fixes scale on derivative maps

This commit is contained in:
Morten Mikkelsen 2011-12-09 23:26:06 +00:00
parent 82480e9995
commit 965c287630
9 changed files with 214 additions and 31 deletions

@ -94,6 +94,7 @@ struct DerivedMesh {
BVHCache bvhCache;
struct GPUDrawObject *drawObject;
DerivedMeshType type;
float auto_bump_scale;
/* Misc. Queries */
@ -578,6 +579,7 @@ void DM_vertex_attributes_from_gpu(DerivedMesh *dm,
struct GPUVertexAttribs *gattribs, DMVertexAttribs *attribs);
void DM_add_tangent_layer(DerivedMesh *dm);
void DM_calc_auto_bump_scale(DerivedMesh *dm);
/* Set object's bounding box based on DerivedMesh min/max data */
void DM_set_object_boundbox(struct Object *ob, DerivedMesh *dm);

@ -184,6 +184,7 @@ void DM_init(DerivedMesh *dm, DerivedMeshType type,
DM_init_funcs(dm);
dm->needsFree = 1;
dm->auto_bump_scale = -1.0f;
}
void DM_from_template(DerivedMesh *dm, DerivedMesh *source, DerivedMeshType type,
@ -1831,6 +1832,159 @@ void DM_add_tangent_layer(DerivedMesh *dm)
MEM_freeN(vtangents);
}
void DM_calc_auto_bump_scale(DerivedMesh *dm)
{
int totvert= dm->getNumVerts(dm);
int totface= dm->getNumFaces(dm);
MVert * mvert = dm->getVertArray(dm);
MFace * mface = dm->getFaceArray(dm);
MTFace * mtface = dm->getFaceDataArray(dm, CD_MTFACE);
if(mtface)
{
double dsum = 0.0;
int nr_accumulated = 0;
int f;
for ( f=0; f<totface; f++ )
{
{
float * verts[4], * tex_coords[4];
const int nr_verts = mface[f].v4!=0 ? 4 : 3;
int i, is_degenerate;
verts[0]=mvert[mface[f].v1].co; verts[1]=mvert[mface[f].v2].co; verts[2]=mvert[mface[f].v3].co;
tex_coords[0]=mtface[f].uv[0]; tex_coords[1]=mtface[f].uv[1]; tex_coords[2]=mtface[f].uv[2];
if(nr_verts==4)
{
verts[3]=mvert[mface[f].v4].co;
tex_coords[3]=mtface[f].uv[3];
}
// discard degenerate faces
is_degenerate = 0;
if( equals_v3v3(verts[0], verts[1]) || equals_v3v3(verts[0], verts[2]) || equals_v3v3(verts[1], verts[2]) ||
equals_v2v2(tex_coords[0], tex_coords[1]) || equals_v2v2(tex_coords[0], tex_coords[2]) || equals_v2v2(tex_coords[1], tex_coords[2]) )
{
is_degenerate = 1;
}
// verify last vertex as well if this is a quad
if ( is_degenerate==0 && nr_verts==4 )
{
if( equals_v3v3(verts[3], verts[0]) || equals_v3v3(verts[3], verts[1]) || equals_v3v3(verts[3], verts[2]) ||
equals_v2v2(tex_coords[3], tex_coords[0]) || equals_v2v2(tex_coords[3], tex_coords[1]) || equals_v2v2(tex_coords[3], tex_coords[2]) )
{
is_degenerate = 1;
}
// verify the winding is consistent
if ( is_degenerate==0 )
{
float prev_edge[2];
int is_signed = 0;
sub_v2_v2v2(prev_edge, tex_coords[0], tex_coords[3]);
i = 0;
while ( is_degenerate==0 && i<4 )
{
float cur_edge[2], signed_area;
sub_v2_v2v2(cur_edge, tex_coords[(i+1)&0x3], tex_coords[i]);
signed_area = prev_edge[0]*cur_edge[1] - prev_edge[1]*cur_edge[0];
if ( i==0 ) is_signed = signed_area<0.0f ? 1 : 0;
else if((is_signed!=0)!=(signed_area<0.0f)) is_degenerate=1;
if ( is_degenerate==0 )
{
copy_v2_v2(prev_edge, cur_edge);
++i;
}
}
}
}
// proceed if not a degenerate face
if ( is_degenerate==0 )
{
int nr_tris_to_pile=0;
// quads split at shortest diagonal
int offs = 0; // initial triangulation is 0,1,2 and 0, 2, 3
if ( nr_verts==4 )
{
float pos_len_diag0, pos_len_diag1;
float vtmp[3];
sub_v3_v3v3(vtmp, verts[2], verts[0]);
pos_len_diag0 = dot_v3v3(vtmp, vtmp);
sub_v3_v3v3(vtmp, verts[3], verts[1]);
pos_len_diag1 = dot_v3v3(vtmp, vtmp);
if(pos_len_diag1<pos_len_diag0)
offs=1; // alter split
else if(pos_len_diag0==pos_len_diag1) // do UV check instead
{
float tex_len_diag0, tex_len_diag1;
sub_v2_v2v2(vtmp, tex_coords[2], tex_coords[0]);
tex_len_diag0 = dot_v2v2(vtmp, vtmp);
sub_v2_v2v2(vtmp, tex_coords[3], tex_coords[1]);
tex_len_diag1 = dot_v2v2(vtmp, vtmp);
if(tex_len_diag1<tex_len_diag0)
{
offs=1; // alter split
}
}
}
nr_tris_to_pile = nr_verts-2 ;
if ( nr_tris_to_pile==1 || nr_tris_to_pile==2 )
{
const int indices[] = {offs+0, offs+1, offs+2, offs+0, offs+2, (offs+3)&0x3 };
int t;
for ( t=0; t<nr_tris_to_pile; t++ )
{
float f2x_area_uv;
float * p0 = verts[indices[t*3+0]];
float * p1 = verts[indices[t*3+1]];
float * p2 = verts[indices[t*3+2]];
float edge_t0[2], edge_t1[2];
sub_v2_v2v2(edge_t0, tex_coords[indices[t*3+1]], tex_coords[indices[t*3+0]]);
sub_v2_v2v2(edge_t1, tex_coords[indices[t*3+2]], tex_coords[indices[t*3+0]]);
f2x_area_uv = fabsf(edge_t0[0]*edge_t1[1] - edge_t0[1]*edge_t1[0]);
if ( f2x_area_uv>FLT_EPSILON )
{
float norm[3], v0[3], v1[3], f2x_surf_area, fsurf_ratio;
sub_v3_v3v3(v0, p1, p0);
sub_v3_v3v3(v1, p2, p0);
cross_v3_v3v3(norm, v0, v1);
f2x_surf_area = len_v3(norm);
fsurf_ratio = f2x_surf_area/f2x_area_uv; // tri area divided by texture area
++nr_accumulated;
dsum += (double)(fsurf_ratio);
}
}
}
}
}
}
// finalize
{
const float avg_area_ratio = (nr_accumulated>0) ? ((float)(dsum / nr_accumulated)) : 1.0f;
const float use_as_render_bump_scale = sqrtf(avg_area_ratio); // use width of average surface ratio as your bump scale
dm->auto_bump_scale = use_as_render_bump_scale;
}
}
else
{
dm->auto_bump_scale = 1.0f;
}
}
void DM_vertex_attributes_from_gpu(DerivedMesh *dm, GPUVertexAttribs *gattribs, DMVertexAttribs *attribs)
{
CustomData *vdata, *fdata, *tfdata = NULL;
@ -1851,6 +2005,10 @@ void DM_vertex_attributes_from_gpu(DerivedMesh *dm, GPUVertexAttribs *gattribs,
else
tfdata = fdata;
/* calc auto bump scale if necessary */
if(dm->auto_bump_scale<=0.0f)
DM_calc_auto_bump_scale(dm);
/* add a tangent layer if necessary */
for(b = 0; b < gattribs->totlayer; b++)
if(gattribs->layer[b].type == CD_TANGENT)

@ -83,7 +83,8 @@ typedef enum GPUBuiltin {
GPU_INVERSE_OBJECT_MATRIX = 8,
GPU_VIEW_POSITION = 16,
GPU_VIEW_NORMAL = 32,
GPU_OBCOLOR = 64
GPU_OBCOLOR = 64,
GPU_AUTO_BUMPSCALE = 128
} GPUBuiltin;
typedef enum GPUBlendMode {
@ -129,7 +130,7 @@ void GPU_material_free(struct Material *ma);
void GPU_materials_free(void);
void GPU_material_bind(GPUMaterial *material, int oblay, int viewlay, double time, int mipmap);
void GPU_material_bind_uniforms(GPUMaterial *material, float obmat[][4], float viewmat[][4], float viewinv[][4], float obcol[4]);
void GPU_material_bind_uniforms(GPUMaterial *material, float obmat[][4], float viewmat[][4], float viewinv[][4], float obcol[4], float autobumpscale);
void GPU_material_unbind(GPUMaterial *material);
int GPU_material_bound(GPUMaterial *material);
@ -162,6 +163,7 @@ typedef enum GPUDynamicType {
GPU_DYNAMIC_OBJECT_VIEWIMAT = 3,
GPU_DYNAMIC_OBJECT_IMAT = 4,
GPU_DYNAMIC_OBJECT_COLOR = 5,
GPU_DYNAMIC_OBJECT_AUTOBUMPSCALE = 15,
GPU_DYNAMIC_LAMP_FIRST = 6,
GPU_DYNAMIC_LAMP_DYNVEC = 6,
GPU_DYNAMIC_LAMP_DYNCO = 7,

@ -344,6 +344,8 @@ const char *GPU_builtin_name(GPUBuiltin builtin)
return "varnormal";
else if(builtin == GPU_OBCOLOR)
return "unfobcolor";
else if(builtin == GPU_AUTO_BUMPSCALE)
return "unfobautobumpscale";
else
return "";
}

@ -60,6 +60,7 @@
#include "BKE_node.h"
#include "BKE_object.h"
#include "BKE_scene.h"
#include "BKE_DerivedMesh.h"
#include "BLI_threads.h"
#include "BLI_blenlib.h"
@ -1159,7 +1160,7 @@ int GPU_enable_material(int nr, void *attribs)
gpumat = GPU_material_from_blender(GMS.gscene, mat);
GPU_material_vertex_attributes(gpumat, gattribs);
GPU_material_bind(gpumat, GMS.gob->lay, GMS.glay, 1.0, !(GMS.gob->mode & OB_MODE_TEXTURE_PAINT));
GPU_material_bind_uniforms(gpumat, GMS.gob->obmat, GMS.gviewmat, GMS.gviewinv, GMS.gob->col);
GPU_material_bind_uniforms(gpumat, GMS.gob->obmat, GMS.gviewmat, GMS.gviewinv, GMS.gob->col, GMS.gob->derivedFinal->auto_bump_scale);
GMS.gboundmat= mat;
/* for glsl use alpha blend mode, unless it's set to solid and

@ -94,7 +94,7 @@ struct GPUMaterial {
/* for passing uniforms */
int viewmatloc, invviewmatloc;
int obmatloc, invobmatloc;
int obcolloc;
int obcolloc, obautobumpscaleloc;
ListBase lamps;
};
@ -212,7 +212,8 @@ static int GPU_material_construct_end(GPUMaterial *material)
material->invobmatloc = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_INVERSE_OBJECT_MATRIX));
if(material->builtins & GPU_OBCOLOR)
material->obcolloc = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_OBCOLOR));
if(material->builtins & GPU_AUTO_BUMPSCALE)
material->obautobumpscaleloc = GPU_shader_get_uniform(shader, GPU_builtin_name(GPU_AUTO_BUMPSCALE));
return 1;
}
@ -273,7 +274,7 @@ void GPU_material_bind(GPUMaterial *material, int oblay, int viewlay, double tim
}
}
void GPU_material_bind_uniforms(GPUMaterial *material, float obmat[][4], float viewmat[][4], float viewinv[][4], float obcol[4])
void GPU_material_bind_uniforms(GPUMaterial *material, float obmat[][4], float viewmat[][4], float viewinv[][4], float obcol[4], float autobumpscale)
{
if(material->pass) {
GPUShader *shader = GPU_pass_shader(material->pass);
@ -300,7 +301,9 @@ void GPU_material_bind_uniforms(GPUMaterial *material, float obmat[][4], float v
CLAMP(col[3], 0.0f, 1.0f);
GPU_shader_uniform_vector(shader, material->obcolloc, 4, 1, col);
}
if(material->builtins & GPU_AUTO_BUMPSCALE) {
GPU_shader_uniform_vector(shader, material->obautobumpscaleloc, 1, 1, &autobumpscale);
}
/* update lamps */
for(nlink=material->lamps.first; nlink; nlink=nlink->next) {
lamp= nlink->data;
@ -1087,8 +1090,7 @@ static void do_material_tex(GPUShadeInput *shi)
/* ntap bumpmap image */
int iBumpSpace;
float ima_x, ima_y;
float hScale = 0.1f; // compatibility adjustment factor for all bumpspace types
float hScaleTex = 13.0f; // factor for scaling texspace bumps
float hScale;
float imag_tspace_dimension_x = 1024.0f; // only used for texture space variant
float aspect = 1.0f;
@ -1096,16 +1098,35 @@ static void do_material_tex(GPUShadeInput *shi)
GPUNodeLink *surf_pos = GPU_builtin(GPU_VIEW_POSITION);
GPUNodeLink *vR1, *vR2;
GPUNodeLink *dBs, *dBt, *fDet;
hScale = 0.1; // compatibility adjustment factor for all bumpspace types
if( mtex->texflag & MTEX_BUMP_TEXTURESPACE )
hScale = hScaleTex;
hScale = 13.0f; // factor for scaling texspace bumps
else if(found_deriv_map!=0)
hScale = 1.0f;
// resolve texture resolution
if( (mtex->texflag & MTEX_BUMP_TEXTURESPACE) || found_deriv_map ) {
ImBuf *ibuf= BKE_image_get_ibuf(tex->ima, &tex->iuser);
ima_x= 512.0f; ima_y= 512.f; // prevent calling textureSize, glsl 1.3 only
if(ibuf) {
ima_x= ibuf->x;
ima_y= ibuf->y;
aspect = ((float) ima_y) / ima_x;
}
}
// The negate on norfac is done because the
// normal in the renderer points inward which corresponds
// to inverting the bump map. Should this ever change
// this negate must be removed.
norfac = -hScale * mtex->norfac;
if(found_deriv_map) norfac /= sqrtf(ima_x*ima_y);
tnorfac = GPU_uniform(&norfac);
if(found_deriv_map)
GPU_link(mat, "math_multiply", tnorfac, GPU_builtin(GPU_AUTO_BUMPSCALE), &tnorfac);
if(GPU_link_changed(stencil))
GPU_link(mat, "math_multiply", tnorfac, stencil, &tnorfac);
@ -1152,17 +1173,6 @@ static void do_material_tex(GPUShadeInput *shi)
iBumpSpacePrev = iBumpSpace;
}
// resolve texture resolution
if( (mtex->texflag & MTEX_BUMP_TEXTURESPACE) || found_deriv_map ) {
ImBuf *ibuf= BKE_image_get_ibuf(tex->ima, &tex->iuser);
ima_x= 512.0f; ima_y= 512.f; // prevent calling textureSize, glsl 1.3 only
if(ibuf) {
ima_x= ibuf->x;
ima_y= ibuf->y;
aspect = ((float) ima_y) / ima_x;
}
}
if(found_deriv_map) {
@ -1703,6 +1713,7 @@ GPUShaderExport *GPU_shader_export(struct Scene *scene, struct Material *ma)
{ GPU_OBJECT_MATRIX, GPU_DYNAMIC_OBJECT_MAT, GPU_DATA_16F },
{ GPU_INVERSE_OBJECT_MATRIX, GPU_DYNAMIC_OBJECT_IMAT, GPU_DATA_16F },
{ GPU_OBCOLOR, GPU_DYNAMIC_OBJECT_COLOR, GPU_DATA_4F },
{ GPU_AUTO_BUMPSCALE, GPU_DYNAMIC_OBJECT_AUTOBUMPSCALE, GPU_DATA_1F },
{ 0 }
};

@ -87,6 +87,7 @@ PyInit_gpu(void)
PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_OBJECT_VIEWIMAT);
PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_OBJECT_IMAT);
PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_OBJECT_COLOR);
PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_OBJECT_AUTOBUMPSCALE);
PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_LAMP_DYNVEC);
PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_LAMP_DYNCO);
PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_LAMP_DYNIMAT);

@ -1932,11 +1932,13 @@ static int ntap_bump_compute(NTapBump *ntap_bump, ShadeInput *shi, MTex *mtex, T
float *nvec = texres->nor;
texres->nor = NULL;
if( mtex->texflag & MTEX_BUMP_TEXTURESPACE ) {
if(tex->ima)
Hscale *= 13.0f; // appears to be a sensible default value
} else
Hscale *= 0.1f; // factor 0.1 proved to look like the previous bump code
if(found_deriv_map==0) {
if( mtex->texflag & MTEX_BUMP_TEXTURESPACE ) {
if(tex->ima)
Hscale *= 13.0f; // appears to be a sensible default value
} else
Hscale *= 0.1f; // factor 0.1 proved to look like the previous bump code
}
if( !ntap_bump->init_done ) {
copy_v3_v3(ntap_bump->vNacc, shi->vn);
@ -1958,15 +1960,18 @@ static int ntap_bump_compute(NTapBump *ntap_bump, ShadeInput *shi, MTex *mtex, T
}
if(found_deriv_map) {
float dBdu, dBdv;
float dBdu, dBdv, auto_bump;
float s = 1; // negate this if flipped texture coordinate
texco_mapping(shi, tex, mtex, co, dx, dy, texvec, dxt, dyt);
rgbnor = multitex_mtex(shi, mtex, texvec, dxt, dyt, texres);
auto_bump = shi->obr->ob->derivedFinal->auto_bump_scale;
auto_bump /= sqrtf((float) (dimx*dimy));
// this variant using a derivative map is described here
// http://mmikkelsen3d.blogspot.com/2011/07/derivative-maps.html
dBdu = Hscale*dimx*(2*texres->tr-1);
dBdv = Hscale*dimy*(2*texres->tg-1);
dBdu = auto_bump*Hscale*dimx*(2*texres->tr-1);
dBdv = auto_bump*Hscale*dimy*(2*texres->tg-1);
dHdx = dBdu*dxt[0] + s * dBdv*dxt[1];
dHdy = dBdu*dyt[0] + s * dBdv*dyt[1];

@ -8,6 +8,7 @@
#include "BKE_global.h"
#include "BKE_main.h"
#include "BKE_DerivedMesh.h"
#include "BL_BlenderShader.h"
#include "BL_Material.h"
@ -146,7 +147,7 @@ void BL_BlenderShader::Update(const RAS_MeshSlot & ms, RAS_IRasterizer* rasty )
else
obcol[0]= obcol[1]= obcol[2]= obcol[3]= 1.0f;
GPU_material_bind_uniforms(gpumat, obmat, viewmat, viewinvmat, obcol);
GPU_material_bind_uniforms(gpumat, obmat, viewmat, viewinvmat, obcol, ms.m_pDerivedMesh->auto_bump_scale);
mAlphaBlend = GPU_material_alpha_blend(gpumat, obcol);
}