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test/source/blender/render/intern/multires_bake.cc

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/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2012 Blender Foundation. All rights reserved. */
/** \file
* \ingroup render
*/
#include <string.h>
#include "MEM_guardedalloc.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_object_types.h"
Remove Blender Internal and legacy viewport from Blender 2.8. Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
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#include "DNA_scene_types.h"
#include "BLI_listbase.h"
#include "BLI_math.h"
#include "BLI_threads.h"
#include "BKE_DerivedMesh.h"
#include "BKE_ccg.h"
#include "BKE_global.h"
#include "BKE_image.h"
#include "BKE_lib_id.h"
#include "BKE_material.h"
#include "BKE_mesh.h"
#include "BKE_mesh_tangent.h"
#include "BKE_modifier.h"
#include "BKE_multires.h"
#include "BKE_subsurf.h"
#include "DEG_depsgraph.h"
#include "RE_multires_bake.h"
#include "RE_pipeline.h"
#include "RE_texture.h"
#include "RE_texture_margin.h"
#include "IMB_imbuf.h"
#include "IMB_imbuf_types.h"
typedef void (*MPassKnownData)(DerivedMesh *lores_dm,
DerivedMesh *hires_dm,
void *thread_data,
void *bake_data,
ImBuf *ibuf,
const int face_index,
const int lvl,
const float st[2],
float tangmat[3][3],
const int x,
const int y);
typedef void *(*MInitBakeData)(MultiresBakeRender *bkr, ImBuf *ibuf);
typedef void (*MFreeBakeData)(void *bake_data);
typedef struct MultiresBakeResult {
float height_min, height_max;
} MultiresBakeResult;
typedef struct {
MVert *mvert;
Refactor: Move normals out of MVert, lazy calculation As described in T91186, this commit moves mesh vertex normals into a contiguous array of float vectors in a custom data layer, how face normals are currently stored. The main interface is documented in `BKE_mesh.h`. Vertex and face normals are now calculated on-demand and cached, retrieved with an "ensure" function. Since the logical state of a mesh is now "has normals when necessary", they can be retrieved from a `const` mesh. The goal is to use on-demand calculation for all derived data, but leave room for eager calculation for performance purposes (modifier evaluation is threaded, but viewport data generation is not). **Benefits** This moves us closer to a SoA approach rather than the current AoS paradigm. Accessing a contiguous `float3` is much more efficient than retrieving data from a larger struct. The memory requirements for accessing only normals or vertex locations are smaller, and at the cost of more memory usage for just normals, they now don't have to be converted between float and short, which also simplifies code In the future, the remaining items can be removed from `MVert`, leaving only `float3`, which has similar benefits (see T93602). Removing the combination of derived and original data makes it conceptually simpler to only calculate normals when necessary. This is especially important now that we have more opportunities for temporary meshes in geometry nodes. **Performance** In addition to the theoretical future performance improvements by making `MVert == float3`, I've done some basic performance testing on this patch directly. The data is fairly rough, but it gives an idea about where things stand generally. - Mesh line primitive 4m Verts: 1.16x faster (36 -> 31 ms), showing that accessing just `MVert` is now more efficient. - Spring Splash Screen: 1.03-1.06 -> 1.06-1.11 FPS, a very slight change that at least shows there is no regression. - Sprite Fright Snail Smoosh: 3.30-3.40 -> 3.42-3.50 FPS, a small but observable speedup. - Set Position Node with Scaled Normal: 1.36x faster (53 -> 39 ms), shows that using normals in geometry nodes is faster. - Normal Calculation 1.6m Vert Cube: 1.19x faster (25 -> 21 ms), shows that calculating normals is slightly faster now. - File Size of 1.6m Vert Cube: 1.03x smaller (214.7 -> 208.4 MB), Normals are not saved in files, which can help with large meshes. As for memory usage, it may be slightly more in some cases, but I didn't observe any difference in the production files I tested. **Tests** Some modifiers and cycles test results need to be updated with this commit, for two reasons: - The subdivision surface modifier is not responsible for calculating normals anymore. In master, the modifier creates different normals than the result of the `Mesh` normal calculation, so this is a bug fix. - There are small differences in the results of some modifiers that use normals because they are not converted to and from `short` anymore. **Future improvements** - Remove `ModifierTypeInfo::dependsOnNormals`. Code in each modifier already retrieves normals if they are needed anyway. - Copy normals as part of a better CoW system for attributes. - Make more areas use lazy instead of eager normal calculation. - Remove `BKE_mesh_normals_tag_dirty` in more places since that is now the default state of a new mesh. - Possibly apply a similar change to derived face corner normals. Differential Revision: https://developer.blender.org/D12770
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const float (*vert_normals)[3];
MPoly *mpoly;
const int *material_indices;
MLoop *mloop;
MLoopUV *mloopuv;
float uv_offset[2];
const MLoopTri *mlooptri;
float *pvtangent;
const float (*precomputed_normals)[3];
int w, h;
int tri_index;
DerivedMesh *lores_dm, *hires_dm;
int lvl;
void *thread_data;
void *bake_data;
ImBuf *ibuf;
MPassKnownData pass_data;
/* material aligned UV array */
Image **image_array;
} MResolvePixelData;
typedef void (*MFlushPixel)(const MResolvePixelData *data, const int x, const int y);
typedef struct {
int w, h;
char *texels;
const MResolvePixelData *data;
MFlushPixel flush_pixel;
bool *do_update;
} MBakeRast;
typedef struct {
float *heights;
DerivedMesh *ssdm;
const int *orig_index_mp_to_orig;
} MHeightBakeData;
typedef struct {
const int *orig_index_mp_to_orig;
} MNormalBakeData;
typedef struct BakeImBufuserData {
float *displacement_buffer;
char *mask_buffer;
} BakeImBufuserData;
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static void multiresbake_get_normal(const MResolvePixelData *data,
const int tri_num,
const int vert_index,
float r_normal[3])
{
const int poly_index = data->mlooptri[tri_num].poly;
const MPoly *mp = &data->mpoly[poly_index];
const bool smoothnormal = (mp->flag & ME_SMOOTH) != 0;
if (smoothnormal) {
const int vi = data->mloop[data->mlooptri[tri_num].tri[vert_index]].v;
copy_v3_v3(r_normal, data->vert_normals[vi]);
}
else {
if (data->precomputed_normals) {
copy_v3_v3(r_normal, data->precomputed_normals[poly_index]);
}
else {
BKE_mesh_calc_poly_normal(mp, &data->mloop[mp->loopstart], data->mvert, r_normal);
}
}
}
static void init_bake_rast(MBakeRast *bake_rast,
const ImBuf *ibuf,
const MResolvePixelData *data,
MFlushPixel flush_pixel,
bool *do_update)
{
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BakeImBufuserData *userdata = (BakeImBufuserData *)ibuf->userdata;
memset(bake_rast, 0, sizeof(MBakeRast));
bake_rast->texels = userdata->mask_buffer;
bake_rast->w = ibuf->x;
bake_rast->h = ibuf->y;
bake_rast->data = data;
bake_rast->flush_pixel = flush_pixel;
bake_rast->do_update = do_update;
}
static void flush_pixel(const MResolvePixelData *data, const int x, const int y)
{
const float st[2] = {(x + 0.5f) / data->w + data->uv_offset[0],
(y + 0.5f) / data->h + data->uv_offset[1]};
const float *st0, *st1, *st2;
const float *tang0, *tang1, *tang2;
float no0[3], no1[3], no2[3];
float fUV[2], from_tang[3][3], to_tang[3][3];
float u, v, w, sign;
int r;
st0 = data->mloopuv[data->mlooptri[data->tri_index].tri[0]].uv;
st1 = data->mloopuv[data->mlooptri[data->tri_index].tri[1]].uv;
st2 = data->mloopuv[data->mlooptri[data->tri_index].tri[2]].uv;
multiresbake_get_normal(data, data->tri_index, 0, no0); /* can optimize these 3 into one call */
multiresbake_get_normal(data, data->tri_index, 1, no1);
multiresbake_get_normal(data, data->tri_index, 2, no2);
resolve_tri_uv_v2(fUV, st, st0, st1, st2);
u = fUV[0];
v = fUV[1];
w = 1 - u - v;
if (data->pvtangent) {
tang0 = data->pvtangent + data->mlooptri[data->tri_index].tri[0] * 4;
tang1 = data->pvtangent + data->mlooptri[data->tri_index].tri[1] * 4;
tang2 = data->pvtangent + data->mlooptri[data->tri_index].tri[2] * 4;
/* the sign is the same at all face vertices for any non degenerate face.
* Just in case we clamp the interpolated value though. */
sign = (tang0[3] * u + tang1[3] * v + tang2[3] * w) < 0 ? (-1.0f) : 1.0f;
/* this sequence of math is designed specifically as is with great care
* to be compatible with our shader. Please don't change without good reason. */
for (r = 0; r < 3; r++) {
from_tang[0][r] = tang0[r] * u + tang1[r] * v + tang2[r] * w;
from_tang[2][r] = no0[r] * u + no1[r] * v + no2[r] * w;
}
cross_v3_v3v3(from_tang[1], from_tang[2], from_tang[0]); /* `B = sign * cross(N, T)` */
mul_v3_fl(from_tang[1], sign);
invert_m3_m3(to_tang, from_tang);
}
else {
zero_m3(to_tang);
}
data->pass_data(data->lores_dm,
data->hires_dm,
data->thread_data,
data->bake_data,
data->ibuf,
data->tri_index,
data->lvl,
st,
to_tang,
x,
y);
}
static void set_rast_triangle(const MBakeRast *bake_rast, const int x, const int y)
{
const int w = bake_rast->w;
const int h = bake_rast->h;
if (x >= 0 && x < w && y >= 0 && y < h) {
if ((bake_rast->texels[y * w + x]) == 0) {
bake_rast->texels[y * w + x] = FILTER_MASK_USED;
flush_pixel(bake_rast->data, x, y);
if (bake_rast->do_update) {
*bake_rast->do_update = true;
}
}
}
}
static void rasterize_half(const MBakeRast *bake_rast,
const float s0_s,
const float t0_s,
const float s1_s,
const float t1_s,
const float s0_l,
const float t0_l,
const float s1_l,
const float t1_l,
const int y0_in,
const int y1_in,
const int is_mid_right)
{
const int s_stable = fabsf(t1_s - t0_s) > FLT_EPSILON ? 1 : 0;
const int l_stable = fabsf(t1_l - t0_l) > FLT_EPSILON ? 1 : 0;
const int w = bake_rast->w;
const int h = bake_rast->h;
int y, y0, y1;
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if (y1_in <= 0 || y0_in >= h) {
return;
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}
y0 = y0_in < 0 ? 0 : y0_in;
y1 = y1_in >= h ? h : y1_in;
for (y = y0; y < y1; y++) {
/*-b(x-x0) + a(y-y0) = 0 */
int iXl, iXr, x;
float x_l = s_stable != 0 ? (s0_s + (((s1_s - s0_s) * (y - t0_s)) / (t1_s - t0_s))) : s0_s;
float x_r = l_stable != 0 ? (s0_l + (((s1_l - s0_l) * (y - t0_l)) / (t1_l - t0_l))) : s0_l;
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if (is_mid_right != 0) {
SWAP(float, x_l, x_r);
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}
iXl = (int)ceilf(x_l);
iXr = (int)ceilf(x_r);
if (iXr > 0 && iXl < w) {
iXl = iXl < 0 ? 0 : iXl;
iXr = iXr >= w ? w : iXr;
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for (x = iXl; x < iXr; x++) {
set_rast_triangle(bake_rast, x, y);
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}
}
}
}
static void bake_rasterize(const MBakeRast *bake_rast,
const float st0_in[2],
const float st1_in[2],
const float st2_in[2])
{
const int w = bake_rast->w;
const int h = bake_rast->h;
float slo = st0_in[0] * w - 0.5f;
float tlo = st0_in[1] * h - 0.5f;
float smi = st1_in[0] * w - 0.5f;
float tmi = st1_in[1] * h - 0.5f;
float shi = st2_in[0] * w - 0.5f;
float thi = st2_in[1] * h - 0.5f;
int is_mid_right = 0, ylo, yhi, yhi_beg;
/* skip degenerates */
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if ((slo == smi && tlo == tmi) || (slo == shi && tlo == thi) || (smi == shi && tmi == thi)) {
return;
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}
/* sort by T */
if (tlo > tmi && tlo > thi) {
SWAP(float, shi, slo);
SWAP(float, thi, tlo);
}
else if (tmi > thi) {
SWAP(float, shi, smi);
SWAP(float, thi, tmi);
}
if (tlo > tmi) {
SWAP(float, slo, smi);
SWAP(float, tlo, tmi);
}
/* check if mid point is to the left or to the right of the lo-hi edge */
is_mid_right = (-(shi - slo) * (tmi - thi) + (thi - tlo) * (smi - shi)) > 0 ? 1 : 0;
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ylo = (int)ceilf(tlo);
yhi_beg = (int)ceilf(tmi);
yhi = (int)ceilf(thi);
// if (fTmi>ceilf(fTlo))
rasterize_half(bake_rast, slo, tlo, smi, tmi, slo, tlo, shi, thi, ylo, yhi_beg, is_mid_right);
rasterize_half(bake_rast, smi, tmi, shi, thi, slo, tlo, shi, thi, yhi_beg, yhi, is_mid_right);
}
static int multiresbake_test_break(MultiresBakeRender *bkr)
{
if (!bkr->stop) {
/* this means baker is executed outside from job system */
return 0;
}
return *bkr->stop || G.is_break;
}
/* **** Threading routines **** */
typedef struct MultiresBakeQueue {
int cur_tri;
int tot_tri;
SpinLock spin;
} MultiresBakeQueue;
typedef struct MultiresBakeThread {
/* this data is actually shared between all the threads */
MultiresBakeQueue *queue;
MultiresBakeRender *bkr;
Image *image;
void *bake_data;
/* thread-specific data */
MBakeRast bake_rast;
MResolvePixelData data;
/* displacement-specific data */
float height_min, height_max;
} MultiresBakeThread;
static int multires_bake_queue_next_tri(MultiresBakeQueue *queue)
{
int face = -1;
/* TODO: it could worth making it so thread will handle neighbor faces
* for better memory cache utilization
*/
BLI_spin_lock(&queue->spin);
if (queue->cur_tri < queue->tot_tri) {
face = queue->cur_tri;
queue->cur_tri++;
}
BLI_spin_unlock(&queue->spin);
return face;
}
static void *do_multires_bake_thread(void *data_v)
{
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MultiresBakeThread *handle = (MultiresBakeThread *)data_v;
MResolvePixelData *data = &handle->data;
MBakeRast *bake_rast = &handle->bake_rast;
MultiresBakeRender *bkr = handle->bkr;
int tri_index;
while ((tri_index = multires_bake_queue_next_tri(handle->queue)) >= 0) {
const MLoopTri *lt = &data->mlooptri[tri_index];
const short mat_nr = data->material_indices == nullptr ? 0 : data->material_indices[lt->poly];
const MLoopUV *mloopuv = data->mloopuv;
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if (multiresbake_test_break(bkr)) {
break;
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}
Image *tri_image = mat_nr < bkr->ob_image.len ? bkr->ob_image.array[mat_nr] : nullptr;
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if (tri_image != handle->image) {
continue;
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}
data->tri_index = tri_index;
float uv[3][2];
sub_v2_v2v2(uv[0], mloopuv[lt->tri[0]].uv, data->uv_offset);
sub_v2_v2v2(uv[1], mloopuv[lt->tri[1]].uv, data->uv_offset);
sub_v2_v2v2(uv[2], mloopuv[lt->tri[2]].uv, data->uv_offset);
bake_rasterize(bake_rast, uv[0], uv[1], uv[2]);
/* tag image buffer for refresh */
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if (data->ibuf->rect_float) {
data->ibuf->userflags |= IB_RECT_INVALID;
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}
data->ibuf->userflags |= IB_DISPLAY_BUFFER_INVALID;
/* update progress */
BLI_spin_lock(&handle->queue->spin);
bkr->baked_faces++;
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if (bkr->do_update) {
*bkr->do_update = true;
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}
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if (bkr->progress) {
*bkr->progress = (float(bkr->baked_objects) +
float(bkr->baked_faces) / handle->queue->tot_tri) /
bkr->tot_obj;
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}
BLI_spin_unlock(&handle->queue->spin);
}
return nullptr;
}
/* some of arrays inside ccgdm are lazy-initialized, which will generally
* require lock around accessing such data
* this function will ensure all arrays are allocated before threading started
*/
static void init_ccgdm_arrays(DerivedMesh *dm)
{
CCGElem **grid_data;
CCGKey key;
int grid_size;
const int *grid_offset;
grid_size = dm->getGridSize(dm);
grid_data = dm->getGridData(dm);
grid_offset = dm->getGridOffset(dm);
dm->getGridKey(dm, &key);
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(void)grid_size;
(void)grid_data;
(void)grid_offset;
}
static void do_multires_bake(MultiresBakeRender *bkr,
Image *ima,
ImageTile *tile,
ImBuf *ibuf,
bool require_tangent,
MPassKnownData passKnownData,
MInitBakeData initBakeData,
MFreeBakeData freeBakeData,
MultiresBakeResult *result)
{
DerivedMesh *dm = bkr->lores_dm;
const MLoopTri *mlooptri = dm->getLoopTriArray(dm);
const int lvl = bkr->lvl;
int tot_tri = dm->getNumLoopTri(dm);
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if (tot_tri < 1) {
return;
}
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MultiresBakeThread *handles;
MultiresBakeQueue queue;
MVert *mvert = dm->getVertArray(dm);
MPoly *mpoly = dm->getPolyArray(dm);
MLoop *mloop = dm->getLoopArray(dm);
MLoopUV *mloopuv = static_cast<MLoopUV *>(dm->getLoopDataArray(dm, CD_MLOOPUV));
float *pvtangent = nullptr;
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ListBase threads;
int i, tot_thread = bkr->threads > 0 ? bkr->threads : BLI_system_thread_count();
void *bake_data = nullptr;
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Mesh *temp_mesh = BKE_mesh_new_nomain(
dm->getNumVerts(dm), dm->getNumEdges(dm), 0, dm->getNumLoops(dm), dm->getNumPolys(dm));
memcpy(BKE_mesh_verts_for_write(temp_mesh),
Mesh: Remove redundant custom data pointers For copy-on-write, we want to share attribute arrays between meshes where possible. Mutable pointers like `Mesh.mvert` make that difficult by making ownership vague. They also make code more complex by adding redundancy. The simplest solution is just removing them and retrieving layers from `CustomData` as needed. Similar changes have already been applied to curves and point clouds (e9f82d3dc7ee, 410a6efb747f). Removing use of the pointers generally makes code more obvious and more reusable. Mesh data is now accessed with a C++ API (`Mesh::edges()` or `Mesh::edges_for_write()`), and a C API (`BKE_mesh_edges(mesh)`). The CoW changes this commit makes possible are described in T95845 and T95842, and started in D14139 and D14140. The change also simplifies the ongoing mesh struct-of-array refactors from T95965. **RNA/Python Access Performance** Theoretically, accessing mesh elements with the RNA API may become slower, since the layer needs to be found on every random access. However, overhead is already high enough that this doesn't make a noticible differenc, and performance is actually improved in some cases. Random access can be up to 10% faster, but other situations might be a bit slower. Generally using `foreach_get/set` are the best way to improve performance. See the differential revision for more discussion about Python performance. Cycles has been updated to use raw pointers and the internal Blender mesh types, mostly because there is no sense in having this overhead when it's already compiled with Blender. In my tests this roughly halves the Cycles mesh creation time (0.19s to 0.10s for a 1 million face grid). Differential Revision: https://developer.blender.org/D15488
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dm->getVertArray(dm),
temp_mesh->totvert * sizeof(MVert));
memcpy(BKE_mesh_edges_for_write(temp_mesh),
dm->getEdgeArray(dm),
temp_mesh->totedge * sizeof(MEdge));
memcpy(BKE_mesh_polys_for_write(temp_mesh),
Mesh: Remove redundant custom data pointers For copy-on-write, we want to share attribute arrays between meshes where possible. Mutable pointers like `Mesh.mvert` make that difficult by making ownership vague. They also make code more complex by adding redundancy. The simplest solution is just removing them and retrieving layers from `CustomData` as needed. Similar changes have already been applied to curves and point clouds (e9f82d3dc7ee, 410a6efb747f). Removing use of the pointers generally makes code more obvious and more reusable. Mesh data is now accessed with a C++ API (`Mesh::edges()` or `Mesh::edges_for_write()`), and a C API (`BKE_mesh_edges(mesh)`). The CoW changes this commit makes possible are described in T95845 and T95842, and started in D14139 and D14140. The change also simplifies the ongoing mesh struct-of-array refactors from T95965. **RNA/Python Access Performance** Theoretically, accessing mesh elements with the RNA API may become slower, since the layer needs to be found on every random access. However, overhead is already high enough that this doesn't make a noticible differenc, and performance is actually improved in some cases. Random access can be up to 10% faster, but other situations might be a bit slower. Generally using `foreach_get/set` are the best way to improve performance. See the differential revision for more discussion about Python performance. Cycles has been updated to use raw pointers and the internal Blender mesh types, mostly because there is no sense in having this overhead when it's already compiled with Blender. In my tests this roughly halves the Cycles mesh creation time (0.19s to 0.10s for a 1 million face grid). Differential Revision: https://developer.blender.org/D15488
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dm->getPolyArray(dm),
temp_mesh->totpoly * sizeof(MPoly));
memcpy(BKE_mesh_loops_for_write(temp_mesh),
dm->getLoopArray(dm),
temp_mesh->totloop * sizeof(MLoop));
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const float(*vert_normals)[3] = BKE_mesh_vertex_normals_ensure(temp_mesh);
const float(*poly_normals)[3] = BKE_mesh_poly_normals_ensure(temp_mesh);
if (require_tangent) {
if (CustomData_get_layer_index(&dm->loopData, CD_TANGENT) == -1) {
BKE_mesh_calc_loop_tangent_ex(
dm->getVertArray(dm),
dm->getPolyArray(dm),
dm->getNumPolys(dm),
dm->getLoopArray(dm),
dm->getLoopTriArray(dm),
dm->getNumLoopTri(dm),
&dm->loopData,
true,
nullptr,
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0,
vert_normals,
poly_normals,
(const float(*)[3])dm->getLoopDataArray(dm, CD_NORMAL),
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(const float(*)[3])dm->getVertDataArray(dm, CD_ORCO), /* May be nullptr. */
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/* result */
&dm->loopData,
dm->getNumLoops(dm),
&dm->tangent_mask);
}
pvtangent = static_cast<float *>(DM_get_loop_data_layer(dm, CD_TANGENT));
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}
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/* all threads shares the same custom bake data */
if (initBakeData) {
bake_data = initBakeData(bkr, ibuf);
}
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if (tot_thread > 1) {
BLI_threadpool_init(&threads, do_multires_bake_thread, tot_thread);
}
handles = MEM_cnew_array<MultiresBakeThread>(tot_thread, "do_multires_bake handles");
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init_ccgdm_arrays(bkr->hires_dm);
/* faces queue */
queue.cur_tri = 0;
queue.tot_tri = tot_tri;
BLI_spin_init(&queue.spin);
/* fill in threads handles */
for (i = 0; i < tot_thread; i++) {
MultiresBakeThread *handle = &handles[i];
handle->bkr = bkr;
handle->image = ima;
handle->queue = &queue;
handle->data.mpoly = mpoly;
handle->data.material_indices = static_cast<const int *>(
CustomData_get_layer_named(&dm->polyData, CD_PROP_INT32, "material_index"));
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handle->data.mvert = mvert;
handle->data.vert_normals = vert_normals;
handle->data.mloopuv = mloopuv;
BKE_image_get_tile_uv(ima, tile->tile_number, handle->data.uv_offset);
handle->data.mlooptri = mlooptri;
handle->data.mloop = mloop;
handle->data.pvtangent = pvtangent;
handle->data.precomputed_normals = poly_normals; /* don't strictly need this */
handle->data.w = ibuf->x;
handle->data.h = ibuf->y;
handle->data.lores_dm = dm;
handle->data.hires_dm = bkr->hires_dm;
handle->data.lvl = lvl;
handle->data.pass_data = passKnownData;
handle->data.thread_data = handle;
handle->data.bake_data = bake_data;
handle->data.ibuf = ibuf;
handle->height_min = FLT_MAX;
handle->height_max = -FLT_MAX;
init_bake_rast(&handle->bake_rast, ibuf, &handle->data, flush_pixel, bkr->do_update);
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if (tot_thread > 1) {
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BLI_threadpool_insert(&threads, handle);
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}
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}
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/* run threads */
if (tot_thread > 1) {
BLI_threadpool_end(&threads);
}
else {
do_multires_bake_thread(&handles[0]);
}
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/* construct bake result */
result->height_min = handles[0].height_min;
result->height_max = handles[0].height_max;
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for (i = 1; i < tot_thread; i++) {
result->height_min = min_ff(result->height_min, handles[i].height_min);
result->height_max = max_ff(result->height_max, handles[i].height_max);
}
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BLI_spin_end(&queue.spin);
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/* finalize baking */
if (freeBakeData) {
freeBakeData(bake_data);
}
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MEM_freeN(handles);
BKE_id_free(nullptr, temp_mesh);
}
/* mode = 0: interpolate normals,
* mode = 1: interpolate coord */
static void interp_bilinear_grid(
CCGKey *key, CCGElem *grid, float crn_x, float crn_y, int mode, float res[3])
{
int x0, x1, y0, y1;
float u, v;
float data[4][3];
x0 = int(crn_x);
x1 = x0 >= (key->grid_size - 1) ? (key->grid_size - 1) : (x0 + 1);
y0 = int(crn_y);
y1 = y0 >= (key->grid_size - 1) ? (key->grid_size - 1) : (y0 + 1);
u = crn_x - x0;
v = crn_y - y0;
if (mode == 0) {
copy_v3_v3(data[0], CCG_grid_elem_no(key, grid, x0, y0));
copy_v3_v3(data[1], CCG_grid_elem_no(key, grid, x1, y0));
copy_v3_v3(data[2], CCG_grid_elem_no(key, grid, x1, y1));
copy_v3_v3(data[3], CCG_grid_elem_no(key, grid, x0, y1));
}
else {
copy_v3_v3(data[0], CCG_grid_elem_co(key, grid, x0, y0));
copy_v3_v3(data[1], CCG_grid_elem_co(key, grid, x1, y0));
copy_v3_v3(data[2], CCG_grid_elem_co(key, grid, x1, y1));
copy_v3_v3(data[3], CCG_grid_elem_co(key, grid, x0, y1));
}
interp_bilinear_quad_v3(data, u, v, res);
}
static void get_ccgdm_data(DerivedMesh *lodm,
DerivedMesh *hidm,
const int *index_mp_to_orig,
const int lvl,
const MLoopTri *lt,
const float u,
const float v,
float co[3],
float n[3])
{
CCGElem **grid_data;
CCGKey key;
float crn_x, crn_y;
int grid_size, S, face_side;
int *grid_offset, g_index;
int poly_index = lt->poly;
grid_size = hidm->getGridSize(hidm);
grid_data = hidm->getGridData(hidm);
grid_offset = hidm->getGridOffset(hidm);
hidm->getGridKey(hidm, &key);
if (lvl == 0) {
MPoly *mpoly;
face_side = (grid_size << 1) - 1;
mpoly = lodm->getPolyArray(lodm) + poly_index;
g_index = grid_offset[poly_index];
S = mdisp_rot_face_to_crn(
mpoly, face_side, u * (face_side - 1), v * (face_side - 1), &crn_x, &crn_y);
}
else {
/* number of faces per grid side */
int polys_per_grid_side = (1 << (lvl - 1));
/* get the original cage face index */
int cage_face_index = index_mp_to_orig ? index_mp_to_orig[poly_index] : poly_index;
/* local offset in total cage face grids
* `(1 << (2 * lvl))` is number of all polys for one cage face */
int loc_cage_poly_ofs = poly_index % (1 << (2 * lvl));
/* local offset in the vertex grid itself */
int cell_index = loc_cage_poly_ofs % (polys_per_grid_side * polys_per_grid_side);
int cell_side = (grid_size - 1) / polys_per_grid_side;
/* row and column based on grid side */
int row = cell_index / polys_per_grid_side;
int col = cell_index % polys_per_grid_side;
/* S is the vertex whose grid we are examining */
S = poly_index / (1 << (2 * (lvl - 1))) - grid_offset[cage_face_index];
/* get offset of grid data for original cage face */
g_index = grid_offset[cage_face_index];
crn_y = (row * cell_side) + u * cell_side;
crn_x = (col * cell_side) + v * cell_side;
}
CLAMP(crn_x, 0.0f, grid_size);
CLAMP(crn_y, 0.0f, grid_size);
if (n != nullptr) {
interp_bilinear_grid(&key, grid_data[g_index + S], crn_x, crn_y, 0, n);
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}
if (co != nullptr) {
interp_bilinear_grid(&key, grid_data[g_index + S], crn_x, crn_y, 1, co);
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}
}
/* mode = 0: interpolate normals,
* mode = 1: interpolate coord */
static void interp_bilinear_mpoly(DerivedMesh *dm,
MLoop *mloop,
MPoly *mpoly,
const float u,
const float v,
const int mode,
float res[3])
{
float data[4][3];
if (mode == 0) {
dm->getVertNo(dm, mloop[mpoly->loopstart].v, data[0]);
dm->getVertNo(dm, mloop[mpoly->loopstart + 1].v, data[1]);
dm->getVertNo(dm, mloop[mpoly->loopstart + 2].v, data[2]);
dm->getVertNo(dm, mloop[mpoly->loopstart + 3].v, data[3]);
}
else {
dm->getVertCo(dm, mloop[mpoly->loopstart].v, data[0]);
dm->getVertCo(dm, mloop[mpoly->loopstart + 1].v, data[1]);
dm->getVertCo(dm, mloop[mpoly->loopstart + 2].v, data[2]);
dm->getVertCo(dm, mloop[mpoly->loopstart + 3].v, data[3]);
}
interp_bilinear_quad_v3(data, u, v, res);
}
static void interp_barycentric_mlooptri(DerivedMesh *dm,
MLoop *mloop,
const MLoopTri *lt,
const float u,
const float v,
const int mode,
float res[3])
{
float data[3][3];
if (mode == 0) {
dm->getVertNo(dm, mloop[lt->tri[0]].v, data[0]);
dm->getVertNo(dm, mloop[lt->tri[1]].v, data[1]);
dm->getVertNo(dm, mloop[lt->tri[2]].v, data[2]);
}
else {
dm->getVertCo(dm, mloop[lt->tri[0]].v, data[0]);
dm->getVertCo(dm, mloop[lt->tri[1]].v, data[1]);
dm->getVertCo(dm, mloop[lt->tri[2]].v, data[2]);
}
interp_barycentric_tri_v3(data, u, v, res);
}
/* **************** Displacement Baker **************** */
static void *init_heights_data(MultiresBakeRender *bkr, ImBuf *ibuf)
{
MHeightBakeData *height_data;
DerivedMesh *lodm = bkr->lores_dm;
BakeImBufuserData *userdata = static_cast<BakeImBufuserData *>(ibuf->userdata);
if (userdata->displacement_buffer == nullptr) {
userdata->displacement_buffer = MEM_cnew_array<float>(ibuf->x * ibuf->y,
"MultiresBake heights");
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}
height_data = MEM_cnew<MHeightBakeData>("MultiresBake heightData");
height_data->heights = userdata->displacement_buffer;
if (!bkr->use_lores_mesh) {
SubsurfModifierData smd = {{nullptr}};
int ss_lvl = bkr->tot_lvl - bkr->lvl;
CLAMP(ss_lvl, 0, 6);
if (ss_lvl > 0) {
smd.levels = smd.renderLevels = ss_lvl;
smd.uv_smooth = SUBSURF_UV_SMOOTH_PRESERVE_BOUNDARIES;
smd.quality = 3;
height_data->ssdm = subsurf_make_derived_from_derived(
bkr->lores_dm, &smd, bkr->scene, nullptr, SubsurfFlags(0));
init_ccgdm_arrays(height_data->ssdm);
}
}
height_data->orig_index_mp_to_orig = static_cast<const int *>(
lodm->getPolyDataArray(lodm, CD_ORIGINDEX));
return (void *)height_data;
}
static void free_heights_data(void *bake_data)
{
MHeightBakeData *height_data = (MHeightBakeData *)bake_data;
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if (height_data->ssdm) {
height_data->ssdm->release(height_data->ssdm);
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}
MEM_freeN(height_data);
}
/* MultiresBake callback for heights baking
* general idea:
* - find coord of point with specified UV in hi-res mesh (let's call it p1)
* - find coord of point and normal with specified UV in lo-res mesh (or subdivided lo-res
* mesh to make texture smoother) let's call this point p0 and n.
* - height wound be dot(n, p1-p0) */
static void apply_heights_callback(DerivedMesh *lores_dm,
DerivedMesh *hires_dm,
void *thread_data_v,
void *bake_data,
ImBuf *ibuf,
const int tri_index,
const int lvl,
const float st[2],
float /*tangmat*/[3][3],
const int x,
const int y)
{
const MLoopTri *lt = lores_dm->getLoopTriArray(lores_dm) + tri_index;
MLoop *mloop = lores_dm->getLoopArray(lores_dm);
MPoly *mpoly = lores_dm->getPolyArray(lores_dm) + lt->poly;
MLoopUV *mloopuv = static_cast<MLoopUV *>(lores_dm->getLoopDataArray(lores_dm, CD_MLOOPUV));
MHeightBakeData *height_data = (MHeightBakeData *)bake_data;
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MultiresBakeThread *thread_data = (MultiresBakeThread *)thread_data_v;
float uv[2], *st0, *st1, *st2, *st3;
int pixel = ibuf->x * y + x;
float vec[3], p0[3], p1[3], n[3], len;
/* ideally we would work on triangles only, however, we rely on quads to get orthogonal
* coordinates for use in grid space (triangle barycentric is not orthogonal) */
if (mpoly->totloop == 4) {
st0 = mloopuv[mpoly->loopstart].uv;
st1 = mloopuv[mpoly->loopstart + 1].uv;
st2 = mloopuv[mpoly->loopstart + 2].uv;
st3 = mloopuv[mpoly->loopstart + 3].uv;
resolve_quad_uv_v2(uv, st, st0, st1, st2, st3);
}
else {
st0 = mloopuv[lt->tri[0]].uv;
st1 = mloopuv[lt->tri[1]].uv;
st2 = mloopuv[lt->tri[2]].uv;
resolve_tri_uv_v2(uv, st, st0, st1, st2);
}
clamp_v2(uv, 0.0f, 1.0f);
get_ccgdm_data(
lores_dm, hires_dm, height_data->orig_index_mp_to_orig, lvl, lt, uv[0], uv[1], p1, nullptr);
if (height_data->ssdm) {
get_ccgdm_data(lores_dm,
height_data->ssdm,
height_data->orig_index_mp_to_orig,
0,
lt,
uv[0],
uv[1],
p0,
n);
}
else {
if (mpoly->totloop == 4) {
interp_bilinear_mpoly(lores_dm, mloop, mpoly, uv[0], uv[1], 1, p0);
interp_bilinear_mpoly(lores_dm, mloop, mpoly, uv[0], uv[1], 0, n);
}
else {
interp_barycentric_mlooptri(lores_dm, mloop, lt, uv[0], uv[1], 1, p0);
interp_barycentric_mlooptri(lores_dm, mloop, lt, uv[0], uv[1], 0, n);
}
}
sub_v3_v3v3(vec, p1, p0);
len = dot_v3v3(n, vec);
height_data->heights[pixel] = len;
thread_data->height_min = min_ff(thread_data->height_min, len);
thread_data->height_max = max_ff(thread_data->height_max, len);
if (ibuf->rect_float) {
float *rrgbf = ibuf->rect_float + pixel * 4;
rrgbf[0] = rrgbf[1] = rrgbf[2] = len;
rrgbf[3] = 1.0f;
}
else {
char *rrgb = (char *)ibuf->rect + pixel * 4;
rrgb[0] = rrgb[1] = rrgb[2] = unit_float_to_uchar_clamp(len);
rrgb[3] = 255;
}
}
/* **************** Normal Maps Baker **************** */
static void *init_normal_data(MultiresBakeRender *bkr, ImBuf * /*ibuf*/)
{
MNormalBakeData *normal_data;
DerivedMesh *lodm = bkr->lores_dm;
normal_data = MEM_cnew<MNormalBakeData>("MultiresBake normalData");
normal_data->orig_index_mp_to_orig = static_cast<const int *>(
lodm->getPolyDataArray(lodm, CD_ORIGINDEX));
return (void *)normal_data;
}
static void free_normal_data(void *bake_data)
{
MNormalBakeData *normal_data = (MNormalBakeData *)bake_data;
MEM_freeN(normal_data);
}
/**
* MultiresBake callback for normals' baking.
*
* General idea:
* - Find coord and normal of point with specified UV in hi-res mesh.
* - Multiply it by tangmat.
* - Vector in color space would be `norm(vec) / 2 + (0.5, 0.5, 0.5)`.
*/
static void apply_tangmat_callback(DerivedMesh *lores_dm,
DerivedMesh *hires_dm,
void * /*thread_data*/,
void *bake_data,
ImBuf *ibuf,
const int tri_index,
const int lvl,
const float st[2],
float tangmat[3][3],
const int x,
const int y)
{
const MLoopTri *lt = lores_dm->getLoopTriArray(lores_dm) + tri_index;
MPoly *mpoly = lores_dm->getPolyArray(lores_dm) + lt->poly;
MLoopUV *mloopuv = static_cast<MLoopUV *>(lores_dm->getLoopDataArray(lores_dm, CD_MLOOPUV));
MNormalBakeData *normal_data = (MNormalBakeData *)bake_data;
float uv[2], *st0, *st1, *st2, *st3;
int pixel = ibuf->x * y + x;
float n[3], vec[3], tmp[3] = {0.5, 0.5, 0.5};
/* ideally we would work on triangles only, however, we rely on quads to get orthogonal
* coordinates for use in grid space (triangle barycentric is not orthogonal) */
if (mpoly->totloop == 4) {
st0 = mloopuv[mpoly->loopstart].uv;
st1 = mloopuv[mpoly->loopstart + 1].uv;
st2 = mloopuv[mpoly->loopstart + 2].uv;
st3 = mloopuv[mpoly->loopstart + 3].uv;
resolve_quad_uv_v2(uv, st, st0, st1, st2, st3);
}
else {
st0 = mloopuv[lt->tri[0]].uv;
st1 = mloopuv[lt->tri[1]].uv;
st2 = mloopuv[lt->tri[2]].uv;
resolve_tri_uv_v2(uv, st, st0, st1, st2);
}
clamp_v2(uv, 0.0f, 1.0f);
get_ccgdm_data(
lores_dm, hires_dm, normal_data->orig_index_mp_to_orig, lvl, lt, uv[0], uv[1], nullptr, n);
mul_v3_m3v3(vec, tangmat, n);
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normalize_v3_length(vec, 0.5);
add_v3_v3(vec, tmp);
if (ibuf->rect_float) {
float *rrgbf = ibuf->rect_float + pixel * 4;
rrgbf[0] = vec[0];
rrgbf[1] = vec[1];
rrgbf[2] = vec[2];
rrgbf[3] = 1.0f;
}
else {
uchar *rrgb = (uchar *)ibuf->rect + pixel * 4;
rgb_float_to_uchar(rrgb, vec);
rrgb[3] = 255;
}
}
Remove Blender Internal and legacy viewport from Blender 2.8. Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
2018-04-19 17:34:44 +02:00
/* TODO: restore ambient occlusion baking support, using BLI BVH? */
#if 0
/* **************** Ambient Occlusion Baker **************** */
/* Must be a power of two. */
# define MAX_NUMBER_OF_AO_RAYS 1024
static ushort ao_random_table_1[MAX_NUMBER_OF_AO_RAYS];
static ushort ao_random_table_2[MAX_NUMBER_OF_AO_RAYS];
static void init_ao_random(void)
{
int i;
for (i = 0; i < MAX_NUMBER_OF_AO_RAYS; i++) {
ao_random_table_1[i] = rand() & 0xffff;
ao_random_table_2[i] = rand() & 0xffff;
}
}
static ushort get_ao_random1(const int i)
{
return ao_random_table_1[i & (MAX_NUMBER_OF_AO_RAYS - 1)];
}
static ushort get_ao_random2(const int i)
{
return ao_random_table_2[i & (MAX_NUMBER_OF_AO_RAYS - 1)];
}
static void build_permutation_table(ushort permutation[],
ushort temp_permutation[],
const int number_of_rays,
const int is_first_perm_table)
{
int i, k;
for (i = 0; i < number_of_rays; i++) {
temp_permutation[i] = i;
}
for (i = 0; i < number_of_rays; i++) {
const uint nr_entries_left = number_of_rays - i;
ushort rnd = is_first_perm_table != false ? get_ao_random1(i) : get_ao_random2(i);
const ushort entry = rnd % nr_entries_left;
/* pull entry */
permutation[i] = temp_permutation[entry];
/* delete entry */
2013-02-11 00:49:00 +00:00
for (k = entry; k < nr_entries_left - 1; k++) {
temp_permutation[k] = temp_permutation[k + 1];
2013-02-11 00:49:00 +00:00
}
}
/* verify permutation table
* every entry must appear exactly once
*/
# if 0
2013-02-11 00:49:00 +00:00
for (i = 0; i < number_of_rays; i++) temp_permutation[i] = 0;
for (i = 0; i < number_of_rays; i++) ++temp_permutation[permutation[i]];
for (i = 0; i < number_of_rays; i++) BLI_assert(temp_permutation[i] == 1);
# endif
}
static void create_ao_raytree(MultiresBakeRender *bkr, MAOBakeData *ao_data)
{
DerivedMesh *hidm = bkr->hires_dm;
RayObject *raytree;
RayFace *face;
CCGElem **grid_data;
CCGKey key;
int grids_num, grid_size /*, face_side */, faces_num;
int i;
grids_num = hidm->getNumGrids(hidm);
grid_size = hidm->getGridSize(hidm);
grid_data = hidm->getGridData(hidm);
hidm->getGridKey(hidm, &key);
/* face_side = (grid_size << 1) - 1; */ /* UNUSED */
faces_num = grids_num * (grid_size - 1) * (grid_size - 1);
raytree = ao_data->raytree = RE_rayobject_create(
bkr->raytrace_structure, faces_num, bkr->octree_resolution);
face = ao_data->rayfaces = (RayFace *)MEM_callocN(faces_num * sizeof(RayFace),
"ObjectRen faces");
for (i = 0; i < grids_num; i++) {
int x, y;
for (x = 0; x < grid_size - 1; x++) {
for (y = 0; y < grid_size - 1; y++) {
float co[4][3];
copy_v3_v3(co[0], CCG_grid_elem_co(&key, grid_data[i], x, y));
copy_v3_v3(co[1], CCG_grid_elem_co(&key, grid_data[i], x, y + 1));
copy_v3_v3(co[2], CCG_grid_elem_co(&key, grid_data[i], x + 1, y + 1));
copy_v3_v3(co[3], CCG_grid_elem_co(&key, grid_data[i], x + 1, y));
RE_rayface_from_coords(face, ao_data, face, co[0], co[1], co[2], co[3]);
RE_rayobject_add(raytree, RE_rayobject_unalignRayFace(face));
face++;
}
}
}
RE_rayobject_done(raytree);
}
static void *init_ao_data(MultiresBakeRender *bkr, ImBuf */*ibuf*/)
{
MAOBakeData *ao_data;
DerivedMesh *lodm = bkr->lores_dm;
ushort *temp_permutation_table;
size_t permutation_size;
init_ao_random();
ao_data = MEM_callocN(sizeof(MAOBakeData), "MultiresBake aoData");
ao_data->number_of_rays = bkr->number_of_rays;
ao_data->bias = bkr->bias;
ao_data->orig_index_mp_to_orig = lodm->getPolyDataArray(lodm, CD_ORIGINDEX);
create_ao_raytree(bkr, ao_data);
/* initialize permutation tables */
permutation_size = sizeof(ushort) * bkr->number_of_rays;
ao_data->permutation_table_1 = MEM_callocN(permutation_size, "multires AO baker perm1");
ao_data->permutation_table_2 = MEM_callocN(permutation_size, "multires AO baker perm2");
temp_permutation_table = MEM_callocN(permutation_size, "multires AO baker temp perm");
build_permutation_table(
ao_data->permutation_table_1, temp_permutation_table, bkr->number_of_rays, 1);
build_permutation_table(
ao_data->permutation_table_2, temp_permutation_table, bkr->number_of_rays, 0);
MEM_freeN(temp_permutation_table);
return (void *)ao_data;
}
static void free_ao_data(void *bake_data)
{
2019-03-25 11:55:36 +11:00
MAOBakeData *ao_data = (MAOBakeData *)bake_data;
RE_rayobject_free(ao_data->raytree);
MEM_freeN(ao_data->rayfaces);
MEM_freeN(ao_data->permutation_table_1);
MEM_freeN(ao_data->permutation_table_2);
MEM_freeN(ao_data);
}
/* builds an X and a Y axis from the given Z axis */
static void build_coordinate_frame(float axisX[3], float axisY[3], const float axisZ[3])
{
const float faX = fabsf(axisZ[0]);
const float faY = fabsf(axisZ[1]);
const float faZ = fabsf(axisZ[2]);
if (faX <= faY && faX <= faZ) {
const float len = sqrtf(axisZ[1] * axisZ[1] + axisZ[2] * axisZ[2]);
axisY[0] = 0;
axisY[1] = axisZ[2] / len;
axisY[2] = -axisZ[1] / len;
cross_v3_v3v3(axisX, axisY, axisZ);
}
else if (faY <= faZ) {
const float len = sqrtf(axisZ[0] * axisZ[0] + axisZ[2] * axisZ[2]);
axisX[0] = axisZ[2] / len;
axisX[1] = 0;
axisX[2] = -axisZ[0] / len;
cross_v3_v3v3(axisY, axisZ, axisX);
}
else {
const float len = sqrtf(axisZ[0] * axisZ[0] + axisZ[1] * axisZ[1]);
axisX[0] = axisZ[1] / len;
axisX[1] = -axisZ[0] / len;
axisX[2] = 0;
cross_v3_v3v3(axisY, axisZ, axisX);
}
}
/* return false if nothing was hit and true otherwise */
static int trace_ao_ray(MAOBakeData *ao_data, float ray_start[3], float ray_direction[3])
{
Isect isect = {{0}};
isect.dist = RE_RAYTRACE_MAXDIST;
copy_v3_v3(isect.start, ray_start);
copy_v3_v3(isect.dir, ray_direction);
isect.lay = -1;
normalize_v3(isect.dir);
return RE_rayobject_raycast(ao_data->raytree, &isect);
}
static void apply_ao_callback(DerivedMesh *lores_dm,
DerivedMesh *hires_dm,
void */*thread_data*/,
void *bake_data,
ImBuf *ibuf,
const int tri_index,
const int lvl,
const float st[2],
float /*tangmat[3][3]*/,
const int x,
const int y)
{
const MLoopTri *lt = lores_dm->getLoopTriArray(lores_dm) + tri_index;
MPoly *mpoly = lores_dm->getPolyArray(lores_dm) + lt->poly;
MLoopUV *mloopuv = lores_dm->getLoopDataArray(lores_dm, CD_MLOOPUV);
2019-03-25 11:55:36 +11:00
MAOBakeData *ao_data = (MAOBakeData *)bake_data;
int i, k, perm_ofs;
float pos[3], nrm[3];
float cen[3];
float axisX[3], axisY[3], axisZ[3];
float shadow = 0;
float value;
int pixel = ibuf->x * y + x;
float uv[2], *st0, *st1, *st2, *st3;
/* ideally we would work on triangles only, however, we rely on quads to get orthogonal
* coordinates for use in grid space (triangle barycentric is not orthogonal) */
if (mpoly->totloop == 4) {
st0 = mloopuv[mpoly->loopstart].uv;
st1 = mloopuv[mpoly->loopstart + 1].uv;
st2 = mloopuv[mpoly->loopstart + 2].uv;
st3 = mloopuv[mpoly->loopstart + 3].uv;
resolve_quad_uv_v2(uv, st, st0, st1, st2, st3);
}
else {
st0 = mloopuv[lt->tri[0]].uv;
st1 = mloopuv[lt->tri[1]].uv;
st2 = mloopuv[lt->tri[2]].uv;
resolve_tri_uv_v2(uv, st, st0, st1, st2);
}
clamp_v2(uv, 0.0f, 1.0f);
get_ccgdm_data(
lores_dm, hires_dm, ao_data->orig_index_mp_to_orig, lvl, lt, uv[0], uv[1], pos, nrm);
/* offset ray origin by user bias along normal */
for (i = 0; i < 3; i++) {
cen[i] = pos[i] + ao_data->bias * nrm[i];
}
/* build tangent frame */
for (i = 0; i < 3; i++) {
axisZ[i] = nrm[i];
}
build_coordinate_frame(axisX, axisY, axisZ);
/* static noise */
perm_ofs = (get_ao_random2(get_ao_random1(x) + y)) & (MAX_NUMBER_OF_AO_RAYS - 1);
/* importance sample shadow rays (cosine weighted) */
for (i = 0; i < ao_data->number_of_rays; i++) {
int hit_something;
/* use N-Rooks to distribute our N ray samples across
* a multi-dimensional domain (2D)
*/
const ushort I =
ao_data->permutation_table_1[(i + perm_ofs) % ao_data->number_of_rays];
const ushort J = ao_data->permutation_table_2[i];
const float JitPh = (get_ao_random2(I + perm_ofs) & (MAX_NUMBER_OF_AO_RAYS - 1)) /
((float)MAX_NUMBER_OF_AO_RAYS);
const float JitTh = (get_ao_random1(J + perm_ofs) & (MAX_NUMBER_OF_AO_RAYS - 1)) /
((float)MAX_NUMBER_OF_AO_RAYS);
const float SiSqPhi = (I + JitPh) / ao_data->number_of_rays;
2012-12-19 01:48:54 +00:00
const float Theta = (float)(2 * M_PI) * ((J + JitTh) / ao_data->number_of_rays);
/* this gives results identical to the so-called cosine
* weighted distribution relative to the north pole.
*/
float SiPhi = sqrtf(SiSqPhi);
2012-12-20 05:03:00 +00:00
float CoPhi = SiSqPhi < 1.0f ? sqrtf(1.0f - SiSqPhi) : 0;
float CoThe = cosf(Theta);
float SiThe = sinf(Theta);
const float dx = CoThe * CoPhi;
const float dy = SiThe * CoPhi;
const float dz = SiPhi;
/* transform ray direction out of tangent frame */
float dv[3];
for (k = 0; k < 3; k++) {
dv[k] = axisX[k] * dx + axisY[k] * dy + axisZ[k] * dz;
}
hit_something = trace_ao_ray(ao_data, cen, dv);
if (hit_something != 0) {
shadow += 1;
}
}
value = 1.0f - (shadow / ao_data->number_of_rays);
if (ibuf->rect_float) {
float *rrgbf = ibuf->rect_float + pixel * 4;
rrgbf[0] = rrgbf[1] = rrgbf[2] = value;
rrgbf[3] = 1.0f;
}
else {
uchar *rrgb = (uchar *)ibuf->rect + pixel * 4;
rrgb[0] = rrgb[1] = rrgb[2] = unit_float_to_uchar_clamp(value);
rrgb[3] = 255;
}
}
Remove Blender Internal and legacy viewport from Blender 2.8. Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
2018-04-19 17:34:44 +02:00
#endif
/* ******$***************** Post processing ************************* */
static void bake_ibuf_filter(ImBuf *ibuf,
char *mask,
const int margin,
const char margin_type,
DerivedMesh *dm,
const float uv_offset[2])
Remove Blender Internal and legacy viewport from Blender 2.8. Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
2018-04-19 17:34:44 +02:00
{
/* must check before filtering */
const bool is_new_alpha = (ibuf->planes != R_IMF_PLANES_RGBA) && BKE_imbuf_alpha_test(ibuf);
if (margin) {
switch (margin_type) {
case R_BAKE_ADJACENT_FACES:
RE_generate_texturemargin_adjacentfaces_dm(ibuf, mask, margin, dm, uv_offset);
break;
default:
/* fall through */
case R_BAKE_EXTEND:
IMB_filter_extend(ibuf, mask, margin);
break;
}
Remove Blender Internal and legacy viewport from Blender 2.8. Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
2018-04-19 17:34:44 +02:00
}
Remove Blender Internal and legacy viewport from Blender 2.8. Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
2018-04-19 17:34:44 +02:00
/* if the bake results in new alpha then change the image setting */
if (is_new_alpha) {
ibuf->planes = R_IMF_PLANES_RGBA;
}
else {
if (margin && ibuf->planes != R_IMF_PLANES_RGBA) {
Remove Blender Internal and legacy viewport from Blender 2.8. Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
2018-04-19 17:34:44 +02:00
/* clear alpha added by filtering */
IMB_rectfill_alpha(ibuf, 1.0f);
}
}
}
static void bake_ibuf_normalize_displacement(ImBuf *ibuf,
const float *displacement,
const char *mask,
float displacement_min,
float displacement_max)
Remove Blender Internal and legacy viewport from Blender 2.8. Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
2018-04-19 17:34:44 +02:00
{
int i;
const float *current_displacement = displacement;
const char *current_mask = mask;
float max_distance;
Remove Blender Internal and legacy viewport from Blender 2.8. Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
2018-04-19 17:34:44 +02:00
max_distance = max_ff(fabsf(displacement_min), fabsf(displacement_max));
Remove Blender Internal and legacy viewport from Blender 2.8. Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
2018-04-19 17:34:44 +02:00
for (i = 0; i < ibuf->x * ibuf->y; i++) {
if (*current_mask == FILTER_MASK_USED) {
float normalized_displacement;
2019-04-22 09:08:06 +10:00
if (max_distance > 1e-5f) {
Remove Blender Internal and legacy viewport from Blender 2.8. Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
2018-04-19 17:34:44 +02:00
normalized_displacement = (*current_displacement + max_distance) / (max_distance * 2);
2019-04-22 09:08:06 +10:00
}
else {
Remove Blender Internal and legacy viewport from Blender 2.8. Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
2018-04-19 17:34:44 +02:00
normalized_displacement = 0.5f;
2019-04-22 09:08:06 +10:00
}
Remove Blender Internal and legacy viewport from Blender 2.8. Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
2018-04-19 17:34:44 +02:00
if (ibuf->rect_float) {
/* currently baking happens to RGBA only */
float *fp = ibuf->rect_float + i * 4;
fp[0] = fp[1] = fp[2] = normalized_displacement;
fp[3] = 1.0f;
}
Remove Blender Internal and legacy viewport from Blender 2.8. Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
2018-04-19 17:34:44 +02:00
if (ibuf->rect) {
uchar *cp = (uchar *)(ibuf->rect + i);
2018-05-07 18:02:48 +02:00
cp[0] = cp[1] = cp[2] = unit_float_to_uchar_clamp(normalized_displacement);
Remove Blender Internal and legacy viewport from Blender 2.8. Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
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cp[3] = 255;
}
}
Remove Blender Internal and legacy viewport from Blender 2.8. Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
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current_displacement++;
current_mask++;
}
}
/* **************** Common functions public API relates on **************** */
static void count_images(MultiresBakeRender *bkr)
{
BLI_listbase_clear(&bkr->image);
bkr->tot_image = 0;
for (int i = 0; i < bkr->ob_image.len; i++) {
Image *ima = bkr->ob_image.array[i];
if (ima) {
ima->id.tag &= ~LIB_TAG_DOIT;
}
}
for (int i = 0; i < bkr->ob_image.len; i++) {
Image *ima = bkr->ob_image.array[i];
if (ima) {
if ((ima->id.tag & LIB_TAG_DOIT) == 0) {
LinkData *data = BLI_genericNodeN(ima);
BLI_addtail(&bkr->image, data);
bkr->tot_image++;
ima->id.tag |= LIB_TAG_DOIT;
}
}
}
for (int i = 0; i < bkr->ob_image.len; i++) {
Image *ima = bkr->ob_image.array[i];
if (ima) {
ima->id.tag &= ~LIB_TAG_DOIT;
}
}
}
static void bake_images(MultiresBakeRender *bkr, MultiresBakeResult *result)
{
LinkData *link;
for (link = static_cast<LinkData *>(bkr->image.first); link; link = link->next) {
Image *ima = (Image *)link->data;
LISTBASE_FOREACH (ImageTile *, tile, &ima->tiles) {
ImageUser iuser;
BKE_imageuser_default(&iuser);
iuser.tile = tile->tile_number;
ImBuf *ibuf = BKE_image_acquire_ibuf(ima, &iuser, nullptr);
if (ibuf->x > 0 && ibuf->y > 0) {
BakeImBufuserData *userdata = MEM_cnew<BakeImBufuserData>("MultiresBake userdata");
userdata->mask_buffer = MEM_cnew_array<char>(ibuf->y * ibuf->x, "MultiresBake imbuf mask");
ibuf->userdata = userdata;
switch (bkr->mode) {
case RE_BAKE_NORMALS:
do_multires_bake(bkr,
ima,
tile,
ibuf,
true,
apply_tangmat_callback,
init_normal_data,
free_normal_data,
result);
break;
case RE_BAKE_DISPLACEMENT:
do_multires_bake(bkr,
ima,
tile,
ibuf,
false,
apply_heights_callback,
init_heights_data,
free_heights_data,
result);
break;
/* TODO: restore ambient occlusion baking support. */
Remove Blender Internal and legacy viewport from Blender 2.8. Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
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#if 0
case RE_BAKE_AO:
do_multires_bake(bkr, ima, tile, ibuf, false, apply_ao_callback, init_ao_data, free_ao_data, result);
break;
Remove Blender Internal and legacy viewport from Blender 2.8. Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
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#endif
}
}
BKE_image_release_ibuf(ima, ibuf, nullptr);
}
ima->id.tag |= LIB_TAG_DOIT;
}
}
static void finish_images(MultiresBakeRender *bkr, MultiresBakeResult *result)
{
LinkData *link;
Remove Blender Internal and legacy viewport from Blender 2.8. Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
2018-04-19 17:34:44 +02:00
bool use_displacement_buffer = bkr->mode == RE_BAKE_DISPLACEMENT;
for (link = static_cast<LinkData *>(bkr->image.first); link; link = link->next) {
Image *ima = (Image *)link->data;
LISTBASE_FOREACH (ImageTile *, tile, &ima->tiles) {
ImageUser iuser;
BKE_imageuser_default(&iuser);
iuser.tile = tile->tile_number;
ImBuf *ibuf = BKE_image_acquire_ibuf(ima, &iuser, nullptr);
BakeImBufuserData *userdata = (BakeImBufuserData *)ibuf->userdata;
if (ibuf->x <= 0 || ibuf->y <= 0) {
continue;
}
if (use_displacement_buffer) {
bake_ibuf_normalize_displacement(ibuf,
userdata->displacement_buffer,
userdata->mask_buffer,
result->height_min,
result->height_max);
}
float uv_offset[2];
BKE_image_get_tile_uv(ima, tile->tile_number, uv_offset);
bake_ibuf_filter(ibuf,
userdata->mask_buffer,
bkr->bake_margin,
bkr->bake_margin_type,
bkr->lores_dm,
uv_offset);
ibuf->userflags |= IB_DISPLAY_BUFFER_INVALID;
BKE_image_mark_dirty(ima, ibuf);
if (ibuf->rect_float) {
ibuf->userflags |= IB_RECT_INVALID;
2019-04-22 09:08:06 +10:00
}
if (ibuf->mipmap[0]) {
ibuf->userflags |= IB_MIPMAP_INVALID;
imb_freemipmapImBuf(ibuf);
}
if (ibuf->userdata) {
if (userdata->displacement_buffer) {
MEM_freeN(userdata->displacement_buffer);
}
MEM_freeN(userdata->mask_buffer);
MEM_freeN(userdata);
ibuf->userdata = nullptr;
}
BKE_image_release_ibuf(ima, ibuf, nullptr);
DEG_id_tag_update(&ima->id, 0);
}
}
}
void RE_multires_bake_images(MultiresBakeRender *bkr)
{
MultiresBakeResult result;
count_images(bkr);
bake_images(bkr, &result);
finish_images(bkr, &result);
}