get_int4(f->vertices_raw()); - numtris += (vi[3] == 0)? 1: 2; + if(!subdivision) { + for(b_mesh.tessfaces.begin(f); f != b_mesh.tessfaces.end(); ++f) { + int4 vi = get_int4(f->vertices_raw()); + numtris += (vi[3] == 0)? 1: 2; + } + } + else { + for(b_mesh.polygons.begin(p); p != b_mesh.polygons.end(); ++p) { + numngons += (p->loop_total() == 4)? 0: 1; + numcorners += p->loop_total(); + } } /* allocate memory */ mesh->reserve_mesh(numverts, numtris); + mesh->reserve_subd_faces(numfaces, numngons, numcorners); /* create vertex coordinates and normals */ for(b_mesh.vertices.begin(v); v != b_mesh.vertices.end(); ++v) mesh->add_vertex(get_float3(v->co())); - Attribute *attr_N = mesh->attributes.add(ATTR_STD_VERTEX_NORMAL); + AttributeSet& attributes = (subdivision)? mesh->subd_attributes: mesh->attributes; + Attribute *attr_N = attributes.add(ATTR_STD_VERTEX_NORMAL); float3 *N = attr_N->data_float3(); for(b_mesh.vertices.begin(v); v != b_mesh.vertices.end(); ++v, ++N) @@ -564,7 +637,7 @@ static void create_mesh(Scene *scene, /* create generated coordinates from undeformed coordinates */ if(mesh->need_attribute(scene, ATTR_STD_GENERATED)) { - Attribute *attr = mesh->attributes.add(ATTR_STD_GENERATED); + Attribute *attr = attributes.add(ATTR_STD_GENERATED); float3 loc, size; mesh_texture_space(b_mesh, loc, size); @@ -577,67 +650,103 @@ static void create_mesh(Scene *scene, } /* @@ Diff output truncated at 10240 characters. @@ _______________________________________________ Bf-blender-cvs mailing list [email protected] https://lists.blender.org/mailman/listinfo/bf-blender-cvs
