Apricot feature, thats fit for trunk.

Baking would split non-planer quads in an unpredictable way, which is fine for rending but game engines often use a fixed order (0,1,2), (0,2,3) or (1,2,3) (1,3,0).
Added an option to use a fixed order when baking.
This commit is contained in:
Campbell Barton 2008-06-05 18:26:34 +00:00
parent 172fe6ed2f
commit f2407fec55
4 changed files with 30 additions and 11 deletions

@ -274,7 +274,7 @@ typedef struct RenderData {
/* Bake Render options */
short bake_osa, bake_filter, bake_mode, bake_flag;
short bake_normal_space, bpad;
short bake_normal_space, bake_quad_split;
float bake_maxdist, bake_biasdist, bake_pad;
/* yafray: global panel params. TODO: move elsewhere */

@ -499,6 +499,7 @@ typedef struct LampRen {
#define R_NEED_TANGENT 32
#define R_SKIP_MULTIRES 64
#define R_BAKE_TRACE 128
#define R_BAKING 256
/* vlakren->flag (vlak = face in dutch) char!!! */
#define R_SMOOTH 1

@ -3935,7 +3935,7 @@ static void set_fullsample_flag(Render *re, ObjectRen *obr)
}
}
static void check_non_flat_quads(ObjectRen *obr)
static void check_non_flat_quads(ObjectRen *obr, int quad_flip)
{
VlakRen *vlr, *vlr1;
VertRen *v1, *v2, *v3, *v4;
@ -3997,20 +3997,27 @@ static void check_non_flat_quads(ObjectRen *obr)
xn= nor[0]*vlr->n[0] + nor[1]*vlr->n[1] + nor[2]*vlr->n[2];
if(ABS(xn) < 0.999995 ) { // checked on noisy fractal grid
float d1, d2;
vlr1= RE_vlakren_copy(obr, vlr);
vlr1->flag |= R_FACE_SPLIT;
/* split direction based on vnorms */
CalcNormFloat(vlr->v1->co, vlr->v2->co, vlr->v3->co, nor);
d1= nor[0]*vlr->v1->n[0] + nor[1]*vlr->v1->n[1] + nor[2]*vlr->v1->n[2];
if (quad_flip==0) { /* nonzero quad_flip is used to force dividing one way */
/* split direction based on vnorms */
CalcNormFloat(vlr->v1->co, vlr->v2->co, vlr->v3->co, nor);
d1= nor[0]*vlr->v1->n[0] + nor[1]*vlr->v1->n[1] + nor[2]*vlr->v1->n[2];
CalcNormFloat(vlr->v2->co, vlr->v3->co, vlr->v4->co, nor);
d2= nor[0]*vlr->v2->n[0] + nor[1]*vlr->v2->n[1] + nor[2]*vlr->v2->n[2];
CalcNormFloat(vlr->v2->co, vlr->v3->co, vlr->v4->co, nor);
d2= nor[0]*vlr->v2->n[0] + nor[1]*vlr->v2->n[1] + nor[2]*vlr->v2->n[2];
if( fabs(d1) < fabs(d2) ) vlr->flag |= R_DIVIDE_24;
else vlr->flag &= ~R_DIVIDE_24;
if( fabs(d1) < fabs(d2) ) vlr->flag |= R_DIVIDE_24;
else vlr->flag &= ~R_DIVIDE_24;
} else if (quad_flip==1) {
vlr->flag &= ~R_DIVIDE_24;
} else { /* quad_flip == 3 */
vlr->flag |= R_DIVIDE_24;
}
/* new vertex pointers */
if (vlr->flag & R_DIVIDE_24) {
@ -4064,8 +4071,14 @@ static void finalize_render_object(Render *re, ObjectRen *obr, int timeoffset)
ob->smoothresh= 0.0;
if((re->r.mode & R_RAYTRACE) && (re->r.mode & R_SHADOW))
set_phong_threshold(obr);
check_non_flat_quads(obr);
if (re->flag & R_BAKING) {
/* Baking lets us define a quad split order */
check_non_flat_quads(obr, re->r.bake_quad_split);
} else {
check_non_flat_quads(obr, 0);
}
set_fullsample_flag(re, obr);
/* compute bounding boxes for clipping */
@ -5421,6 +5434,7 @@ void RE_Database_Baking(Render *re, Scene *scene, int type, Object *actob)
RE_init_threadcount(re);
re->flag |= R_GLOB_NOPUNOFLIP;
re->flag |= R_BAKING;
re->excludeob= actob;
if(type == RE_BAKE_LIGHT)
re->flag |= R_SKIP_MULTIRES;

@ -2150,6 +2150,10 @@ static void render_panel_bake(void)
"Normalized displacement value to fit the 'Dist' range"
);
}
uiDefButS(block, MENU, B_NOP, "Quad Split Order%t|Quad Split Auto%x0|Quad Split A (0,1,2) (0,2,3)%x1|Quad Split B (1,2,3) (1,3,0)%x2",
10,30,190,20, &G.scene->r.bake_quad_split, 0, 0, 0, 0, "Method to divide quads (use A or B for external applications that use a fixed order)");
#if 0
uiBlockBeginAlign(block);
uiDefButBitS(block, TOG, R_BAKE_OSA, B_DIFF, "OSA", 10,120,190,20, &G.scene->r.bake_flag, 0, 0, 0, 0, "Enables Oversampling (Anti-aliasing)");