diff --git a/source/blender/blenkernel/BKE_depsgraph.h b/source/blender/blenkernel/BKE_depsgraph.h index cf7e4b24288..49dc1bfd732 100644 --- a/source/blender/blenkernel/BKE_depsgraph.h +++ b/source/blender/blenkernel/BKE_depsgraph.h @@ -36,13 +36,14 @@ extern "C" { // #define DEPS_DEBUG -struct ID; -struct Main; -struct Scene; -struct DagNodeQueue; struct DagForest; struct DagNode; +struct DagNodeQueue; struct GHash; +struct ID; +struct Main; +struct Object; +struct Scene; /* **** DAG relation types *** */ diff --git a/source/blender/render/CMakeLists.txt b/source/blender/render/CMakeLists.txt index 7deecb9af9a..eb81e7f2049 100644 --- a/source/blender/render/CMakeLists.txt +++ b/source/blender/render/CMakeLists.txt @@ -54,6 +54,7 @@ set(SRC intern/raytrace/rayobject_qbvh.cpp intern/raytrace/rayobject_rtbuild.cpp intern/raytrace/rayobject_vbvh.cpp + intern/source/bake.c intern/source/convertblender.c intern/source/envmap.c intern/source/external_engine.c diff --git a/source/blender/render/intern/source/bake.c b/source/blender/render/intern/source/bake.c new file mode 100644 index 00000000000..41ee4a46e40 --- /dev/null +++ b/source/blender/render/intern/source/bake.c @@ -0,0 +1,1114 @@ +/* + * ***** BEGIN GPL LICENSE BLOCK ***** + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software Foundation, + * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + * + * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. + * All rights reserved. + * + * Contributors: 2004/2005/2006 Blender Foundation, full recode + * Contributors: Vertex color baking, Copyright 2011 AutoCRC + * + * ***** END GPL LICENSE BLOCK ***** + */ + +/** \file blender/render/intern/source/bake.c + * \ingroup render + */ + + +/* system includes */ +#include +#include + +/* External modules: */ +#include "MEM_guardedalloc.h" + +#include "BLI_math.h" +#include "BLI_blenlib.h" +#include "BLI_threads.h" +#include "BLI_utildefines.h" + +#include "DNA_image_types.h" +#include "DNA_material_types.h" +#include "DNA_mesh_types.h" +#include "DNA_meshdata_types.h" + +#include "BKE_customdata.h" +#include "BKE_depsgraph.h" +#include "BKE_global.h" +#include "BKE_image.h" +#include "BKE_main.h" +#include "BKE_node.h" +#include "BKE_scene.h" + +#include "IMB_imbuf_types.h" +#include "IMB_imbuf.h" +#include "IMB_colormanagement.h" + +/* local include */ +#include "rayintersection.h" +#include "rayobject.h" +#include "render_types.h" +#include "renderdatabase.h" +#include "shading.h" +#include "zbuf.h" + +#include "PIL_time.h" + +/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */ +/* defined in pipeline.c, is hardcopy of active dynamic allocated Render */ +/* only to be used here in this file, it's for speed */ +extern struct Render R; +/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */ + + +/* ************************* bake ************************ */ + + +typedef struct BakeShade { + ShadeSample ssamp; + ObjectInstanceRen *obi; + VlakRen *vlr; + + ZSpan *zspan; + Image *ima; + ImBuf *ibuf; + + int rectx, recty, quad, type, vdone, ready; + + float dir[3]; + Object *actob; + + /* Output: vertex color or image data. If vcol is not NULL, rect and + * rect_float should be NULL. */ + MPoly *mpoly; + MLoop *mloop; + MLoopCol *vcol; + + unsigned int *rect; + float *rect_float; + + /* displacement buffer used for normalization with unknown maximal distance */ + int use_displacement_buffer; + float *displacement_buffer; + float displacement_min, displacement_max; + + int use_mask; + char *rect_mask; /* bake pixel mask */ + + float dxco[3], dyco[3]; + + short *do_update; + + struct ColorSpace *rect_colorspace; +} BakeShade; + +static void bake_set_shade_input(ObjectInstanceRen *obi, VlakRen *vlr, ShadeInput *shi, int quad, int UNUSED(isect), int x, int y, float u, float v) +{ + if (quad) + shade_input_set_triangle_i(shi, obi, vlr, 0, 2, 3); + else + shade_input_set_triangle_i(shi, obi, vlr, 0, 1, 2); + + /* cache for shadow */ + shi->samplenr= R.shadowsamplenr[shi->thread]++; + + shi->mask= 0xFFFF; /* all samples */ + + shi->u= -u; + shi->v= -v; + shi->xs= x; + shi->ys= y; + + shade_input_set_uv(shi); + shade_input_set_normals(shi); + + /* no normal flip */ + if (shi->flippednor) + shade_input_flip_normals(shi); + + /* set up view vector to look right at the surface (note that the normal + * is negated in the renderer so it does not need to be done here) */ + shi->view[0]= shi->vn[0]; + shi->view[1]= shi->vn[1]; + shi->view[2]= shi->vn[2]; +} + +static void bake_shade(void *handle, Object *ob, ShadeInput *shi, int UNUSED(quad), int x, int y, float UNUSED(u), float UNUSED(v), float *tvn, float *ttang) +{ + BakeShade *bs= handle; + ShadeSample *ssamp= &bs->ssamp; + ShadeResult shr; + VlakRen *vlr= shi->vlr; + + shade_input_init_material(shi); + + if (bs->type==RE_BAKE_AO) { + ambient_occlusion(shi); + + if (R.r.bake_flag & R_BAKE_NORMALIZE) { + copy_v3_v3(shr.combined, shi->ao); + } + else { + zero_v3(shr.combined); + environment_lighting_apply(shi, &shr); + } + } + else { + if (bs->type==RE_BAKE_SHADOW) /* Why do shadows set the color anyhow?, ignore material color for baking */ + shi->r = shi->g = shi->b = 1.0f; + + shade_input_set_shade_texco(shi); + + /* only do AO for a full bake (and obviously AO bakes) + * AO for light bakes is a leftover and might not be needed */ + if ( ELEM3(bs->type, RE_BAKE_ALL, RE_BAKE_AO, RE_BAKE_LIGHT)) + shade_samples_do_AO(ssamp); + + if (shi->mat->nodetree && shi->mat->use_nodes) { + ntreeShaderExecTree(shi->mat->nodetree, shi, &shr); + shi->mat= vlr->mat; /* shi->mat is being set in nodetree */ + } + else + shade_material_loop(shi, &shr); + + if (bs->type==RE_BAKE_NORMALS) { + float nor[3]; + + copy_v3_v3(nor, shi->vn); + + if (R.r.bake_normal_space == R_BAKE_SPACE_CAMERA) { + /* pass */ + } + else if (R.r.bake_normal_space == R_BAKE_SPACE_TANGENT) { + float mat[3][3], imat[3][3]; + + /* bitangent */ + if (tvn && ttang) { + copy_v3_v3(mat[0], ttang); + cross_v3_v3v3(mat[1], tvn, ttang); + mul_v3_fl(mat[1], ttang[3]); + copy_v3_v3(mat[2], tvn); + } + else { + copy_v3_v3(mat[0], shi->nmaptang); + cross_v3_v3v3(mat[1], shi->nmapnorm, shi->nmaptang); + mul_v3_fl(mat[1], shi->nmaptang[3]); + copy_v3_v3(mat[2], shi->nmapnorm); + } + + invert_m3_m3(imat, mat); + mul_m3_v3(imat, nor); + } + else if (R.r.bake_normal_space == R_BAKE_SPACE_OBJECT) + mul_mat3_m4_v3(ob->imat_ren, nor); /* ob->imat_ren includes viewinv! */ + else if (R.r.bake_normal_space == R_BAKE_SPACE_WORLD) + mul_mat3_m4_v3(R.viewinv, nor); + + normalize_v3(nor); /* in case object has scaling */ + + /* The invert of the red channel is to make + * the normal map compliant with the outside world. + * It needs to be done because in Blender + * the normal used in the renderer points inward. It is generated + * this way in calc_vertexnormals(). Should this ever change + * this negate must be removed. */ + shr.combined[0]= (-nor[0])/2.0f + 0.5f; + shr.combined[1]= nor[1]/2.0f + 0.5f; + shr.combined[2]= nor[2]/2.0f + 0.5f; + } + else if (bs->type==RE_BAKE_TEXTURE) { + shr.combined[0]= shi->r; + shr.combined[1]= shi->g; + shr.combined[2]= shi->b; + shr.alpha = shi->alpha; + } + else if (bs->type==RE_BAKE_SHADOW) { + copy_v3_v3(shr.combined, shr.shad); + shr.alpha = shi->alpha; + } + else if (bs->type==RE_BAKE_SPEC_COLOR) { + shr.combined[0]= shi->specr; + shr.combined[1]= shi->specg; + shr.combined[2]= shi->specb; + shr.alpha = 1.0f; + } + else if (bs->type==RE_BAKE_SPEC_INTENSITY) { + shr.combined[0]= + shr.combined[1]= + shr.combined[2]= shi->spec; + shr.alpha = 1.0f; + } + else if (bs->type==RE_BAKE_MIRROR_COLOR) { + shr.combined[0]= shi->mirr; + shr.combined[1]= shi->mirg; + shr.combined[2]= shi->mirb; + shr.alpha = 1.0f; + } + else if (bs->type==RE_BAKE_MIRROR_INTENSITY) { + shr.combined[0]= + shr.combined[1]= + shr.combined[2]= shi->ray_mirror; + shr.alpha = 1.0f; + } + else if (bs->type==RE_BAKE_ALPHA) { + shr.combined[0]= + shr.combined[1]= + shr.combined[2]= shi->alpha; + shr.alpha = 1.0f; + } + else if (bs->type==RE_BAKE_EMIT) { + shr.combined[0]= + shr.combined[1]= + shr.combined[2]= shi->emit; + shr.alpha = 1.0f; + } + } + + if (bs->rect_float && !bs->vcol) { + float *col= bs->rect_float + 4*(bs->rectx*y + x); + copy_v3_v3(col, shr.combined); + if (bs->type==RE_BAKE_ALL || bs->type==RE_BAKE_TEXTURE) { + col[3]= shr.alpha; + } + else { + col[3]= 1.0; + } + } + else { + /* Target is char (LDR). */ + unsigned char col[4]; + + if (ELEM(bs->type, RE_BAKE_ALL, RE_BAKE_TEXTURE)) { + float rgb[3]; + + copy_v3_v3(rgb, shr.combined); + if (R.scene_color_manage) { + /* Vertex colors have no way to specify color space, so they + * default to sRGB. */ + if (!bs->vcol) + IMB_colormanagement_scene_linear_to_colorspace_v3(rgb, bs->rect_colorspace); + else + linearrgb_to_srgb_v3_v3(rgb, rgb); + } + rgb_float_to_uchar(col, rgb); + } + else { + rgb_float_to_uchar(col, shr.combined); + } + + if (ELEM(bs->type, RE_BAKE_ALL, RE_BAKE_TEXTURE)) { + col[3]= FTOCHAR(shr.alpha); + } + else { + col[3]= 255; + } + + if (bs->vcol) { + /* Vertex color baking. Vcol has no useful alpha channel (it exists + * but is used only for vertex painting). */ + bs->vcol->r = col[0]; + bs->vcol->g = col[1]; + bs->vcol->b = col[2]; + } + else { + unsigned char *imcol= (unsigned char *)(bs->rect + bs->rectx*y + x); + copy_v4_v4_char((char *)imcol, (char *)col); + } + + } + + if (bs->rect_mask) { + bs->rect_mask[bs->rectx*y + x] = FILTER_MASK_USED; + } +} + +static void bake_displacement(void *handle, ShadeInput *UNUSED(shi), float dist, int x, int y) +{ + BakeShade *bs= handle; + float disp; + + if (R.r.bake_flag & R_BAKE_NORMALIZE) { + if (R.r.bake_maxdist) + disp = (dist+R.r.bake_maxdist) / (R.r.bake_maxdist*2); /* alter the range from [-bake_maxdist, bake_maxdist] to [0, 1]*/ + else + disp = dist; + } + else { + disp = 0.5f + dist; /* alter the range from [-0.5,0.5] to [0,1]*/ + } + + if (bs->displacement_buffer) { + float *displacement = bs->displacement_buffer + (bs->rectx * y + x); + *displacement = disp; + bs->displacement_min = min_ff(bs->displacement_min, disp); + bs->displacement_max = max_ff(bs->displacement_max, disp); + } + + if (bs->rect_float && !bs->vcol) { + float *col= bs->rect_float + 4*(bs->rectx*y + x); + col[0] = col[1] = col[2] = disp; + col[3]= 1.0f; + } + else { + /* Target is char (LDR). */ + unsigned char col[4]; + col[0] = col[1] = col[2] = FTOCHAR(disp); + col[3] = 255; + + if(bs->vcol) { + /* Vertex color baking. Vcol has no useful alpha channel (it exists + * but is used only for vertex painting). */ + bs->vcol->r = col[0]; + bs->vcol->g = col[1]; + bs->vcol->b = col[2]; + } + else { + char *imcol= (char *)(bs->rect + bs->rectx*y + x); + copy_v4_v4_char((char *)imcol, (char *)col); + } + } + if (bs->rect_mask) { + bs->rect_mask[bs->rectx*y + x] = FILTER_MASK_USED; + } +} + +static int bake_intersect_tree(RayObject* raytree, Isect* isect, float *start, float *dir, float sign, float *hitco, float *dist) +{ + float maxdist; + int hit; + + /* might be useful to make a user setting for maxsize*/ + if (R.r.bake_maxdist > 0.0f) + maxdist= R.r.bake_maxdist; + else + maxdist= RE_RAYTRACE_MAXDIST + R.r.bake_biasdist; + + /* 'dir' is always normalized */ + madd_v3_v3v3fl(isect->start, start, dir, -R.r.bake_biasdist); + + mul_v3_v3fl(isect->dir, dir, sign); + + isect->dist = maxdist; + + hit = RE_rayobject_raycast(raytree, isect); + if (hit) { + madd_v3_v3v3fl(hitco, isect->start, isect->dir, isect->dist); + + *dist= isect->dist; + } + + return hit; +} + +static void bake_set_vlr_dxyco(BakeShade *bs, float *uv1, float *uv2, float *uv3) +{ + VlakRen *vlr= bs->vlr; + float A, d1, d2, d3, *v1, *v2, *v3; + + if (bs->quad) { + v1= vlr->v1->co; + v2= vlr->v3->co; + v3= vlr->v4->co; + } + else { + v1= vlr->v1->co; + v2= vlr->v2->co; + v3= vlr->v3->co; + } + + /* formula derived from barycentric coordinates: + * (uvArea1*v1 + uvArea2*v2 + uvArea3*v3)/uvArea + * then taking u and v partial derivatives to get dxco and dyco */ + A= (uv2[0] - uv1[0])*(uv3[1] - uv1[1]) - (uv3[0] - uv1[0])*(uv2[1] - uv1[1]); + + if (fabsf(A) > FLT_EPSILON) { + A= 0.5f/A; + + d1= uv2[1] - uv3[1]; + d2= uv3[1] - uv1[1]; + d3= uv1[1] - uv2[1]; + bs->dxco[0]= (v1[0]*d1 + v2[0]*d2 + v3[0]*d3)*A; + bs->dxco[1]= (v1[1]*d1 + v2[1]*d2 + v3[1]*d3)*A; + bs->dxco[2]= (v1[2]*d1 + v2[2]*d2 + v3[2]*d3)*A; + + d1= uv3[0] - uv2[0]; + d2= uv1[0] - uv3[0]; + d3= uv2[0] - uv1[0]; + bs->dyco[0]= (v1[0]*d1 + v2[0]*d2 + v3[0]*d3)*A; + bs->dyco[1]= (v1[1]*d1 + v2[1]*d2 + v3[1]*d3)*A; + bs->dyco[2]= (v1[2]*d1 + v2[2]*d2 + v3[2]*d3)*A; + } + else { + bs->dxco[0]= bs->dxco[1]= bs->dxco[2]= 0.0f; + bs->dyco[0]= bs->dyco[1]= bs->dyco[2]= 0.0f; + } + + if (bs->obi->flag & R_TRANSFORMED) { + mul_m3_v3(bs->obi->nmat, bs->dxco); + mul_m3_v3(bs->obi->nmat, bs->dyco); + } +} + +static void do_bake_shade(void *handle, int x, int y, float u, float v) +{ + BakeShade *bs= handle; + VlakRen *vlr= bs->vlr; + ObjectInstanceRen *obi= bs->obi; + Object *ob= obi->obr->ob; + float l, *v1, *v2, *v3, tvn[3], ttang[4]; + int quad; + ShadeSample *ssamp= &bs->ssamp; + ShadeInput *shi= ssamp->shi; + + /* fast threadsafe break test */ + if (R.test_break(R.tbh)) + return; + + /* setup render coordinates */ + if (bs->quad) { + v1= vlr->v1->co; + v2= vlr->v3->co; + v3= vlr->v4->co; + } + else { + v1= vlr->v1->co; + v2= vlr->v2->co; + v3= vlr->v3->co; + } + + l= 1.0f-u-v; + + /* shrink barycentric coordinates inwards slightly to avoid some issues + * where baking selected to active might just miss the other face at the + * near the edge of a face */ + if (bs->actob) { + const float eps = 1.0f - 1e-4f; + float invsum; + + u = (u - 0.5f)*eps + 0.5f; + v = (v - 0.5f)*eps + 0.5f; + l = (l - 0.5f)*eps + 0.5f; + + invsum = 1.0f/(u + v + l); + + u *= invsum; + v *= invsum; + l *= invsum; + } + + /* renderco */ + shi->co[0]= l*v3[0]+u*v1[0]+v*v2[0]; + shi->co[1]= l*v3[1]+u*v1[1]+v*v2[1]; + shi->co[2]= l*v3[2]+u*v1[2]+v*v2[2]; + + /* avoid self shadow with vertex bake from adjacent faces [#33729] */ + if ((bs->vcol != NULL) && (bs->actob == NULL)) { + madd_v3_v3fl(shi->co, vlr->n, 0.0001f); + } + + if (obi->flag & R_TRANSFORMED) + mul_m4_v3(obi->mat, shi->co); + + copy_v3_v3(shi->dxco, bs->dxco); + copy_v3_v3(shi->dyco, bs->dyco); + + quad= bs->quad; + bake_set_shade_input(obi, vlr, shi, quad, 0, x, y, u, v); + + if (bs->type==RE_BAKE_NORMALS && R.r.bake_normal_space==R_BAKE_SPACE_TANGENT) { + shade_input_set_shade_texco(shi); + copy_v3_v3(tvn, shi->nmapnorm); + copy_v4_v4(ttang, shi->nmaptang); + } + + /* if we are doing selected to active baking, find point on other face */ + if (bs->actob) { + Isect isec, minisec; + float co[3], minco[3], dist, mindist=0.0f; + int hit, sign, dir=1; + + /* intersect with ray going forward and backward*/ + hit= 0; + memset(&minisec, 0, sizeof(minisec)); + minco[0]= minco[1]= minco[2]= 0.0f; + + copy_v3_v3(bs->dir, shi->vn); + + for (sign=-1; sign<=1; sign+=2) { + memset(&isec, 0, sizeof(isec)); + isec.mode= RE_RAY_MIRROR; + + isec.orig.ob = obi; + isec.orig.face = vlr; + isec.userdata= bs->actob; + isec.check = RE_CHECK_VLR_BAKE; + isec.skip = RE_SKIP_VLR_NEIGHBOUR; + + if (bake_intersect_tree(R.raytree, &isec, shi->co, shi->vn, sign, co, &dist)) { + if (!hit || len_squared_v3v3(shi->co, co) < len_squared_v3v3(shi->co, minco)) { + minisec= isec; + mindist= dist; + copy_v3_v3(minco, co); + hit= 1; + dir = sign; + } + } + } + + if (bs->type==RE_BAKE_DISPLACEMENT) { + if (hit) + bake_displacement(handle, shi, (dir==-1)? mindist:-mindist, x, y); + else + bake_displacement(handle, shi, 0.0f, x, y); + return; + } + + /* if hit, we shade from the new point, otherwise from point one starting face */ + if (hit) { + obi = (ObjectInstanceRen *)minisec.hit.ob; + vlr = (VlakRen *)minisec.hit.face; + quad= (minisec.isect == 2); + copy_v3_v3(shi->co, minco); + + u= -minisec.u; + v= -minisec.v; + bake_set_shade_input(obi, vlr, shi, quad, 1, x, y, u, v); + } + } + + if (bs->type==RE_BAKE_NORMALS && R.r.bake_normal_space==R_BAKE_SPACE_TANGENT) + bake_shade(handle, ob, shi, quad, x, y, u, v, tvn, ttang); + else + bake_shade(handle, ob, shi, quad, x, y, u, v, 0, 0); +} + +static int get_next_bake_face(BakeShade *bs) +{ + ObjectRen *obr; + VlakRen *vlr; + MTFace *tface; + static int v= 0, vdone = FALSE; + static ObjectInstanceRen *obi= NULL; + + if (bs==NULL) { + vlr= NULL; + v= vdone = FALSE; + obi= R.instancetable.first; + return 0; + } + + BLI_lock_thread(LOCK_CUSTOM1); + + for (; obi; obi=obi->next, v=0) { + obr= obi->obr; + + for (; vtotvlak; v++) { + vlr= RE_findOrAddVlak(obr, v); + + if ((bs->actob && bs->actob == obr->ob) || (!bs->actob && (obr->ob->flag & SELECT))) { + if(R.r.bake_flag & R_BAKE_VCOL) { + /* Gather face data for vertex color bake */ + Mesh *me; + int *origindex, vcollayer; + CustomDataLayer *cdl; + + if(obr->ob->type != OB_MESH) + continue; + me = obr->ob->data; + + origindex = RE_vlakren_get_origindex(obr, vlr, 0); + if(origindex == NULL) + continue; + if (*origindex >= me->totpoly) { + /* Small hack for Array modifier, which gives false + original indices - z0r */ + continue; + } +#if 0 + /* Only shade selected faces. */ + if((me->mface[*origindex].flag & ME_FACE_SEL) == 0) + continue; +#endif + + vcollayer = CustomData_get_render_layer_index(&me->ldata, CD_MLOOPCOL); + if(vcollayer == -1) + continue; + + cdl = &me->ldata.layers[vcollayer]; + bs->mpoly = me->mpoly + *origindex; + bs->vcol = ((MLoopCol*)cdl->data) + bs->mpoly->loopstart; + bs->mloop = me->mloop + bs->mpoly->loopstart; + + /* Tag mesh for reevaluation. */ + DAG_id_tag_update(&me->id, 0); + } + else { + Image *ima = NULL; + ImBuf *ibuf = NULL; + const float vec_alpha[4]= {0.0f, 0.0f, 0.0f, 0.0f}; + const float vec_solid[4]= {0.0f, 0.0f, 0.0f, 1.0f}; + + tface= RE_vlakren_get_tface(obr, vlr, obr->bakemtface, NULL, 0); + + if (!tface || !tface->tpage) + continue; + + ima = tface->tpage; + ibuf = BKE_image_acquire_ibuf(ima, NULL, NULL); + + if (ibuf==NULL) + continue; + + if (ibuf->rect==NULL && ibuf->rect_float==NULL) { + BKE_image_release_ibuf(ima, ibuf, NULL); + continue; + } + + if (ibuf->rect_float && !(ibuf->channels==0 || ibuf->channels==4)) { + BKE_image_release_ibuf(ima, ibuf, NULL); + continue; + } + + if (ima->flag & IMA_USED_FOR_RENDER) { + ima->id.flag &= ~LIB_DOIT; + BKE_image_release_ibuf(ima, ibuf, NULL); + continue; + } + + /* find the image for the first time? */ + if (ima->id.flag & LIB_DOIT) { + ima->id.flag &= ~LIB_DOIT; + + /* we either fill in float or char, this ensures things go fine */ + if (ibuf->rect_float) + imb_freerectImBuf(ibuf); + /* clear image */ + if (R.r.bake_flag & R_BAKE_CLEAR) + IMB_rectfill(ibuf, (ibuf->planes == R_IMF_PLANES_RGBA) ? vec_alpha : vec_solid); + + /* might be read by UI to set active image for display */ + R.bakebuf= ima; + } + + /* Tag image for redraw. */ + ibuf->userflags |= IB_DISPLAY_BUFFER_INVALID; + BKE_image_release_ibuf(ima, ibuf, NULL); + } + + bs->obi = obi; + bs->vlr = vlr; + bs->vdone++; /* only for error message if nothing was rendered */ + v++; + BLI_unlock_thread(LOCK_CUSTOM1); + return 1; + } + } + } + + BLI_unlock_thread(LOCK_CUSTOM1); + return 0; +} + +static void bake_single_vertex(BakeShade *bs, VertRen *vert, float u, float v) +{ + int *origindex, i; + MLoopCol *basevcol; + MLoop *mloop; + + origindex = RE_vertren_get_origindex(bs->obi->obr, vert, 0); + if (!origindex || *origindex == ORIGINDEX_NONE) + return; + + /* Search for matching vertex index and apply shading. */ + for (i = 0; i < bs->mpoly->totloop; i++) { + mloop = bs->mloop + i; + if (mloop->v != *origindex) + continue; + basevcol = bs->vcol; + bs->vcol = basevcol + i; + do_bake_shade(bs, 0, 0, u, v); + bs->vcol = basevcol; + break; + } +} + +/* Bake all vertices of a face. Actually, this still works on a face-by-face + basis, and each vertex on each face is shaded. Vertex colors are a property + of loops, not vertices. */ +static void shade_verts(BakeShade *bs) +{ + VlakRen *vlr = bs->vlr; + + /* Disable baking to image; write to vcol instead. vcol pointer is set in + * bake_single_vertex. */ + bs->ima = NULL; + bs->rect = NULL; + bs->rect_float = NULL; + bs->displacement_buffer = NULL; + bs->displacement_min = FLT_MAX; + bs->displacement_max = -FLT_MAX; + + bs->quad = 0; + + /* No anti-aliasing for vertices. */ + zero_v3(bs->dxco); + zero_v3(bs->dyco); + + /* Shade each vertex of the face. u and v are barycentric coordinates; since + we're only interested in vertices, these will be 0 or 1. */ + if ((vlr->flag & R_FACE_SPLIT) == 0) { + /* Processing triangle face, whole quad, or first half of split quad. */ + + bake_single_vertex(bs, bs->vlr->v1, 1.0f, 0.0f); + bake_single_vertex(bs, bs->vlr->v2, 0.0f, 1.0f); + bake_single_vertex(bs, bs->vlr->v3, 0.0f, 0.0f); + + if (vlr->v4) { + bs->quad = 1; + bake_single_vertex(bs, bs->vlr->v4, 0.0f, 0.0f); + } + } + else { + /* Processing second half of split quad. Only one vertex to go. */ + if (vlr->flag & R_DIVIDE_24) { + bake_single_vertex(bs, bs->vlr->v2, 0.0f, 1.0f); + } + else { + bake_single_vertex(bs, bs->vlr->v3, 0.0f, 0.0f); + } + } +} + +/* already have tested for tface and ima and zspan */ +static void shade_tface(BakeShade *bs) +{ + VlakRen *vlr= bs->vlr; + ObjectInstanceRen *obi= bs->obi; + ObjectRen *obr= obi->obr; + MTFace *tface= RE_vlakren_get_tface(obr, vlr, obr->bakemtface, NULL, 0); + Image *ima= tface->tpage; + float vec[4][2]; + int a, i1, i2, i3; + + /* check valid zspan */ + if (ima!=bs->ima) { + BKE_image_release_ibuf(bs->ima, bs->ibuf, NULL); + + bs->ima= ima; + bs->ibuf= BKE_image_acquire_ibuf(ima, NULL, NULL); + /* note, these calls only free/fill contents of zspan struct, not zspan itself */ + zbuf_free_span(bs->zspan); + zbuf_alloc_span(bs->zspan, bs->ibuf->x, bs->ibuf->y, R.clipcrop); + } + + bs->rectx= bs->ibuf->x; + bs->recty= bs->ibuf->y; + bs->rect= bs->ibuf->rect; + bs->rect_colorspace= bs->ibuf->rect_colorspace; + bs->rect_float= bs->ibuf->rect_float; + bs->vcol = NULL; + bs->quad= 0; + bs->rect_mask = NULL; + bs->displacement_buffer = NULL; + + if (bs->use_mask || bs->use_displacement_buffer) { + BakeImBufuserData *userdata = bs->ibuf->userdata; + if (userdata == NULL) { + BLI_lock_thread(LOCK_CUSTOM1); + userdata = bs->ibuf->userdata; + if (userdata == NULL) /* since the thread was locked, its possible another thread alloced the value */ + userdata = MEM_callocN(sizeof(BakeImBufuserData), "BakeMask"); + + if (bs->use_mask) + userdata->mask_buffer = MEM_callocN(sizeof(char) * bs->rectx * bs->recty, "BakeMask"); + + if (bs->use_displacement_buffer) + userdata->displacement_buffer = MEM_callocN(sizeof(float) * bs->rectx * bs->recty, "BakeDisp"); + + bs->ibuf->userdata = userdata; + + BLI_unlock_thread(LOCK_CUSTOM1); + } + + bs->rect_mask = userdata->mask_buffer; + bs->displacement_buffer = userdata->displacement_buffer; + } + + /* get pixel level vertex coordinates */ + for (a=0; a<4; a++) { + /* Note, workaround for pixel aligned UVs which are common and can screw up our intersection tests + * where a pixel gets in between 2 faces or the middle of a quad, + * camera aligned quads also have this problem but they are less common. + * Add a small offset to the UVs, fixes bug #18685 - Campbell */ + vec[a][0]= tface->uv[a][0]*(float)bs->rectx - (0.5f + 0.001f); + vec[a][1]= tface->uv[a][1]*(float)bs->recty - (0.5f + 0.002f); + } + + /* UV indices have to be corrected for possible quad->tria splits */ + i1= 0; i2= 1; i3= 2; + vlr_set_uv_indices(vlr, &i1, &i2, &i3); + bake_set_vlr_dxyco(bs, vec[i1], vec[i2], vec[i3]); + zspan_scanconvert(bs->zspan, bs, vec[i1], vec[i2], vec[i3], do_bake_shade); + + if (vlr->v4) { + bs->quad= 1; + bake_set_vlr_dxyco(bs, vec[0], vec[2], vec[3]); + zspan_scanconvert(bs->zspan, bs, vec[0], vec[2], vec[3], do_bake_shade); + } +} + +static void *do_bake_thread(void *bs_v) +{ + BakeShade *bs= bs_v; + + while (get_next_bake_face(bs)) { + if (R.r.bake_flag & R_BAKE_VCOL) + shade_verts(bs); + else + shade_tface(bs); + + /* fast threadsafe break test */ + if (R.test_break(R.tbh)) + break; + + /* access is not threadsafe but since its just true/false probably ok + * only used for interactive baking */ + if (bs->do_update) + *bs->do_update= TRUE; + } + bs->ready= 1; + + BKE_image_release_ibuf(bs->ima, bs->ibuf, NULL); + + return NULL; +} + +void RE_bake_ibuf_filter(ImBuf *ibuf, char *mask, const int filter) +{ + /* must check before filtering */ + const short is_new_alpha= (ibuf->planes != R_IMF_PLANES_RGBA) && BKE_imbuf_alpha_test(ibuf); + + /* Margin */ + if (filter) { + IMB_filter_extend(ibuf, mask, filter); + } + + /* if the bake results in new alpha then change the image setting */ + if (is_new_alpha) { + ibuf->planes= R_IMF_PLANES_RGBA; + } + else { + if (filter && ibuf->planes != R_IMF_PLANES_RGBA) { + /* clear alpha added by filtering */ + IMB_rectfill_alpha(ibuf, 1.0f); + } + } +} + +void RE_bake_ibuf_normalize_displacement(ImBuf *ibuf, float *displacement, char *mask, float displacement_min, float displacement_max) +{ + int i; + float *current_displacement = displacement; + char *current_mask = mask; + float max_distance; + + max_distance = max_ff(fabsf(displacement_min), fabsf(displacement_max)); + + for (i = 0; i < ibuf->x * ibuf->y; i++) { + if (*current_mask == FILTER_MASK_USED) { + float normalized_displacement; + + if (max_distance > 1e-5f) + normalized_displacement = (*current_displacement + max_distance) / (max_distance * 2); + else + normalized_displacement = 0.5f; + + 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; + } + + if (ibuf->rect) { + unsigned char *cp = (unsigned char *) (ibuf->rect + i); + cp[0] = cp[1] = cp[2] = FTOCHAR(normalized_displacement); + cp[3] = 255; + } + } + + current_displacement++; + current_mask++; + } +} + +/* using object selection tags, the faces with UV maps get baked */ +/* render should have been setup */ +/* returns 0 if nothing was handled */ +int RE_bake_shade_all_selected(Render *re, int type, Object *actob, short *do_update, float *progress) +{ + BakeShade *handles; + ListBase threads; + Image *ima; + int a, vdone = FALSE, use_mask = FALSE, result = BAKE_RESULT_OK; + int use_displacement_buffer = FALSE; + + re->scene_color_manage = BKE_scene_check_color_management_enabled(re->scene); + + /* initialize render global */ + R= *re; + R.bakebuf= NULL; + + /* initialize static vars */ + get_next_bake_face(NULL); + + /* do we need a mask? */ + if (re->r.bake_filter) + use_mask = TRUE; + + /* do we need buffer to store displacements */ + if (type == RE_BAKE_DISPLACEMENT) { + if ((R.r.bake_flag & R_BAKE_NORMALIZE) && R.r.bake_maxdist == 0.0f) { + use_displacement_buffer = TRUE; + use_mask = TRUE; + } + } + + /* baker uses this flag to detect if image was initialized */ + if ((R.r.bake_flag & R_BAKE_VCOL) == 0) { + for (ima = G.main->image.first; ima; ima = ima->id.next) { + ImBuf *ibuf = BKE_image_acquire_ibuf(ima, NULL, NULL); + ima->id.flag |= LIB_DOIT; + ima->flag &= ~IMA_USED_FOR_RENDER; + if (ibuf) { + ibuf->userdata = NULL; /* use for masking if needed */ + } + BKE_image_release_ibuf(ima, ibuf, NULL); + } + } + + BLI_init_threads(&threads, do_bake_thread, re->r.threads); + + handles= MEM_callocN(sizeof(BakeShade)*re->r.threads, "BakeShade"); + + /* get the threads running */ + for (a=0; ar.threads; a++) { + /* set defaults in handles */ + handles[a].ssamp.shi[0].lay= re->lay; + + if (type==RE_BAKE_SHADOW) { + handles[a].ssamp.shi[0].passflag= SCE_PASS_SHADOW; + } + else { + handles[a].ssamp.shi[0].passflag= SCE_PASS_COMBINED; + } + handles[a].ssamp.shi[0].combinedflag= ~(SCE_PASS_SPEC); + handles[a].ssamp.shi[0].thread= a; + handles[a].ssamp.tot= 1; + + handles[a].type= type; + handles[a].actob= actob; + if (R.r.bake_flag & R_BAKE_VCOL) + handles[a].zspan = NULL; + else + handles[a].zspan = MEM_callocN(sizeof(ZSpan), "zspan for bake"); + + handles[a].use_mask = use_mask; + handles[a].use_displacement_buffer = use_displacement_buffer; + + handles[a].do_update = do_update; /* use to tell the view to update */ + + handles[a].displacement_min = FLT_MAX; + handles[a].displacement_max = -FLT_MAX; + + BLI_insert_thread(&threads, &handles[a]); + } + + /* wait for everything to be done */ + a= 0; + while (a!=re->r.threads) { + PIL_sleep_ms(50); + + /* calculate progress */ + for (vdone = FALSE, a=0; ar.threads; a++) + vdone+= handles[a].vdone; + if (progress) + *progress = (float)(vdone / (float)re->totvlak); + + for (a=0; ar.threads; a++) { + if (handles[a].ready==0) + break; + } + } + + /* filter and refresh images */ + if ((R.r.bake_flag & R_BAKE_VCOL) == 0) { + float displacement_min = FLT_MAX, displacement_max = -FLT_MAX; + + if (use_displacement_buffer) { + for (a = 0; a < re->r.threads; a++) { + displacement_min = min_ff(displacement_min, handles[a].displacement_min); + displacement_max = max_ff(displacement_max, handles[a].displacement_max); + } + } + + for (ima = G.main->image.first; ima; ima = ima->id.next) { + if ((ima->id.flag & LIB_DOIT)==0) { + ImBuf *ibuf = BKE_image_acquire_ibuf(ima, NULL, NULL); + BakeImBufuserData *userdata; + + if (ima->flag & IMA_USED_FOR_RENDER) + result = BAKE_RESULT_FEEDBACK_LOOP; + + if (!ibuf) + continue; + + userdata = (BakeImBufuserData *) ibuf->userdata; + RE_bake_ibuf_filter(ibuf, userdata->mask_buffer, re->r.bake_filter); + + if (use_displacement_buffer) { + RE_bake_ibuf_normalize_displacement(ibuf, userdata->displacement_buffer, userdata->mask_buffer, + displacement_min, displacement_max); + } + + ibuf->userflags |= IB_BITMAPDIRTY; + BKE_image_release_ibuf(ima, ibuf, NULL); + } + } + + /* calculate return value */ + for (a = 0; a < re->r.threads; a++) { + zbuf_free_span(handles[a].zspan); + MEM_freeN(handles[a].zspan); + } + } + + MEM_freeN(handles); + + BLI_end_threads(&threads); + + if (vdone==0) + result= BAKE_RESULT_NO_OBJECTS; + + return result; +} + +struct Image *RE_bake_shade_get_image(void) +{ + return R.bakebuf; +} + diff --git a/source/blender/render/intern/source/rendercore.c b/source/blender/render/intern/source/rendercore.c index c06d55ee808..2d0f575b3e3 100644 --- a/source/blender/render/intern/source/rendercore.c +++ b/source/blender/render/intern/source/rendercore.c @@ -20,7 +20,6 @@ * * Contributors: Hos, Robert Wenzlaff. * Contributors: 2004/2005/2006 Blender Foundation, full recode - * Contributors: Vertex color baking, Copyright 2011 AutoCRC * * ***** END GPL LICENSE BLOCK ***** */ @@ -1991,1039 +1990,3 @@ void add_halo_flare(Render *re) R.r.mode= mode; } -/* ************************* bake ************************ */ - - -typedef struct BakeShade { - ShadeSample ssamp; - ObjectInstanceRen *obi; - VlakRen *vlr; - - ZSpan *zspan; - Image *ima; - ImBuf *ibuf; - - int rectx, recty, quad, type, vdone, ready; - - float dir[3]; - Object *actob; - - /* Output: vertex color or image data. If vcol is not NULL, rect and - * rect_float should be NULL. */ - MPoly *mpoly; - MLoop *mloop; - MLoopCol *vcol; - - unsigned int *rect; - float *rect_float; - - /* displacement buffer used for normalization with unknown maximal distance */ - int use_displacement_buffer; - float *displacement_buffer; - float displacement_min, displacement_max; - - int use_mask; - char *rect_mask; /* bake pixel mask */ - - float dxco[3], dyco[3]; - - short *do_update; - - struct ColorSpace *rect_colorspace; -} BakeShade; - -static void bake_set_shade_input(ObjectInstanceRen *obi, VlakRen *vlr, ShadeInput *shi, int quad, int UNUSED(isect), int x, int y, float u, float v) -{ - if (quad) - shade_input_set_triangle_i(shi, obi, vlr, 0, 2, 3); - else - shade_input_set_triangle_i(shi, obi, vlr, 0, 1, 2); - - /* cache for shadow */ - shi->samplenr= R.shadowsamplenr[shi->thread]++; - - shi->mask= 0xFFFF; /* all samples */ - - shi->u= -u; - shi->v= -v; - shi->xs= x; - shi->ys= y; - - shade_input_set_uv(shi); - shade_input_set_normals(shi); - - /* no normal flip */ - if (shi->flippednor) - shade_input_flip_normals(shi); - - /* set up view vector to look right at the surface (note that the normal - * is negated in the renderer so it does not need to be done here) */ - shi->view[0]= shi->vn[0]; - shi->view[1]= shi->vn[1]; - shi->view[2]= shi->vn[2]; -} - -static void bake_shade(void *handle, Object *ob, ShadeInput *shi, int UNUSED(quad), int x, int y, float UNUSED(u), float UNUSED(v), float *tvn, float *ttang) -{ - BakeShade *bs= handle; - ShadeSample *ssamp= &bs->ssamp; - ShadeResult shr; - VlakRen *vlr= shi->vlr; - - shade_input_init_material(shi); - - if (bs->type==RE_BAKE_AO) { - ambient_occlusion(shi); - - if (R.r.bake_flag & R_BAKE_NORMALIZE) { - copy_v3_v3(shr.combined, shi->ao); - } - else { - zero_v3(shr.combined); - environment_lighting_apply(shi, &shr); - } - } - else { - if (bs->type==RE_BAKE_SHADOW) /* Why do shadows set the color anyhow?, ignore material color for baking */ - shi->r = shi->g = shi->b = 1.0f; - - shade_input_set_shade_texco(shi); - - /* only do AO for a full bake (and obviously AO bakes) - * AO for light bakes is a leftover and might not be needed */ - if ( ELEM3(bs->type, RE_BAKE_ALL, RE_BAKE_AO, RE_BAKE_LIGHT)) - shade_samples_do_AO(ssamp); - - if (shi->mat->nodetree && shi->mat->use_nodes) { - ntreeShaderExecTree(shi->mat->nodetree, shi, &shr); - shi->mat= vlr->mat; /* shi->mat is being set in nodetree */ - } - else - shade_material_loop(shi, &shr); - - if (bs->type==RE_BAKE_NORMALS) { - float nor[3]; - - copy_v3_v3(nor, shi->vn); - - if (R.r.bake_normal_space == R_BAKE_SPACE_CAMERA) { - /* pass */ - } - else if (R.r.bake_normal_space == R_BAKE_SPACE_TANGENT) { - float mat[3][3], imat[3][3]; - - /* bitangent */ - if (tvn && ttang) { - copy_v3_v3(mat[0], ttang); - cross_v3_v3v3(mat[1], tvn, ttang); - mul_v3_fl(mat[1], ttang[3]); - copy_v3_v3(mat[2], tvn); - } - else { - copy_v3_v3(mat[0], shi->nmaptang); - cross_v3_v3v3(mat[1], shi->nmapnorm, shi->nmaptang); - mul_v3_fl(mat[1], shi->nmaptang[3]); - copy_v3_v3(mat[2], shi->nmapnorm); - } - - invert_m3_m3(imat, mat); - mul_m3_v3(imat, nor); - } - else if (R.r.bake_normal_space == R_BAKE_SPACE_OBJECT) - mul_mat3_m4_v3(ob->imat_ren, nor); /* ob->imat_ren includes viewinv! */ - else if (R.r.bake_normal_space == R_BAKE_SPACE_WORLD) - mul_mat3_m4_v3(R.viewinv, nor); - - normalize_v3(nor); /* in case object has scaling */ - - /* The invert of the red channel is to make - * the normal map compliant with the outside world. - * It needs to be done because in Blender - * the normal used in the renderer points inward. It is generated - * this way in calc_vertexnormals(). Should this ever change - * this negate must be removed. */ - shr.combined[0]= (-nor[0])/2.0f + 0.5f; - shr.combined[1]= nor[1]/2.0f + 0.5f; - shr.combined[2]= nor[2]/2.0f + 0.5f; - } - else if (bs->type==RE_BAKE_TEXTURE) { - shr.combined[0]= shi->r; - shr.combined[1]= shi->g; - shr.combined[2]= shi->b; - shr.alpha = shi->alpha; - } - else if (bs->type==RE_BAKE_SHADOW) { - copy_v3_v3(shr.combined, shr.shad); - shr.alpha = shi->alpha; - } - else if (bs->type==RE_BAKE_SPEC_COLOR) { - shr.combined[0]= shi->specr; - shr.combined[1]= shi->specg; - shr.combined[2]= shi->specb; - shr.alpha = 1.0f; - } - else if (bs->type==RE_BAKE_SPEC_INTENSITY) { - shr.combined[0]= - shr.combined[1]= - shr.combined[2]= shi->spec; - shr.alpha = 1.0f; - } - else if (bs->type==RE_BAKE_MIRROR_COLOR) { - shr.combined[0]= shi->mirr; - shr.combined[1]= shi->mirg; - shr.combined[2]= shi->mirb; - shr.alpha = 1.0f; - } - else if (bs->type==RE_BAKE_MIRROR_INTENSITY) { - shr.combined[0]= - shr.combined[1]= - shr.combined[2]= shi->ray_mirror; - shr.alpha = 1.0f; - } - else if (bs->type==RE_BAKE_ALPHA) { - shr.combined[0]= - shr.combined[1]= - shr.combined[2]= shi->alpha; - shr.alpha = 1.0f; - } - else if (bs->type==RE_BAKE_EMIT) { - shr.combined[0]= - shr.combined[1]= - shr.combined[2]= shi->emit; - shr.alpha = 1.0f; - } - } - - if (bs->rect_float && !bs->vcol) { - float *col= bs->rect_float + 4*(bs->rectx*y + x); - copy_v3_v3(col, shr.combined); - if (bs->type==RE_BAKE_ALL || bs->type==RE_BAKE_TEXTURE) { - col[3]= shr.alpha; - } - else { - col[3]= 1.0; - } - } - else { - /* Target is char (LDR). */ - unsigned char col[4]; - - if (ELEM(bs->type, RE_BAKE_ALL, RE_BAKE_TEXTURE)) { - float rgb[3]; - - copy_v3_v3(rgb, shr.combined); - if (R.scene_color_manage) { - /* Vertex colors have no way to specify color space, so they - * default to sRGB. */ - if (!bs->vcol) - IMB_colormanagement_scene_linear_to_colorspace_v3(rgb, bs->rect_colorspace); - else - linearrgb_to_srgb_v3_v3(rgb, rgb); - } - rgb_float_to_uchar(col, rgb); - } - else { - rgb_float_to_uchar(col, shr.combined); - } - - if (ELEM(bs->type, RE_BAKE_ALL, RE_BAKE_TEXTURE)) { - col[3]= FTOCHAR(shr.alpha); - } - else { - col[3]= 255; - } - - if (bs->vcol) { - /* Vertex color baking. Vcol has no useful alpha channel (it exists - * but is used only for vertex painting). */ - bs->vcol->r = col[0]; - bs->vcol->g = col[1]; - bs->vcol->b = col[2]; - } - else { - unsigned char *imcol= (unsigned char *)(bs->rect + bs->rectx*y + x); - copy_v4_v4_char((char *)imcol, (char *)col); - } - - } - - if (bs->rect_mask) { - bs->rect_mask[bs->rectx*y + x] = FILTER_MASK_USED; - } -} - -static void bake_displacement(void *handle, ShadeInput *UNUSED(shi), float dist, int x, int y) -{ - BakeShade *bs= handle; - float disp; - - if (R.r.bake_flag & R_BAKE_NORMALIZE) { - if (R.r.bake_maxdist) - disp = (dist+R.r.bake_maxdist) / (R.r.bake_maxdist*2); /* alter the range from [-bake_maxdist, bake_maxdist] to [0, 1]*/ - else - disp = dist; - } - else { - disp = 0.5f + dist; /* alter the range from [-0.5,0.5] to [0,1]*/ - } - - if (bs->displacement_buffer) { - float *displacement = bs->displacement_buffer + (bs->rectx * y + x); - *displacement = disp; - bs->displacement_min = min_ff(bs->displacement_min, disp); - bs->displacement_max = max_ff(bs->displacement_max, disp); - } - - if (bs->rect_float && !bs->vcol) { - float *col= bs->rect_float + 4*(bs->rectx*y + x); - col[0] = col[1] = col[2] = disp; - col[3]= 1.0f; - } - else { - /* Target is char (LDR). */ - unsigned char col[4]; - col[0] = col[1] = col[2] = FTOCHAR(disp); - col[3] = 255; - - if(bs->vcol) { - /* Vertex color baking. Vcol has no useful alpha channel (it exists - * but is used only for vertex painting). */ - bs->vcol->r = col[0]; - bs->vcol->g = col[1]; - bs->vcol->b = col[2]; - } - else { - char *imcol= (char *)(bs->rect + bs->rectx*y + x); - copy_v4_v4_char((char *)imcol, (char *)col); - } - } - if (bs->rect_mask) { - bs->rect_mask[bs->rectx*y + x] = FILTER_MASK_USED; - } -} - -static int bake_intersect_tree(RayObject* raytree, Isect* isect, float *start, float *dir, float sign, float *hitco, float *dist) -{ - float maxdist; - int hit; - - /* might be useful to make a user setting for maxsize*/ - if (R.r.bake_maxdist > 0.0f) - maxdist= R.r.bake_maxdist; - else - maxdist= RE_RAYTRACE_MAXDIST + R.r.bake_biasdist; - - /* 'dir' is always normalized */ - madd_v3_v3v3fl(isect->start, start, dir, -R.r.bake_biasdist); - - mul_v3_v3fl(isect->dir, dir, sign); - - isect->dist = maxdist; - - hit = RE_rayobject_raycast(raytree, isect); - if (hit) { - madd_v3_v3v3fl(hitco, isect->start, isect->dir, isect->dist); - - *dist= isect->dist; - } - - return hit; -} - -static void bake_set_vlr_dxyco(BakeShade *bs, float *uv1, float *uv2, float *uv3) -{ - VlakRen *vlr= bs->vlr; - float A, d1, d2, d3, *v1, *v2, *v3; - - if (bs->quad) { - v1= vlr->v1->co; - v2= vlr->v3->co; - v3= vlr->v4->co; - } - else { - v1= vlr->v1->co; - v2= vlr->v2->co; - v3= vlr->v3->co; - } - - /* formula derived from barycentric coordinates: - * (uvArea1*v1 + uvArea2*v2 + uvArea3*v3)/uvArea - * then taking u and v partial derivatives to get dxco and dyco */ - A= (uv2[0] - uv1[0])*(uv3[1] - uv1[1]) - (uv3[0] - uv1[0])*(uv2[1] - uv1[1]); - - if (fabsf(A) > FLT_EPSILON) { - A= 0.5f/A; - - d1= uv2[1] - uv3[1]; - d2= uv3[1] - uv1[1]; - d3= uv1[1] - uv2[1]; - bs->dxco[0]= (v1[0]*d1 + v2[0]*d2 + v3[0]*d3)*A; - bs->dxco[1]= (v1[1]*d1 + v2[1]*d2 + v3[1]*d3)*A; - bs->dxco[2]= (v1[2]*d1 + v2[2]*d2 + v3[2]*d3)*A; - - d1= uv3[0] - uv2[0]; - d2= uv1[0] - uv3[0]; - d3= uv2[0] - uv1[0]; - bs->dyco[0]= (v1[0]*d1 + v2[0]*d2 + v3[0]*d3)*A; - bs->dyco[1]= (v1[1]*d1 + v2[1]*d2 + v3[1]*d3)*A; - bs->dyco[2]= (v1[2]*d1 + v2[2]*d2 + v3[2]*d3)*A; - } - else { - bs->dxco[0]= bs->dxco[1]= bs->dxco[2]= 0.0f; - bs->dyco[0]= bs->dyco[1]= bs->dyco[2]= 0.0f; - } - - if (bs->obi->flag & R_TRANSFORMED) { - mul_m3_v3(bs->obi->nmat, bs->dxco); - mul_m3_v3(bs->obi->nmat, bs->dyco); - } -} - -static void do_bake_shade(void *handle, int x, int y, float u, float v) -{ - BakeShade *bs= handle; - VlakRen *vlr= bs->vlr; - ObjectInstanceRen *obi= bs->obi; - Object *ob= obi->obr->ob; - float l, *v1, *v2, *v3, tvn[3], ttang[4]; - int quad; - ShadeSample *ssamp= &bs->ssamp; - ShadeInput *shi= ssamp->shi; - - /* fast threadsafe break test */ - if (R.test_break(R.tbh)) - return; - - /* setup render coordinates */ - if (bs->quad) { - v1= vlr->v1->co; - v2= vlr->v3->co; - v3= vlr->v4->co; - } - else { - v1= vlr->v1->co; - v2= vlr->v2->co; - v3= vlr->v3->co; - } - - l= 1.0f-u-v; - - /* shrink barycentric coordinates inwards slightly to avoid some issues - * where baking selected to active might just miss the other face at the - * near the edge of a face */ - if (bs->actob) { - const float eps = 1.0f - 1e-4f; - float invsum; - - u = (u - 0.5f)*eps + 0.5f; - v = (v - 0.5f)*eps + 0.5f; - l = (l - 0.5f)*eps + 0.5f; - - invsum = 1.0f/(u + v + l); - - u *= invsum; - v *= invsum; - l *= invsum; - } - - /* renderco */ - shi->co[0]= l*v3[0]+u*v1[0]+v*v2[0]; - shi->co[1]= l*v3[1]+u*v1[1]+v*v2[1]; - shi->co[2]= l*v3[2]+u*v1[2]+v*v2[2]; - - /* avoid self shadow with vertex bake from adjacent faces [#33729] */ - if ((bs->vcol != NULL) && (bs->actob == NULL)) { - madd_v3_v3fl(shi->co, vlr->n, 0.0001f); - } - - if (obi->flag & R_TRANSFORMED) - mul_m4_v3(obi->mat, shi->co); - - copy_v3_v3(shi->dxco, bs->dxco); - copy_v3_v3(shi->dyco, bs->dyco); - - quad= bs->quad; - bake_set_shade_input(obi, vlr, shi, quad, 0, x, y, u, v); - - if (bs->type==RE_BAKE_NORMALS && R.r.bake_normal_space==R_BAKE_SPACE_TANGENT) { - shade_input_set_shade_texco(shi); - copy_v3_v3(tvn, shi->nmapnorm); - copy_v4_v4(ttang, shi->nmaptang); - } - - /* if we are doing selected to active baking, find point on other face */ - if (bs->actob) { - Isect isec, minisec; - float co[3], minco[3], dist, mindist=0.0f; - int hit, sign, dir=1; - - /* intersect with ray going forward and backward*/ - hit= 0; - memset(&minisec, 0, sizeof(minisec)); - minco[0]= minco[1]= minco[2]= 0.0f; - - copy_v3_v3(bs->dir, shi->vn); - - for (sign=-1; sign<=1; sign+=2) { - memset(&isec, 0, sizeof(isec)); - isec.mode= RE_RAY_MIRROR; - - isec.orig.ob = obi; - isec.orig.face = vlr; - isec.userdata= bs->actob; - isec.check = RE_CHECK_VLR_BAKE; - isec.skip = RE_SKIP_VLR_NEIGHBOUR; - - if (bake_intersect_tree(R.raytree, &isec, shi->co, shi->vn, sign, co, &dist)) { - if (!hit || len_squared_v3v3(shi->co, co) < len_squared_v3v3(shi->co, minco)) { - minisec= isec; - mindist= dist; - copy_v3_v3(minco, co); - hit= 1; - dir = sign; - } - } - } - - if (bs->type==RE_BAKE_DISPLACEMENT) { - if (hit) - bake_displacement(handle, shi, (dir==-1)? mindist:-mindist, x, y); - else - bake_displacement(handle, shi, 0.0f, x, y); - return; - } - - /* if hit, we shade from the new point, otherwise from point one starting face */ - if (hit) { - obi = (ObjectInstanceRen *)minisec.hit.ob; - vlr = (VlakRen *)minisec.hit.face; - quad= (minisec.isect == 2); - copy_v3_v3(shi->co, minco); - - u= -minisec.u; - v= -minisec.v; - bake_set_shade_input(obi, vlr, shi, quad, 1, x, y, u, v); - } - } - - if (bs->type==RE_BAKE_NORMALS && R.r.bake_normal_space==R_BAKE_SPACE_TANGENT) - bake_shade(handle, ob, shi, quad, x, y, u, v, tvn, ttang); - else - bake_shade(handle, ob, shi, quad, x, y, u, v, 0, 0); -} - -static int get_next_bake_face(BakeShade *bs) -{ - ObjectRen *obr; - VlakRen *vlr; - MTFace *tface; - static int v= 0, vdone = FALSE; - static ObjectInstanceRen *obi= NULL; - - if (bs==NULL) { - vlr= NULL; - v= vdone = FALSE; - obi= R.instancetable.first; - return 0; - } - - BLI_lock_thread(LOCK_CUSTOM1); - - for (; obi; obi=obi->next, v=0) { - obr= obi->obr; - - for (; vtotvlak; v++) { - vlr= RE_findOrAddVlak(obr, v); - - if ((bs->actob && bs->actob == obr->ob) || (!bs->actob && (obr->ob->flag & SELECT))) { - if(R.r.bake_flag & R_BAKE_VCOL) { - /* Gather face data for vertex color bake */ - Mesh *me; - int *origindex, vcollayer; - CustomDataLayer *cdl; - - if(obr->ob->type != OB_MESH) - continue; - me = obr->ob->data; - - origindex = RE_vlakren_get_origindex(obr, vlr, 0); - if(origindex == NULL) - continue; - if (*origindex >= me->totpoly) { - /* Small hack for Array modifier, which gives false - original indices - z0r */ - continue; - } -#if 0 - /* Only shade selected faces. */ - if((me->mface[*origindex].flag & ME_FACE_SEL) == 0) - continue; -#endif - - vcollayer = CustomData_get_render_layer_index(&me->ldata, CD_MLOOPCOL); - if(vcollayer == -1) - continue; - - cdl = &me->ldata.layers[vcollayer]; - bs->mpoly = me->mpoly + *origindex; - bs->vcol = ((MLoopCol*)cdl->data) + bs->mpoly->loopstart; - bs->mloop = me->mloop + bs->mpoly->loopstart; - } - else { - Image *ima = NULL; - ImBuf *ibuf = NULL; - const float vec_alpha[4]= {0.0f, 0.0f, 0.0f, 0.0f}; - const float vec_solid[4]= {0.0f, 0.0f, 0.0f, 1.0f}; - - tface= RE_vlakren_get_tface(obr, vlr, obr->bakemtface, NULL, 0); - - if (!tface || !tface->tpage) - continue; - - ima = tface->tpage; - ibuf = BKE_image_acquire_ibuf(ima, NULL, NULL); - - if (ibuf==NULL) - continue; - - if (ibuf->rect==NULL && ibuf->rect_float==NULL) { - BKE_image_release_ibuf(ima, ibuf, NULL); - continue; - } - - if (ibuf->rect_float && !(ibuf->channels==0 || ibuf->channels==4)) { - BKE_image_release_ibuf(ima, ibuf, NULL); - continue; - } - - if (ima->flag & IMA_USED_FOR_RENDER) { - ima->id.flag &= ~LIB_DOIT; - BKE_image_release_ibuf(ima, ibuf, NULL); - continue; - } - - /* find the image for the first time? */ - if (ima->id.flag & LIB_DOIT) { - ima->id.flag &= ~LIB_DOIT; - - /* we either fill in float or char, this ensures things go fine */ - if (ibuf->rect_float) - imb_freerectImBuf(ibuf); - /* clear image */ - if (R.r.bake_flag & R_BAKE_CLEAR) - IMB_rectfill(ibuf, (ibuf->planes == R_IMF_PLANES_RGBA) ? vec_alpha : vec_solid); - - /* might be read by UI to set active image for display */ - R.bakebuf= ima; - } - - /* Tag image for redraw. */ - ibuf->userflags |= IB_DISPLAY_BUFFER_INVALID; - BKE_image_release_ibuf(ima, ibuf, NULL); - } - - bs->obi = obi; - bs->vlr = vlr; - bs->vdone++; /* only for error message if nothing was rendered */ - v++; - BLI_unlock_thread(LOCK_CUSTOM1); - return 1; - } - } - } - - BLI_unlock_thread(LOCK_CUSTOM1); - return 0; -} - -static void bake_single_vertex(BakeShade *bs, VertRen *vert, float u, float v) -{ - int *origindex, i; - MLoopCol *basevcol; - MLoop *mloop; - - origindex = RE_vertren_get_origindex(bs->obi->obr, vert, 0); - if (!origindex || *origindex == ORIGINDEX_NONE) - return; - - /* Search for matching vertex index and apply shading. */ - for (i = 0; i < bs->mpoly->totloop; i++) { - mloop = bs->mloop + i; - if (mloop->v != *origindex) - continue; - basevcol = bs->vcol; - bs->vcol = basevcol + i; - do_bake_shade(bs, 0, 0, u, v); - bs->vcol = basevcol; - break; - } - - /* needs to be done during baking and not before else the mesh will update before bake starts */ - DAG_id_tag_update(&bs->obi->ob->id, OB_RECALC_DATA); -} - -/* Bake all vertices of a face. Actually, this still works on a face-by-face - basis, and each vertex on each face is shaded. Vertex colors are a property - of loops, not vertices. */ -static void shade_verts(BakeShade *bs) -{ - VlakRen *vlr = bs->vlr; - - /* Disable baking to image; write to vcol instead. vcol pointer is set in - * bake_single_vertex. */ - bs->ima = NULL; - bs->rect = NULL; - bs->rect_float = NULL; - bs->displacement_buffer = NULL; - bs->displacement_min = FLT_MAX; - bs->displacement_max = -FLT_MAX; - - bs->quad = 0; - - /* No anti-aliasing for vertices. */ - zero_v3(bs->dxco); - zero_v3(bs->dyco); - - /* Shade each vertex of the face. u and v are barycentric coordinates; since - we're only interested in vertices, these will be 0 or 1. */ - if ((vlr->flag & R_FACE_SPLIT) == 0) { - /* Processing triangle face, whole quad, or first half of split quad. */ - - bake_single_vertex(bs, bs->vlr->v1, 1.0f, 0.0f); - bake_single_vertex(bs, bs->vlr->v2, 0.0f, 1.0f); - bake_single_vertex(bs, bs->vlr->v3, 0.0f, 0.0f); - - if (vlr->v4) { - bs->quad = 1; - bake_single_vertex(bs, bs->vlr->v4, 0.0f, 0.0f); - } - } - else { - /* Processing second half of split quad. Only one vertex to go. */ - if (vlr->flag & R_DIVIDE_24) { - bake_single_vertex(bs, bs->vlr->v2, 0.0f, 1.0f); - } - else { - bake_single_vertex(bs, bs->vlr->v3, 0.0f, 0.0f); - } - } -} - -/* already have tested for tface and ima and zspan */ -static void shade_tface(BakeShade *bs) -{ - VlakRen *vlr= bs->vlr; - ObjectInstanceRen *obi= bs->obi; - ObjectRen *obr= obi->obr; - MTFace *tface= RE_vlakren_get_tface(obr, vlr, obr->bakemtface, NULL, 0); - Image *ima= tface->tpage; - float vec[4][2]; - int a, i1, i2, i3; - - /* check valid zspan */ - if (ima!=bs->ima) { - BKE_image_release_ibuf(bs->ima, bs->ibuf, NULL); - - bs->ima= ima; - bs->ibuf= BKE_image_acquire_ibuf(ima, NULL, NULL); - /* note, these calls only free/fill contents of zspan struct, not zspan itself */ - zbuf_free_span(bs->zspan); - zbuf_alloc_span(bs->zspan, bs->ibuf->x, bs->ibuf->y, R.clipcrop); - } - - bs->rectx= bs->ibuf->x; - bs->recty= bs->ibuf->y; - bs->rect= bs->ibuf->rect; - bs->rect_colorspace= bs->ibuf->rect_colorspace; - bs->rect_float= bs->ibuf->rect_float; - bs->vcol = NULL; - bs->quad= 0; - bs->rect_mask = NULL; - bs->displacement_buffer = NULL; - - if (bs->use_mask || bs->use_displacement_buffer) { - BakeImBufuserData *userdata = bs->ibuf->userdata; - if (userdata == NULL) { - BLI_lock_thread(LOCK_CUSTOM1); - userdata = bs->ibuf->userdata; - if (userdata == NULL) /* since the thread was locked, its possible another thread alloced the value */ - userdata = MEM_callocN(sizeof(BakeImBufuserData), "BakeMask"); - - if (bs->use_mask) - userdata->mask_buffer = MEM_callocN(sizeof(char) * bs->rectx * bs->recty, "BakeMask"); - - if (bs->use_displacement_buffer) - userdata->displacement_buffer = MEM_callocN(sizeof(float) * bs->rectx * bs->recty, "BakeDisp"); - - bs->ibuf->userdata = userdata; - - BLI_unlock_thread(LOCK_CUSTOM1); - } - - bs->rect_mask = userdata->mask_buffer; - bs->displacement_buffer = userdata->displacement_buffer; - } - - /* get pixel level vertex coordinates */ - for (a=0; a<4; a++) { - /* Note, workaround for pixel aligned UVs which are common and can screw up our intersection tests - * where a pixel gets in between 2 faces or the middle of a quad, - * camera aligned quads also have this problem but they are less common. - * Add a small offset to the UVs, fixes bug #18685 - Campbell */ - vec[a][0]= tface->uv[a][0]*(float)bs->rectx - (0.5f + 0.001f); - vec[a][1]= tface->uv[a][1]*(float)bs->recty - (0.5f + 0.002f); - } - - /* UV indices have to be corrected for possible quad->tria splits */ - i1= 0; i2= 1; i3= 2; - vlr_set_uv_indices(vlr, &i1, &i2, &i3); - bake_set_vlr_dxyco(bs, vec[i1], vec[i2], vec[i3]); - zspan_scanconvert(bs->zspan, bs, vec[i1], vec[i2], vec[i3], do_bake_shade); - - if (vlr->v4) { - bs->quad= 1; - bake_set_vlr_dxyco(bs, vec[0], vec[2], vec[3]); - zspan_scanconvert(bs->zspan, bs, vec[0], vec[2], vec[3], do_bake_shade); - } -} - -static void *do_bake_thread(void *bs_v) -{ - BakeShade *bs= bs_v; - - while (get_next_bake_face(bs)) { - if (R.r.bake_flag & R_BAKE_VCOL) - shade_verts(bs); - else - shade_tface(bs); - - /* fast threadsafe break test */ - if (R.test_break(R.tbh)) - break; - - /* access is not threadsafe but since its just true/false probably ok - * only used for interactive baking */ - if (bs->do_update) - *bs->do_update= TRUE; - } - bs->ready= 1; - - BKE_image_release_ibuf(bs->ima, bs->ibuf, NULL); - - return NULL; -} - -void RE_bake_ibuf_filter(ImBuf *ibuf, char *mask, const int filter) -{ - /* must check before filtering */ - const short is_new_alpha= (ibuf->planes != R_IMF_PLANES_RGBA) && BKE_imbuf_alpha_test(ibuf); - - /* Margin */ - if (filter) { - IMB_filter_extend(ibuf, mask, filter); - } - - /* if the bake results in new alpha then change the image setting */ - if (is_new_alpha) { - ibuf->planes= R_IMF_PLANES_RGBA; - } - else { - if (filter && ibuf->planes != R_IMF_PLANES_RGBA) { - /* clear alpha added by filtering */ - IMB_rectfill_alpha(ibuf, 1.0f); - } - } -} - -void RE_bake_ibuf_normalize_displacement(ImBuf *ibuf, float *displacement, char *mask, float displacement_min, float displacement_max) -{ - int i; - float *current_displacement = displacement; - char *current_mask = mask; - float max_distance; - - max_distance = max_ff(fabsf(displacement_min), fabsf(displacement_max)); - - for (i = 0; i < ibuf->x * ibuf->y; i++) { - if (*current_mask == FILTER_MASK_USED) { - float normalized_displacement; - - if (max_distance > 1e-5f) - normalized_displacement = (*current_displacement + max_distance) / (max_distance * 2); - else - normalized_displacement = 0.5f; - - 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; - } - - if (ibuf->rect) { - unsigned char *cp = (unsigned char *) (ibuf->rect + i); - cp[0] = cp[1] = cp[2] = FTOCHAR(normalized_displacement); - cp[3] = 255; - } - } - - current_displacement++; - current_mask++; - } -} - -/* using object selection tags, the faces with UV maps get baked */ -/* render should have been setup */ -/* returns 0 if nothing was handled */ -int RE_bake_shade_all_selected(Render *re, int type, Object *actob, short *do_update, float *progress) -{ - BakeShade *handles; - ListBase threads; - Image *ima; - int a, vdone = FALSE, use_mask = FALSE, result = BAKE_RESULT_OK; - int use_displacement_buffer = FALSE; - - re->scene_color_manage = BKE_scene_check_color_management_enabled(re->scene); - - /* initialize render global */ - R= *re; - R.bakebuf= NULL; - - /* initialize static vars */ - get_next_bake_face(NULL); - - /* do we need a mask? */ - if (re->r.bake_filter) - use_mask = TRUE; - - /* do we need buffer to store displacements */ - if (type == RE_BAKE_DISPLACEMENT) { - if ((R.r.bake_flag & R_BAKE_NORMALIZE) && R.r.bake_maxdist == 0.0f) { - use_displacement_buffer = TRUE; - use_mask = TRUE; - } - } - - /* baker uses this flag to detect if image was initialized */ - if ((R.r.bake_flag & R_BAKE_VCOL) == 0) { - for (ima = G.main->image.first; ima; ima = ima->id.next) { - ImBuf *ibuf = BKE_image_acquire_ibuf(ima, NULL, NULL); - ima->id.flag |= LIB_DOIT; - ima->flag &= ~IMA_USED_FOR_RENDER; - if (ibuf) { - ibuf->userdata = NULL; /* use for masking if needed */ - } - BKE_image_release_ibuf(ima, ibuf, NULL); - } - } - - BLI_init_threads(&threads, do_bake_thread, re->r.threads); - - handles= MEM_callocN(sizeof(BakeShade)*re->r.threads, "BakeShade"); - - /* get the threads running */ - for (a=0; ar.threads; a++) { - /* set defaults in handles */ - handles[a].ssamp.shi[0].lay= re->lay; - - if (type==RE_BAKE_SHADOW) { - handles[a].ssamp.shi[0].passflag= SCE_PASS_SHADOW; - } - else { - handles[a].ssamp.shi[0].passflag= SCE_PASS_COMBINED; - } - handles[a].ssamp.shi[0].combinedflag= ~(SCE_PASS_SPEC); - handles[a].ssamp.shi[0].thread= a; - handles[a].ssamp.tot= 1; - - handles[a].type= type; - handles[a].actob= actob; - if (R.r.bake_flag & R_BAKE_VCOL) - handles[a].zspan = NULL; - else - handles[a].zspan = MEM_callocN(sizeof(ZSpan), "zspan for bake"); - - handles[a].use_mask = use_mask; - handles[a].use_displacement_buffer = use_displacement_buffer; - - handles[a].do_update = do_update; /* use to tell the view to update */ - - handles[a].displacement_min = FLT_MAX; - handles[a].displacement_max = -FLT_MAX; - - BLI_insert_thread(&threads, &handles[a]); - } - - /* wait for everything to be done */ - a= 0; - while (a!=re->r.threads) { - PIL_sleep_ms(50); - - /* calculate progress */ - for (vdone = FALSE, a=0; ar.threads; a++) - vdone+= handles[a].vdone; - if (progress) - *progress = (float)(vdone / (float)re->totvlak); - - for (a=0; ar.threads; a++) { - if (handles[a].ready==0) - break; - } - } - - /* filter and refresh images */ - if ((R.r.bake_flag & R_BAKE_VCOL) == 0) { - float displacement_min = FLT_MAX, displacement_max = -FLT_MAX; - - if (use_displacement_buffer) { - for (a = 0; a < re->r.threads; a++) { - displacement_min = min_ff(displacement_min, handles[a].displacement_min); - displacement_max = max_ff(displacement_max, handles[a].displacement_max); - } - } - - for (ima = G.main->image.first; ima; ima = ima->id.next) { - if ((ima->id.flag & LIB_DOIT)==0) { - ImBuf *ibuf = BKE_image_acquire_ibuf(ima, NULL, NULL); - BakeImBufuserData *userdata; - - if (ima->flag & IMA_USED_FOR_RENDER) - result = BAKE_RESULT_FEEDBACK_LOOP; - - if (!ibuf) - continue; - - userdata = (BakeImBufuserData *) ibuf->userdata; - RE_bake_ibuf_filter(ibuf, userdata->mask_buffer, re->r.bake_filter); - - if (use_displacement_buffer) { - RE_bake_ibuf_normalize_displacement(ibuf, userdata->displacement_buffer, userdata->mask_buffer, - displacement_min, displacement_max); - } - - ibuf->userflags |= IB_BITMAPDIRTY; - BKE_image_release_ibuf(ima, ibuf, NULL); - } - } - - /* calculate return value */ - for (a = 0; a < re->r.threads; a++) { - zbuf_free_span(handles[a].zspan); - MEM_freeN(handles[a].zspan); - } - } - - MEM_freeN(handles); - - BLI_end_threads(&threads); - - if (vdone==0) - result= BAKE_RESULT_NO_OBJECTS; - - return result; -} - -struct Image *RE_bake_shade_get_image(void) -{ - return R.bakebuf; -}