/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation * * SPDX-License-Identifier: Apache-2.0 */ #include #include "bvh/build.h" #include "bvh/bvh.h" #include "device/device.h" #include "scene/attribute.h" #include "scene/mesh.h" #include "scene/object.h" #include "scene/scene.h" #include "scene/shader_graph.h" #include "subd/split.h" #include "util/log.h" #include "util/set.h" #include "mikktspace.hh" CCL_NAMESPACE_BEGIN /* Tangent Space */ struct MikkMeshWrapper { MikkMeshWrapper(const Mesh *mesh, const float3 *normal, const float2 *uv, float3 *tangent, float *tangent_sign) : mesh(mesh), normal(normal), uv(uv), tangent(tangent), tangent_sign(tangent_sign) { } int GetNumFaces() { return mesh->num_triangles(); } int GetNumVerticesOfFace(const int /*face_num*/) { return 3; } int CornerIndex(const int face_num, const int vert_num) { return face_num * 3 + vert_num; } int VertexIndex(const int face_num, const int vert_num) { const int corner = CornerIndex(face_num, vert_num); return mesh->get_triangles()[corner]; } mikk::float3 GetPosition(const int face_num, const int vert_num) { const float3 vP = mesh->get_verts()[VertexIndex(face_num, vert_num)]; return mikk::float3(vP.x, vP.y, vP.z); } mikk::float3 GetTexCoord(const int face_num, const int vert_num) { /* TODO: Check whether introducing a template boolean in order to * turn this into a constexpr is worth it. */ if (has_uv()) { const int corner_index = CornerIndex(face_num, vert_num); const float2 tfuv = uv[corner_index]; return mikk::float3(tfuv.x, tfuv.y, 1.0f); } /* revert to vertex position */ const float3 vP = mesh->get_verts()[VertexIndex(face_num, vert_num)]; const float2 uv = map_to_sphere(vP); return mikk::float3(uv.x, uv.y, 1.0f); } mikk::float3 GetNormal(const int face_num, const int vert_num) { float3 vN; if (mesh->get_smooth()[face_num]) { const int vertex_index = VertexIndex(face_num, vert_num); vN = normal[vertex_index]; } else { const Mesh::Triangle tri = mesh->get_triangle(face_num); vN = tri.compute_normal(mesh->get_verts().data()); } return mikk::float3(vN.x, vN.y, vN.z); } void SetTangentSpace(const int face_num, const int vert_num, mikk::float3 T, bool orientation) { const int corner_index = CornerIndex(face_num, vert_num); tangent[corner_index] = make_float3(T.x, T.y, T.z); if (tangent_sign != nullptr) { tangent_sign[corner_index] = orientation ? 1.0f : -1.0f; } } bool has_uv() const { return uv != nullptr; } const Mesh *mesh; const float3 *normal; const float2 *uv; float3 *tangent; float *tangent_sign; }; static void mikk_compute_tangents(Attribute *attr_uv, Mesh *mesh, const bool need_sign) { /* Create tangent attributes. */ AttributeSet &attributes = mesh->attributes; Attribute *attr_vN = attributes.find(ATTR_STD_VERTEX_NORMAL); if (attr_vN == nullptr) { /* no normals */ return; } const float3 *normal = attr_vN->data_float3(); const float2 *uv = (attr_uv) ? attr_uv->data_float2() : nullptr; const ustring name = ustring((attr_uv) ? attr_uv->name.string() + ".tangent" : Attribute::standard_name(ATTR_STD_UV_TANGENT)); Attribute *attr; if (attr_uv == nullptr || attr_uv->std == ATTR_STD_UV) { attr = attributes.add(ATTR_STD_UV_TANGENT, name); } else { attr = attributes.add(name, TypeVector, ATTR_ELEMENT_CORNER); } float3 *tangent = attr->data_float3(); /* Create bitangent sign attribute. */ float *tangent_sign = nullptr; if (need_sign) { const ustring name_sign = ustring((attr_uv) ? attr_uv->name.string() + ".tangent_sign" : Attribute::standard_name(ATTR_STD_UV_TANGENT_SIGN)); Attribute *attr_sign; if (attr_uv == nullptr || attr_uv->std == ATTR_STD_UV) { attr_sign = attributes.add(ATTR_STD_UV_TANGENT_SIGN, name_sign); } else { attr_sign = attributes.add(name_sign, TypeFloat, ATTR_ELEMENT_CORNER); } tangent_sign = attr_sign->data_float(); } MikkMeshWrapper userdata(mesh, normal, uv, tangent, tangent_sign); /* Compute tangents. */ mikk::Mikktspace(userdata).genTangSpace(); } /* Triangle */ void Mesh::Triangle::bounds_grow(const float3 *verts, BoundBox &bounds) const { bounds.grow(verts[v[0]]); bounds.grow(verts[v[1]]); bounds.grow(verts[v[2]]); } void Mesh::Triangle::motion_verts(const float3 *verts, const float3 *vert_steps, const size_t num_verts, const size_t num_steps, const float time, float3 r_verts[3]) const { /* Figure out which steps we need to fetch and their interpolation factor. */ const size_t max_step = num_steps - 1; const size_t step = min((size_t)(time * max_step), max_step - 1); const float t = time * max_step - step; /* Fetch vertex coordinates. */ float3 curr_verts[3]; float3 next_verts[3]; verts_for_step(verts, vert_steps, num_verts, num_steps, step, curr_verts); verts_for_step(verts, vert_steps, num_verts, num_steps, step + 1, next_verts); /* Interpolate between steps. */ r_verts[0] = (1.0f - t) * curr_verts[0] + t * next_verts[0]; r_verts[1] = (1.0f - t) * curr_verts[1] + t * next_verts[1]; r_verts[2] = (1.0f - t) * curr_verts[2] + t * next_verts[2]; } void Mesh::Triangle::verts_for_step(const float3 *verts, const float3 *vert_steps, const size_t num_verts, const size_t num_steps, size_t step, float3 r_verts[3]) const { const size_t center_step = ((num_steps - 1) / 2); if (step == center_step) { /* Center step: regular vertex location. */ r_verts[0] = verts[v[0]]; r_verts[1] = verts[v[1]]; r_verts[2] = verts[v[2]]; } else { /* Center step not stored in the attribute array. */ if (step > center_step) { step--; } const size_t offset = step * num_verts; r_verts[0] = vert_steps[offset + v[0]]; r_verts[1] = vert_steps[offset + v[1]]; r_verts[2] = vert_steps[offset + v[2]]; } } float3 Mesh::Triangle::compute_normal(const float3 *verts) const { const float3 &v0 = verts[v[0]]; const float3 &v1 = verts[v[1]]; const float3 &v2 = verts[v[2]]; const float3 norm = cross(v1 - v0, v2 - v0); const float normlen = len(norm); if (normlen == 0.0f) { return make_float3(1.0f, 0.0f, 0.0f); } return norm / normlen; } bool Mesh::Triangle::valid(const float3 *verts) const { return isfinite_safe(verts[v[0]]) && isfinite_safe(verts[v[1]]) && isfinite_safe(verts[v[2]]); } /* SubdFace */ float3 Mesh::SubdFace::normal(const Mesh *mesh) const { const float3 v0 = mesh->verts[mesh->subd_face_corners[start_corner + 0]]; const float3 v1 = mesh->verts[mesh->subd_face_corners[start_corner + 1]]; const float3 v2 = mesh->verts[mesh->subd_face_corners[start_corner + 2]]; return safe_normalize(cross(v1 - v0, v2 - v0)); } /* Mesh */ NODE_DEFINE(Mesh) { NodeType *type = NodeType::add("mesh", create, NodeType::NONE, Geometry::get_node_base_type()); SOCKET_INT_ARRAY(triangles, "Triangles", array()); SOCKET_POINT_ARRAY(verts, "Vertices", array()); SOCKET_INT_ARRAY(shader, "Shader", array()); SOCKET_BOOLEAN_ARRAY(smooth, "Smooth", array()); static NodeEnum subdivision_type_enum; subdivision_type_enum.insert("none", SUBDIVISION_NONE); subdivision_type_enum.insert("linear", SUBDIVISION_LINEAR); subdivision_type_enum.insert("catmull_clark", SUBDIVISION_CATMULL_CLARK); SOCKET_ENUM(subdivision_type, "Subdivision Type", subdivision_type_enum, SUBDIVISION_NONE); static NodeEnum subdivision_boundary_interpolation_enum; subdivision_boundary_interpolation_enum.insert("none", SUBDIVISION_BOUNDARY_NONE); subdivision_boundary_interpolation_enum.insert("edge_only", SUBDIVISION_BOUNDARY_EDGE_ONLY); subdivision_boundary_interpolation_enum.insert("edge_and_corner", SUBDIVISION_BOUNDARY_EDGE_AND_CORNER); SOCKET_ENUM(subdivision_boundary_interpolation, "Subdivision Boundary Interpolation", subdivision_boundary_interpolation_enum, SUBDIVISION_BOUNDARY_EDGE_AND_CORNER); static NodeEnum subdivision_fvar_interpolation_enum; subdivision_fvar_interpolation_enum.insert("none", SUBDIVISION_FVAR_LINEAR_NONE); subdivision_fvar_interpolation_enum.insert("corners_only", SUBDIVISION_FVAR_LINEAR_CORNERS_ONLY); subdivision_fvar_interpolation_enum.insert("corners_plus1", SUBDIVISION_FVAR_LINEAR_CORNERS_PLUS1); subdivision_fvar_interpolation_enum.insert("corners_plus2", SUBDIVISION_FVAR_LINEAR_CORNERS_PLUS2); subdivision_fvar_interpolation_enum.insert("boundaries", SUBDIVISION_FVAR_LINEAR_BOUNDARIES); subdivision_fvar_interpolation_enum.insert("all", SUBDIVISION_FVAR_LINEAR_ALL); SOCKET_ENUM(subdivision_fvar_interpolation, "Subdivision Face-Varying Interpolation", subdivision_fvar_interpolation_enum, SUBDIVISION_FVAR_LINEAR_BOUNDARIES); SOCKET_INT_ARRAY(subd_vert_creases, "Subdivision Vertex Crease", array()); SOCKET_FLOAT_ARRAY( subd_vert_creases_weight, "Subdivision Vertex Crease Weights", array()); SOCKET_INT_ARRAY(subd_creases_edge, "Subdivision Crease Edges", array()); SOCKET_FLOAT_ARRAY(subd_creases_weight, "Subdivision Crease Weights", array()); SOCKET_INT_ARRAY(subd_face_corners, "Subdivision Face Corners", array()); SOCKET_INT_ARRAY(subd_start_corner, "Subdivision Face Start Corner", array()); SOCKET_INT_ARRAY(subd_num_corners, "Subdivision Face Corner Count", array()); SOCKET_INT_ARRAY(subd_shader, "Subdivision Face Shader", array()); SOCKET_BOOLEAN_ARRAY(subd_smooth, "Subdivision Face Smooth", array()); SOCKET_INT_ARRAY(subd_ptex_offset, "Subdivision Face PTex Offset", array()); /* Subdivisions parameters */ SOCKET_FLOAT(subd_dicing_rate, "Subdivision Dicing Rate", 1.0f) SOCKET_INT(subd_max_level, "Max Subdivision Level", 1); SOCKET_TRANSFORM(subd_objecttoworld, "Subdivision Object Transform", transform_identity()); return type; } bool Mesh::need_tesselation() { return (subdivision_type != SUBDIVISION_NONE) && (verts_is_modified() || subd_dicing_rate_is_modified() || subd_objecttoworld_is_modified() || subd_max_level_is_modified()); } Mesh::Mesh(const NodeType *node_type, Type geom_type_) : Geometry(node_type, geom_type_), subd_attributes(this, ATTR_PRIM_SUBD) { vert_offset = 0; face_offset = 0; corner_offset = 0; num_subd_added_verts = 0; num_subd_faces = 0; subdivision_type = SUBDIVISION_NONE; } Mesh::Mesh() : Mesh(get_node_type(), Geometry::MESH) {} void Mesh::resize_mesh(const int numverts, const int numtris) { verts.resize(numverts); triangles.resize(numtris * 3); shader.resize(numtris); smooth.resize(numtris); attributes.resize(); } void Mesh::reserve_mesh(const int numverts, const int numtris) { /* reserve space to add verts and triangles later */ verts.reserve(numverts); triangles.reserve(numtris * 3); shader.reserve(numtris); smooth.reserve(numtris); attributes.resize(true); } void Mesh::resize_subd_faces(const int numfaces, const int numcorners) { subd_start_corner.resize(numfaces); subd_num_corners.resize(numfaces); subd_shader.resize(numfaces); subd_smooth.resize(numfaces); subd_ptex_offset.resize(numfaces); subd_face_corners.resize(numcorners); num_subd_faces = numfaces; subd_attributes.resize(); } void Mesh::reserve_subd_faces(const int numfaces, const int numcorners) { subd_start_corner.reserve(numfaces); subd_num_corners.reserve(numfaces); subd_shader.reserve(numfaces); subd_smooth.reserve(numfaces); subd_ptex_offset.reserve(numfaces); subd_face_corners.reserve(numcorners); num_subd_faces = numfaces; subd_attributes.resize(true); } void Mesh::reserve_subd_creases(const size_t num_creases) { subd_creases_edge.reserve(num_creases * 2); subd_creases_weight.reserve(num_creases); } void Mesh::clear_non_sockets() { Geometry::clear(true); num_subd_added_verts = 0; num_subd_faces = 0; } void Mesh::clear(bool preserve_shaders, bool preserve_voxel_data) { Geometry::clear(preserve_shaders); /* clear all verts and triangles */ verts.clear(); triangles.clear(); shader.clear(); smooth.clear(); subd_start_corner.clear(); subd_num_corners.clear(); subd_shader.clear(); subd_smooth.clear(); subd_ptex_offset.clear(); subd_face_corners.clear(); subd_creases_edge.clear(); subd_creases_weight.clear(); subd_attributes.clear(); attributes.clear(preserve_voxel_data); subdivision_type = SubdivisionType::SUBDIVISION_NONE; clear_non_sockets(); } void Mesh::clear(bool preserve_shaders) { clear(preserve_shaders, false); } void Mesh::add_vertex(const float3 P) { verts.push_back_reserved(P); tag_verts_modified(); } void Mesh::add_vertex_slow(const float3 P) { verts.push_back_slow(P); tag_verts_modified(); } void Mesh::add_triangle(const int v0, const int v1, const int v2, const int shader_, bool smooth_) { triangles.push_back_reserved(v0); triangles.push_back_reserved(v1); triangles.push_back_reserved(v2); shader.push_back_reserved(shader_); smooth.push_back_reserved(smooth_); tag_triangles_modified(); tag_shader_modified(); tag_smooth_modified(); } void Mesh::add_subd_face(const int *corners, const int num_corners, const int shader_, bool smooth_) { const int start_corner = subd_face_corners.size(); for (int i = 0; i < num_corners; i++) { subd_face_corners.push_back_reserved(corners[i]); } int ptex_offset = 0; // cannot use get_num_subd_faces here as it holds the total number of subd_faces, but we do not // have the total amount of data yet if (subd_shader.size()) { const SubdFace s = get_subd_face(subd_shader.size() - 1); ptex_offset = s.ptex_offset + s.num_ptex_faces(); } subd_start_corner.push_back_reserved(start_corner); subd_num_corners.push_back_reserved(num_corners); subd_shader.push_back_reserved(shader_); subd_smooth.push_back_reserved(smooth_); subd_ptex_offset.push_back_reserved(ptex_offset); tag_subd_face_corners_modified(); tag_subd_start_corner_modified(); tag_subd_num_corners_modified(); tag_subd_shader_modified(); tag_subd_smooth_modified(); tag_subd_ptex_offset_modified(); } Mesh::SubdFace Mesh::get_subd_face(const size_t index) const { Mesh::SubdFace s; s.shader = subd_shader[index]; s.num_corners = subd_num_corners[index]; s.smooth = subd_smooth[index]; s.ptex_offset = subd_ptex_offset[index]; s.start_corner = subd_start_corner[index]; return s; } void Mesh::add_edge_crease(const int v0, const int v1, const float weight) { subd_creases_edge.push_back_slow(v0); subd_creases_edge.push_back_slow(v1); subd_creases_weight.push_back_slow(weight); tag_subd_creases_edge_modified(); tag_subd_creases_edge_modified(); tag_subd_creases_weight_modified(); } void Mesh::add_vertex_crease(const int v, const float weight) { subd_vert_creases.push_back_slow(v); subd_vert_creases_weight.push_back_slow(weight); tag_subd_vert_creases_modified(); tag_subd_vert_creases_weight_modified(); } void Mesh::copy_center_to_motion_step(const int motion_step) { Attribute *attr_mP = attributes.find(ATTR_STD_MOTION_VERTEX_POSITION); if (attr_mP) { Attribute *attr_mN = attributes.find(ATTR_STD_MOTION_VERTEX_NORMAL); Attribute *attr_N = attributes.find(ATTR_STD_VERTEX_NORMAL); float3 *P = verts.data(); float3 *N = (attr_N) ? attr_N->data_float3() : nullptr; const size_t numverts = verts.size(); std::copy_n(P, numverts, attr_mP->data_float3() + motion_step * numverts); if (attr_mN) { std::copy_n(N, numverts, attr_mN->data_float3() + motion_step * numverts); } } } void Mesh::get_uv_tiles(ustring map, unordered_set &tiles) { Attribute *attr; Attribute *subd_attr; if (map.empty()) { attr = attributes.find(ATTR_STD_UV); subd_attr = subd_attributes.find(ATTR_STD_UV); } else { attr = attributes.find(map); subd_attr = subd_attributes.find(map); } if (attr) { attr->get_uv_tiles(this, ATTR_PRIM_GEOMETRY, tiles); } if (subd_attr) { subd_attr->get_uv_tiles(this, ATTR_PRIM_SUBD, tiles); } } void Mesh::compute_bounds() { BoundBox bnds = BoundBox::empty; const size_t verts_size = verts.size(); if (verts_size > 0) { for (size_t i = 0; i < verts_size; i++) { bnds.grow(verts[i]); } Attribute *attr = attributes.find(ATTR_STD_MOTION_VERTEX_POSITION); if (use_motion_blur && attr) { const size_t steps_size = verts.size() * (motion_steps - 1); float3 *vert_steps = attr->data_float3(); for (size_t i = 0; i < steps_size; i++) { bnds.grow(vert_steps[i]); } } if (!bnds.valid()) { bnds = BoundBox::empty; /* skip nan or inf coordinates */ for (size_t i = 0; i < verts_size; i++) { bnds.grow_safe(verts[i]); } if (use_motion_blur && attr) { const size_t steps_size = verts.size() * (motion_steps - 1); float3 *vert_steps = attr->data_float3(); for (size_t i = 0; i < steps_size; i++) { bnds.grow_safe(vert_steps[i]); } } } } if (!bnds.valid()) { /* empty mesh */ bnds.grow(zero_float3()); } bounds = bnds; } void Mesh::apply_transform(const Transform &tfm, const bool apply_to_motion) { transform_normal = transform_transposed_inverse(tfm); /* apply to mesh vertices */ const size_t num_verts = verts.size(); for (size_t i = 0; i < num_verts; i++) { verts[i] = transform_point(&tfm, verts[i]); } tag_verts_modified(); if (apply_to_motion) { Attribute *attr = attributes.find(ATTR_STD_MOTION_VERTEX_POSITION); if (attr) { const size_t steps_size = verts.size() * (motion_steps - 1); float3 *vert_steps = attr->data_float3(); for (size_t i = 0; i < steps_size; i++) { vert_steps[i] = transform_point(&tfm, vert_steps[i]); } } Attribute *attr_N = attributes.find(ATTR_STD_MOTION_VERTEX_NORMAL); if (attr_N) { const Transform ntfm = transform_normal; const size_t steps_size = verts.size() * (motion_steps - 1); float3 *normal_steps = attr_N->data_float3(); for (size_t i = 0; i < steps_size; i++) { normal_steps[i] = normalize(transform_direction(&ntfm, normal_steps[i])); } } } } void Mesh::add_vertex_normals() { const bool flip = transform_negative_scaled; const size_t verts_size = verts.size(); const size_t triangles_size = num_triangles(); /* static vertex normals */ if (!attributes.find(ATTR_STD_VERTEX_NORMAL) && triangles_size) { /* get attributes */ Attribute *attr_vN = attributes.add(ATTR_STD_VERTEX_NORMAL); float3 *verts_ptr = verts.data(); float3 *vN = attr_vN->data_float3(); /* compute vertex normals */ std::fill_n(vN, verts.size(), zero_float3()); for (size_t i = 0; i < triangles_size; i++) { const float3 fN = get_triangle(i).compute_normal(verts_ptr); for (size_t j = 0; j < 3; j++) { vN[get_triangle(i).v[j]] += fN; } } if (flip) { for (size_t i = 0; i < verts_size; i++) { vN[i] = -normalize(vN[i]); } } else { for (size_t i = 0; i < verts_size; i++) { vN[i] = normalize(vN[i]); } } } /* motion vertex normals */ Attribute *attr_mP = attributes.find(ATTR_STD_MOTION_VERTEX_POSITION); Attribute *attr_mN = attributes.find(ATTR_STD_MOTION_VERTEX_NORMAL); if (has_motion_blur() && attr_mP && !attr_mN && triangles_size) { /* create attribute */ attr_mN = attributes.add(ATTR_STD_MOTION_VERTEX_NORMAL); for (int step = 0; step < motion_steps - 1; step++) { float3 *mP = attr_mP->data_float3() + step * verts.size(); float3 *mN = attr_mN->data_float3() + step * verts.size(); /* compute */ std::fill_n(mN, verts.size(), zero_float3()); for (size_t i = 0; i < triangles_size; i++) { const Triangle tri = get_triangle(i); const float3 fN = tri.compute_normal(mP); for (size_t j = 0; j < 3; j++) { mN[tri.v[j]] += fN; } } if (flip) { for (size_t i = 0; i < verts_size; i++) { mN[i] = -normalize(mN[i]); } } else { for (size_t i = 0; i < verts_size; i++) { mN[i] = normalize(mN[i]); } } } } /* subd vertex normals */ if (!subd_attributes.find(ATTR_STD_VERTEX_NORMAL) && get_num_subd_faces()) { /* get attributes */ Attribute *attr_vN = subd_attributes.add(ATTR_STD_VERTEX_NORMAL); float3 *vN = attr_vN->data_float3(); /* compute vertex normals */ std::fill_n(vN, verts.size(), zero_float3()); for (size_t i = 0; i < get_num_subd_faces(); i++) { const SubdFace face = get_subd_face(i); const float3 fN = face.normal(this); for (size_t j = 0; j < face.num_corners; j++) { const size_t corner = subd_face_corners[face.start_corner + j]; vN[corner] += fN; } } if (flip) { for (size_t i = 0; i < verts_size; i++) { vN[i] = -normalize(vN[i]); } } else { for (size_t i = 0; i < verts_size; i++) { vN[i] = normalize(vN[i]); } } } } void Mesh::add_undisplaced() { AttributeSet &attrs = (subdivision_type == SUBDIVISION_NONE) ? attributes : subd_attributes; /* don't compute if already there */ if (attrs.find(ATTR_STD_POSITION_UNDISPLACED)) { return; } /* get attribute */ Attribute *attr = attrs.add(ATTR_STD_POSITION_UNDISPLACED); float3 *data = attr->data_float3(); /* copy verts */ size_t size = attr->buffer_size(this, ATTR_PRIM_GEOMETRY) / sizeof(float3); if (size) { std::copy_n(verts.data(), size, data); } } void Mesh::update_generated(Scene *scene) { if (!num_triangles()) { return; } AttributeSet &attrs = num_subd_faces ? subd_attributes : attributes; /* apply generated attributes if needed or missing */ if (need_attribute(scene, ATTR_STD_GENERATED) && !attrs.find(ATTR_STD_GENERATED)) { const size_t verts_size = verts.size(); Attribute *attr_generated = attrs.add(ATTR_STD_GENERATED); float3 *generated = attr_generated->data_float3(); for (size_t i = 0; i < verts_size; ++i) { generated[i] = verts[i]; } } } void Mesh::update_tangents(Scene *scene) { if (!num_triangles()) { return; } assert(attributes.find(ATTR_STD_VERTEX_NORMAL)); ccl::set uv_maps; Attribute *attr_std_uv = attributes.find(ATTR_STD_UV); /* standard UVs */ if (need_attribute(scene, ATTR_STD_UV_TANGENT) && !attributes.find(ATTR_STD_UV_TANGENT)) { mikk_compute_tangents(attr_std_uv, this, true); /* sign */ } /* now generate for any other UVs requested */ for (Attribute &attr : attributes.attributes) { if (!(attr.type == TypeFloat2 && attr.element == ATTR_ELEMENT_CORNER)) { continue; } const ustring tangent_name = ustring(attr.name.string() + ".tangent"); if (need_attribute(scene, tangent_name) && !attributes.find(tangent_name)) { mikk_compute_tangents(&attr, this, true); /* sign */ } } } void Mesh::pack_shaders(Scene *scene, uint *tri_shader) { uint shader_id = 0; uint last_shader = -1; bool last_smooth = false; const size_t triangles_size = num_triangles(); const int *shader_ptr = shader.data(); const bool *smooth_ptr = smooth.data(); for (size_t i = 0; i < triangles_size; i++) { const int new_shader = shader_ptr ? shader_ptr[i] : INT_MAX; const bool new_smooth = smooth_ptr ? smooth_ptr[i] : false; if (new_shader != last_shader || last_smooth != new_smooth) { last_shader = new_shader; last_smooth = new_smooth; Shader *shader = (last_shader < used_shaders.size()) ? static_cast(used_shaders[last_shader]) : scene->default_surface; shader_id = scene->shader_manager->get_shader_id(shader, last_smooth); } tri_shader[i] = shader_id; } } void Mesh::pack_normals(packed_float3 *vnormal) { Attribute *attr_vN = attributes.find(ATTR_STD_VERTEX_NORMAL); if (attr_vN == nullptr) { /* Happens on objects with just hair. */ return; } const bool do_transform = transform_applied; const Transform ntfm = transform_normal; float3 *vN = attr_vN->data_float3(); const size_t verts_size = verts.size(); if (do_transform) { for (size_t i = 0; i < verts_size; i++) { vnormal[i] = safe_normalize(transform_direction(&ntfm, vN[i])); } } else { for (size_t i = 0; i < verts_size; i++) { vnormal[i] = vN[i]; } } } void Mesh::pack_verts(packed_float3 *tri_verts, packed_uint3 *tri_vindex) { const size_t verts_size = verts.size(); const size_t triangles_size = num_triangles(); const int *p_tris = triangles.data(); int off = 0; for (size_t i = 0; i < verts_size; i++) { tri_verts[i] = verts[i]; } for (size_t i = 0; i < triangles_size; i++) { tri_vindex[i] = make_packed_uint3(p_tris[off + 0] + vert_offset, p_tris[off + 1] + vert_offset, p_tris[off + 2] + vert_offset); off += 3; } } bool Mesh::has_motion_blur() const { return use_motion_blur && (attributes.find(ATTR_STD_MOTION_VERTEX_POSITION) || (get_subdivision_type() != Mesh::SUBDIVISION_NONE && subd_attributes.find(ATTR_STD_MOTION_VERTEX_POSITION))); } PrimitiveType Mesh::primitive_type() const { return has_motion_blur() ? PRIMITIVE_MOTION_TRIANGLE : PRIMITIVE_TRIANGLE; } CCL_NAMESPACE_END