made the quad split-direction options force splitting since planer quads with UV distortion would get very different results depending on the split direction.

This commit is contained in:
Campbell Barton 2008-06-07 22:44:18 +00:00
parent 12461cde17
commit a2192ffa09

@ -3935,7 +3935,58 @@ static void set_fullsample_flag(Render *re, ObjectRen *obr)
}
}
static void check_non_flat_quads(ObjectRen *obr, int quad_flip)
/* split quads for pradictable baking
* dir 1 == (0,1,2) (0,2,3), 2 == (1,3,0) (1,2,3)
*/
static void split_quads(ObjectRen *obr, int dir)
{
VlakRen *vlr, *vlr1;
int a;
for(a=obr->totvlak-1; a>=0; a--) {
vlr= RE_findOrAddVlak(obr, a);
/* test if rendering as a quad or triangle, skip wire */
if(vlr->v4 && (vlr->flag & R_STRAND)==0 && (vlr->mat->mode & MA_WIRE)==0) {
if(vlr->v4) {
vlr1= RE_vlakren_copy(obr, vlr);
vlr1->flag |= R_FACE_SPLIT;
if( dir==2 ) vlr->flag |= R_DIVIDE_24;
else vlr->flag &= ~R_DIVIDE_24;
/* new vertex pointers */
if (vlr->flag & R_DIVIDE_24) {
vlr1->v1= vlr->v2;
vlr1->v2= vlr->v3;
vlr1->v3= vlr->v4;
vlr->v3 = vlr->v4;
vlr1->flag |= R_DIVIDE_24;
}
else {
vlr1->v1= vlr->v1;
vlr1->v2= vlr->v3;
vlr1->v3= vlr->v4;
vlr1->flag &= ~R_DIVIDE_24;
}
vlr->v4 = vlr1->v4 = NULL;
/* new normals */
CalcNormFloat(vlr->v3->co, vlr->v2->co, vlr->v1->co, vlr->n);
CalcNormFloat(vlr1->v3->co, vlr1->v2->co, vlr1->v1->co, vlr1->n);
}
/* clear the flag when not divided */
else vlr->flag &= ~R_DIVIDE_24;
}
}
}
static void check_non_flat_quads(ObjectRen *obr)
{
VlakRen *vlr, *vlr1;
VertRen *v1, *v2, *v3, *v4;
@ -4003,7 +4054,6 @@ static void check_non_flat_quads(ObjectRen *obr, int quad_flip)
vlr1= RE_vlakren_copy(obr, vlr);
vlr1->flag |= R_FACE_SPLIT;
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];
@ -4013,11 +4063,6 @@ static void check_non_flat_quads(ObjectRen *obr, int quad_flip)
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) {
@ -4072,11 +4117,11 @@ static void finalize_render_object(Render *re, ObjectRen *obr, int timeoffset)
if((re->r.mode & R_RAYTRACE) && (re->r.mode & R_SHADOW))
set_phong_threshold(obr);
if (re->flag & R_BAKING) {
if (re->flag & R_BAKING && re->r.bake_quad_split != 0) {
/* Baking lets us define a quad split order */
check_non_flat_quads(obr, re->r.bake_quad_split);
split_quads(obr, re->r.bake_quad_split);
} else {
check_non_flat_quads(obr, 0);
check_non_flat_quads(obr);
}
set_fullsample_flag(re, obr);